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General Discussion 

The Pub at MMORPG.COM  » Lets Kickstart MMO made by mmorpg.com community !!!

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62 posts found
  Lobotomist

Hard Core Member

Joined: 5/20/07
Posts: 4701

I got so much trouble on my mind Refuse to lose.

 
OP  3/14/12 3:47:42 PM#41
Originally posted by BadSpock
Originally posted by Lobotomist
Originally posted by VengeSunsoar

I might consider it.  Those millions of dollars give you a lot more opportunity to create the thing you really wanted to in the first place.

Thats the catch

You would sell out in order to make the thing you really wanted to do ...

But if the game you making is the game you wanted to do ?

I bet most people who say they would turn down millions of dollars would truthfuly not turn down millions of dolllars if they were actually offered it.

We can all say "i'd never do this that or this" until we get in the situation. That is humanity and logic 101.

Besides, there is a guy (check out Massively.com) who won the lotto recently doing exactly this - Kickstarter MMO project.

I am him (joking)

  Moaky07

Advanced Member

Joined: 2/24/07
Posts: 2199

MMO sandbox games are as exciting as watching paint dry.

3/14/12 5:17:19 PM#42
Originally posted by Lobotomist
Originally posted by BadSpock
Originally posted by Lobotomist
Originally posted by VengeSunsoar

I might consider it.  Those millions of dollars give you a lot more opportunity to create the thing you really wanted to in the first place.

Thats the catch

You would sell out in order to make the thing you really wanted to do ...

But if the game you making is the game you wanted to do ?

I bet most people who say they would turn down millions of dollars would truthfuly not turn down millions of dolllars if they were actually offered it.

We can all say "i'd never do this that or this" until we get in the situation. That is humanity and logic 101.

Besides, there is a guy (check out Massively.com) who won the lotto recently doing exactly this - Kickstarter MMO project.

I am him (joking)

You arent the only one that would like to hit the mega mega jillion dollar lotto to fund all their dreams.

 

Which is the only way some of us could ever have a chance of shaping our ideal game....from MMO to SPG, or TP to SB, it takes money. It is cool programs like this exist to fund the projects of those technically able to produce it.

 

Maybe you guys could back that kid here going on about ideas, and attempting to implement them while attending college. Kid could be a mad genious for the sandbox crowd, but like Brad McQuaid, I would suggest someone else run the company, and be in charge of PR.

Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget.

  AIMonster

Elite Member

Joined: 12/31/08
Posts: 1981

3/14/12 5:36:54 PM#43

I don't understand a number of things here.

Are you using Kickstarter or asking people to fund directly via Paypal?  The latter is very fishy.  If you are doing a Kickstarter campaign who is handling it and how do you plan on getting a large amount of funding with no reputation and nothing to show?  The Kickstarter projects you linked were all from reputable developers so it's a really bad example.

Who decides the direction the game goes?  You can't have EVERYONE developing a game.  You need some sort of direction, a vision so to say.

Is there any idea of a base for what you are shooting for here?  For example are you going 2D, 2.5D, or 3D?  What's your scope?

What SDK/API/IDEs are you using for the programming side of things?  What language?  Why?

How many people do you need in each role on the project?  EX:  Programmers, Artists, Sound Designers / Composers, Management, etc.

If someone decides to work on the game and it's successful how are profits split?

Do you plan on funding a number of things on the project yourself or relying solely on Kickstarter funding?  How are you allocating said funding? 

Do you have any experience developing games?

Raptr link because it's the cool new trend:

  BartDaCat

Hard Core Member

Joined: 7/07/04
Posts: 789

Vote smart. Vote for punch and pie.

3/14/12 5:41:20 PM#44

To the OP:

A great teacher once told me that your true friends will support your idea, no matter what it is, because they will want to keep your dream alive.

Keep your dream alive, get together with some like-minded people, create a "think tank" and delegate some of your ideas with people that will willingly support this Kickstart.

If people tear you apart on these forums, well... they weren't your friends in the first place.  They might sound like they're just trying to explain to you how futile your ideas are "as a favor", but that's because they've already rationalized their own failures.

I'd love to see something new on the market that came from a place of passion and creativity, like the old school games that established this market in the first place.

Read up on the history of Richard "Lord British" Garriot, and the games he helped create (including Ultima Online).

There are a TON of tools available, many of them for free to students that know where to look.  For instance, check out Microsoft's student/educator website: https://www.dreamspark.com/ .  You can download full applications of most software just by registering with your student email address.  I'm pretty sure I saw some game development tools on there last time I checked.

Go forth, and conquer!

  Lobotomist

Hard Core Member

Joined: 5/20/07
Posts: 4701

I got so much trouble on my mind Refuse to lose.

 
OP  3/15/12 2:38:00 AM#45
Originally posted by BartDaCat
 

Thanks Dude.

But dont worry. I placed this post only to see what reaction i will get from the "community"

The reaction was poor and mixed , and showed mostly no wish nor to influence the direction or support other people ideas.

Pretty much what i expected here.

 

This does not mean i lost fate in kickstarter MMO

In fact I think it will happen very soon.

 

Not by me , alas

I just asked out of curiosity.

 

I have barely time to get involved in making of single player games. MMOs are just too much.

 

 

 

  RefMinor

Novice Member

Joined: 7/16/11
Posts: 3539

Hipster

3/15/12 3:21:38 AM#46
Originally posted by BartDaCat

To the OP:

A great teacher once told me that your true friends will support your idea, no matter what it is, because they will want to keep your dream alive.

Keep your dream alive, get together with some like-minded people, create a "think tank" and delegate some of your ideas with people that will willingly support this Kickstart.

If people tear you apart on these forums, well... they weren't your friends in the first place.  They might sound like they're just trying to explain to you how futile your ideas are "as a favor", but that's because they've already rationalized their own failures.

I'd love to see something new on the market that came from a place of passion and creativity, like the old school games that established this market in the first place.

Read up on the history of Richard "Lord British" Garriot, and the games he helped create (including Ultima Online).

There are a TON of tools available, many of them for free to students that know where to look.  For instance, check out Microsoft's student/educator website: https://www.dreamspark.com/ .  You can download full applications of most software just by registering with your student email address.  I'm pretty sure I saw some game development tools on there last time I checked.

Go forth, and conquer!

 

A true friend will tell you the truth, the decisions you make after that are your business.
  PukeBucket

Novice Member

Joined: 9/10/11
Posts: 888

3/15/12 3:33:12 AM#47

I'm glad Double Fine has inspired so many arm chair devs to at least try.

Still I think for a successful Kickstarter to work you pretty much have to be 51% of the way to the goal. I know the name of the site should be more honest. Like justneed1morepush.com

I don't have the luxury cash laying around to just blindly invest in a "maybe" project. I don't think many people who choose mmorpgs as a form of entertainment do.

So, as someone who has had friends successful in getting funding through kickstarter.com or their films and large scale art projects my suggestion is to have a plethora (+10 more) story boards, function charts, design drafts, concept art, and so on on the table before beginning.

Not just ideas, and a bit more than a pitch.

I'm willing to help (degree holding graphic designer / writer) if you need that kind of help.

I'd be willing to donate if I saw something worth throwing money at and a proper long term goal.

My suggestion for a MMO; let's go back to the roots of the genre. Open RPG environment where players choose just about everything.
Sure it seems impossible, but that's just a suggestion.

I used to play MMOs like you, but then I took an arrow to the knee.

  MumboJumbo

Hard Core Member

Joined: 7/18/10
Posts: 3068

Veni, Vidi, Converti

3/15/12 5:20:57 AM#48

A 3rd awesome kickstarter campaign:

http://www.kickstarter.com/projects/starcommand/star-command-sci-fi-meets-gamedev-story-for-ios-an

Has been v rewarding pledging for. So agree Kickstarter could be a great vehicle possibly IN AID of a sandbox indie mmorpg.I like a lot of what Pathfinder Online are doing: https://goblinworks.com/blog/

Perhaps simpler for mmorpg.com to "band together" approach such a suitable candidtate and propose they do some sort of Kickstarter with a lot of intended interest already drummed up BEFORE the campaign is submitted and help it out already.As someone said, it's almost more about the journey with Kickstarter than if a polished product is delivered and is satisfactory to everyone afterwards! 

  Quirhid

Elite Member

Joined: 1/28/05
Posts: 5366

I dare you to pin a label on me.

3/15/12 5:27:29 AM#49
Originally posted by RefMinor
Originally posted by BartDaCat

To the OP:

A great teacher once told me that your true friends will support your idea, no matter what it is, because they will want to keep your dream alive.

Keep your dream alive, get together with some like-minded people, create a "think tank" and delegate some of your ideas with people that will willingly support this Kickstart.

If people tear you apart on these forums, well... they weren't your friends in the first place.  They might sound like they're just trying to explain to you how futile your ideas are "as a favor", but that's because they've already rationalized their own failures.

I'd love to see something new on the market that came from a place of passion and creativity, like the old school games that established this market in the first place.

Read up on the history of Richard "Lord British" Garriot, and the games he helped create (including Ultima Online).

There are a TON of tools available, many of them for free to students that know where to look.  For instance, check out Microsoft's student/educator website: https://www.dreamspark.com/ .  You can download full applications of most software just by registering with your student email address.  I'm pretty sure I saw some game development tools on there last time I checked.

Go forth, and conquer!

 

A true friend will tell you the truth, the decisions you make after that are your business.

This. One thing game developer doesn't need is a bunch of "yes-men".

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  dinams

Advanced Member

Joined: 6/17/10
Posts: 1402

3/15/12 5:29:58 AM#50

My reaction

http://www.youtube.com/watch?v=umDr0mPuyQc

 

Look at these forums, you think anything good would come out from these people?

"It has potential"
-Second most used phrase on existence
"It sucks"
-Most used phrase on existence

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2260

3/15/12 5:33:29 AM#51

I got my own projects that keep me pretty busy, but if there were a project started that showed some progress and promise, I'd donate something.

  jpnz

Elite Member

Joined: 6/29/06
Posts: 3397

3/15/12 6:06:21 AM#52

Interesting idea that I can't think of panning out too well. Too many cooks in the kitchen.

I am amused that the OP thinks EVE took a 'small budget' to create.

I guess 'relatively' it is small but it was in the MILLIONS.

Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.

  Sora2810

Novice Member

Joined: 7/23/08
Posts: 566

3/15/12 6:10:45 AM#53

I actually like this idea. It's innovative. 

Unlike this half decade of games, zing.

Played - M59, EQOA, EQ, EQ2, PS, SWG[Favorite], DAoC, UO, RS, MXO, CoH/CoV, TR, FFXI, FoM, WoW, Eve, Rift, SWTOR, TSW.
Playing - PS2, AoW, GW2

  Kakkzooka

Spotlight Poster

Joined: 11/06/11
Posts: 602

3/15/12 6:28:25 AM#54
Originally posted by RefMinor
Misery Online: The Bickering

That is hysterical. And I also want in on the Beta.

Re: SWTOR

"Remember, remember - Kakk says 'December.'"

  Amana

MMORPG.COM Staff

Joined: 1/03/11
Posts: 2257

3/15/12 2:10:18 PM#55
Originally posted by Castillle
I was just lurking and reading but kyleran had to say platypus... Now thats just stuck in my head -.- platypus. Platypus. Platypus. But i do agree that anything designed by the mmorpg.com community will be like a platypus. Platypus is the definition of awesome though is it not?

Yes. :)

To give feedback on moderation, contact community@mmorpg.com

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 17953

3/15/12 6:36:38 PM#56
Originally posted by jpnz

Interesting idea that I can't think of panning out too well. Too many cooks in the kitchen.

I am amused that the OP thinks EVE took a 'small budget' to create.

I guess 'relatively' it is small but it was in the MILLIONS.

The OP has no clue about what it takes in terms of programming, design, art and management to create a MMORPG. I wouldn't trust him with my money.

  HolaHola

Novice Member

Joined: 2/21/08
Posts: 68

3/15/12 7:05:01 PM#57

Fun idea. However if you want even a small Indie MMO (which is still quality) - 2.5 million won't make it if you wanna create it within few years. Well if you can find lots of qualified free work sure. But else not really - programmers are expensive ;)

You will need atleast:

A server hacker dude! 

A database basement guy!

An AI wonderkid!

A program dude who really knows hes way around the amazing world of 3D math!

(you properly want more then one of each)

Few artists (3D, drawing so on)

Level designer!

The dedicated tester coffee drinking group! (Well if you can live with all the bugs you dont!)

The web guy who created your page from a blog template (who also knows hes way around databases).

Maybe a scrum maaaaaaster! Game designer and a story writer!

And ofcause the Crew Boss! taking care of money, meetings and the community!

 

-------------------------

Licenses for all programs such as Game Engine(yes there are some free ones like unity and hero engine - but hero engine want a slice, and with unity you want pro licenses for such a project), 3D software, something for 2D art, web-page textures, server (a more expensive part).

Playing: League of Legends!

  Jakdstripper

Advanced Member

Joined: 2/14/10
Posts: 2101

3/15/12 7:15:28 PM#58
Originally posted by HolaHola

Fun idea. However if you want even a small Indie MMO (which is still quality) - 2.5 million won't make it if you wanna create it within few years. Well if you can find lots of qualified free work sure. But else not really - programmers are expensive ;)

You will need atleast:

A server hacker dude! 

A database basement guy!

An AI wonderkid!

A program dude who really knows hes way around the amazing world of 3D math!

(you properly want more then one of each)

Few artists (3D, drawing so on)

Level designer!

The dedicated tester coffee drinking group! (Well if you can live with all the bugs you dont!)

The web guy who created your page from a blog template (who also knows hes way around databases).

Maybe a scrum maaaaaaster! Game designer and a story writer!

And ofcause the Crew Boss! taking care of money, meetings and the community!

 

-------------------------

Licenses for all programs such as Game Engine(yes there are some free ones like unity and hero engine - but hero engine want a slice, and with unity you want pro licenses for such a project), 3D software, something for 2D art, web-page textures, server (a more expensive part).

i'll give 10$ if this guy is on the team.....he knows a thing or two...probably why he didn't start this thread :P

  lenybob

Novice Member

Joined: 3/26/11
Posts: 62

3/15/12 8:38:52 PM#59

read half the thread and there was nothing super productive so here is something  relevant:

 

in order to make a MMO you need to have server infrastructure, and allot of it. there is a cost on that aboce and beyond maintenence

 

so th backend which is physical = mainframe + maintenence*time

that will cost at least $10K and likely quite a bit more. 

 

 

on top of that you need to get not into features which will cause excessive arguemetns.... features are for after you have a rough idea of what you want to make, what you need is high level functionality:

will it be a mud? (third person fixed camera) 

will it be 2D sidescroller?

will it be 3D?

3D will be really expensive.

 will it be a selfcentric roleplaying game? will it be RTS? platformer? mystery? music (guitar hero)? alt-history dynamic event game?

 

now continue through with the rest of the mechanics, not features. do you want to have the FPS type targeting? the Tera...? the traditional wow...? how will the GUI (sometimes called a HUD) interact with the player experiance?

what is the selling mechanic of the game; what human feeling gets arroused by the game? is it for exploration? is it puzzle based? is it set after the killer bartle type (like tera and in direct competition with tera)?

then and only then when you have the basic sense of the mechanics you want can you start estimating development costs. a mud or 2d side scroller will be cheapest.

how many assets, graphical characters and spell effects, do you want? can you crowd sorce the work to the people donating  money so that the low expertise jobs can be done by the community? (and i'm not demininishing the work of artists as much as noting it is easier to have crowdsorce "jpgs" than version management for actual code. an artist can draw a new idea for a creature or new skin for an additional one wihtout screwing up the dependancies. code however can get screw up very easily if two people have mechanically distinct visions for a specific method.)

 

what platform will the game be for? meaning how will you import and interact with the graphics? Flash is really cheap graphics, but graphics are cheap anyway. so using an array of flash files for zones would be inelegant. using unreal of crisis or similar graphics engines will give great quality but will skyrocket the cost of development, so they should be avoided. will it just use the command prompt and ascii art? will it use the windows graphics engine (name i forget but it allows slightly easier development)? will it use the one that is supported by windows and macs? (again blanking on the name; one was 3ds max)

quite simply, what platforms do the supporters want? and/or what expertise do the coders you have actually have?

 

will you use allot of industry professional programers? will you use novice ones who want work experiance?

will it be pay to play, buy to play, ads to play?

 

so you by now have your list of approach, including how publically acclaimed it will be (which has to do with forcast server size/power). now you go and try coming up with a couple features which make the game unique.

but see you already have allot of mechanics that need to get started on so will the community get behind the game to suffecient degree that it will be made?

that is heavily dependant on whether you have a passionate team with at least some experiance.

then as the team develops the game, you have  to have a few discussions with the experianced part of the team about kickstarter promises to try getting the funding even higher.

 

one last thing to realize. it wont be a clone but it will likely look like one. why? because it is cheaper to make something which you know than to innovate. so if god help you, the community choose to have a 3d game. the game will look poorly textured. with really under utilized poly counts. until the number working on the project/program hits above a hundred.

 

i'll help with a bit of the code as long as i retain the rights to any/everything i write regardless of whether the game gets published. but i'm novice in the classic object oriented world so while i could write some boss fights or AI (conditional stuff) i wouldn't be able to help with actors/graphics/realism. i also could help link mechanics with lore, and write lore depending on how certain the game style is.

 

personally i doubt "we" (the mmorpg community) would be able to come to consensus on anything; like setting. so if anything does happen it would be heavily based in just developing stuff as a small programming/art unit.

 

what features i'd like to see? here are some things i think need to be fixed:

  • in game travel engagement (normal walking to zone, warp to zone, and map travel suck)
  • immersion/psycology
  • leveling (should have a consistent style regardless of the approach chosen)
  • death mechanics (related to leveling)
  • dynamic events / questing
  •  (there should be) no classic cinematics or game-engine optumized renderings. so if you want a monologue it better be ingame, without walls of text.
  • depth/diversity of mechanics, diversity of abbility.
 
one last time, i doubt we would get suffiecient funding until a vanilla game is developed. and most of the content need to add is just creative stuff.
  Lobotomist

Hard Core Member

Joined: 5/20/07
Posts: 4701

I got so much trouble on my mind Refuse to lose.

 
OP  3/16/12 1:23:04 AM#60

Hehe, people dont be so sad

I dont actually want to do this MMO. I stated it several times here.

 

I just want to see if people are interested.

 

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