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Budget to Design an MMO

uquipuuquipu Member Posts: 1,516

What are the areas to consider when designing and developing a new MMO? Things that cost money and time?

Combat System
Art work
Content, world Size
Content, Quests
Content, Dungeons
Content, cities, towns etc
Lore
Classes
Races
Apparel, weapons, armor or clothes
Spells, melee and ranged
Polish

What else?

Well shave my back and call me an elf! -- Oghren

Comments

  • mmosnarkmmosnark ColumnistMember Posts: 24

    Time and money-wise, for a DIKU style MMO, it's all about the content.

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Character customization options

    Servers

    Story & Cutscenes (in some games)

    Animations

    Crafting, Gathering

    Search system

    Grouping mechanics

    Grouping content

    Solo content

    Monster design, behaviour (AI) and skills

    Class adjustments

    Character progression system

    PvP (in some games)

    Payment options, customer service and infrastructure

    Marketing

    And god forbid if you want to innovate at the same time..

     

    And if any of these features is lacking, huge Q_Q ensues by the players who do not get what it takes to build an MMO. You just have to prioritize or it won't work.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • YamotaYamota Member UncommonPosts: 6,593

    Network code, hardware, testing (alpha testing, not beta testing done by players). Also if you are making a 3D game then a lot of time and/or money will go into either creating a 3D and physics engine yourself or using a third party one like Unreal Engines which can cost upwards of $500.000 for a licence.

  • Hopscotch73Hopscotch73 Member UncommonPosts: 971

    QA

    Loot tables, merchant tables....

    quest design, level design

    Community management

    Crafting systems

    Economic systems

    Vehicle/mount systems

    and ideally: Housing systems.

  • AmarantharAmaranthar Member EpicPosts: 5,852

    There's an excellent 4 part (each is short) article posted at  this developer blog.

    "I'm building a company, not a game."

    A very worthy read with figures and explanations.

    Once upon a time....

  • bobfishbobfish Member UncommonPosts: 1,679

    Most of the money goes on art and sound, though both of these decline post launch, it is still where the majority of your budget will go.

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