single/MP vs MMO
Posted 31 December 2011 - 05:07 AM
Posted 31 December 2011 - 07:08 AM
Think of it this way. If you wanted to be an engineer, would you try to build a space shuttle as your first project? If you wanted to be a mountain climber, would you try to climb Everest first?
Posted 31 December 2011 - 12:45 PM
Something I'm also wondering is there any game companies that started witha mmo, and the details of how that worked, vs a company that started with single player then moved to mmo games at a later date, if there are any companies like that of course.
Posted 31 December 2011 - 04:08 PM
As far as game design, starting with a simple game making tool would probably be a good idea because you'll have a little better idea of what's involved. Generally, the first thing people come up with is "I want to do a game that does everything." That's not a good way to learn design at all. You should focus on a simple mechanic and build on it, make the most of it. Artists generally aren't going to want to program, so that's a bit of a problem if you want to work on game design. There's some easier engines and things around, but it still involves programming.
If you are serious at all, then start with a small indy game, or rather, start with a hobby game that could later build to an indy game. If you just want to dream about being a game maker and never actually be one, then start with an MMO.
Posted 31 December 2011 - 06:33 PM
I'm not really looking for a discussion like this, as it repeats all that I've read, the main issue is, I am not, nor will I ever attempt to be, a game programmer, I make 3d models and make them move, I'm not even going to make any allusions to the contrary. For ether project to start, I will need to find programmers. I plan on trying to get together a team similar to what's described in the guide right here on the site, aiming for a 10 person team. This does not mean I'm doing a mmo for a fact, the advise I've been getting on single player games leads me to believe it actually takes more people to make that then a mmorpg(mixed singles are the best.), I'm pretty much asking advise on basically, weather someone who basically just wants to make a mmorpg as a end game, would be better off making a rpg, or a mmo, it's sounding more and more like what I'll be wanting to do in ether case is find some funding and just create a company from the get go, again, this will happen if and when I have a way of demonstrating what I want out of the game first.
Posted 31 December 2011 - 06:55 PM
Posted 01 January 2012 - 12:23 AM
Posted 01 January 2012 - 12:40 AM
Posted 01 January 2012 - 01:26 AM
As far as finding a programmer, one thing you might want to try is joining an engine forum and putting up an ad. Essenthel might be a good engine for an rpg. It has a demo on the site.
Posted 01 January 2012 - 03:30 AM
Basically show that I'm willing to take the time and effort to show them something like that to proove that I'm willing to skick with a game.
Posted 02 January 2012 - 04:54 AM
the problem when working with someone lies in them having their own life and problems. reality just may not make it possible for you to work with someone. your better off learning how to program for yourself. as long as you keep it simple its doable
Im speaking as an artist myself but I learned to program first before I did anything art related for games
Posted 03 January 2012 - 04:08 PM
For starters, the architecture for each type is much different. Layer on the company-level concerns, and you get even more disparity between them. This is site gospel; please don't argue it.
So, can you start from a completely inexperienced and un-pedigreed starting point and end up with a viable MMO? Theoretically, yes. And, there are stories out there of this. But, for every success one can find, I can't imagine the number of failures we can't hear about. Be aware you have picked the hardest road at that point. To use the first analogy in the thread, companies do take aerospace engineering students and put them on the Shuttle project. But, the equivalent to you + MMO is to put an aerospace student in charge of creating Lockheed Martin. Yeah, likely to fail is an understatement.
BTW, the assets and the architecture are parallel concerns, but not the same. You could create great concepts, models, and other works that essentially could be dropped into any of the architectural choices.
Practically-speaking, what you want to do is create a knock-out concept portfolio to excite some programmers to put aside their ideas for their own stuff to work on your idea. (Unless you want to be a small-team indie or be in better control of your destiny, where you'd also want to learn to code properly.) Forget investors and publishers for now, because they won't listen until you get past this step.
The key thing now is to put together a knock-out demo of your concept/world using all your current best skills. You have to excite people to volunteer time they could just as well put wholly to their own personal gain, rather than share it with you.
Posted 03 January 2012 - 05:02 PM
So depending on what your game was, goldblaze, is if id believe you or not.
Posted 03 January 2012 - 06:17 PM
Perhaps a little encouragement is in order? World of Goo, Terraria, Minecraft, and Limbo are examples of critically successfully single player games developed by 1 or 2 people (although Minecraft and Terraria support co-op multiplayer, it's more of a perk than a need).
If I were you, I would put my art to work. Start pumping out environments, props, rigged characters, the works. You don't need a game demo. If you can't program, don't waste your time pretending. Build up the art, present it on your website, advertise to the world you're working on something (preferably non-mmo if you haven't been convinced already), and dedicate a section asking for help with contact details. It's a sure-fire way to get the ball rolling for you. It's your online business card.
An alternative is to offer your services in the mod community. Artists are few and unskilled there. Your talents would be welcomed by most, but at the same time most mod groups are unprepared for what they are getting themselves involved in (as could you if you're not careful).
Posted 04 January 2012 - 07:58 AM
Posted 06 January 2012 - 07:01 AM
but you will be surprised how much work it takes just for that
Posted 15 January 2012 - 06:12 PM
Dont plan anything, JUST START. You will encounter problems but instead of being annoyed or rage quiet on them, LEARN FROM THEM INTSTEAD.
Here is a video who made me making games, instead of planning them and discussing them on forums:
Hope this help, and sorry for my bad english.
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