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2/08/13 2:22:38 PM#41
Originally posted by Icewhite eh?? lol |
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Originally posted by Darkcrystal Okay, if it comes off as blaming developers of the game, then I'm sorry, that was not the point I was trying to make. In fact, please direct your attention to this statement I made in the beginning of the post to confirm that that was not my intention: "Publishers control game development now, not the developers." Even then, I'm not trying to blame the publishers. |
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maskedweasel
Tipster
Joined: 9/24/07
"Kids, try imagining how far the universe extends! Keep thinking about it until you go insane." |
2/08/13 2:25:30 PM#43
Originally posted by Darkcrystal This is true in some regards. You are right, people in the field are learning all aspects of game development, and in some cases, engines can be so robust that you can have little programming knowledge, or outsource bits and pieces for little cost, but in most of those cases you aren't working with large scale, heavily modified, multiuser designs.
Costs have decreased quite a bit in terms of costs associated with visual design and programming, and when it comes to the cost of huge AAA MMOs, you are paying for a lot of excess in regards to each and every piece of development.
Someone with complete knowledge can create a game on their own for generally no costs associated with utilizing some low or no cost engines and doing the design and programming themselves, but again, you aren't seeing this on a large scale basis with something like a full featured MMO just yet. |
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2/08/13 2:29:40 PM#44
Originally posted by maskedweasel I realistically don't think you ever will. MMOs are just too big of a project. MMO History: |
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maskedweasel
Tipster
Joined: 9/24/07
"Kids, try imagining how far the universe extends! Keep thinking about it until you go insane." |
2/08/13 2:41:14 PM#45
Originally posted by BadSpock I guess this would depend on how we are going to categorize "MMO" nowadays. Having many multiples of users could be possible with certain engines and designs.
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