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The Pub at MMORPG.COM  » If a real gamer made a complete concept from start to finish, would it possible get chance of being developed?

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146 posts found
  Loktofeit

Novice Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

11/04/12 7:19:44 PM#21
Originally posted by Quizzical

A lot of the details that need to be filled in don't become obvious until you have a game working with a lot of features already implemented.  Once you have the game sitting there, it's completely obvious that you have some major components that are completely missing, but you didn't realize it while writing a document.

There are also a lot of things that on paper, look like they should work flawlessly.  But once you implement them, it's obvious that they're completely broken.  It's unlikely that you'll ever detect that while the ideas are just on paper, but they could force enormous redesigns of large swaths of content once you try to implement them.

Quizzical has some great advice there, Mike.

You've got everything written out, so now it's time to start trying out what you've created. GameMaker is a great free tool for testing out ideas. You could even raid your board games for dice and pieces to start testing it out that way. Have other people playtest the various systems in your game. See what they are doing and find out WHY they are doing it. How you may perceive the mechanics being used could be radically different from how others actually use them.

You'll find you have a ton of refining to do at that level. After that, it's getting the various elements to work together in the same enviroment. Test, change, refine.

 

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  3-4thElf

Apprentice Member

Joined: 6/03/12
Posts: 497

11/04/12 7:25:11 PM#22

I want to offer a fast track to this study tho:

Create an IP elsewhere first.

Novel, cartoon, comic book, pen & paper game that appeals and resonates with the core gaming community. Then sell the IP to become a MMO. 

IP MMOs are all over the flippin' place.

a yo ho ho

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

11/04/12 7:30:28 PM#23
Originally posted by mikecackle

Everyone talks about what his or her dream game would be like... I want to take that idea to the level light years beyond those basic thoughts, so I was asking if there would be those to listen and perhaps support, otherwise there is no sense in me to start recording :D

You sound like you'd be unwilling to accept any answer but "yes".

When you're creating for a paycheck, that's an extremely bad habit.

How do you react to editors?

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  mikecackle

Novice Member

Joined: 4/05/12
Posts: 157

I'm a player not a gamer.

 
OP  11/04/12 7:30:45 PM#24
Originally posted by Loktofeit
Originally posted by Quizzical

A lot of the details that need to be filled in don't become obvious until you have a game working with a lot of features already implemented.  Once you have the game sitting there, it's completely obvious that you have some major components that are completely missing, but you didn't realize it while writing a document.

There are also a lot of things that on paper, look like they should work flawlessly.  But once you implement them, it's obvious that they're completely broken.  It's unlikely that you'll ever detect that while the ideas are just on paper, but they could force enormous redesigns of large swaths of content once you try to implement them.

Quizzical has some great advice there, Mike.

You've got everything written out, so now it's time to start trying out what you've created. GameMaker is a great free tool for testing out ideas. You could even raid your board games for dice and pieces to start testing it out that way. Have other people playtest the various systems in your game. See what they are doing and find out WHY they are doing it. How you may perceive the mechanics being used could be radically different from how others actually use them.

You'll find you have a ton of refining to do at that level. After that, it's getting the various elements to work together in the same enviroment. Test, change, refine.

 

Yeah, understood. I have 15 years of data programming experience, in which I always believed in a more procedural base approach of building projects unlike todays more object orientated rail based systems. It leads to a modular approach in development that provides a very stable backbone. Things take a bit longer to develop this way but are so much worth it and mistakes don't happen and you never code yourself into a corner. (things are done, tested and completed, and moved to the next problem) So that has helped tons with the initial design of the game.

And no I have not everthing written out yet :D Its a major task with tons yet to do, but i have hundreds of hours of theory and design completed, as well as lore and other stuff...

  TigerAero

Novice Member

Joined: 1/09/09
Posts: 144

11/04/12 7:33:43 PM#25

No, not at all. It's all about the Benjamins and you just need to be a big name or some big funds.

 

After that you can do anything you want.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

11/04/12 7:34:22 PM#26

Ooh yay, it's time for Death by Powerpoint!

/popcorn  Ready!  Roll film!

er...wait...no film? Just a cover slide?

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Loktofeit

Novice Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

11/04/12 7:40:03 PM#27
Originally posted by mikecackle
Originally posted by Loktofeit
Originally posted by Quizzical

A lot of the details that need to be filled in don't become obvious until you have a game working with a lot of features already implemented.  Once you have the game sitting there, it's completely obvious that you have some major components that are completely missing, but you didn't realize it while writing a document.

There are also a lot of things that on paper, look like they should work flawlessly.  But once you implement them, it's obvious that they're completely broken.  It's unlikely that you'll ever detect that while the ideas are just on paper, but they could force enormous redesigns of large swaths of content once you try to implement them.

Quizzical has some great advice there, Mike.

You've got everything written out, so now it's time to start trying out what you've created. GameMaker is a great free tool for testing out ideas. You could even raid your board games for dice and pieces to start testing it out that way. Have other people playtest the various systems in your game. See what they are doing and find out WHY they are doing it. How you may perceive the mechanics being used could be radically different from how others actually use them.

You'll find you have a ton of refining to do at that level. After that, it's getting the various elements to work together in the same enviroment. Test, change, refine.

 

Yeah, understood. I have 15 years of data programming experience, in which I always believed in a more procedural base approach of building projects unlike todays more object orientated rail based systems. It leads to a modular approach in development that provides a very stable backbone. Things take a bit longer to develop this way but are so much worth it and mistakes don't happen and you never code yourself into a corner. (things are done, tested and completed, and moved to the next problem) So that has helped tons with the initial design of the game.

And no I have not everthing written out yet :D Its a major task with tons yet to do, but i have hundreds of hours of theory and design completed, as well as lore and other stuff...

Wait... 15 years as a data programmer. So you're an adult?

 

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  Satcho

Apprentice Member

Joined: 4/03/08
Posts: 33

11/04/12 7:41:34 PM#28
Once you have something "tangible", put it up on http://www.kickstarter.com/ -- that'll get you funding.
  TigerAero

Novice Member

Joined: 1/09/09
Posts: 144

11/04/12 7:42:53 PM#29
Originally posted by Satcho
Once you have something "tangible", put it up on http://www.kickstarter.com/ -- that'll get you funding.

 

Yea right. That's just shuffling money around. You still need the big 3: Audience, Publisher, Studio.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

11/04/12 7:45:53 PM#30
Disappointed :/

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Loktofeit

Novice Member

Joined: 1/13/10
Posts: 12401

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

11/04/12 7:49:35 PM#31
Originally posted by TigerAero
Originally posted by Satcho
Once you have something "tangible", put it up on http://www.kickstarter.com/ -- that'll get you funding.

 

Yea right. That's just shuffling money around. You still need the big 3: Audience, Publisher, Studio.

You probably could skip the publisher unless you are looking to do physical box product.

"And wikipedia is as accurate as Britannica. Wikipedia is very reliable. You would be hard pressed to find a more reliable source for these kinds of things." -fivoroth

  mikecackle

Novice Member

Joined: 4/05/12
Posts: 157

I'm a player not a gamer.

 
OP  11/04/12 7:54:56 PM#32
Originally posted by Loktofeit
Originally posted by mikecackle
Originally posted by Loktofeit
Originally posted by Quizzical

A lot of the details that need to be filled in don't become obvious until you have a game working with a lot of features already implemented.  Once you have the game sitting there, it's completely obvious that you have some major components that are completely missing, but you didn't realize it while writing a document.

There are also a lot of things that on paper, look like they should work flawlessly.  But once you implement them, it's obvious that they're completely broken.  It's unlikely that you'll ever detect that while the ideas are just on paper, but they could force enormous redesigns of large swaths of content once you try to implement them.

Quizzical has some great advice there, Mike.

You've got everything written out, so now it's time to start trying out what you've created. GameMaker is a great free tool for testing out ideas. You could even raid your board games for dice and pieces to start testing it out that way. Have other people playtest the various systems in your game. See what they are doing and find out WHY they are doing it. How you may perceive the mechanics being used could be radically different from how others actually use them.

You'll find you have a ton of refining to do at that level. After that, it's getting the various elements to work together in the same enviroment. Test, change, refine.

 

Yeah, understood. I have 15 years of data programming experience, in which I always believed in a more procedural base approach of building projects unlike todays more object orientated rail based systems. It leads to a modular approach in development that provides a very stable backbone. Things take a bit longer to develop this way but are so much worth it and mistakes don't happen and you never code yourself into a corner. (things are done, tested and completed, and moved to the next problem) So that has helped tons with the initial design of the game.

And no I have not everthing written out yet :D Its a major task with tons yet to do, but i have hundreds of hours of theory and design completed, as well as lore and other stuff...

Wait... 15 years as a data programmer. So you're an adult?

 

That's debatable ;D

  moguy2

Novice Member

Joined: 9/20/12
Posts: 364

Wish I had something positive to say =(

11/04/12 7:55:42 PM#33
Originally posted by Loktofeit
Originally posted by mikecackle
Originally posted by Loktofeit
Originally posted by Quizzical

A lot of the details that need to be filled in don't become obvious until you have a game working with a lot of features already implemented.  Once you have the game sitting there, it's completely obvious that you have some major components that are completely missing, but you didn't realize it while writing a document.

There are also a lot of things that on paper, look like they should work flawlessly.  But once you implement them, it's obvious that they're completely broken.  It's unlikely that you'll ever detect that while the ideas are just on paper, but they could force enormous redesigns of large swaths of content once you try to implement them.

Quizzical has some great advice there, Mike.

You've got everything written out, so now it's time to start trying out what you've created. GameMaker is a great free tool for testing out ideas. You could even raid your board games for dice and pieces to start testing it out that way. Have other people playtest the various systems in your game. See what they are doing and find out WHY they are doing it. How you may perceive the mechanics being used could be radically different from how others actually use them.

You'll find you have a ton of refining to do at that level. After that, it's getting the various elements to work together in the same enviroment. Test, change, refine.

 

Yeah, understood. I have 15 years of data programming experience, in which I always believed in a more procedural base approach of building projects unlike todays more object orientated rail based systems. It leads to a modular approach in development that provides a very stable backbone. Things take a bit longer to develop this way but are so much worth it and mistakes don't happen and you never code yourself into a corner. (things are done, tested and completed, and moved to the next problem) So that has helped tons with the initial design of the game.

And no I have not everthing written out yet :D Its a major task with tons yet to do, but i have hundreds of hours of theory and design completed, as well as lore and other stuff...

Wait... 15 years as a data programmer. So you're an adult?

Rofl !

 

 

  User Deleted
11/04/12 7:59:25 PM#34
Concepts and ideas don't mean jack, regardless of how elaborate and detailed they are until they are put into actual practice.
  mikecackle

Novice Member

Joined: 4/05/12
Posts: 157

I'm a player not a gamer.

 
OP  11/04/12 8:01:37 PM#35
Originally posted by Enigmatus
Concepts and ideas don't mean jack, regardless of how elaborate and detailed they are until they are put into actual practice.

So what are you saying, no one should conceptualize anything because they don't mean jack? Looking at my notes here, not acheiving to be jack guess I can move foward.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

11/04/12 8:02:49 PM#36

Not even a rickroll.

/sigh

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  User Deleted
11/04/12 8:04:03 PM#37
Originally posted by mikecackle
Originally posted by Enigmatus
Concepts and ideas don't mean jack, regardless of how elaborate and detailed they are until they are put into actual practice.

So what are you saying, no one should conceptualize anything because they don't mean jack? Looking at my notes here, not acheiving to be jack guess I can move foward.

No I'm saying that unless you put your ideas into practice, the idea is just that - an idea. Useful for setting groundwork, but not much else until the actual pieces are put down.

I dunno, I'm terrible at explaining what I'm trying to say, so maybe something got lost in translation.

  mikecackle

Novice Member

Joined: 4/05/12
Posts: 157

I'm a player not a gamer.

 
OP  11/04/12 8:08:57 PM#38
Originally posted by Enigmatus
Originally posted by mikecackle
Originally posted by Enigmatus
Concepts and ideas don't mean jack, regardless of how elaborate and detailed they are until they are put into actual practice.

So what are you saying, no one should conceptualize anything because they don't mean jack? Looking at my notes here, not acheiving to be jack guess I can move foward.

No I'm saying that unless you put your ideas into practice, the idea is just that - an idea. Useful for setting groundwork, but not much else until the actual pieces are put down.

I dunno, I'm terrible at explaining what I'm trying to say, so maybe something got lost in translation.

Conceptualization of say PvP warzones would be an issue of difference from paper to action, but a valid reason of why people are there doing it does help its purpose.. Take SWTOR for example..At launch, no one really does warzones, becaues there was little point to it.. so they introduce dailies, to get people there.. they expected people to show up just because the game was star wars, and sith vs republic.... That was fail... Concept can indeed evolve purpose correctly...
They failed from the drawing board in this case, which is why you need theory... I excel at theory and analyzation, but forum posting is cheap, its time to move forward into action :D

  Gdemami

Elite Member

Joined: 9/23/08
Posts: 7309

11/04/12 8:13:48 PM#39


Being a gamer is very poor developer qualification...


Your preposition of "real gamer" is just silly, your ideas are no better than others.

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

11/04/12 8:15:42 PM#40
Originally posted by mikecackle
I excel at theory and analyzation, but forum posting is cheap, its time to move forward into action :D
Undelivered project, no one will even validate your parking.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

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