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2/04/10 7:00:49 AM#61
Please tell me you never worked in the budget dept? you have to ship with 500 complete zones, each with a unique experience and story for the players. This is an insane scope. Here's why: Assuming - just for purposes of discussion - each zone takes just one worldbuilder and just one artist a month of time to bring from concept to completion (which is wildly optimistic/unrealistic), and assuming you have 25 worldbuilders and 25 artists, you've just committed yourself to over 3 years of nothing but cranking out zones. 25 worldbuilders & 25 artists @ 1 zone/month = 25 zones/month 25 zones/month * 20 months = 500 zones 20 months = 1 & 2/3 years NOT 3 years. Sorry but math mistakes(especially simple ones) just bug the crap out of me, otherwise very nice article. |
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2/04/10 7:18:48 AM#62
Nice article Scott. I suggest you bone up on Agile Development methods, it works well in any programming environment. It will bring all those grandiose ideas to earth. The problem with many development staffs in MMO's as you pointed out is they try to do too much with the resources available to them. The key to any software development is to maintain your focus and plan, plan, plan.... |
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2/04/10 8:03:37 AM#63
Originally posted by bamdorf
OK, time for a virtual reality check. Just about everything said in the article is correct and is worth payinig attention to. But. Generalities are only rough guidelines, not the details that actually make or break a creative enterprise. I can also say, it's good for the Fed to balance the budget, because if it doesn't we all suffer eventually. Doh. How does saying that help? I will try desperately to just make two points and avoid forum scope creep. 1. I can see why Mellow44 might say that. But it is about 99% wrong. Watch a detailed "making of" segment for a hit movie. I might mention Star Wars or LOTR trilogy. I think it can be argued they were decent movies. They made lotta money. But the people who made the movies, incuding the actors, struggle mightily and constantly with time, money, and scope, and just before release were quite unsure what the result would be. Yes, you need to work hard and not be totally stupid yada yada yada but the creative enterprise, especially the making of something memorable, IS SOMETHING CLOUDED IN MYSTERY. Why is SW 4-5-6 so much better than 1-2-3, even though the tech was much better, the people were much more experienced. Was Lucas just trying to be stupid and intentionally avoiding making great movies because he had gotten bored with it? It always seems so obvious...in retrospect. 2. If we just follow the rules we will be successful, if we don't we will fail miserably. Of course we can all agree on that, right? Sounds so warm and fuzzy. I am NOT saying it is smart to ignore the points made in the article, but for example.... one of the cosmic failures listed was the epic quests in Everquest. So many things wrong with that game. Read about the making of EQ, it was a mess. But it was IMO the key game that launched the industry. Probably Blizzard doesn't bother with the well made but thoroughly derivative WOW unless EQ is a totally unanticipated hit. Let's look at the monumentally stupid epic quests in particular. Yep, sure looks dumber than hell. Err....but with this as a big feature in the game, EQ still hit 400k subs, people played it for years, and it is still viable 10 years later (though admittedly a different game now.) Maybe people liked the idea of "epic" items actually requiring epic efforts in time, grouping, etc. So does anything done in WOW actually provide anything like an "epic" feel? Let me give the MASTER RULE: its is easier to predict the weather a month in advance than to predict a successful creative endeavor. I remember one evening I popped into Halas for the bank, and somehow a number of guildmates found themselves there also. And someone bought booze and a local bar and we plopped down outside the bank, and started telling jokes, worked on our Alcohol Tolerance, and....told stories about adventures we had had in EQ. We laughed, drank and babbled into the night. Ok, people, when is the last time you were in an MMO and people more or less spontaneously got to together and "told the tales"? Summary: IT IS magical. And forgetting that is the worst mistake one can make.
You don't have a clue do you? Why was EQ successful? Why are the first three Star Wars movies considered better than the second three? Why does boring, content-less and buggy MMOs fail? Why, why, why? The information is out there... on the internet. |
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2/04/10 10:27:47 AM#64
Originally posted by grimfall
Actually in both the games you mentioned, the issue was a combination of design and service - refusal to adapt design based on customer feedback until well after much damage had already been done. In both UO and EQ, there was huge "churn" - players buying the game, playing it for a while, then quitting. Both games were financially successful in spite of that churn (largely because the concept of MMOs itself was new and different) but could easily have been more so. |
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2/04/10 10:31:42 AM#65
Originally posted by martaug
Whoops! You got me. :) It was supposed to be 1000 zones (3 1/3 years) and got dropped in an edit. Woo hoo, we can ship with 500 zones! |
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2/04/10 10:32:47 AM#66
Originally posted by Ozmodan
Pretty much every MMO team these days uses agile/SCRUM development, which helps in the down-in-the-trenches milestone planning but doesn't help too much if the end goals are wildly unrealistic. |
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2/04/10 10:40:24 AM#67
Originally posted by Comnitus Absolutely. TOR is destined to fail because BioWare is part of EA. Perfectly logical to me!
It is not destined to fail simply because BioWare is part of EA. I personally don't like the design of the TOR to begin with, but the Star Wars IP alone might be more than enough to keep make it a success... But that's a separate discussion. When it comes to your career or lively-hood, most people bet conservatively. EA, for MMO's, is not a safe bet by any means.
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2/04/10 12:08:39 PM#68
i ,like one of the first replies, wanted more detail after the setup of the first part of this article. most of your points are known by people who have been playing games for a while. however, taken in context as a general overview of fail, it was an enjoyable read. i would hope that the people who make games read this with as much interest as those of us who play. and i would hope that we, the gamer community, start making wise financial decisions and stop supporting pre order and cash shops and reward those who listen to their customers and bring new , good, content on a regular basis.
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2/04/10 12:30:33 PM#69
Originally posted by gulthaw
Well, I'm just a player who's been gaming online since Legend of Mir 2 (Wait.. that was 9-10 years ago! :S ) and I kind of agree completely with your points. As a RPG fan I love Bioware games (and I put my trust in them, believing SW:TOR will be the next Great Game) and as a MMO gamer I loved the article. I don't know why that much hate towards EA, seriously, is not like SOE (game it touches game it kills, take PoxNora as a good example or SWG and Vanguard... still hurting here); but I wanted to add something else to the discussion. The Endgame: Games are supposed to be fun, not a job (things like "damn! I didn't do the daily quests" or "oops! i'm gonna be late to the event that occurs every 12h and gives coins-tokens to get the omfgiwanna items"). I still have to play a game where the endgame is as fun as leveling and that imho is as important as every other aspect of the game. Why play when I know that, in the end, i'm gonna need a bunch of people swollen with good items in order to get better items? I still hope to see a game where player skill is much important than equip but i'm going offtopic here ^_^ Imho, developers not only should have fun and take everything wrote in the article in consideration but should sit on a table and ask themselves "after months or years of playing, when they reach the cap level/end-game, what would they want to do? how are we going to motivate them to keep on playing without being forced to create a new char in order to enjoy the game again?" Here is where every single MMO i've played fails (again, that's my oppinion as a casual-hardcore player) but that's ok if they wanna do like Blizzard - play, be bored, we don't care cause you will leave but lots gonna come in, and we don't care about anything at all as long as there is people coming and paying - or like SOE - play and pay, we're going to screw you and change the whole game after 2 years and everything you did will be meaningless. Argh, i ended whining >< sorry, but hope you get my point ;)
as you say yourself....end up whinning, and to bash SOE is just as bad as say you dont get why ppl bash EA. to ME SOE never did any wrong, even if I may not agree the way they take EQ2 at the moment. but I may very well be in minority of this opinion. on topic liked the article alot, always fun to see abit "behind the scenes" comments |
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2/04/10 12:38:12 PM#70
Originally posted by luvboox
Should be required reading for getting a MMORPG.com account. "Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga |
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2/04/10 2:15:22 PM#71
Originally posted by LumTheMad
Designers make games to be played, after all. But producers make games to be purchased, which is slightly different
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2/04/10 2:32:42 PM#72
Originally posted by astoria
Should be required reading for getting a MMORPG.com account.
lol astoria
As someone that is has studied game design, I found this article to be quite good even though it feels like it came from a book I read. Scott Jennings has now become my favorite columnist. |
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2/04/10 5:48:42 PM#73
Originally posted by SnarlingWolf
These are the same people that ring up the emergency services because they don't know how to turn the oven on or they locked themselved out of their house. Unfortunately the world is full of some very stupid people who are unable to think for themselves. Excellent article, though. I sometimes think people forget just what is involved with producing an MMO on even a small scale. People need to be realistic but so do the companies; If they propogate hype and are unable to deliver, they only have themselves to blame. |
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2/04/10 5:52:48 PM#74
A bit off topic...maybe. The other side of being unable to follow the vision is just what RoM is doing...making patches and even new servers, and admitting during the process they're not quite sure what they're doing. Then again, go to the main German site and lo and behold they're advertising Aion--pay-to-play. Divergence from the initial vision (and from the envisioned ability to carry it through) has many faces). Lack of judgment (particularly when to call it quits) maybe at the basis of them all. oregon...various |
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Dnomsed
Novice Member
Joined: 3/05/07
"I have no special talent. I am only passionately curious." -Albert Einstein |
2/05/10 12:30:05 AM#75
Excellent article! Nothing revolutionary here just good, solid, meat-and-potatoes common sense that should be mass emailed to every MMO game dev currently working on an unreleased project. Warhammer fanatic since '85. |
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2/05/10 8:33:13 AM#76
Wholeheartedly agree. Please pass on to your friends out there making our next group of games. |
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2/05/10 11:16:25 AM#77
Originally posted by Nipashnaka
Designers make games to be played, after all. But producers make games to be purchased, which is slightly different
fully agree its easy to see on the discussions they have about battlegrounds in EQ2 at the moment, there is atleastt 10 diffrent views on how it should be done, and those can be splitted up in 3....ppl that wish it never got implemented, ppl that think its ok as long it doesnt affect PvE progression in ANY way and the 3rd that wish to just do the "PvP" to get their gear. so its already been changed afew times how it works. and well in end SOE need to take THEIR decision, but they do waste alot of time on this project - because they listen to player feedback... |
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2/05/10 12:34:52 PM#78
I've never worked on an MMO, but I have worked on several big productivity packages (little known accounting app called Glasspac, and a well known program called Adobe Reader/Acrobat) and much of what can be said about making a MMO successful can be said for making any program successful - doubly so as many of these apps have online services now (like acrobat.com). Well done article ;). |
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2/05/10 12:50:03 PM#79
One trend that is disturbing too - only hand out beta's to people who pre-ordered the game, or people who signed up for fileplanet on a certain day. In other words - MMO companies are literally selling the beta. I have no clue, but I suspect only the most hardcore devoted players take this route - those people will buy the game and a good majority of them will stick it out no matter the problem. I think if most games did a much more formal beta process at least initially (applications, reviewing applicants etc etc) you might get a clearer picture of how your game will stack up to the general public. After all - if the general public can't play your beta (or don't want to) you might have big problems ahead. |
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2/05/10 5:29:58 PM#80
QFT. This is a great article and bang on the money. The initial discussion of scope should be the first chapter of a 'how to write an MMO' guide for anyone in the industry to read. |
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