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12/16/11 12:01:44 PM#21
Originally posted by Donev It's the dreamers that provide the doers with something to do! At work we have several mechanical engineers. We get more bang for our buck by letting them stay in their offices thinking stuff up and letting the machinists do the actual work. :)
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12/16/11 12:08:55 PM#22
Originally posted by NMStudio You don't understand the quote. :-P Dreamers do nothing and get nothing accomplished. They are stuck in their manual labor jobs, thinking about stuff they could do if they would do but never do. Generally, because it takes alot of hard work and dedication to do what they dream of that they aren't prepared to do. |
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12/16/11 12:13:45 PM#23
Dude, if you were such an inspirational figure you would not post here, you would just go for it. WOW,eq2,Vanguard,WAR,LOTRO,AOC,Rift Aion, SWTOR, TERA. Currently playing GW2. |
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What makes you say that? Obtaining a couple hundred thousand USD surely fits under the category of doing something? Anyway, this thread is providing to be useless as people seem to take things personally and too seriously when I'm just trying to create a discussion, and as always on the internet people say whatever because they're anonymous. Like the guy that claimed 30-60 million USD,how many people truly have an accurate figure of how much it takes to create an AAA MMORPG... |
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Originally posted by almalexius I don't ave the money atm, but I guess you're right, bye. ;) I'm off |
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12/16/11 12:21:01 PM#26
We all have our dream mmo. The fact is without millions of $$$$ laying around it wont happen (unless you plan on making something that looks like minecraft). Waiting for:ArcheAge |
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12/16/11 12:26:45 PM#27
Originally posted by toddze Imagine if Minecraft used a REAL 3d engine, and had massive amounts of players in the same world... how great would that be?
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12/16/11 12:27:30 PM#28
As an example of the types of salaries that game developers get, you can use the salary survey that Gamasutra does every year. The high level version is here: You can find more information about regional differences in the actual article in the magazine. Still, it does show that even if you get developers who are willing to work at a faction of the money they might be able to make in the US, it would be hard to get a sizeable team together for under $100k. I guess it really depends on how big the project is and how many people it would take to develop it. If you have a good grasp of the design, you might be able to break it down to come up with staffing estimates, but I would recommend getting people who have experience in game development to help review the estimates. |
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12/16/11 12:28:58 PM#29
Originally posted by NMStudio Ya it would be awsome, but that would drive up the cost of production. A LOT Waiting for:ArcheAge |
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12/16/11 12:38:46 PM#30
Originally posted by kevin_123 I pity the guy you know And then we have a future hobo Blind ears to criticisms takes no one much far "Some of the less objective people tend to be close-minded though and basically disregard any possible shortcomings that gw2 could have." |
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12/16/11 12:43:03 PM#31
Originally posted by toddze Just humor me and tell me what YOUR dream MMO is. If you had a free 3d MMORPG engine to use, what would your game be?
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12/16/11 12:44:11 PM#32
Originally posted by kevin_123 Many companies do only one mmorpg at given time. Expenses for this are written in certain way in balance sheet and those are frequently publicized cause companies are frequently on stock market and they have to psot this info. If you know how long certain game been in development and genral info about it's development (time frames for pre-production, etc) then you can have more or less idea how big this expedinture were. This will be VERY inaccurate but it will give you some very general idea about what kind of money is spent. |
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12/16/11 12:49:20 PM#33
Many game companies have made their game engines free to use, but you're still gonna need a lot of time and effort to code a round it. Anywhere from 1 - 10 million should do. Most start with a few good ideas and get the attention of an MMO developer and get the skills and funding that way. The art style and gameplay are the real selling points. |
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12/16/11 1:04:29 PM#34
The only way I can see $100k (or even a few hundred thousand dollars) cover the costs of making a decent MMO without doing most of the work yourself, is if you have exceptional project leader / organizational skills and manage to get an open source project started. The money would have to cover getting the project to the point where you have something to show to get people interested in participating (and hopefully even donating) and a good enough basis that most of the remaining work can be divided into tasks suitable for contributed work. It's hard to get something like that started, and even harder to make a profit from it, but it's theoretically possible, and there aren't many competing projects, so hobby programmers with a passion for open source software and MMOs might be willing to choose your project. In general, though, I'd say the chances of succeeding are very slim, and I'd advice against trying, but then again it should be an interesting experience. A lot of people spend more than that if they take a year off for travelling, so it's hardly a waste. |
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12/16/11 1:07:25 PM#35
Just create a spam message to all the WoW subscribers saying that if they send in a dollar, they will be guaranteed to participate in the live beta of MoP and you won't even need to develop a game, just move to the Bahamas and enjoy life on the beach. |
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12/16/11 1:30:25 PM#36
What's a good game engine thou?
People made a big deal out of Biowares Hero Engine and what they said it could do. So far, I am not convinced, but maybe it is impressive under the hood. |
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12/16/11 1:48:25 PM#37
Originally posted by Kalfer Hero Engine is VERY impressive under the hood and on the back end. BioWare chose not to use many features, as well. So there's really a lot more potential there. They also offer very favorable licensing agreements, providing an amazing opportunity for indi teams. I'm just beginning to learn the in's and outs of the software, but so far I'm very impressed.
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12/16/11 2:37:37 PM#38
Programmers get very little input on the higher level design of the application. They're building the application for the users/customers, not themselves.
If you're only providing funding then you sound more like a venture capitalist then a game designer.
Then who is going to lead this rabble? I've always believed that you get what you pay for, that includes employees. You may want to put a little more thought into this idea before investing any money in it. "How should I know if it works? That's what beta testers are for. I only coded it." |
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12/16/11 5:44:38 PM#39
It really is a pity. Every now and then someone does want to realize their dream of making an MMO but is assaulted by us old timers with harsh reality (and massively criting while doing so). There are as many ideas as there are MMO gamers out there. Imagine if creating an MMO would really only cost a dozen and a dime (under 5 mio $). We would have several games for every possible niche. Everyone would be happily playing the game they like. Hell, maybe adding the mandatory hate flame to your MMORPG.com postings would not be necessary (WOW suxxs, k?). I suppose we still need a lot of development in gaming toolkits, frameworks and especially design. You can get a sound, graphics and physics engines easily and cheap today but you still need a LOT of people for content design. Even if the models and textures were freely available you still need a lot of people to make the scripts and stories, the npc behaviour and AI design. Complete toolkits like the hero engine are a good start but they still need to become a lot more accessible, powerful and cheap. I think there is still a lot to be done in the area of dynamic auto-generation of content. Something like the diablo dungeons but for an MMO. Developer teams would then just modify the algorithms, add new models/textures, configure skills, quests and the AI.
As for you Kevin: Please do understand: We are not trying to be mean or exaggerate. The truth is simply that AAA MMOs have a budget of 100mio $ +. Indie games start at 10mio+. Yes, MMOs are really that expensive. I would advise you to start small and build up capital with non MMO games, maybe even games for a platform other than a PC (mobile platforms, web games...). Of course you have the occasional success of a programmer making a game in his spare time. But for every such success story you have 20 failed attempts that never come to light. Your hopes for minimizing costs will not work. For little money you will only get little talent. Bad or inexperienced programmers will result in a far higher cost than experienced programmers would have cost you anyway. Also do not forget the overhead costs. Managers, financial people, simple cleaning staff, lawyers, security, rent, health / resignation payment packages, taxes, electricity, computers, IT, licences for development software (Windows + office...), programmer training, public relations etc. will cost you your last shirt. --- |
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12/16/11 6:10:45 PM#40
OP never listen to people that have renounced to their dreams, the only thing they have left is to shatter others dreams :) |
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