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Why don't we make our own MMO?

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  • TecknicTecknic Member Posts: 458

     

    Originally posted by Anofalye


    Well...it couldn't be the "vision" of everyone...
     
    It would require compromises...why would someone accept to focus hard on a world with tons of compromises?
     
    And...we are talking about a tremendous project, not something small.  The first thing you would need is a strong programmer which want to be the lead programmer from start to the end...and most likely have it say on every design decision in order to keep him motivated.
     
    See, some peoples want to enforce a particuliar gameplay on everyone else in the game, you lose them if you don't do it that way...and you lose everyone which support another gameplay or a non-enforcing system if you pick them.
     
    I wish you good luck and perseverance, cause it wouldn't be a small feat and nothing is done, we are merely on the motivation level.



    What I would suggest, to this end, is something of a grand brainstorming meeting at the project's outset.  Get everyone, or at least as many people as possible, into a meeting or a message board somewhere, and piece together your collective ideas there.  Tell them what you want from the game, listen to them as they tell you the same, take some duct tape, and stick all of the workable ideas together into something solid and managable.  It's important to make sure that everyone is alright with the game concept before beginning work on it, and it couldn't hurt to include a number of the ideas suggested by other people.  That sort of thing makes a person feel they have personal ownership of a project, and gives them a great deal of pride in their contributions.

     

    Just my two cents on the subject...

    - - - - - - - - - - - - - - - - - - - -
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  • XerpherionXerpherion Member Posts: 28

    i agree with the above post, this seem like a very intresting idea, but atm is so opened ended and people might be willing to offer there assistance now because they already have a preset image of what the game is going to be, maybe if you held a poll to atleast see what type of genre the game was going to be at least that way you could attract people passionate with said genre.

    Other than that its seem liek a good idea, it will be a hell of alot of  hard work and many of tried befor, most have failed, but i wish the best of luck with this, i will be willing to help out when/if i can once i know abit more about what you have in mind.

    Once again, Good luck

     

  • eosyneeosyne Member UncommonPosts: 392

    yawn

    look how long planeshift or any server emulators have taken to code. l2j, athena, wiess, swgemu.

    most of them aren't even finished. and if no one's getting paid?  yeah....

    _________________
    USER WAS BANNED FOR THIS POST

  • calranthecalranthe Member UncommonPosts: 359

    11 Years ago I played muds (txt based prequels to the current crop of mmo's) I decided one after being unhappy with the imms/admins of the mud decided I could do better.

    I went to college and university, studied and got my Bsc in computer science, i'd played games and tinkered with cheat programs and hacks for single player games, so I had okay skills, and a mensa IQ test I took at the urging of my mother gave me a nice little  piece of paper saying 154 iq and 98% problem solving ability.

    So I thought I can do better, I can do the game i've always wanted to play..

     

    There is a reason im almost completely gray haired at 37 and its not genetic

    I self taught myself C (silly ass uni had taught us all pascal lol) created the basics of EoMv1.

    Using a base rom code.

    4000 lines of code later it was doing okay. year of play afew players.

    EoMv2

    C eos code upto around 10,000 lines of code.

     

    EoMv3 4 years later  I was trashed by someone who I hadto ban from the game for sexual harassment

     

    Eomv4 internal 2 years later

    Eomv5 Current version Switched to a java/mysql hybrid and I can finally after 10 years say its the game I wanted to play and still do.

     

    Extensive rp xp system, crafting, housing, npc's that are as intelligent if not more so than some players *grins*, Its always amusing the first time a player gets arrested by a guard, handcuffed and marched through the city to the city to the chief of justice who can actually jail them, execute them publicly or give warnings (depending on a set of laws that is distinct to every region and city)..

     

    Its not quite an mmo only about 10-30 people play at once and a player base of 200+ from across the world but its home.

    (I've thought about going visual licencing a 3d engine etc but no graphics can compare with imagination its like the difference of reading a book imagining your hero then seeing the film, its never quite right, plus you haveto upgrade a graphical engine almost every year)

    But and this is the best advice I can give you

     

    1)Don't admin or create a game with friends, friendships can go south the first time you tell someone they are slacking. And if you run a game which your friends play, how many of them will understand when you haveto ban them for cheating because favouritism will sound the death knell of your game.

     

    2)Create a realistic goal and keep to it, i've seen so many well intentioned plans go south because it was just for fun, you need people even if not paying for there skills will actually work for you and work together.

     

    3)Forget ever being just a player again:

    When you create your own game you loose some inner child some niave player inside you, the first time your players complain at you, you see yourself a year ago complaining to a developer, when you play other games, you will nolonger see them as games, you will see code, bugs, you will be far harder to please.

    I can't myself enjoy and play any other mud out there because simply I see my own place. its part of why I won't make a graphical mmo I play those to have fun away from my own game :)

     

    Basically you will be making this game for others to play, believe me after you have coded, planned skilled and created a beautiful area for your mud there isn't much you will discover as a player.

     

    Apart from all that :)

    You have an absolutely huge undertaking ahead of you, I only did txt etc your doing graphics too

    A rock solid chat system,

    A rock solid save game system

    Dbase management, Ai, inventory, basic tools of editing so people can create your game world.

    And remember even if its free to play everyone and there mother will complain just like you do and say " I can do better"

    As you work through the years of work yes years of work you will probably feel ashamed for how you demanded so much and appreciated so little what these other games you played did.

     

    Good luck to you, personally Part of me wishes i was still just a player playing other peoples games and seeing it all for the first time, part of me sees the comunity on my own mud and people having fun.

     

     

     

  • erandurerandur Member Posts: 727

    Aha, why don't you start programming, and there'll you have your answer! Either you spend 100.000€ on a serious engine (not forgetting the killing monthly fees for the servers). Besides that, you'll need to be able to create GOOD 3d models (or you'll end up with a RS-styles MMO).

    Next: Neverwinter night's is limited to 64 people.

    Besides of those things, and you found all that, I do have some time for another MMO (as I'm currently making one, with an indy dev team). Let me know when you have a concept, a prefered programming language, and prefered 3d format.

     

    edit: I might not have been that clear in my post, I DO think it's a good idea, but you're underestimating game development. As you proposed to use Neverwinter Nights, I doubt you'll be able to create the MMO of your dreams. It may look simple, looking at some engines, but it isn't.. by far. Your best guess it is to use Realm Crafter, it costs $100, per person/seat. And for 3d modelers, I'd suggest blender as soon as they fixed their exporting feature.

    Good luck, and if you need any help, i have quite a big library of 3d models, concepts (which are mine!), etc.

    You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  • AdamantineAdamantine Member RarePosts: 5,094

    Because I'm a programmer and I know what work that would be.

    Plus, I have a pretty good idea what my ideal game would be. But, sadly, it will be nobody elses ideal game.

     

  • brownspankbrownspank Member Posts: 247

    Ditto on the poll/survey of what this game is going to be: look and feel, basic plot, engine of choice, etc. This should weed out the uninterested, and get a more solid base of enthusiasts who are attracted to the concept.

  • dwillpowerdwillpower Member Posts: 97

    I'm willing to bet my left arm that if we did make our own game as soon as it reached open beta there would be plenty trolls out complaining that oh it has raiding, or it doesnt have raiding. Its linear...there are too many instances, there arent enough instances.   These forums as of late have just turned mean.

    image

  • erandurerandur Member Posts: 727
    Originally posted by Adamantine


    Because I'm a programmer and I know what work that would be.
    Plus, I have a pretty good idea what my ideal game would be. But, sadly, it will be nobody elses ideal game.
     

    Want to share your idea? I have a pretty 'weird' idea in mind myself... ^^

    You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  • erandurerandur Member Posts: 727
    Originally posted by brownspank


    Ditto on the poll/survey of what this game is going to be: look and feel, basic plot, engine of choice, etc. This should weed out the uninterested, and get a more solid base of enthusiasts who are attracted to the concept.

    I noticed you play Guild Wars, maybe you'd want to know how it took for Anet to create Guild Wars, and they already had a pretty impressive team with engine... ;) Plenty of people here, but the ones who do have experience with MMO design don't seem to be that enthusiastic, I wonder why... ;)

    You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  • jsw40jsw40 Member Posts: 214
    Originally posted by calranthe


    11 Years ago I played muds (txt based prequels to the current crop of mmo's) I decided one after being unhappy with the imms/admins of the mud decided I could do better.
    I went to college and university, studied and got my Bsc in computer science, i'd played games and tinkered with cheat programs and hacks for single player games, so I had okay skills, and a mensa IQ test I took at the urging of my mother gave me a nice little  piece of paper saying 154 iq and 98% problem solving ability.
    So I thought I can do better, I can do the game i've always wanted to play..
     
    There is a reason im almost completely gray haired at 37 and its not genetic

    Is your MUD Edge of Midnight?

  • redcap036redcap036 Member UncommonPosts: 1,230
    Originally posted by calranthe


    11 Years ago I played muds (txt based prequels to the current crop of mmo's) I decided one after being unhappy with the imms/admins of the mud decided I could do better.
    I went to college and university, studied and got my Bsc in computer science, i'd played games and tinkered with cheat programs and hacks for single player games, so I had okay skills, and a mensa IQ test I took at the urging of my mother gave me a nice little  piece of paper saying 154 iq and 98% problem solving ability.
    So I thought I can do better, I can do the game i've always wanted to play..
     
    There is a reason im almost completely gray haired at 37 and its not genetic
    I self taught myself C (silly ass uni had taught us all pascal lol) created the basics of EoMv1.
    Using a base rom code.
    4000 lines of code later it was doing okay. year of play afew players.
    EoMv2
    C eos code upto around 10,000 lines of code.
     
    EoMv3 4 years later  I was trashed by someone who I hadto ban from the game for sexual harassment
     
    Eomv4 internal 2 years later
    Eomv5 Current version Switched to a java/mysql hybrid and I can finally after 10 years say its the game I wanted to play and still do.
     
    Extensive rp xp system, crafting, housing, npc's that are as intelligent if not more so than some players *grins*, Its always amusing the first time a player gets arrested by a guard, handcuffed and marched through the city to the city to the chief of justice who can actually jail them, execute them publicly or give warnings (depending on a set of laws that is distinct to every region and city)..
     
    Its not quite an mmo only about 10-30 people play at once and a player base of 200+ from across the world but its home.
    (I've thought about going visual licencing a 3d engine etc but no graphics can compare with imagination its like the difference of reading a book imagining your hero then seeing the film, its never quite right, plus you haveto upgrade a graphical engine almost every year)
    But and this is the best advice I can give you
     
    1)Don't admin or create a game with friends, friendships can go south the first time you tell someone they are slacking. And if you run a game which your friends play, how many of them will understand when you haveto ban them for cheating because favouritism will sound the death knell of your game.
     
    2)Create a realistic goal and keep to it, i've seen so many well intentioned plans go south because it was just for fun, you need people even if not paying for there skills will actually work for you and work together.
     
    3)Forget ever being just a player again:
    When you create your own game you loose some inner child some niave player inside you, the first time your players complain at you, you see yourself a year ago complaining to a developer, when you play other games, you will nolonger see them as games, you will see code, bugs, you will be far harder to please.
    I can't myself enjoy and play any other mud out there because simply I see my own place. its part of why I won't make a graphical mmo I play those to have fun away from my own game :)
     
    Basically you will be making this game for others to play, believe me after you have coded, planned skilled and created a beautiful area for your mud there isn't much you will discover as a player.
     
    Apart from all that :)
    You have an absolutely huge undertaking ahead of you, I only did txt etc your doing graphics too
    A rock solid chat system,
    A rock solid save game system
    Dbase management, Ai, inventory, basic tools of editing so people can create your game world.
    And remember even if its free to play everyone and there mother will complain just like you do and say " I can do better"
    As you work through the years of work yes years of work you will probably feel ashamed for how you demanded so much and appreciated so little what these other games you played did.
     
    Good luck to you, personally Part of me wishes i was still just a player playing other peoples games and seeing it all for the first time, part of me sees the comunity on my own mud and people having fun.
     
     
     



    so your in?...or are you out?

  • GuitanoGuitano Member Posts: 208

    /lame

  • erandurerandur Member Posts: 727
    Originally posted by redcap036

    Originally posted by calranthe


     
    ...

     
     
     
     



    so your in?...or are you out?

    I think he's out...

    You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  • judgebeojudgebeo Member Posts: 419

     

    Originally posted by redcap036



    Well it's a simple question, what is really stopping people from the MMORPG community making our own MMORPG online world?



     

    Money

     

    btw, why dont you try with neverwinter (1 or 2)?

  • uncusuncus Member UncommonPosts: 528

    So Calranthe, where is this game, EoMv5?  On a quick search, I find nothing.  Can you post a link?

    OP - you can make your own MMO - if you've got 5-6 years and 5 or so million dollars to invest...

    I admit I'd like to make a game where you have only 1 character who can travel to many different worlds:  High Tech, Fantasy, "Modern" with magic, Low Tech without magic, Old West, etc...  The game would be totally skill-based [character skill, not twitch] and the Law level of the planet visited would determine the PvP rules - Lowest level would be FFA, mid-level would have KOS, Highest level would have AI as well as players hunting the killer [with complete item confiscation and no respawn on that planet].  You spawn on each planet naked [ala "The Terminator"] but through various contacts may have have items placed in your locker at the spawn-port for you.  That way, there is no way to bring prohibitted items onto a planet [perhaps a method of long, slow space travel could also be added where smuggling IS possible - with conquences related to the Law level of the planet]  So far, it's just my AD&D campaign [with obviously plenty of Traveller added in], but if i had the financing, I'd love to make this game! :)

  • DracisDracis Member Posts: 434

    Well, I replied to your PM redcap036, let me know if there is anything else you need.

    *Just a note on some of the posts here. One you don't need to spend huge amounts of money on a game engine, you can write one yourself and I already know of several examples of how to do it (Google is your friend) and it is completely free, but does take time. Also, there are some game engines out there that are completely free, OGRE comes to mind as well as Multiverse (although there is a licensing agreement for if you actually make product), as well as fairly low price alternatives like the Realm Crafter and TGEA game engine with it's open source MMO project.

    The most important thing is time and commitment. Many of the large game companies of today were started in a basement somewhere and they had talent, time, and deterrmination. Anyone today can make a game in a few minutes with things like Torque Game Builder, FPS Creator, and Game Maker. While it may not be the next Halo, Mass Effect, or WoW, it's still a game. Just think about this before you critize anyone for trying to fulfill a dream.

  • KyleranKyleran Member LegendaryPosts: 44,069

    It seems to me that the Planeshift people are doing exactly what you are suggesting OP, and might welcome an infusion of help to flesh out the game more thoroughly.  Consider reading up on what they are trying to do and see if your goals might mesh with theirs.  At the very least you'll get an idea of the challenges they've faced trying to create their game with all volunteer labor.

     

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  • letum6030letum6030 Member Posts: 206

    I'd like to assist.  However, I have no skills in programming.  I am an accountant by trade and a writer by hobby. 

  • brownspankbrownspank Member Posts: 247


    Originally posted by erandur
    I noticed you play Guild Wars, maybe you'd want to know how it took for Anet to create Guild Wars, and they already had a pretty impressive team with engine... ;) Plenty of people here, but the ones who do have experience with MMO design don't seem to be that enthusiastic, I wonder why... ;)

    I'm aware of the size of ArenaNet's dev team and the amount of time + work + money put into Guild Wars, thank you very much. I'm also aware of the odds that if this project takes off, it won't be anywhere near Guild Wars. But that doesn't stop me from being constructive/helpful with my posts.

    Way to shoot down the plane even before takeoff.

  • erandurerandur Member Posts: 727
    Originally posted by brownspank


     

    Originally posted by erandur

    I noticed you play Guild Wars, maybe you'd want to know how it took for Anet to create Guild Wars, and they already had a pretty impressive team with engine... ;) Plenty of people here, but the ones who do have experience with MMO design don't seem to be that enthusiastic, I wonder why... ;)

     

    ...

    Way to shoot down the plane even before takeoff.

    It's the best way to avoid disasters ;)

    You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

  • matteonuevomatteonuevo Member Posts: 6

    I'd like to assist.  My specialty is animation, 3d modeling (Max, Maya, Soft Image, Lightwave), and Concept art, yet I've also done texturing and lighting as well. 

    Plus, (no surprise) I do have an idea I'd like to throw out there.

  • BadSpockBadSpock Member UncommonPosts: 7,979

    The barriers to entry into the MMOG space are very, very high.

    Even if you do pull together a collaboration of all-volunteer devs who all possess exceptional talent, without a solid financial base the project will take years and years to complete, and you'll only ever reach a very small audience.

    But, if you desire to create a labor of love that is loved by the few who play it, good luck and I hope you succeed.

    You must squash any unrealistic expectations of even thousands of subscribers.

    The market is simply too competitive.

    I mean, look at Darkfall. They have (or had who knows) the funding, work space, talented people etc. and there is STILL a great cloud of mystery as to whether or not their product will ever be released.

    The MMO world has been over taken by the AAA studios.

  • SovrathSovrath Member LegendaryPosts: 32,949

    I think the what the OP doesn't realize is that there needs to be a level of organization and commitement that most volunteer groups never seem to be able to muster. On top of that, you have differences in opinion, the idea that it is volunteer so that there is nothing to keep people from walking away or taking a break if they need to (or losing interest). You then have to get more people to take their place.

    You also need to have someone who makes the "final decision". And everyone needs to abide by that.

    I used to direct theater. It is not an easy thing but in many ways, not as complicated as programming, creating a game.

    It was always a logistical nightmare with the people who volunteered as in some cases they would say "I can't come to rehearsal because of "x". I hope you understand".

    The only way I can see something like this actually happening is if a small group decided that "this" was the game that they were making and then opened up for volunteers to work on "their game" with the idea that any money made would be eventually split up between everyone and that credit would be given to those who deserved it.

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  • ianubisiianubisi Member Posts: 4,201


    Originally posted by calranthe
    As you work through the years of work yes years of work you will probably feel ashamed for how you demanded so much and appreciated so little what these other games you played did.

    No greater truth has been spoken on this forum in months.

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