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Whats up with Mortal Online?

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  • UnseelieCourUnseelieCour Member CommonPosts: 46

    I haven't hung around any mmorpg studios and I really know little about the networking side apart from when I studied (which included building a team rpg-mmorpg). I'm taking it from my own experience, which isn't exactly transferrable I know. I had no idea mmorpgs take such excessively big teams (well, I suspected art teams would be pretty mega). The studio I'm in has around 45 employees and we're a very big studio (perhaps not in roster, but certainly in name). It appears SV have close to 30 employees, which is why I said they were approaching major studio numbers (if they're full time).

     

    So I'll hold my hands up on that one - mmorpgs are not my thing. Saying that, whether they have 2 employees or 200, some of their implementation/proccess appear(s) to have significant room for improvement. I personally feel we should have a better product in our hands given they're using a licensed engine & network solution. Then again, looking at their intended design I can see where problems can arise. I'm probably being a bit harsh on the programmers, I think there are bigger problems than the code.

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