Lol, people manager... Every fool coming to these forums wanting to make a mmo thinks they are going to be the people manager (aka the job that requires no skill) and lead a group of non-paid volunteers in creating a great mmorpg. Until they realize that people with abilities do not want to be told what to work on by someone who has an idea but no money and no ability.
I agree on this, it is true that everyone wants to be boss and go around telling all others what they must do. But I think that without people manager or someone who will organise whole project, project is most likely to fail. I have experienced this myself, every project without one who will keep track and get people organised is most likely to fail, exceptions are always present of course.
Lol, people manager... Every fool coming to these forums wanting to make a mmo thinks they are going to be the people manager (aka the job that requires no skill) and lead a group of non-paid volunteers in creating a great mmorpg. Until they realize that people with abilities do not want to be told what to work on by someone who has an idea but no money and no ability.
I agree on this, it is true that everyone wants to be boss and go around telling all others what they must do. But I think that without people manager or someone who will organise whole project, project is most likely to fail. I have experienced this myself, every project without one who will keep track and get people organised is most likely to fail, exceptions are always present of course.
True. The misconception is that programmers can't be people managers. They can. So a programmer can do actual work on the game, AND manage people.
You want to work with that guy, or the person that can only manage people?
Basically the programmer doesn't need you to manage him, because he can manage himself and other people, and guess what? He's got an idea for a game too. Everybody does.
The software tools available for making the game are getting better all the time. Spend your first few years designing the core systems and writing the lore (including quests).
TEST THE HELL OUT OF YOUR SYSTEMS. Tweak them until they work - separately as well as together. Get a group of gamers together and test, test, test. Don't forget that the internet allows extensive networking for creative processes. Ask everyone for ideas. It's easy to dump bad ideas.
Then, test them some more.
Good luck to you.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
Release the book first though... then have EA do the Hype and $ backing. The world will know of your IP when they're done, but not after they destroy your MMO after a year or so and cut your funding. However the IP and book(s) will live on in immortality.
If you choose the hard road, EA will just absorb your IP into the collective by purchasing your dev team or buying your publisher out and then either setting your IP on the backburner or doing the first thing but with less of a cut in it for you... resistance is futile.
"There is only one thing of which I am certain, and that's nothing is certain."
Comments
I agree on this, it is true that everyone wants to be boss and go around telling all others what they must do. But I think that without people manager or someone who will organise whole project, project is most likely to fail. I have experienced this myself, every project without one who will keep track and get people organised is most likely to fail, exceptions are always present of course.
If you're going indie:
http://www.mmorpgmaker.com/
If you're not going indie, then license the Hero Engine which was used to make The Old Republic.
http://www.heroengine.com/licensing-a-services
A license for one area, like Europe, or USA, is only about 300K.
I agree on this, it is true that everyone wants to be boss and go around telling all others what they must do. But I think that without people manager or someone who will organise whole project, project is most likely to fail. I have experienced this myself, every project without one who will keep track and get people organised is most likely to fail, exceptions are always present of course.
True. The misconception is that programmers can't be people managers. They can. So a programmer can do actual work on the game, AND manage people.
You want to work with that guy, or the person that can only manage people?
Basically the programmer doesn't need you to manage him, because he can manage himself and other people, and guess what? He's got an idea for a game too. Everybody does.
Work your way down into the sewer, that is.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
The software tools available for making the game are getting better all the time. Spend your first few years designing the core systems and writing the lore (including quests).
TEST THE HELL OUT OF YOUR SYSTEMS. Tweak them until they work - separately as well as together. Get a group of gamers together and test, test, test. Don't forget that the internet allows extensive networking for creative processes. Ask everyone for ideas. It's easy to dump bad ideas.
Then, test them some more.
Good luck to you.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
Two ingredients... Hype... and EA.
Release the book first though... then have EA do the Hype and $ backing. The world will know of your IP when they're done, but not after they destroy your MMO after a year or so and cut your funding. However the IP and book(s) will live on in immortality.
If you choose the hard road, EA will just absorb your IP into the collective by purchasing your dev team or buying your publisher out and then either setting your IP on the backburner or doing the first thing but with less of a cut in it for you... resistance is futile.
"There is only one thing of which I am certain, and that's nothing is certain."