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#1 |
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New Member
Join Date: Jan 2008
Location: London
Posts: 15
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[Posted this to another site, thought it might be of interest to others here]
You probably, before announcing to the world that you are going to make an MMO, need to think about it. Here are some questions to help you, with an admitted heavy bias towards social virtual worlds and MMORPGs, as that's what I'm making. They're culled mostly from Bartle's "Designing Virtual Worlds", but also Raph Koster's "Theory of Fun", David Michael's "Indie Game Development Guide", along with Bartle's MUD-DEV-L archives, and other sources. Bartle, Koster, and MUD-DEV-L are prettymuch required reading. Without them, your answers may well kill your game. First, the real biggies. Community, and Economy. If you have not even considered the following questions yet, then you really need to go back to the drawing board until you can answer them in tediously boring detail. Community
Economy
Now some less head-bending ones. Still, if you can't answer the great majority of these questions about your MMO, what makes you think you're ready to start building it? Get back to designing, oh great Game Designer! *flog* Note this isn't a comprehensive list. But it should get you going in the right direction.
OK, those were the easy but boring ones. Let's try some more interesting ones now....
What questions have I missed? [Edit: fixed various problems]
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Yet another game programmer Last edited by DewiMorgan : 01-20-2008 at 06:28 PM. |
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#2 |
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New Member
Join Date: Sep 2006
Location: Chicago,IL.
Posts: 17
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Thank you so much, for this huge batch of information. This should be a sticky in my oppinon. Now people can see this before posting anything about MMO issues.
Please Sticky this. |
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#3 |
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DevMaster Staff
Join Date: Oct 2004
Location: Seattle, WA
Posts: 4,015
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Good idea. Stuck.
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Currently working at Sucker Punch reedbeta.com - OpenGL demos and other projects Luabridge - a lightweight, dependency-free C++/Lua binding library. CD Lite - an unobtrusive, minimal CD player application for Windows. |
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#4 |
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Member
Join Date: Dec 2007
Location: Hong Kong
Posts: 78
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very detailed
Thanks |
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#5 |
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Senior Member
Join Date: Jan 2007
Location: Finland
Posts: 395
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Great post. And from a quick glance these are only some of the "high level" problems - most wannabe mmorpg makers don't have much experience on making working games, much less networked ones.
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http://iki.fi/sol - my schtuphh |
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#6 |
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New Member
Join Date: Feb 2008
Location: Valencia
Posts: 1
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Dewi that whas both briliant and dark.
I found daedalus very interesting, scientific proove of many of my internal thoughts. I want to start a MMORTS, browser based, mostly social, free, open source. Of course, without any financial support. Any advice? Last edited by yosu : 02-03-2008 at 07:06 PM. |
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#7 |
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New Member
Join Date: Jan 2008
Location: London
Posts: 15
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My advice, in order:
* Ask someone who's made one rather than me. - I'm still in the planning stage, what do I know? * Don't do it! - There are tons of MMO projects that are crying out for help. Either work on them instead, or at least avoid doing it alone, and find people working on the same basic concept and work together on an engine that can serve both of you. If there are no other similar projects out there that you would be happy to team with, then see if there are engines that you can afford, to do most of the work for you. *Do it! - if you're gonna do it, do it now. Knuckle down today, and make at least a very basic prototype. Then you know you are more than just talk and ideas, and you can show it and people will be more easily recruited to your cause. Build on that prototype until it becomes too cumbersome, then scrap it and start over. This is where I have fallen down so far - I have no prototype, and every time I sit down and try to work on it, I get interrupted. So for the moment I am merely Dewi "All talk and no trousers" Morgan.
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Yet another game programmer Last edited by DewiMorgan : 02-04-2008 at 09:43 AM. |
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#8 |
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New Member
Join Date: Apr 2008
Posts: 9
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thx its a good one
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#9 |
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New Member
Join Date: Jun 2009
Location: Washington
Posts: 6
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Very intriguing post, some of this i had never thought about untill now.
The idea about baby's and sex seems to be rather ... whats the word... uninviting to developers in my mind. ideas like that would add an age limit to the game however 90% of the internet is sex so who knows it could pan out. Though, I do think "word of mouth" spreads more often from children then adults so in my mind its always nice to have a welcoming enviroment for a younger auidence but have the game mature enough for adults. Adult or a place for mature chat is always a bonus though. anyways before i ramble on i'll end it here.
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(\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination. |
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#10 |
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New Member
Join Date: Jan 2008
Location: London
Posts: 15
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A lot of the things that would make a game awesome seem uninviting, because of the risks. Children are one. A land without children is a dead land, but children in an MMO are a PR risk, and when there's big money involved, people don't like taking risks. So the big studios won't touch them, and their games will remain dead.
Which is cool: it means Indies can include children to breathe more life into their games and get an edge over the larger competition. Same with other things that are considered risks: gods, slavery, permadeath, etc. Like in movies, the Indies are the ones pushing the boundaries and taking the risks.
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Yet another game programmer Last edited by DewiMorgan : 06-29-2009 at 08:49 AM. |
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#11 |
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DevMaster Staff
Join Date: Sep 2008
Location: Left Of Albakurky
Posts: 978
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If you think that big players don't include children because of the potential legal/PR risks, why in <insert your spiritual motive force here>'s name do you think an indie should?
They certainly do not have the legal/PR capabilities of your "larger competition". Either the initial assumption is faulty, or the conclusion is... |
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#12 |
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New Member
Join Date: Jan 2008
Location: London
Posts: 15
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I think you maybe missed the point. Law has near enough nothing to do with it. Unless you happen to be creating the first MMO with copious photographic nudity and a "rape" command, there's nothing illegal about including or excluding slaves, pets, children, pregnancy, etc from your game.
However, what might change are things like the press coverage, the age rating, the ratings you get in reviews, which stores are willing to stock it, whether players enjoy the game and talk about it and spread the game virally, and so forth. With a large studio, getting their games pulled off the shelves of Walmart because you can mow down kids is probably bad. For an Indie, that's just great advertising, and anyway most Indie MMOs wouldn't get into Walmart anyway. Controversial = great for indies, awful for big houses. However, you also have to consider the types of player you will attract. Do you allow players to be children? This might be good if you want to encourage a more family atmosphere, but in that case, there should definitely be commands which cannot be applied to or by child players: anything of an "adult" nature, for a start, and probably violence too. Players don't like being restricted, but if there are things that kids can do but adults can't ("cute" attacks, fitting through smaller doorways, etc), then it's fine: that's just game balance.
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Yet another game programmer Last edited by DewiMorgan : 06-30-2009 at 10:12 PM. |
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#13 |
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New Member
Join Date: Jun 2009
Location: Washington
Posts: 6
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Well i can see how any press coverage is good for an indie but at the same time some games have been completely blocked from countrys because of it. I cant remember the name of the game, but it was some murder sim game. I believe it was released by rockstar.
anyways it got outlawed in several countries and I think one of them was the UK. While it may be interesting to include slavery and other controversal things. The public backlash may not be worth it.
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(\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination. |
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#14 |
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New Member
Join Date: Jan 2008
Location: London
Posts: 15
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Depends whether your game is based on bad stuff (like a murder sim you mentioned), or merely makes bad stuff possible on account of having interesting things in (like Fallout3, which enslaved children that you can free, etc).
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Yet another game programmer |
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#15 |
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Senior Member
Join Date: Mar 2006
Location: perth
Posts: 1,344
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you have to be pretty good to finish any game, including an mmo, dont worry professional companies are still bringing out real good titles in all genres.
And you couldnt make any of this either... have you thought it through.
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www.myspace.com/bluckus1 |
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#16 | |
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New Member
Join Date: Jan 2010
Location: USA
Posts: 13
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Quote:
I could be wrong, here, but what about using dead reckoning, ray tracing, and physics? When the client sends a clicks-event, a display coordinate should be sent to the server. The server should track location, orientation, rotation, velocity, and acceleration for all objects, along with each client's display dimensions. Ray tracing from the client's object, and along the paths of projectiles, should trigger a collision event if another object lies within the collidable chunk of time-space. |
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