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Game Producer: $80,000.00/year for 5 years == $400,000.00
Total of everything: $4,940,000.00 I am sure that I have completely forgotten about several needed things, but this is a rough estimate. |
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I have been digging around, and can't really find any concrete info on what other MMOs have cost to develope. I am talking from Conception to Launch. I read that it was 2.5million for DAoC, and someone said like, 250million for Age of Conan, which sounds rediculous. Anyway, does anyone actually know what some of the big names have cost to create? I did a quick rundown, based on a 5 year developement plan, and found that it would cost about 5-6million to build a mid-level MMO, but even that is speculation. See post 2 for my reasoning. |
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Escort quests in starting zones. Yes or no.
MMORPG Game Concepts « Developers Corner 11/22/08 3:17:55 PM
Would it make you feel better if you could then loot his dead corpse, and take the other weapon, at a hit to orc reputation? :P |
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Escort quests in starting zones. Yes or no.
MMORPG Game Concepts « Developers Corner 11/22/08 3:10:19 PM
Lets use this as a quick example. This would be a basic skeleton of the questline, just for reference and such.
During the escort section, you would see his skills in action, and get a feel for how he would work in a group. The beginning of the quest shows that he will be using Two Handed Axes or Swords, letting you know that those are the weapon types. It also shows that the class uses Medium armor. At the same time, you are also getting exp, a bit of lore, and seeing some of the racial conflicts. |
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Escort quests in starting zones. Yes or no.
MMORPG Game Concepts « Developers Corner 11/22/08 3:02:50 PM
The problem with just descriptions upon character creation is that most people twist them to their own idea, and often end up with something they did not expect. Also, you either end up very wordy, which most people wont read anyway, or you keep it short, and people still don't really know what they are getting into. The escorts would just be one step in each learning chain, where you would just get to see them in action. I would hope that each class would be uniqe enough to set them apart enough for at least a good show. :P Also, the quests would not be "linear" per say. You could do any of the chains at any time, and have all 12 in the quest book if you wanted to, but they are each only one step in individual chains. So, for example, you would go to the "tank" NPC, and he would have a chain of about 10 quests, of which the last, or next to last step would be the escort. But, the "healer" would also have a 10 quest chain, and so on and so on. None would be required to progress, but they would be very important to your leveling curve by supplying you with equipment and experience, as well as the knowledge of each class. I had also thought about the instance idea, but I don't think it would be a huge issue. Each escort would be a scripted event, in which there is no real "danger" of failing. Think of when you start an RTS like Command and Conquer, or something to that effect. You get the starting missions, which kind of teach you by watching a bit, and then you get to work on your own, but there is VERY little chance of failure, because the odds are stacked in your favor. Same idea here. The escort would be interactive, but still easy enough that you would need to REALLY suck to fail it. |
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Escort quests in starting zones. Yes or no.
MMORPG Game Concepts « Developers Corner 11/21/08 5:13:23 PM
The idea is that when you would start the game, you would not pick your class at character creation. Instead, you would have a starting area based on your race, and would do quest lines for each class type to level up, and during each line, you would end up doing a single escort. In the course of each line, you would become familiar with the weapons and armor they use, and during the escort, you could see them in action a bit. Kind of like a quick demo of what you can expect. I just thought it would be a kind of cool twist, and allow you to see what you will be getting your self into, while at the same time gaining the first levels. So, if you were questing for a tank, you would be doing an escort where he tanks, and you assist him. Healer escort involves you fighting waves of mobs, while the NPC keeps you up. And so on and so on. So, it is not like you would keep doing escort after escort. The starting zone would have, lets say, 150 quests, of which 12 would be escorts, one for each class. |
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Escort quests in starting zones. Yes or no.
MMORPG Game Concepts « Developers Corner 11/21/08 2:39:34 PM
Hello. I have just been tossing around the idea of writing some of my thoughts down, in an attempt to get an outline of what my own personal MMO would be like. It is basically a time sink for me, which will more than likely not go anywhere, but hey, you never know. Anyway, on to the point. I was coming up with some of the basic outlines of the starting area quests for my MMO, and came up with several escort quests. (12 per starting zone to be exact) Now, I know that on launch day of a popular MMO, the starting zones are just completely packed. Lets say the average escort quest takes 3 minutes to complete. Do you think this would just anger people? Assume that all 12 escort quests in the zone could be done at any time, and not in a linear fasion, so if one was being done, you could do a different one. My wife said that the population would get pissed, and would just say screw it, which is very bad for their first impression. I , however, think that people would not mind sitting a few minutes here and there, and would just go do other escorts/quests while they waited. So, what do you guys think? Would this be an instant nail in the coffin, or just something people would not care about? Thanks for any input you can give! |
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