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Why Bigger Budgets Make the Difference

I've been thinking about this topic for awhile now after experiencing a few different games.

It seems to me when it comes to MMORPG's, the companies budget is making all the difference. For example, EQ and EQ II (not out yet obvously) these worlds are huge! with tons of content and if i remember not that buggy compared to other games.

I recently came off of Shadowbane, which was developed by a low budget company in my opinion. The game is incredibly laggy and buggy and has been for over a year now. They  actually had to launch early so they could start making a little more money to keep things rolling.

These are only two examples. but it seems the budget of the company is making all the difference for some of these games, thats why Im starting to think EQ II will be the next big thing.

Comments

  • ianubisiianubisi Member Posts: 4,201

    Huge budgets do not guarantee superior products. Just use SW:G as an example of such...though I'm sure it can be debated how good it is or is not.

    You can extend this example across many spectrums of entertainment...from other types of games (Daikatana) to movies (Gigli, Ishtar, etc...) to numerous musical groups. In the end, quality shines through the $$.

  • aaddamaaddam Member Posts: 83
    I think big budget destroyed EQ, back when itfirst came out and for kunark things were alot smaller and you can ask almost any EQ veteran there faverote times in eq and most wwill be pre big budget( scare of valious is boarder line anything after that was and still is milking the cow crap)

  • |MaguS||MaguS| Member Posts: 317

    Velious was the last great thing to happen to EQ. It had great content for all levels. After that it went straight down hill... I don't blame the budget but rather the sudden growth...

  • Clever_GloveClever_Glove Member Posts: 996



    Originally posted by Cromwell

    I've been thinking about this topic for awhile now after experiencing a few different games.
    It seems to me when it comes to MMORPG's, the companies budget is making all the difference. For example, EQ and EQ II (not out yet obviously) these worlds are huge! with tons of content and if i remember not that buggy compared to other games.
    I recently came off of Shadowbane, which was developed by a low budget company in my opinion. The game is incredibly laggy and buggy and has been for over a year now. They  actually had to launch early so they could start making a little more money to keep things rolling.
    These are only two examples. but it seems the budget of the company is making all the difference for some of these games, thats why Im starting to think EQ II will be the next big thing.



    Your theory isn't exactly true. Sure a game company that has funding to pay people full time to work on the game instead of a hobby will likely be better than a hobby made game. But once people can pay rent and make a game, it has nothing to do with it.

    EQ wasn't very big when it came out, and it was buggy as anything else. It's big now because it's had 5 years to get that way. (Exp pack after exp pack)

    Shadowbane was a excellent idea, but a poor implementation. They probably got as much if not more than VI did to start EQ. But they are different games, with different coders/design/issues/teams..ect. Although SB was buggy as hell, and I hope they have a example to all newer game companies to make your product work before pushing it out the door.

    Yes, money helps. But it's mean jack about the quality to the quality of the game. That mostly depends on the demands of investors, quality of coders, managers abilities to keep away from coders and let them do their jobs, and a good QA process.

    Some of the most funded projects have turned out to be a pile of dung.

    For example:

    Virtual Boy
    E.T. for the (Atari 2600) They wasted so much money on this flop it was the start of the end for atari.
    New coke
    Starfleet Command Series
    Daikatana
    Saturn's game pad
    Control-Vision
    Intellivision's Keyboard
    "BOB" the operating system
    Vesa-local bus
    OS2
    John Romero

    As you can see from this simple list off the top of my head, that money isn't the only factor in making a good product.


    -=-=-=-=-
    "We're a game that's focused on grouping and on solo play, you know, more group oriented, more solo play..."
    John Blakely Senior lead for EQ2. Link

    Bartle: A: 93% E: 55% S:3% K: 50% The Test. Learn what it means here.

    -=-=-=-=-
    Achievers realise that killers as a concept are necessary in order to make achievement meaningful and worthwhile (there being no way to "lose" the game if any fool can "win" just by plodding slowly unchallenged). -bartle


    Bartle: A: 93% E: 55% S:3% K: 50% The Test. Learn what it means here.

  • MunkiMunki Member CommonPosts: 2,128

    anothere example, and this is arguably
    look at many sucessful companies, now adays, many of them, had a low budget game that was wildly sucessful.

    Blizzard had the lost vikings (early on) and Warcraft.


    My excuse for many high budget games screwing up is if you look at the fact hat most of the really high budget ones, are or licensed "worlds"
    like starwars and such. (albeit starwars does have osme good games, but they just pump out so many a few of them had to be good)

    Many of them spend a lot of money on the license, and then they try to "capture the movie/book/TVshow"
    They look at it, more as the license than as a game, some movies are amazing, but the whole idea behind it just isnt a "game"

    and I belive thats why a lot of high budgets go down the john.

    image
    after 6 or so years, I had to change it a little...

  • SkrmettiSkrmetti Member Posts: 8
    I think even with high-budget games there's a lot of pressure to start the money coming in quickly - I suspect SWG launched prematurely because there was a lot of pressure to start seeing a return on the massive investment (and probably pressure from LucasArts to milk the license sooner rather than later).  Money sure helps, it's true, but big money does not mean the game is going to come out polished.  Seems to me that the big ambitions that come from deep pockets often mean more work than anybody anticipated and can lead to problems with implementation and schedule.

    WootHog: the social network site for MMO gamers

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  • aaddamaaddam Member Posts: 83
    Btw MAGUS i just thought there was one other great thing after velious the UI :) , personally since EQ released the fully editable UI i have been spoiled as i will never be abe to play another mmorpg long term that has not got a fully editable UI :)

  • UmbroodUmbrood Member UncommonPosts: 1,809

    Big bucks also have a tendency to cloud the vision, so to speak..

    If you put millions and millions of dollars into something you are going to need a LOT of customers as well, giving you little choice but for going mainstream, no real room for experimentation when such huge losses is a viable outcome.

    ------------------------------------------------------------------------------------------
    Originally posted by Jerek_

    I wonder if you honestly even believe what you type, or if you live in a made up world of facts.
    ------------------------------------------------------------------------------------------

  • bsherlockbsherlock Member Posts: 491

    I think you need a certain amount of money to make anMMORPG in the first place, and once you reach that level the quality of the game purely depends on the idea and the company producing the game.

    Most innovative or good games tend to be produced by the new up and coming type company, then once that company is established it will sell out and be profit driven rather than quality. This is because the original founders would have wanted a company known for quality etc, then once successful they will end up with shareholders and directors who pressure them into making more and more money at the expense of the end product.

    Therefore i think we may have to wait until a relatively unknown company comes up with the funds to compete in this market before we see some true innovation.

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  • SeravajanSeravajan Member UncommonPosts: 192

    But not only the $$ is a case of success or failure of a game. It's depend on the personal from a company.
    Remember Microprose, Bullfrog and Blizzard with great games! As a negative example is Jon Romeros IonStorm with the failure of DaiKatana. Several times I grap an old game like Master of Magic and play it hour length.

    Betatested:
    AC2; Lords of Everquest; Horizons; Fung Wan Online; Wish; Saga of Ryzom.

    Played:
    EQ (retired); DAoC (retired); Horizons (semi retired); SWG (retired); Shadowbane (Retired); UO free shards (retired)

    Attempt to test or play:
    Darkfall; EQ2; Dark & Light.

  • eaglerangereagleranger Member Posts: 66

    image remeber first it takes money to make money ,,,most failed games are not due to lack of money in my opion its due to the lack of customer support

    most players are looking for that one perfect game that exsist in their own minds eye ,and when they play the mmog some mmog's come close some dont to that ideal game that we all search for when we play mmog ,,,,so we play some mmog's longer than others.

    the only way a game flops is with out customers that are willing to play, so if you are not willing to listen  (like lineage2 by what i hear) to the paying customer then your game no matter the big budget or small your game will fail  that is the sad true .  This is more true  with such a large selection for the paying customer to choose from...... 

    oh on a side note ,,,, image i still wish the startrek universe would come out with a mmog that combines sfc1 or 2 ,new worlds, and elite force into a single mmog image

    i fight the battles other fear

    EagleRanger

    i fight the battles other fear

    EagleRanger

  • TymoraTymora Member UncommonPosts: 1,295

    I think big budgets are definitely a factor in the end result of a game.  However, there are many factors that make a superior product, big budgets just allow for more options and resources.

    Look at the New York Yankees.  They win . . . a lot.  Is it because they have the highest payrole or because the decision making in putting the team together was right on?  I think it is a combination of both, which I believe is the same in the gaming industry.

    I always love to see low budget, no name companies come out with a smash hit mmorpg. 

  • Waylander-SBWaylander-SB Member Posts: 31

    SB is undergoing a UI rewrite, and that will make client performance much smoother. All games have bugs, and that battle will always be there as long as companies continue to patch a game.

    The concepts for Patch 3.0 and 4.0 are being discussed, and SB as a game will drastically change in the near future. The emphasis in SB is on PvP, and we are encouraging several game mechanic changes to make PvP more fun, frequenty, and less painful for the losing side so they can get back on their feet.

    SB is working on a resource system that will be phased in during the summer, a siege / counter siege game mechanic, and constant class/race balances.

    Since Ubisoft bought out Wolfpack, the game has made some good progress and the best is yet to come.

    Those who like PvP, strategy, and an unrestricted world might want to look at or take another look at SB after Patches 3.0 and 4.0 come out.


    Larger budget games have bombed because they didn't listen to the players, or they simply made the game unfun. SB under Ubisoft's management is working hard to ensure the game is fun, and they do listen to the players.

    Lead Class Advocate
    Senior Herald
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    Shadowbane Patch Note History

  • EnigmaEnigma Member UncommonPosts: 11,384



    Originally posted by Clever_Glove

    Some of the most funded projects have turned out to be a pile of dung.

    For example:

    New coke




    LOL oh man do I remember the New Coke...came out in the mid 80's ...nastiest softdrink I ever drank (second only to the Pepsi Clear)

    People who have to create conspiracy and hate threads to further a cause lacks in intellectual comprehension of diversity.

  • MeddigarMeddigar Member Posts: 19

    Agreed, money is definity one major factor for networked games because it is expensive AND you need a lot of time for balancing nad testing.
    BUT !
    The biggest thing about budgets is, to use them correctly. Most games lack of even the simpliest things ! I played a lot of mmorpg's for years and how many of them dont even have simple and easy to use chat, the basic of every game ??
    So it is better to make a adequate and fine game (although i know lots of geeks (some ofthem my best friends :) complaining when not thousends of items and squaremiles of landscape in it) which is working correct.
    The totally desaster of ryzom beta is a good exapmle. OH god, sometimes I am sure the producers dont even play their game once a time! Even a mmorpg beginner could see the easiest things going more and more wrong. And we are at budget again. So they need time (money) again, but werent it better to make some things ready and concentrate on modules instead of woirking on all things at the same time ?
    Another one is Anarchy online. Why this huge (and mostly empty now) world ???? And then shadowlands on top ! Sometimes you are alone in parts which is maybe the size of half of darkageofcamelot, but they are completely designed to detail. (And tested, and quested, and have shops and ...)
    Wouldnt it be bnetter to use this money for other things ?
    Dont get mew wrong, isee a lot of potential in both games and love to play anarchy. But are using the companies the money the right way ?
    That is the question ,not the dimension of the budget i think, so my opinion is the EXPERIENCE of the makers (Althougt SOA is resistent against learning i htink sometimes) is the definitve point not the budget!

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