| Username | paulscott |
| Real Name | |
| Rank | Elite Member |
| Joined | December 4, 2005 |
| Gender | Male |
| Age | 20 |
| Location | WI rapids, WI, United States |
| Last Visit | May 15, 2008 |
| Post Count | 3115 |
| Biography | |
| Quote | why do humans build, because it isn''t there |
text based games are MMO's. as a matter of fact the average successful text based game falls more into the MMO category by having thousands of people noninteracting and logged in at the same time, even interacting with people that are. better RPG stuff because you are and always will directly affect the world, have direct owner ship in it, and form identical type of bonds that you do in the graphical versions of MMO's.
I consider something like astroempires a better example of an MMO than your everquest-ish type graphical MMO.
Spyro the dragon with some crash banticoot... the first one.
such good use of such bare bone mechanics. It takes a true game designer to evolve complexity from simplicity.
for the perfect example of complexity from simplicity look at Go, and Mancala(with the right rules).
there are too many. way to many.
and the player base that uses them typically wouldn't be interested in this type of site, atleast from my experiance.
play single player games, I'm always being told I'm missing out on soo much by the other gamers at my school. That's assuming you don't want to distance yourself from the 'box'.
you don't. If your idea isn't good enough to pitch to people you know* and get them working on it, it's not good enough enough to get investments that would cost major cash(the former being hobby time+money).
Also my favorite saying for this type of post is: If you don't know where you can start, you're not ready to start.
sucessful indy have either been projects soo small that one person can work and finish them or along the lines of people having libraries that are good but need others people's libraries to get something that is finished. library being anything from client/server code, models, textures, or any other asset you can think of except ideas. when you get enough skilled people together and on one thought track ideas are worth MUCH MUCH less than a dime a dozen, you can get 20 or so inventors/scientists/generalists and a lawyer into a nice 5 course dinner and leave with 83 valid patents(which will end up getting approved stupidly enough) the same holds true for anyone who could work on any aspect for a game.
the advice is pick up a skill that can be used and run with it for a few years, and maybe get into that figurtive dinner if you figure out where you can start.
*or could get to know
How many MMORPG titles are you currently subscribed to?