this post was submitted on 09 Jun 2026
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I've been thinking a lot about a long-term game development goal of mine.

My dream project would be a realistic first-person multiplayer game that combines elements I love from different genres. I'm a big fan of survival games, extraction shooters, and tactical team-based games, so I've been wondering whether it's possible to build something that evolves over time rather than trying to do everything at once.

My idea would be to start with an extraction-shooter foundation and focus on making that experience solid first. Then, if the project grows and I can build a larger team and secure more funding, I'd expand it with additional modes such as a tactical 5v5 experience and eventually a persistent open-world survival mode.

What I'm unsure about is whether this approach is technically realistic. Would building multiple game modes around the same project create too much technical debt over time? Could very different gameplay loops end up making development significantly harder?

I'm also curious about the player side of things. If a game offers several distinct modes, does that risk splitting the community too much and creating matchmaking or population issues, especially for a smaller or growing player base?

I'm still fairly new to game development and currently planning to work in Unreal Engine using Blueprints, so I'd really appreciate hearing from anyone with experience in multiplayer games, live-service projects, or large-scale game development.

Thanks in advance for any advice!

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[–] setsneedtofeed@lemmy.world 8 points 11 hours ago

I’m still fairly new to game development

You are considering making a multi-mode, live service game as what I presume is a solo developer.

Make a single player game centered around a single gameplay loop. Get it working well and make it fun. Keep the scope under control.

Once you can do this play around with more complex gameplay loops in single player games but always keep your scope manageable and planned out. Write yourself a game design document that outlines the scope and general objectives of the project and stick to it.

[–] Barbarian@sh.itjust.works 2 points 8 hours ago

Gonna echo what others have said here from my general programming experience: you need to start WAY smaller. Build, for example, a top-down sprite art single-player extraction shooter. Once you've gotten the hang of the general problems with real-time gameplay, then move on to the next project.

I don't think you're wrong in starting with a particular focus and expanding the scope as you gain experience, but you've set your starting point aggressively too high.

[–] unmagical@lemmy.ml 2 points 8 hours ago

Players are generally resistant to changes made in a game. When you release a game the players that keep coming back are the ones that liked what you've made. Those that don't like it won't cone back. Many of them won't even try for a new game mode.

Even if you released with all planned modes your player base would likely fracture into the modes they prefer, but not evenly. Eventually you'll have to prioritize one mode over the others and you'll pick, not your favorite mode, but the mode with the highest player count. This will lead to bugs not getting addressed in your less popular modes and player counts eventually falling off.

Consider COD and Fortnite. Each are massive franchises with huge player bases and multiple modes, but there's really only one or two modes that people play (and those games are produced with massive investments. Hell, PUBG even has occasional seasonal modes--but it's not getting huge numbers of non-pubg players you boot the game and the core player base is sticking to the mode they play the game for.

My advice here is to pick one mode. The one mode you most enjoy and build that. You can then build a community around people that like the same gameplay you do and your enthusiasm for that mode you enjoy will help that community grow.


You mention you are still new to game Dev. What have you built already? These are all ambitious projects, and it you don't have the relevant experience yet will be a VERY difficult task. I'd advise making your first couple of projects really small to get a feel for it and learn incrementally. This will help you gain the requisite skills and delay burnout. If this is your first real big project and you've done nothing with multiplayer before you're gonna have a difficult time.

[–] PlzGibHugs@piefed.ca 11 points 13 hours ago

Honestly, my immediately reaction is that all three of these genres are basically live-service MMOs. Getting and maintaining a large enough playerbase would not be an easy feat. The different gameplay loops may make things more difficult, but extraction shooters and survival games have a lot of overlap, although I can't picture how a 5v5 shooter would benefit from being built on top of this.

I would also warn that large-scale projects like these tend to be exponentially more difficult, without significantly increased odds of success. If this is a long-term passion project, no reason not to pursue it, but if you're hoping to turn it into a buisness, you're probably better off looking into something with a lower playercount required.

[–] justdaveisfine@piefed.social 5 points 12 hours ago

What you generally find is that different gameplay loops tend to clash in bad ways. Games with a bunch of moving parts also tend to be hard to nail down what's working well and what isn't.

To be blunt, this is an ambitious project, in a bad way. You're approaching this as a large studio might and not as what you should be (which is as an indie dev).

Its age-old tradition for an indie dev to pursue their dream project and then crash and burn a bit before drastically scaling down the project scope, but I recommend doing a games more 'game jam' level before you undertake the dream project.

[–] HereIAm@lemmy.world 2 points 11 hours ago

I think you're underestimating the amount of work creating a game is. Dreaming is fine, the next step is to commit some ideas on paper. A project of this scope is unheard of for a solo developer. So you better have a nice chunk of cash behind you to pay for some developers.

I would strongly suggest you start with a very basic tutorial for Unreal engine and then slowly expand on that to even see if it's something you'd enjoy doing.

We all dream of our perfect games and maybe scribble down some notes, but actually putting in the work is a whole other matter. What do you have that the tens of thousand survival games made in unreal engine in steam lacks?

[–] slazer2au@lemmy.world 4 points 14 hours ago

Honestly it sounds a lot like Dark Zones from The Division games,