Copyrights and how to relunch the game.

Kovan

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Nov 3, 2017
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Hello, we are a group of software developer. We have been playing this game for a decade, and we would create a game similar to MIR, but we want a clean game that can be put on commerce. Therefore we are looking for contacts about the old companies that used to run the official versions, eventually we are fine to buy the copyrights, and relunch the game with more contents as a new official version, or with a different name but the game engine and the graphic should be the same.

Does anyone knows who should we contact in order to acquiare the copyrights of this game? Thanks.
 

Chalace

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Nice first post -.-

Why even post here? All the company information is freely available...
 

OhBaby

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Chalace

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Also official is still running... Just thought i'd throw that in there.
 

daneo1989

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IMO Original post looks dodgy.. Just reminds me Mecha copy site and Lapta!
Did a basic forum IP check and nothing showing with the users IP so either Mecha is using an VPN or getting someone else is posting on his behalf
 

Chalace

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Obviously some dodgy ****, who in their right mind would make a new account to post something like this?

And yeah sounds like Mecha, stupid as stupid can be, a 2 minute search provides all the information he is asking for. Not the mention the delusional idea...
 

Kovan

LOMCN n00bie
Nov 3, 2017
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As far i know mir was hosted by GN, failed, then QGO, failed, then GN again and failed again, so did the USA version, same the version hosted in South Korea for the western market, and no i'm not whoever you think you are so save yourself the drama. I know this forum long time because it used to host private servers. The officail sites that used to host mir are all offine or are parking banners. Actoz and wemade don't see to be contactable. So an official version is still running? And where is it? Mir was some of the most succesfull games but it was a big failure on the wester market. I remember the license used to cost 1.000.000 euros without the patches. If you have some informations i would appreciate it. Thanks.
 

Far

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As far i know mir was hosted by GN, failed, then QGO, failed, then GN again and failed again, so did the USA version, same the version hosted in South Korea for the western market, and no i'm not whoever you think you are so save yourself the drama. I know this forum long time because it used to host private servers. The officail sites that used to host mir are all offine or are parking banners. Actoz and wemade don't see to be contactable. So an official version is still running? And where is it? Mir was some of the most succesfull games but it was a big failure on the wester market. I remember the license used to cost 1.000.000 euros without the patches. If you have some informations i would appreciate it. Thanks.
Mir is owned by ygonline now

Sent from my SM-G930F using Tapatalk
 

Trollypolly

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Mir was some of the most succesfull games but it was a big failure on the western market.

They failed and will keep failing (private servers and I would go as far to say commercially in the western market) mainly in the western market due to body drops, everything has been the same for over a decade with no expansion that revamps skills / art / animations. Lack of population which makes it hard to implement successful "minigames" to take away from Mirs good ole monotony / piss poor AI and lack of content updates for the most part and all the current private servers have some of these symptoms. Of course you are also going up against a huge crowd of people who say graphics > gameplay. So Mir isn't looking good but I think we all knew that.

The game design in most aspects make no sense for the western market to even want to take it seriously. This game has in its design that you can become weaker by putting in MORE time... No western market will ever invest or take an idea such as this seriously for an MMO.

When you all make servers do you research about game design/mechanics? Extra Credit videos on YouTube for your basic 101 information on how to increase your odds of a successful game.

Serious question, is the majority of people who play Mir private servers Western?
 
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Chalace

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They failed and will keep failing (private servers and I would go as far to say commercially in the western market) mainly in the western market due to body drops, everything has been the same for over a decade with no expansion that revamps skills / art / animations. Lack of population which makes it hard to implement successful "minigames" to take away from Mirs good ole monotony / piss poor AI and lack of content updates for the most part and all the current private servers have some of these symptoms. Of course you are also going up against a huge crowd of people who say graphics > gameplay. So Mir isn't looking good but I think we all knew that.

The game design in most aspects make no sense for the western market to even want to take it seriously. This game has in its design that you can become weaker by putting in MORE time... No western market will ever invest or take an idea such as this seriously for an MMO.

When you all make servers do you research about game design/mechanics? Extra Credit videos on YouTube for your basic 101 information on how to increase your odds of a successful game.

Serious question, is the majority of people who play Mir private servers Western?

It's funny, whenever i mention any fundamental game design philosophies it gets completely ignored or told I'm wrong, which is laughable.

If half the servers on here actually had a clue about even basic design principles, instead of just repeating whats been done for the last decade, there might actually be some interesting takes coming out that don't die in a week. There has been a few bits here and there but it never lasts due to being overshadowed by other failure points.

I spent a month or so playing with the files and tested out a lot of different systems. Some minor and some major gameplay designs. There really is a lot of scope for whats possible without even needing to code very much. Why people keep coming out with the same thing, just adding a few items/mobs is beyond me, like the 5 releases the month before it will only last a week.

The extra credit series is actually very good as a starting point, he explains things pretty clearly, tho the silly voice he uses is quite irritating.
 

Trollypolly

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It's funny, whenever i mention any fundamental game design philosophies it gets completely ignored or told I'm wrong, which is laughable.

If half the servers on here actually had a clue about even basic design principles, instead of just repeating whats been done for the last decade, there might actually be some interesting takes coming out that don't die in a week. There has been a few bits here and there but it never lasts due to being overshadowed by other failure points.

I spent a month or so playing with the files and tested out a lot of different systems. Some minor and some major gameplay designs. There really is a lot of scope for whats possible without even needing to code very much. Why people keep coming out with the same thing, just adding a few items/mobs is beyond me, like the 5 releases the month before it will only last a week.

The extra credit series is actually very good as a starting point, he explains things pretty clearly, tho the silly voice he uses is quite irritating.


I wish I would of seen your ideas in the past but my guess is the majority have not seen what I put yet to poke me with pitchforks because I do research. I would just ignore the ignorant and don't give them any power.

I do agree with you in terms of scope. I even thought about re-coding Mir in Unity but it would be in my fun/learning time.

- I think warriors need a complete revamp as the 1 or 2 shot stuff is seems very vintage and I keep seeing one after another server become another Mir statistic following this path. I would rather do mediocre damage with some small burst and gap closers to stay on my target than this "run around catch me if you can". Being able to do more as a warrior to me seems more savage and warrior like than just a straight forward moving body.
- Skills become useless due to being the same level as someone? Why?
- What is secretly hidden for end game "todos" is exp grind even if there are level caps. Why not towards just gear?
- Just implementing a "threat" variable would do wonders for the game to expand upon in ways you have no idea and I feel this is the biggest wall for the game currently.

I am hoping that Jamie's server will make a difference as he seems to be the only one familiar with game mechanics/design. As Einstein said in Command & Conquer : Red Alert 2, "Time will tell.... sooner or later... time will tell".
 
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Pete107

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Or it simply goes down to some, not all but some run them for fun and not interested at all in commercialising the game nor re-inventing the game to the degree it's Mir but no longer Mir.

I don't mind seeing now common common features/systems into the game, but I wouldn't re-invent it completely where it's just not the same anymore.
I've seen a few servers recently that have made an effort of this and it's nice to see that people are not so single minded to stick with the same old stuff, little things like health bars, monster information, journals and so on.. all have a positive effect without destroying the game play, rather refreshing actually.
 

Chalace

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I'm not talking about re-inventing the game, or changing it's core concepts. there is not much you need to do in that regard. You kill stuff and get stronger, it works fine. However, ways in which you go about achieving that are endless.

I get that some people just want to make a server, have some fun and enjoy it, and it's great that we are able to do that. However, that simply wont cut it if you want it to be successful in the long term. We see again and again, server last a week or 2 and that's it. There is a reason for this...

I'm referring the most basic elements that people fail on time and time again, which clearly make or break the game. Class balance, economy, progression, micro-transactions, longevity etc... Unless you make an indistinguishable replica of what once was, which is never going to happen, these basic elements needs to be properly understood and managed to suite what you created.

Yet 99% of servers coming out don't even look at this. they mess with the numbers and scales expect things to just work, when in reality it simply doesn't work like that.
 

Trollypolly

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I'm referring the most basic elements that people fail on time and time again, which clearly make or break the game. Class balance, economy, progression, micro-transactions, longevity etc... Unless you make an indistinguishable replica of what once was, which is never going to happen, these basic elements needs to be properly understood and managed to suite what you created.

Yet 99% of servers coming out don't even look at this. they mess with the numbers and scales expect things to just work, when in reality it simply doesn't work like that.


Correct.
 

Samuel

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People (us) don't play Mir for it's advanced functionality, clever AI's and amazing graphics. We found a game 14/15 (16?) years ago that we fell in love with and we continue to play it purely for nostalgia.

Any and all attempts to radically change (or even improve) Mir, will likely be faced with the harsh reality that Mir doesn't attract new players and the old players just want the same old content (even if they don't think they do), myself included here, 0-40 is gold for me.

More to the original question, I am not sure who own's the actual copyright now, WeMade are certainly the original creators, I suspect Shanda also own their own copyright (due to difference in images and code) and ygonline I think may just have a license with WeMade (but I am not sure). As far as I am aware the license cost is around £100,000pa and this does not include source code; the license includes a set of exes only and there is no license to enable a "group of software engineers" to be able to enhance Mir.

Basically Mir in the west will never make 100k a year so you will always run at a deficit, and the lack of source code will mean you are stuck waiting for WeMade to release binaries, which in my opinion is an unsustainable model for the west and it is likely why they couldn't care about our private servers.

:)

Sam
 
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Chalace

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Any and all attempts to radically change (or even improve) Mir, will likely be faced with the harsh reality that Mir doesn't attract new players

Agree with that for the most part except this. the logic here is so wrong in the context of the OP. Of course there are no (very few) new players, at least in the west; How can there possibly be with zero exposure or marketing? Such a silly 'statement' potential 'New players' don't even know the game exists, to put it simply.

I'm not saying it would work, in fact i think it's an extremely poor business decision to try and re-launch Mir2 in the west, the audience today is far too different.

However, looking over the financials statements of Wemade and Shanda, Who own IP rights to 'The legend of Mir' in China, Mir2 is still making significant (6 figure) revenue over there, as of 2017 first quarter. And Mir2 Mobile is making a ridiculous amount USD $70+ million per month.
 
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