What's all this hype around MMORPGs???
#1
Posted 04 April 2006 - 12:32 PM
#2
Posted 04 April 2006 - 02:46 PM
Almos said:
Nah its been like that for years.
Well... they are addicting :)
#3
Posted 04 April 2006 - 08:30 PM
I always hated regular offline Rpgs but when i was convinced by a friend to try first world of warcraft and then lineage 2 i have became addicted to these games(but finally i was able to recover myself from this addiction to pay more attention to programming :) ) .
So why this type of games is very profitable? because they not dependant of selling copy by copy to the customers but they depends on renting-like relationship between the customers and the company so they are confident about that the game will be very profitable for many years to come.
BUT on the other side they are very money and time consuming (because of the servers costs and the very large scale maintenance) and any new comer to the game programming world from the mmorpg playing don't calculate this type of costs and problems so they think that it would be easy to make there own mmorpg and become the most powerful GMs in there own game :),but in actual world this does not happen because mmorpgs are IMO the most time,money,effort,programming and art making demanding game type.
#4
Posted 04 April 2006 - 11:54 PM
I will admit to a similar flaw in my own aims, in that I would probably have finished half a dozen single player games by now, but if it's not multiplayer the idea of having made it doesn't really appeal - I want to see other people play my game. MMORPG is just the most multiplayer and the most personal manifestation of this (uh, and no, I'm not trying to make one...)
It is amusing, really, the way reality gradually drags you down from "I am God! Worship me!" through "I know C++ now and am going to make an FPS" to "Could someone help me debug my pong clone please?"
It's working your way back up again that truly brings the rewards.
#5
Posted 05 April 2006 - 05:47 PM
#6
Posted 06 April 2006 - 11:51 AM
People need to learn to either get the right tools and the right scale, or to work their way up.
Lead Designer/Project Manager - White Epsilon
#7
Posted 16 April 2006 - 04:50 AM
Dias said:
Well... they are addicting :)
MMORPG's are cash cows. Sony Online Entertainment (creators of Everquest and Everquest II) must have really been enjoying a life of luxury until Blizzard strolled into town with World of Warcraft.
#8
Posted 03 May 2006 - 05:54 PM
MMORPGS are attractive for developers because they can charge monthly instead of just one fee for the game, it's very difficult to distribute it illegally, and they can control/track the player more. You can count players easily, and know the popularity of your game. You can change things without sending a new copy to everyone. Its a whole lot easier.
MMORPGs are the future of games.
#9
Posted 03 May 2006 - 09:59 PM
#10
Posted 04 May 2006 - 02:38 AM
The only thing that attracts me to MMORPGs is the interaction, as azoundria points out. However, I've become disillusioned with current ones, since most end up being plain equipment/level/fedex grinds. When I realized that getting the latest shining piece of equipment or gaining an extra level really wasn't all that thrilling as a gaming experience, playing lost most of its luster. What the hell was I thinking? There's so much more I could have done in that time, in the entertainment and productivity departments.
Anyways, for the gaming experience, nothing beats actually being with friends for a console/lan hoedown. Well, multiplayer late-night adrenaline pumped coding sessions are pretty nice too! :-)
#11
Posted 07 May 2006 - 07:48 PM
Instead of fantasy world, or the outer space, the setting for this MMORPG would be the game development forum. There would be two cathegories of players: regulars, referred to as Regs, and newbies (N00bs). These two groups are in constant conflict: N00bs are tormenting the Regs with their insanely ridiculous questions, thereby raising each Regs Jaded with Newbies meter (JwNM). Once JwNM of a particular Reg reaches certain liminal value, he drops off the forum. Of course, while N00bs are trying to get rid of Regs, the latter try to resist and remain on the forum.
It's obvious that creating such a decent game demands considerable amount of work, manpower, and, last not least, funds. To be frank, I'm not that good in computer programming, so I need someone to do my bidding and be obedient to my every whim. A group of such people would form the core of development team: abused and underpayed, they would serve me out of their adoration for my genius as a game designer. I'd also need some people whose slave labor would help to fund the project. As to technical details: the game would be in full 3d, would employ our own 3d engine (of course its quality can't be lower than that of the one used in the latest "Far Cry"), beautiful orchestral music, absolutely stunning AI, excellent physics engine (it must be, of course, better than anything done before), and what not. Before you start to enthusiastically send applications, consider that we only admit the best professional programmers. Thank you in advance.
#12
Posted 08 May 2006 - 09:20 AM
Almos said:
I dont want to brag or anything, but i sure know my way around in notepad and html scripting. ;)
#13
Posted 08 May 2006 - 11:34 AM
#14
Posted 09 May 2006 - 04:20 PM
I get so annoyed when you put forward the time to write out want you want and explain why, and it probably isnt even read because your not paying for the game or very important to it. If I get too much input Ill look into getting people who can act as secretaries and keep track of what people want.
I think games should not revolve around real money, with players paying to play or buy the game. Money provokes greed, and people who are just doing something to get paid for it, will do the minimum they have to in order to get paid. Whereas people who are doing it to volunteer are nicer people, and they will not stop at a certain point waiting for more money. They are the people who will still be there when the game runs into financial problems.
#16
Posted 09 May 2006 - 06:00 PM
About MMORPGs, yes, they are addictive, and they can generate revenues, and that's impressive how much demand there is for them. They all come from old MUDs for the ones drawing back memories from the 70s and 80s, where the number of players was already astonishing for that times and the overall amount of internet connections compared to nowadays ones.
The only real problem, is that while a MUD is "fairly" easy to be made, and a group of sunday amateurs could have set up rules for them, the story today is different. Same story for internet games.. no more garage teams.
I'm an engineer, and the first rule you learn is that there is no magic panacea to solve problems or get to excellent results. The world is complex, and engineering is the fine art of mastering complexity. Now I don't know how many chances there are a small group of teenagers or even people without a huge skill, and know-how baggage could handle even an hobbist MMORPG production. That is, I've seen many around, and tested them... but I don't know how long I could bear walking around pressing 100000 times the same button to see a couple of numbers just rise.
There are so many issues bound to design, programming (both 3D, world interaction, economy, and so on) that sometimes that could be difficult even for an experienced team that is approaching this kind of production for the first time.. let's figure out a small newborn team.
Moreover I believe that even in the eventuality a pandora's box could exist to make MMORPGs that would only drive blind most amateurs out there, since that's obvious that to make something worth playing it for more than 1 hour, would require anyway design , and art material worth a whole soccer team of designers and gfx artists.
I really think there is no chance people will calm down with making their own project, but ppl should take in account there must be a reason why to make a game some big software houses spend millions of dollars exploiting the talent of hundreds of engineers and top edge artists....
Lot of words for my first post
#17
Posted 09 May 2006 - 08:44 PM
monjardin: It had been scientifically proved that programmers run on electricity. It takes about half an hour to fully regarge one unit.
#18
Posted 16 May 2006 - 06:53 AM
Make a character and get ridiculed by level 60's
Grind some
Go get some "magical items"
Grind some more
Obtain level 60
Grind some more
Starve yourself to death
Finally quit the game if your still breathing.
Like %95 of MMORPGs focus on fantasy in the medievil time era which is
annoying, don't people have ANY ORIGINALITY???
I played Planetside for awhile because it felt different from most MMORPGs
but like with all MMORPGs they either eventually get boring or you run out
of cash to supply your digital habit.
#19
Posted 17 May 2006 - 02:43 PM
An integral part of a MMOGs long-term success comes from content and replay value. Games where the players cannot modify or direct their world are always going to suffer from a lack of novelty, and require enormous effort from the dev team to keep the players entertained. On the other hand, a MMOG that depends upon player contributions needs a strong base of player support.
My preference is for games where you (the player) has some control of the environment you are in.
#20
Posted 19 May 2006 - 06:41 PM
Almos said:
Yes
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