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MMORPG Game Concepts  » So, I want to make an MMO But have no clue how to...

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81 posts found
  WalterWhite

Hard Core Member

Joined: 4/25/08
Posts: 408

It's time to cook.

3/15/13 5:25:33 AM#61
Looks like the OP and EA have something in common, neither know how to make a MMO but at least the OP asks how to.

  Tsumoro

Apprentice Member

Joined: 6/30/12
Posts: 345

 
OP  3/15/13 6:46:01 AM#62

OP here, 

 

was quite surprised to see people still offering advice and opinions on this. It is quite heart warming and I thank each and everyone of you.

Now, I did some research last night (if you wish to call it that) to which I put my feelers out there about what I wanted to do, and what step I wanted to reach first. Now, I think I am going to do (as some suggested) smaller projects to essentially 'gear' myself up to a position to which makes my ultimate dream much more realisitc. How long will this take? Who knows, and in honest the time aspect or the money aspect is not too much of a concern for me as this is a 'personal' project. Of courase, if I succeed I would hope people liked and played my game after all making sure your intended audience enjoys what you have created is part of the fun and satisfaction. 

So, basically I have downloaded two trials to RPGmaker and Gamemaker, I am going to dabble around in those for a little bit with the intent of getting the full programs at a later date. Who knows, if I make something for the android and iOS I might receive the funding I need to help greatly with my main game idea. We shall see!

I also picked up some Java for newbs infformation which I shall have as some bed side reading, although not planning to get too heavy into it yet as it will distract me too much to one of my other things I am doing which should hopefully end soon which is making my own DnD Campaign which I want to try and get published. So once I can set that down for a bit I can kick in the Java stuff and retain it. 

 

As to the person who mentioned to document everything, I would say that is also my intention. I am not like Sheldon from the Big Bang Theory with a powerful memory and I find access to a well organised series of documents about how I worked things out etc much more manageable system. 

 

Again, 

 

I thank you from the bottom of my heart x

  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12405

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

3/15/13 10:19:48 AM#63
Originally posted by Sagasaint

"Hi guys, I like general hospital soap operas, once I skimmed thru the first pages of an anatomy book, and my girlfirend thinks I would look hawt with a scalpel in my hand...do you think I could get a job as Neurosurgeon without doing the mandatory 10-15 year long studies first?"

That's the biggest reality that people making these posts need to face, but it is always considered mean or rude to even dare suggest it.

"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

  WereLlama

Novice Member

Joined: 2/13/12
Posts: 221

3/15/13 11:49:28 AM#64

Hello future online game builder!

I made may own small online mmo years ago (from idea to making money, to losing money, to shutting down).

FYI:

1. It  was tiny but took over one thousand hours to build (many sleepness nights thinking of solutions to problems).

2. It cost me for licensing, server ,bandwidth and little odds and ends, over 50k of my personal income.

3. Required me to learn how to be a better programer, artists, music editor, and writer.

4. Was an amazing experience where I learned alot about player behavior and what I can and cannot do.

Suggestion:

Make a chat room first where people can connect and just talk to each other.  If you cant do that, you will not be able to make an mmo with actual gameplay.

Good luck!

-Blitz

  Loktofeit

Hard Core Member

Joined: 1/13/10
Posts: 12405

Currently playing EVE, SMITE, ArcheAge, and Combat Arms

3/15/13 5:16:20 PM#65
Originally posted by BlitzVF

Hello future online game builder!

I made may own small online mmo years ago (from idea to making money, to losing money, to shutting down).

FYI:

1. It  was tiny but took over one thousand hours to build (many sleepness nights thinking of solutions to problems).

2. It cost me for licensing, server ,bandwidth and little odds and ends, over 50k of my personal income.

3. Required me to learn how to be a better programer, artists, music editor, and writer.

4. Was an amazing experience where I learned alot about player behavior and what I can and cannot do.

Suggestion:

Make a chat room first where people can connect and just talk to each other.  If you cant do that, you will not be able to make an mmo with actual gameplay.

Good luck!

-Blitz

Completed it and went live? Nice work! That's no easy task, Blitz :)

 

"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

  Reskaillev

Advanced Member

Joined: 11/29/06
Posts: 160

It's vaporware!

3/22/13 7:34:22 AM#66
Originally posted by Tsumoro

OP here, 

 

was quite surprised to see people still offering advice and opinions on this. It is quite heart warming and I thank each and everyone of you.

Now, I did some research last night (if you wish to call it that) to which I put my feelers out there about what I wanted to do, and what step I wanted to reach first. Now, I think I am going to do (as some suggested) smaller projects to essentially 'gear' myself up to a position to which makes my ultimate dream much more realisitc. How long will this take? Who knows, and in honest the time aspect or the money aspect is not too much of a concern for me as this is a 'personal' project. Of courase, if I succeed I would hope people liked and played my game after all making sure your intended audience enjoys what you have created is part of the fun and satisfaction. 

So, basically I have downloaded two trials to RPGmaker and Gamemaker, I am going to dabble around in those for a little bit with the intent of getting the full programs at a later date. Who knows, if I make something for the android and iOS I might receive the funding I need to help greatly with my main game idea. We shall see!

I also picked up some Java for newbs infformation which I shall have as some bed side reading, although not planning to get too heavy into it yet as it will distract me too much to one of my other things I am doing which should hopefully end soon which is making my own DnD Campaign which I want to try and get published. So once I can set that down for a bit I can kick in the Java stuff and retain it. 

 

As to the person who mentioned to document everything, I would say that is also my intention. I am not like Sheldon from the Big Bang Theory with a powerful memory and I find access to a well organised series of documents about how I worked things out etc much more manageable system. 

 

Again, 

 

I thank you from the bottom of my heart x

yup always start small :)

Good luck with your dream!

 

 

"Isn't a raid plundering villages in WoW or something like that?" - Robert Desable

  Caldrin

Hard Core Member

Joined: 10/02/04
Posts: 4305

3/22/13 7:47:02 AM#67

As others have said start small.. make soem basic games then go from there.

Maknig an MMO is a lot of work.. the mroe you can do yourself the better really..

 

Best engines to look at are probally unity and Hero Cloud... there are other engines out there like Unreal and Cryengine but to get access to the net code to allow you to do any mmo stuff you would need to pay quite a big license fee..

 

Best place to start are the unity forums or hero cloud forums...

 

Good luck.

My 3D models
http://dragon3d.webs.com/

  Yamota

Elite Member

Joined: 10/05/03
Posts: 6699

Gaming should be about fun, not gender equality.

3/22/13 10:35:03 AM#68

A lot of people in this thread are saying that making MMOs takes time, and I am sure this is right, but what exactly is it that takes so long time? 

Is it the amount of code, for the game logic, you need to produce? The 3D art assests?

If so, would you not be able to reduce the latter one by either buying 3D asserts or finding free ones? And using an engine, to reduce the physics engine stuff?

What specifically is it that takes so long time?

  benseine

Novice Member

Joined: 5/12/10
Posts: 244

3/22/13 10:42:41 AM#69
Originally posted by Tsumoro

I think the thread title says it all.

I love games, and I love MMO's and I have always had a desire to 'make' something. Now, I have, in the past made my share of games using in-house systems such as RPGmaker but never really entertained (until recently) putting a concept together from scratch. 

Now I know a lot of technical people view these forums and I was wondering, what would I need to 'learn' in order to make an MMO. I am not talking something like WoW, but something that is a bit differen't. Any assistance, or guidance people can give on this matter would be wonderful. 

 

I suppose I should also share my concept so people know what I am planning. I also made some quick paint based pictures so you would have a general idea what I want to achieve. 

[Concept]

The concept is a Card based PvE and PvP MMORPG which has a simular style to that of Tetra Master (back when you used to be able to play it, I loved that game so much). 

 

[My Vision]

[PvE]

There would be a massive map system that you would navigate, I am talking huge and it would have random battles to which you face monster cards. You use your cards to defeat the monsters. Your cards, do damage based on the statistics of your avatar. Defeating the monster gives you 'random' loot based on the monster or monsters your defeated. So they might drop, resrouces cards, monster cards, item cards or gear cards. 

There would also be quests you can pick up which also reward you with new more powerful cards. 

Combat will simular like how Tetra master worked, but rather than the cards dealing damage based on their own set of variables, their damage and abilities scales with your avatar and the equipment they have equipped. There will also be a doll of your avatar on screen wearing the equipment so other people can see when you group pve or pvp. 

Monster fights will determine how many cards you can play. You will be able to place x amount of cards depending on how big the battle field is. You will be able to make decks of up to 52 cards and have several decks for several purposes. Some for example might be magic, resist, dps, tanking, healing etc the effectiveness of which are dependant on your avatars equipped gear. 

PvE will be a singular experience for th emost part, forging your own destiny. There will be quests, but nothing defined on what you should and shouldnt do. I want a map with plenty of secrets and challenges to explore which reward dutiful people. 

There will be grouping however, special missions, dungeons and raids which you can either pre-form or queue into and depending on the size of the challenege determines how many cards each player can use. Some might be very open 52 cards each on some raids, some might be as restrictive as 5 each. 

Cards will also take damage and require repair to which gold will be a currency, you can obtain gold by selling cards to vendors and to other players. 

Crafting will also exist to which their will be crafting and resource based cards. 

 

[PvP]

Would be a lobby based system and cut-throat. The winner of a PvP battle will get to choose a card from their opponent. It would be a balanced system based on people 'deck stength'. Decks are made and stored to which can hold up to 52 cards each. Consumable cards are depleted when used.  Players will be able to set lobbies up with battlefield restrictions (like 10 cards, 20 cards or an all in 52 card deck).

I would also like to make battlefields with objectives which rewarded the victors with unique cards for hitting those objectives. 

 

Please feel free to ask any questions, I know my writting skills are not my 'stong' point. But I am a man, with no experience in this industry with a vision I would like to see realised. So, any pointers on what I should take as the first step, what I need to learn, what coding etc etc would go a LONG way. 

 

Thanking you. 

 

Tsu

Think you should go to http://www.indiedb.com. This is the wrong website.

  Ridelynn

Elite Member

Joined: 12/19/10
Posts: 3660

3/22/13 10:47:49 AM#70

Here's my only advice:

Start.

It doesn't matter what your background is. It doesn't matter what tools you try to use. What matters is that you start doing ~something~.

I've seen games programmed by 10 year olds. I've seen games programmed by senior citizens. I've seen games programmed by housepainters.

I've seen games programmed in Basic. I've seen games programmed on the TI-85. I've seen games programmed into an Excel Spreadsheet.

The biggest hurdle isn't finding some programming language, or going to classes, or getting a degree, or anything else. The biggest hurdle is getting started, and then after that staying motivated long enough to overcome the inevitable obstacles to finish.

  Reskaillev

Advanced Member

Joined: 11/29/06
Posts: 160

It's vaporware!

3/22/13 10:53:08 AM#71
Originally posted by Yamota

A lot of people in this thread are saying that making MMOs takes time, and I am sure this is right, but what exactly is it that takes so long time? 

Is it the amount of code, for the game logic, you need to produce? The 3D art assests?

If so, would you not be able to reduce the latter one by either buying 3D asserts or finding free ones? And using an engine, to reduce the physics engine stuff?

What specifically is it that takes so long time?

You can easily cut down on art assets if you make an mmo like Realm of The Mad God.

It's definitely the amount of code that you need to create that is annoying, also getting everything to work together is no easy feat... (clent-server connection, gui, basic gameplay and so on)

 

Using an engine is always an easy solution to circumvent some of these problems and is what most developers do. (There are almost no hardcoded games anymore because it would take too long)  Learning the engine can be difficult in some cases. Also the impression that most people seem to have is something akin to RPGmaker which is total bullshit. An engine in it's most basic form is just a bunch of classes/functions bundled together in a library from which you can only acces the interface files. (Unless the engine is free-source offcourse)

 

Even while using an engine, the time to get a game ready is still a really tiresome process. 

 

 

"Isn't a raid plundering villages in WoW or something like that?" - Robert Desable

  Reskaillev

Advanced Member

Joined: 11/29/06
Posts: 160

It's vaporware!

3/22/13 10:55:37 AM#72
Originally posted by Ridelynn

Here's my only advice:

Start.

It doesn't matter what your background is. It doesn't matter what tools you try to use. What matters is that you start doing ~something~.

I've seen games programmed by 10 year olds. I've seen games programmed by senior citizens. I've seen games programmed by housepainters.

I've seen games programmed in Basic. I've seen games programmed on the TI-85. I've seen games programmed into an Excel Spreadsheet.

The biggest hurdle isn't finding some programming language, or going to classes, or getting a degree, or anything else. The biggest hurdle is getting started, and then after that staying motivated long enough to overcome the inevitable obstacles to finish.

This is actually the biggest hurdle in any programming challenge: The fact that you need to stay motivated throughout the whole process.

The end result will be fantastic but the road towards this result is a lengthy one.

"Isn't a raid plundering villages in WoW or something like that?" - Robert Desable

  Yamota

Elite Member

Joined: 10/05/03
Posts: 6699

Gaming should be about fun, not gender equality.

3/22/13 11:11:22 AM#73
Originally posted by Reskaillev
Originally posted by Ridelynn

Here's my only advice:

Start.

It doesn't matter what your background is. It doesn't matter what tools you try to use. What matters is that you start doing ~something~.

I've seen games programmed by 10 year olds. I've seen games programmed by senior citizens. I've seen games programmed by housepainters.

I've seen games programmed in Basic. I've seen games programmed on the TI-85. I've seen games programmed into an Excel Spreadsheet.

The biggest hurdle isn't finding some programming language, or going to classes, or getting a degree, or anything else. The biggest hurdle is getting started, and then after that staying motivated long enough to overcome the inevitable obstacles to finish.

This is actually the biggest hurdle in any programming challenge: The fact that you need to stay motivated throughout the whole process.

The end result will be fantastic but the road towards this result is a lengthy one.

Altough this is true, as a SW developer (not gaming), I know that it is quite important to use the right tools for the right job. That's not saying it is not useful to just start getting your hands dirty, you should, but when you do start to build something worthwhile it is important to use the right technologies.

For example, using an engine without built in MMORPG network support could turn out to be a big misstake if you are trying to build an MMO.

  Yamota

Elite Member

Joined: 10/05/03
Posts: 6699

Gaming should be about fun, not gender equality.

3/22/13 11:14:58 AM#74
Originally posted by Reskaillev
Originally posted by Yamota

A lot of people in this thread are saying that making MMOs takes time, and I am sure this is right, but what exactly is it that takes so long time? 

Is it the amount of code, for the game logic, you need to produce? The 3D art assests?

If so, would you not be able to reduce the latter one by either buying 3D asserts or finding free ones? And using an engine, to reduce the physics engine stuff?

What specifically is it that takes so long time?

You can easily cut down on art assets if you make an mmo like Realm of The Mad God.

It's definitely the amount of code that you need to create that is annoying, also getting everything to work together is no easy feat... (clent-server connection, gui, basic gameplay and so on)

 

Using an engine is always an easy solution to circumvent some of these problems and is what most developers do. (There are almost no hardcoded games anymore because it would take too long)  Learning the engine can be difficult in some cases. Also the impression that most people seem to have is something akin to RPGmaker which is total bullshit. An engine in it's most basic form is just a bunch of classes/functions bundled together in a library from which you can only acces the interface files. (Unless the engine is free-source offcourse)

 

Even while using an engine, the time to get a game ready is still a really tiresome process. 

Ok, so how would you get started? I work professionally in web application development and there we use a process called Scrum where we list a set of functional requirements, called stories, prioritize them, then build them iteratively, in 2-4 weeks iterations, by chopping them down into technical tasks and implementing those tasks, together with testing.

Is that a proper way to develop a game as well or should you use a different approach?

  Reskaillev

Advanced Member

Joined: 11/29/06
Posts: 160

It's vaporware!

3/22/13 11:20:20 AM#75
Originally posted by Yamota
Originally posted by Reskaillev
Originally posted by Ridelynn

Here's my only advice:

Start.

It doesn't matter what your background is. It doesn't matter what tools you try to use. What matters is that you start doing ~something~.

I've seen games programmed by 10 year olds. I've seen games programmed by senior citizens. I've seen games programmed by housepainters.

I've seen games programmed in Basic. I've seen games programmed on the TI-85. I've seen games programmed into an Excel Spreadsheet.

The biggest hurdle isn't finding some programming language, or going to classes, or getting a degree, or anything else. The biggest hurdle is getting started, and then after that staying motivated long enough to overcome the inevitable obstacles to finish.

This is actually the biggest hurdle in any programming challenge: The fact that you need to stay motivated throughout the whole process.

The end result will be fantastic but the road towards this result is a lengthy one.

Altough this is true, as a SW developer (not gaming), I know that it is quite important to use the right tools for the right job. That's not saying it is not useful to just start getting your hands dirty, you should, but when you do start to build something worthwhile it is important to use the right technologies.

For example, using an engine without built in MMORPG network support could turn out to be a big misstake if you are trying to build an MMO.

Seems common sense to me that you choice an engine that suits your needs in the best way possible :) Also selecting all of the assets based on some very basic criteria (that are based on the type of game you want to develop) is an easy thing. 

There are some guys of coure...

 

And games are just software, so most of the processes are the same. Added functionalities are also introduced like story, playtesting, ....

But mostly game programming and writing the stories is seperated so yes, the process is quite the same. 

 

Btw: You are guy that has a team and years of experience. (You probably studied for software development as well) OP has no team and no experience. The time to get everything working for OP is thus phenomenal!

"Isn't a raid plundering villages in WoW or something like that?" - Robert Desable

  Yamota

Elite Member

Joined: 10/05/03
Posts: 6699

Gaming should be about fun, not gender equality.

3/22/13 11:52:27 AM#76
Originally posted by Reskaillev
Originally posted by Yamota
Originally posted by Reskaillev
Originally posted by Ridelynn

Here's my only advice:

Start.

It doesn't matter what your background is. It doesn't matter what tools you try to use. What matters is that you start doing ~something~.

I've seen games programmed by 10 year olds. I've seen games programmed by senior citizens. I've seen games programmed by housepainters.

I've seen games programmed in Basic. I've seen games programmed on the TI-85. I've seen games programmed into an Excel Spreadsheet.

The biggest hurdle isn't finding some programming language, or going to classes, or getting a degree, or anything else. The biggest hurdle is getting started, and then after that staying motivated long enough to overcome the inevitable obstacles to finish.

This is actually the biggest hurdle in any programming challenge: The fact that you need to stay motivated throughout the whole process.

The end result will be fantastic but the road towards this result is a lengthy one.

Altough this is true, as a SW developer (not gaming), I know that it is quite important to use the right tools for the right job. That's not saying it is not useful to just start getting your hands dirty, you should, but when you do start to build something worthwhile it is important to use the right technologies.

For example, using an engine without built in MMORPG network support could turn out to be a big misstake if you are trying to build an MMO.

Seems common sense to me that you choice an engine that suits your needs in the best way possible :) Also selecting all of the assets based on some very basic criteria (that are based on the type of game you want to develop) is an easy thing. 

There are some guys of coure...

 

And games are just software, so most of the processes are the same. Added functionalities are also introduced like story, playtesting, ....

But mostly game programming and writing the stories is seperated so yes, the process is quite the same. 

 

Btw: You are guy that has a team and years of experience. (You probably studied for software development as well) OP has no team and no experience. The time to get everything working for OP is thus phenomenal!

True, ofcourse, that they are all software but the problem with creating games, for me, is that I dont know where to start. With Web Applications I write down the things I want to do with it, then choose the frameworks and tools I want, then create the data, service and view layers, iteratively. And after an iteration or two you have something you can see and hopefully use.

But for gaming; Where do you start? Obviously you need to have an idea but assuming you know what you want to develop and then want to actuall start doing it. At what end do you start?

  Quizzical

Guide

Joined: 12/11/08
Posts: 13789

3/22/13 1:22:12 PM#77

There are two real limitations:

1)  what the tools you're using can do, and

2)  what you can do.

The former isn't as big of a restriction as you might think, as it will still leave you with a lot of choices.  On the graphical side of things, make sure you get access to the latest version of either DirectX or OpenGL, as well as having the capabilities to do the low level DirectX or OpenGL work if you choose to.  That doesn't mean that you can't use an engine to handle some things for you, but you don't want to realize a year into a project that you need to do something that the game engine isn't set up for, and therefore, you can't.

You also need to make sure that whatever you use has built-in networking and sound capabilities, as well as access to a real programming language that lets you do basically whatever you want.  These aren't really that stringent of requirements, and a lot of things will qualify.  But trying to make an MMORPG in Excel isn't going to end well.

The latter, what you can do, is the bigger restriction, by far.  There are a number of issues here:

1)  having the motivation to stick with the project until you finish it,

2)  having the God-given aptitude to actually do what you want to do,

3)  having the appropriate background and training to either do what you want or be able to readily pick it up, and

4)  having enough free time available to spend on your project.

Part 3 is mostly about mathematics, not the computer programming side of things.  If you've got the appropriate math background and have the aptitude and motivation, then picking up a programming language and whatever APIs you're going to use is pretty easy to do.  Learning the mathematics on your own is also theoretically possible, but could be very, very difficult, depending on what you want to do.

-----

I'm less keen than others are on trying to find an engine that does as much of the work for you as possible.  A game engine will push you to do things a certain way--typically the way that tons of other games already do things.  If a game engine has all of the capabilities you need built in, then you're trying to make a mediocre clone of something else and might as well not bother.

It's okay for some portions of your game to be fairly generic, so long as that's not what the game is relying on to be good.  But whatever you want to be able to point to and say, this is what makes my game unique, and worth playing over all of the other games on the market, you'd better plan on doing yourself and not relying heavily on a game engine to handle it for you.  If the game engine can handle it for you without much work on your end, then it has probably already been done many times.

That's not to say that you need to do everything from scratch.  You should use a high level programming language (C++, C#, Java, etc.) and APIs for graphics, networking, and so forth, to get access to fully exploit the hardware available.

Also, don't feel like you need to implement a feature just because most other MMORPGs seem to.  It's better to have a game that does a handful of cool and unique things well than to have a game with many features, all of which are done badly.  It's less work to do the former, too.

  Adamai

Advanced Member

Joined: 4/06/10
Posts: 469

1/13/14 8:17:31 PM#78

ive played hundreds of mmo's and have some basic ideas on concept and cost relation.

 

first things first!

 

Making it on your own is just not going to happen. it will take you around 6 years to get the education required to do everything your self. then you lack the actual experience on doing it so you wouldnt know where to start.

 

so here is my solution.

 

you need money! doesnt need to be much but enough to get your project off the ground!  

then you need a game design that appeals to people. it will need to have a very strong draw to it, once you have this. you have two options.  find ways of raising the cash! you could go down the charity route pledge  so much of the games take to specific charities based off the investors wishes.  build your business plan get some proffesional oppinions on your product, get them to endorse it so you have some recognised names saying it is possible. then aproach banks for the loan to build your game.

 

you will need to roughly cost your project and establish your budget, then you will have to go price hunting.

 

or you could appeal to the masses.. right now the mmo market is flooded with below par mmo's even the AAA stuff is just rubbish. if you can come up with a good enough idea!! maybe and just maybe !! the entire kickstarter way of things could work in your favor.. 

for example. say you get 10k in pledges, this means there are people out there that want to play your game. 10k from gamers is alot of money. especially gamers that are investing in your idea. this tells you two things. 

1/ your game clearly has appeal to an audience.

2/ with further advertising of your game it will generate more funding.

 

with these two peices of information and your business plan in place. you are far more likely to get a loan from banks to fund your project. the bank will want to know your taget audience your projected costs how much you intend to sell the product for once finished. how you will continue a steady income from your product, your projected monthly out goings and they will want some kind of reasurance collateral.. like do you own a home the contents of your home their value your cars worth.  how old you are and how long you have left in your life to work. 

 

banks will only invest if they see a proffit in your project.

 

or win the lottery.

 

personally if it was me!! i would go with a kickstarter option.. build your game on paper! get your mechanics on paper how it will all work draw images of your game world items the way mechanics will work. then demonstrate in comic like strips how the game will play.  the more information and detail you put into it. the more likely you are to get interest and fundings. 

 

its hard to get the attention of the mmo player today!! they have seen so many bad eggs its becoming tiresome. most of them will just fob you off untill they see it in the flesh.  

 

good luck

  lizardbones

Advanced Member

Joined: 6/11/08
Posts: 10953

I think with my heart and move with my head.-Kongos

1/13/14 8:51:09 PM#79

One person is not going to write a modern MMORPG. It's just not going to happen. You could use something like Eclipse Origins and build a 2D MMORPG as other people have done, but you would have to be satisfied with the fact that you did it yourself, and would not likely sell it to anyone.

With no experience in writing MMORPGs, it's not likely you're going to get enough seed money through Kickstarter on just an idea. It's not impossible, just really, really unlikely.

If you did get past the Kickstarter stage, you could potentially build a game demo and shop it around to developers and investors and possibly get enough funding to spend the next five years or so having a development team write your game.

So, it's not impossible, but there really are better things you could do with your life over five years' time than write an MMORPG. For instance, you could take your idea and using a Pen and Paper framework write a Pen and Paper RPG or a Tabletop RPG. It's not nearly as popular commercially as MMORPGs, but it has the upside that you might actually finish it, and that people might actually play it. People might even give you money for it.

I can not remember winning or losing a single debate on the internet.

  anemo

Hard Core Member

Joined: 12/24/10
Posts: 707

1/18/14 6:20:53 PM#80

Why are you trying to start a team instead of joining one?

You're also using very very scary words like "my vision", "huge", and "massive"...   When the simplest truth of the matter is when you work a team game the vision changes rapidly in response to the people you work with and what the tools you're using can do well.

You're also getting into a pretty crowded space with the web online card battle space.   A small market here(large in Japan), with some pretty major competitors, and very likely a few open+small teams that are there for hobbiests(like you).

You also don't seem to have any experience with working in a team.  But want to start one, that comes across as vain/egotistical/overconfident/whatever.

As for your skills or lack of them.  Your experience with RPGmaker does matter, there are a couple of smaller MMOs I've come across that are always looking for modders(peak 100 players, norm 10-20).  Which pretty much directly transfers.   There are A LOT of programmers and artists that make some great stuff, but just can't stand working inside a map editor and testing raw content(even normal testing).

______________

As for working on learning a new skill like programming there's some really bad advice like starting with C++, especially when you're only looking for results.  You're going to be there for months staring at the console before you get your first image on the screen.  I recommend C# and XNA if you only care about results and seeing games(months to get stuff from tutorials VS a half year to year).

Art tends to be even worse in the sense that people give up even sooner, and it's something that has had less research for how to properly learn quickly.  You're looking for this I would probably start with this video:  http://www.youtube.com/watch?v=qxZbsLBd3oU

But to be honest there are a lot of game design trades that aren't going to force you to change how your brain works on a fundamental level, and 2 or 3 years of dedicated self training(typically with some instructor assistance, even if you go to higher education for it).

Practice doesn't make perfect, practice makes permanent.

"There are still vast swaths of our planet's surface in which it's surprisingly easy to lose things. Even a ship the size of a large building." Richard Fisher

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