Hello everyone, my name is Jordan Arnold and i am currently looking for a freelance website designer used to the joomla cms. I have recently moved from using e107 to joomla and still have to get some things down.
As i am learning joomla, i was looking for someone to help get a test site going before our project is launched. We are currently looking for a number of people to help us in this freelance project until we launch the website around june. We are also looking for more team members to help get the project off it's feet. The site does not have to be based on joomla, i found it to be the most usefull cms for what we are doing. Eventually i believe we will switch but this is way ahead in the future.
So, let me tell you a bit about our project. We are a small team dedicated to helping free,indie and eventually professional mmorpg games. During our first year or so we expect to only do freelance mmorpg projects and indie game projects.
Our company will assist the game developers by doing the following:
*Help keep there project on track, help them with deadlines and setting up meetings.
*Help make there users get the full experience out of there game. We will be keeping their community updated with news, events and much more.
*Beta Testers: We will help the game developers even more by providing experienced beta testers: Our list of beta testers will be put through a series of tests and must provide accurate information of previous testings, some will also include resumes.
*Helpfull in-game support system: We will help create in-game events, help maintain and uphold the rules and regulations in-game as well as out.
We will be doing this and much more. Right now our team is small but it will grow. I am currently funding this project alone and require no money from the team. Eventually as we move up to doing f2p mmorpgs (with cash shop) and eventually start charging (a year or 2 into the project) the team will obviously be paid. We will discuss percentages at our first team meeting wich will be scheduled in a few weeks.
We are looking for experienced and dedicated people to help us with this project. I feel that it is a thing very under looked in the gaming industry. Below are the details of what type of people we are looking and also included is the requirments:
Requirments:
* Must be 18+
* Must provide examples with what you are applying for
* 2+ years in the gaming industry. This does not include official degrees, this could be from playing mmorpgs, creating fansites, hosting servers etc.
What we are looking for:
We are currently looking for the following:
*Web developers: A good company always has a nice site that is updated.
*Content management: This will include gathering information about the latest videos and screenshots available.
* Forum Moderators (after site is active)
* Reviews: We will be needing people to test,play, and review MMORPG's they are assigned to.
There is much more that needs to be done. I have been working on this project for about 2 months now and after putting all the ideas into play it is now time to start gathering a team. I understand that most work is hard to do without being paid but I have high hopes for us. Our goals are high, and our team will be dedicated. Help me help the gaming community and game developers. Thanks for reading and i am looking forword to speaking with some you soon.
Contact Info:
Email- rubygaming@gmail.com
Msn- ruby-productions@hotmail.com
Sincerely,
Jordan Arnold
Looking for..
Started by RubyGaming, Mar 11 2009 02:36 PM
6 replies to this topic
#1
Posted 11 March 2009 - 02:36 PM
#2
Posted 11 March 2009 - 02:59 PM
the fad's still going huh?
http://www.devmaster...ead.php?t=11656
http://www.devmaster...ead.php?t=13272
Honestly, if you're aiming your companies efforts toward "indie created MMO's", prepare to be severley dissapointed, and possibly bankrupt.
EDIT: Ok fine, that was a bit harsh. For some constructive critisism here, your core idea is good (helping developers with those tasks), but going soley on indie MMO's (besides the fact that they're really aren't any) is a terrible terrible idea. It would be a lot more productive to tackle either single player testing or indie multiplayer games, those are plentiful.
http://www.devmaster...ead.php?t=11656
http://www.devmaster...ead.php?t=13272
Honestly, if you're aiming your companies efforts toward "indie created MMO's", prepare to be severley dissapointed, and possibly bankrupt.
EDIT: Ok fine, that was a bit harsh. For some constructive critisism here, your core idea is good (helping developers with those tasks), but going soley on indie MMO's (besides the fact that they're really aren't any) is a terrible terrible idea. It would be a lot more productive to tackle either single player testing or indie multiplayer games, those are plentiful.
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#3
Posted 11 March 2009 - 03:19 PM
starstutter said:
the fad's still going huh?
http://www.devmaster...ead.php?t=11656
http://www.devmaster...ead.php?t=13272
Honestly, if you're aiming your companies efforts toward "indie created MMO's", prepare to be severley dissapointed, and possibly bankrupt.
EDIT: Ok fine, that was a bit harsh. For some constructive critisism here, your core idea is good (helping developers with those tasks), but going soley on indie MMO's (besides the fact that they're really aren't any) is a terrible terrible idea. It would be a lot more productive to tackle either single player testing or indie multiplayer games, those are plentiful.
http://www.devmaster...ead.php?t=11656
http://www.devmaster...ead.php?t=13272
Honestly, if you're aiming your companies efforts toward "indie created MMO's", prepare to be severley dissapointed, and possibly bankrupt.
EDIT: Ok fine, that was a bit harsh. For some constructive critisism here, your core idea is good (helping developers with those tasks), but going soley on indie MMO's (besides the fact that they're really aren't any) is a terrible terrible idea. It would be a lot more productive to tackle either single player testing or indie multiplayer games, those are plentiful.
Before i explain let me say that I do see your point. I have posted this before but since then i have updated the information and have had more people interested and after talking with a few game developers, including games campus, the idea is coming along.
The reason for focusing on the free to play, inde, and free lande mmorpg projects it to further our experiences and test out the idea before we go for the pay to play mmorpgs. We would like to have 2-3 years of a "test period" before promising something that we cannot live up to. All companies start out with a basic idea and move up from there, we are taking the same safe route. After months of planning i have been in contact with a numerous amount of people wich only a few have qualified and are still with us
today.
We are expanding and hopefully opening the site within the next couple of months. This is also strictly volunteer based until we establish more connections wich is slowing down the development process. This is fine with me since i would rather test the ideas and plan everything out before wasting everyones time with something that will not succeed.
Edit: Taken from a mmorpg study: "More free games will help the MMORPG market expand, found a Parks Associates study. Apparently, only "hardcore" gamers, who represent only a small portion of the audience surveyed, are willing to pay subscription fees, and so for everyone else, the study recommends offering more free titles.
Out of some 2000 online gamers surveyed, Parks said, 14 percent would be interested in playing more MMORPGs if they were free. According to Worlds in Motion, Parks Associates' Michael Cai said that the excess of 10 million players WoW's scored is a major exception that most publishers shouldn't expect to emulate using a subscription business model.
"Social, dormant, and leisure gamers all show significant interest in a free-to-play, microtransaction-based model", said the study.
Most "hardcore" MMO players are actually opposed to the microtransaction-driven model because of concerns about game balance, and some developers have said it can be an extra challenge to balance a complex MMORPG when some users will pay for items and others won't. But games aimed at more casual players may not be possessed of the same level of complexity, or may feature different types of game mechanics, thus lessening the concern.
#4
Posted 11 March 2009 - 05:56 PM
Let me first off say that first off you're a FAR better poster than most new-comers who ever bring up the subject of mmo's... some of them are pretty bad. Your plan is well thought out, but I still think you're being naive about the whole mmo situation.
The problem is that what you're talking about experimenting on essentially doesn't exist. We've held many debates and discussions among ourselves here and the overall conclusion that most came to is that, reguardless of programming skill, a viable, playable (and practical) MMORPG cannot be made by an indie developer without divine intervention (ie I don't think god would need funding from a publisher if he tried to take a wack at it).
There are so many factors and reasons for this. I'll try to list them in order of problem priorities, such as "you get this down, heres your next problem", with each one of these getting progressivley harder to achieve:
---------(trivial level)
- coding resources, suitable development hardware
- coding skill
- free time to work on it
--------(difficult level)
- will power
- money for cost of living
- money for tutorials and books (internet tutorials are not adequate for advanced coding)
--------(notoriously difficult level)
- putting together a passionate, capable team willing to work for little or no pay
- getting reliable hardware capable of supporting 5000+ people playing on a server
--------(makes baby jesus cry level)
- server maintainence (hardware and software teams working 24/7)
- marketing to collect enough players to even be considered an MMO (less than $1 million is peanuts, even for internet)
- hacker protection <-- (think about this one for a second)
-------(no, just no level)
- constant content creation to keep users playing for more than a week
- fixing a bug everyone somone finds one to prevent what happened to gears of war 2, only about x80 worse because its an open world
Lets however make a clear distinction between actual mmo's and "claimed" mmo's. Claimed mmos are just multiplayer games set up to be played vaugley similar to mmo's, but they in no way are even close to an actual one. If you want an example of this, check out "Age of Time". The developer of that game doesn't claim it to be an MMO, but this is exactly what I'm talking about when a lot of other people make something similar and do claim that. Its no different than someone advertising their "2008 next-gen graphics engine" with graphics little better than the origional half-life.
Honestly, like I said, you can try your hand in this business for multiplayer games and I would strongly suggest starting with single player games. For some novice, testing the water training I recommend talking to the forum-goers on this site:
http://gmarcade.com/home/
RubyGaming said:
The reason for focusing on the free to play, inde, and free lande mmorpg projects it to further our experiences and test out the idea before we go for the pay to play mmorpgs.
There are so many factors and reasons for this. I'll try to list them in order of problem priorities, such as "you get this down, heres your next problem", with each one of these getting progressivley harder to achieve:
---------(trivial level)
- coding resources, suitable development hardware
- coding skill
- free time to work on it
--------(difficult level)
- will power
- money for cost of living
- money for tutorials and books (internet tutorials are not adequate for advanced coding)
--------(notoriously difficult level)
- putting together a passionate, capable team willing to work for little or no pay
- getting reliable hardware capable of supporting 5000+ people playing on a server
--------(makes baby jesus cry level)
- server maintainence (hardware and software teams working 24/7)
- marketing to collect enough players to even be considered an MMO (less than $1 million is peanuts, even for internet)
- hacker protection <-- (think about this one for a second)
-------(no, just no level)
- constant content creation to keep users playing for more than a week
- fixing a bug everyone somone finds one to prevent what happened to gears of war 2, only about x80 worse because its an open world
Lets however make a clear distinction between actual mmo's and "claimed" mmo's. Claimed mmos are just multiplayer games set up to be played vaugley similar to mmo's, but they in no way are even close to an actual one. If you want an example of this, check out "Age of Time". The developer of that game doesn't claim it to be an MMO, but this is exactly what I'm talking about when a lot of other people make something similar and do claim that. Its no different than someone advertising their "2008 next-gen graphics engine" with graphics little better than the origional half-life.
Honestly, like I said, you can try your hand in this business for multiplayer games and I would strongly suggest starting with single player games. For some novice, testing the water training I recommend talking to the forum-goers on this site:
http://gmarcade.com/home/
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#5
Posted 11 March 2009 - 06:19 PM
Im not sure if you read my post correctly. I am not going to be creating any mmorpg game. We will instead be a MMORPG game management company. We will help the developers keep track with the community and also in-game.
Alot of mmorpg games go wrong because of poor event planning and a horrible community. This is because most of the developers and even the support teams, have time to manage these area's 24/7. This is what we will attempt to do. After creation of the site we will begin to organize a fully developed support team with enough members to be a full active 24/7 support team for the designated game.
The developers will have their choice of what we do for them. So far we have what i listed planned with even more thing's we are currently working out, this will be later in our development.
If you have any more questions or comments let me know, all ideas and comments help out in some way.
As for the thing about that im a better poster, i think that could be caused by the younger people posting here. I am only 20, but i am currently in college for game software management with a extra business management course. So, i guess you could say I try? Lol.
Edit: I think what you posted at the end quote "constant content creation to keep users playing for more than a week" is what we are trying to attempt to help mmorpg's with.
Alot of mmorpg games go wrong because of poor event planning and a horrible community. This is because most of the developers and even the support teams, have time to manage these area's 24/7. This is what we will attempt to do. After creation of the site we will begin to organize a fully developed support team with enough members to be a full active 24/7 support team for the designated game.
The developers will have their choice of what we do for them. So far we have what i listed planned with even more thing's we are currently working out, this will be later in our development.
If you have any more questions or comments let me know, all ideas and comments help out in some way.
As for the thing about that im a better poster, i think that could be caused by the younger people posting here. I am only 20, but i am currently in college for game software management with a extra business management course. So, i guess you could say I try? Lol.
Edit: I think what you posted at the end quote "constant content creation to keep users playing for more than a week" is what we are trying to attempt to help mmorpg's with.
#6
Posted 11 March 2009 - 07:55 PM
I understand you're not trying to make one, but I was trying to reinforce the point that you're going to have a hell of a time finding clients, ones that will stay half-way dedicated anyway.
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#7
Posted 11 March 2009 - 08:51 PM
That is the same with every business. It starts out as nothing and progresses through the years. I have had numerous positive comments, including some from IGN, Games Campus, etc. It's not a idea i thought up today and decided to implement. I agree that getting clients will be hard, wich is why we are choosing to do the indie made games, such as games made with pre made engines, realm crafter engine and even f2p games. We eventually will move up to P2P.
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