Lets talk about MMO development...
#1
Posted 23 September 2008 - 05:47 AM
People give reasons like, "You will need server side programming knowledge", or "It takes millions of dollars". I am wondering how accurate these assumptions are.
Many suggest making a single player RPG instead. Is a single player RPG really that much less complicated than an MMO?
Lets say you have plenty of server side programming experience (as well as client side obviously), a team of 20 or so people willing to dedicate a few hours a week to development, and strong leadership. Is it really so impossible?
One thing I am not understanding is where all this money is going to be needed. There are so many open source tools today that software is not an issue. Any decent game that someone wants to make would need volunteer work done. Of course a person interested in creating a game that is not sponsored by a publisher is not going to pay its developers. That leaves what...server cost? Dedicated servers are not that expensive. Surely not millions of dollars. Sure, professional studios spend millions of dollars in game creation because they need it done fast. They need to be able to pay a team of people to allocate 40 hours a week to working on their game. If you want reliable team members, you will have to pay them. For an indie team, where there are no deadlines, and quality is determined by the motivation of the team, is millions of dollars really a prerequisite?
Another thing I seem to be missing out on is the difficulty. Dont get me wrong, I know creating an MMO is a very large challenge for an indie team, but the majority of the community builds it up to be impossible. There are many existing MMO's that have been created by indie teams that are already successful. Eternal Lands and Wurm Online being two of them. Of course these are not MMO's that could compete with professionally funded games, but they are successful in their own right, and have 300+ players online at all times. People HAVE done this. It is NOT impossible.
Lets compare the difficulty of creating a single player RPG to a multiplayer RPG. I would say the work is about double that of creating a single player. Sure, its a very rough estimation on my behalf, but I am an experienced programmer, and I have a good idea of what it takes to produce a product. Saying it is MUCH harder to create an MMO out of the otherwise single player counterpart is an exaggeration if you ask me. No I have never created an MMO before, but this seems like a blind statement. It seems like so many people write off a single player RPG as some simple, one hour game. Lets say you created an MMO, but with no multiplayer aspects. Like an MMO with a one person limit. It wouldnt be multiplayer, but it is built just like one. The bulk of the work still exists. Sure, you have to convert to a client/server architecture, but all of the design, modeling, client programming, and all of that still exists. So what about converting a client based RPG to a client/server multiplayer RPG makes this leap from "Anyone with some time on their hands can do it" to "Dont even try it without a million bucks"?
So is there some hidden aspect to multiplayer RPG software production that I am not seeing, or are single player RPG's just not seen on an epic scale as MMO's are?
Maybe its the tools people are using that make multiplayer aspects of gaming difficult? Maybe its the fact that an MMO would demand a larger world, more detail, and player balance, where as a single player game has the option of scalability?
Seeing other games being produced by other indie companies, I am not so easily discouraged by these nay sayers putting down anyone who would like to attempt MMO development.
So am I wrong, or just overly simplifying the jump from single player RPG to MMO?
#2
Posted 23 September 2008 - 01:06 PM
jakt said:
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Surely not millions of dollars.
BRUTE FORCE
That is the term I would use to describe this:

It has nothing do do with the programming challenge, it has to do with the sheer amount of power you need to support that many players in one game world. THIS is why you need millions of dollars, it's not a matter of will-power. I guarentee you that the dedicated servers you're thinking of are not nearly powerful enough to run something on an MMO scale.
Other than that, no, there's really not a whole lot of difference for programming. That's why an RPG can be made by one person, and a *real* MMO is next to impossible. Now, what is possible is an Multiplayer Online RPG. It's the "massive" part that so hard.
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#3
Posted 23 September 2008 - 01:16 PM
edit: So, first make the single-player RPG and be amazed how much content even that requires. Then multiply this by X.
#4
Posted 23 September 2008 - 02:23 PM
#5
Posted 23 September 2008 - 04:03 PM
MMO development is no harder than developing a single player RPG but trying to get your share of the MMO market is extremely more difficult than getting a piece of the RPG market.
#6
Posted 23 September 2008 - 07:47 PM
I am not saying I am trying to create the next WoW or Age of Conan. I am not expecting anywhere near 1,000,000 people playing or creating a game that is large enough to support this kind of player base. Of course it costs a fortune to not only create, but maintain games like this.
However, when you tell someone they are better off making a single player RPG, you probably dont mean it is possible to create a game like Oblivion by yourself either.
I think one point I am trying to make here is that the community creates this huge gap between single player and multiplayer games, when in fact I could create a single player RPG that would be more work than some MMO's. It is not a fact that any multiplayer game is more work automatically. Yes, there are new concepts involved with a multiplayer game, but this does not mean more work is involved.
I am more interested in how much more work is involved in creating an MMO over a single player RPG on the same scale...a scale that is fir for a team of 20 or so indie developers.
#7
Posted 23 September 2008 - 09:13 PM
If you're asking how to make an MMO, you're asking the wrong question!
I'd love to talk about MMO development. I've working in the domain for years. But you need to ask more specific questions.
#8
Posted 23 September 2008 - 09:21 PM
dave_ said:
If you're asking how to make an MMO, you're asking the wrong question!
I'd love to talk about MMO development. I've working in the domain for years. But you need to ask more specific questions.
How to make an MMO wasnt even close to the question I was asking. I am not even asking for details on any specific step of the process.
I was merely contrasting the amount of work involved in creating a single player game compared to a MMO on a given scale, and was interested in why the community believes this contrast to be such a large gap.
#9
Posted 23 September 2008 - 10:34 PM
What is a single player game? What is an MMO?
Making any complicated piece of software is hard. You really have to know what you're aiming to make before you start!
#10
Posted 23 September 2008 - 11:26 PM
jakt said:
There's TONS of multiplayer games made by indie companies and lone developers. Multiplayer is trivial if you have netwroking and server experience. Getting enough players could cause your game to have a quick death, but it's totally possible to make one.
What's NOT possible to make is a real MMO. And let me explain the difference between multiplayer and MMO. Multiplayer is designed around the core concept of having a few players on a given server set, each set operating independantly of eachother (that means no interaction between players on different severs, at least for the game itself). Massive multiplayer supports thousands to tens of thousands on a single interconnected-multi-million-dollar-super-network and the the game is designed to have this many players at once in order to function properly.
If you go to an indie site boasting an MMO, they're either lying or sadly mistaken, because real indie MMO's are non-existant. In fact the 2 words are almost incompatable. If millions of people know about you, it would be pretty damn hard (and kind of dumb) to remain an indie.
EDIT: btw, when I say real MMO, I mean something vaugley comparable to WoW, not those browser games.
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You could spend 10-12 years making an Oblivion killer and perhaps have accomplished one of the biggest feats in gaming history. However, few people are going to know about it, even fewer people are going to buy it when they can go pick up the real oblivion at what is probably a fraction of the cost, and you will have most likley wasted all your spare time in that 10-12 years.
Yeah, it's completley possible to do it, but it's just not practical.
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#11
Posted 24 September 2008 - 04:48 AM
#12
Posted 24 September 2008 - 05:07 AM
jakt said:
Anyway, here's a great post if you're dead set on going though with a project like this:
http://www.devmaster...ead.php?t=11656
#13
Posted 24 September 2008 - 06:22 AM
fireside said:
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#14
Posted 24 September 2008 - 01:31 PM
why dont you read some books about game business?
#15
Posted 24 September 2008 - 04:06 PM
#16
Posted 24 September 2008 - 07:37 PM
Rofar said:
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#17
Posted 24 September 2008 - 08:49 PM
Rofar said:
If you are developing a viable MMO, versus a personal project, you'd better plan for the infrastructure (people, servers, etc...) needed to support the whole thing. Why code an MMO up, only to then find out you don't have the resources to run it?
Part of any serious development effort is making sure the "go-live" part can happen.
#18
Posted 24 September 2008 - 09:03 PM
jakt said:
There are a multitude of new problems that are quite complex that do not ever come into play with a single-player RPG game.
Major issues off the top of my head, and not complete:
- Multiplayer networking is not fun
- Related to that, client support becomes much trickier. How will you diagnose, triage and respond?
- Major security problems (many MMOs have risen and fallen because of cheating)
- Need for systems (both automated and human-level) for policing the game.
- the game design needs to be reviewed for more stringent game balance.
- as other have said, content explosion.
- scalability, availability and robustness in the game's architecture becomes critical (apart from cheating, repeated downtime is another big MMO killer)
Basically, the difference between single-player vs. MMO is the same as going from building Notepad to building a Client/Server Document Versioning repository. It just is a fundamentally more complex beast with more different concerns.
And, if you've never coded up a Notepad, your first attempt at a repository will be full of missteps. Can one do it, though? Sure, as long as you go in knowing you'll chuck out versions 1 AND 2...
But, if you build small and build exp[experience, especially when young, you'll have much more likelihood of success, instead of spending time possibly getting frustrated in versions 1 and 2 of your MMO.
#19
Posted 25 September 2008 - 04:04 PM
alphadog said:
Part of any serious development effort is making sure the "go-live" part can happen.
Regardless of how you or anyone else feels regarding this, the fact remains that the question posed in this thread was about "developing" an MMO and not about the production of an MMO. So the answers should be focused on the development challenges.
#20
Posted 26 September 2008 - 03:41 AM
Rofar said:
You're not getting it. Production *is* part of development. A lot of people would say they're the same thing. Development is impossible to complete without a player base for an MMO, because it has to be tested (about the last %25 of development is testing and debugging/revising).
Yes you can program an MMO, but the point is that you'll have spent years of your life working on something that no one will ever see and no one will be impressed with because it doesn't work.
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