I must admit, I have trouble understanding why so many small studios try for the multiplayer only scene.
Highest potential with the lowest effort.
A multiplayer only game might only need 6~ maps on launch and maybe 12 unique models. Compared to a single player one which will need double to triple that just to be a short game. And unlike single player games, you are expected to continue support later instead of needing to finish the game entirely before you start selling (meaning launching unfinished is less obvious).
So while you need to be able to give constant support and balance patches going forward, that's basically a trickle compared to the bucket that is non-multiplayer game making in terms of a lot of work done.
Of course its nowhere near that simple, but you can see the motivation.
That's with the potential for your game to take off and become a huge hit virally. Something that happens a lot with multiplayer games (all it takes is one Streamer really), but is really hard to pull off with a single player one.
Highest potential with the lowest effort.
A multiplayer only game might only need 6~ maps on launch and maybe 12 unique models. Compared to a single player one which will need double to triple that just to be a short game. And unlike single player games, you are expected to continue support later instead of needing to finish the game entirely before you start selling (meaning launching unfinished is less obvious).
So while you need to be able to give constant support and balance patches going forward, that's basically a trickle compared to the bucket that is non-multiplayer game making in terms of a lot of work done.
Of course its nowhere near that simple, but you can see the motivation.
That's with the potential for your game to take off and become a huge hit virally. Something that happens a lot with multiplayer games (all it takes is one Streamer really), but is really hard to pull off with a single player one.