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Would you play?  

19 members have voted

  1. 1. Would you play?



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Posted

MMO is simply the hardest type of game to develop, and you begin by that.You got suicidal taste.

 

Existing engines (cryengine, unrealengine, etc) barely handles more than 120 concurrent players on a same map, so you have to write your own netcore and engine. You got atm no idea about realization (cellshading, realistic, etc). Hell there isn't even the word "instance" or "open world" on your description.

 

The main part of the gameplay is a concept, a main idea where all the background can crystallize around.

 

What's the metagame (aka the main goal of that world) ?

What's the goal of a player (and please, be original or simply forget your MMO) ?

Instance / open world ?

Kingdoms affect what, on which scale ?

What's graphics references ? Can you produce such graphics ?

Which background ?

Etc etc, questions are infinite

 

Your gameplay is beyond generic (and by that I mean there is no gameplay you only expose primitive stuff like WSAD and E being talk). You got probably no funds to buy the architecture to handle a MMO structure running. Atm you just exposed generic things, which can be handled by every single existing MMO out there.

 

Finally there are some talented MMOs (RaiderZ, Warhammer Online) which shutdowned due to lack of people. And there are plenty of MMOs struggling getting players (FireFall to name only this one). Do you think you can produce a better result than those examples ?

 

^ This. MMOs are like Lineage 2 servers. Struggling for people. If you manage to get more than 200 people online, you're king. Aion which is cool game has just few Japan kids cause they enjoy huge boobs.

Lineage 2 has just some stupid kids who play cause no job and devs who want money. And you came up with a new MMO to get less than the already existed MMO's..

 

You know what we miss? LAN GAMES. Story games like bioshock but in LAN with 2 players. Can you make this? Then you will get many many dl's. MMO are useless. Make a similar game to bioshock with storeline 

but for 2 peoples. Is hard? No afcourse.. I spended 3 days and i re-created a bioshock map 70% similar. In few months you can create whole maps and buy some AI for weapons e.t.c and implement the Lan system.

 

Go for this. 

Posted

Dream on. I do not want to discoruage you, but you should start with something simpler (I assumed you dont have 1kk euros in your pocket, but I think its safe to say so lol).

Posted (edited)

Dream on. I do not want to discoruage you, but you should start with something simpler (I assumed you dont have 1kk euros in your pocket, but I think its safe to say so lol).

 

Even 1kk money doesn't mean the game will be successful. So indie MMO using generic gameplay...

Edited by Tryskell
Posted (edited)

@Tryskell

 

The existing engines can handle a big amount of online players, but not using the networking they provide (if they do). If you read on their forums they even say it's not a good idea to use it, it's there for testing purposes or a base to create your own.

 

About money, he can always start a kickstarter campaign which can be more than successful if the game design is good and promising.

 

Moreover, making an indie MMO doesn't mean it's developed by a single person, it can be an indie company and it is doable. However, not easy, but that's another part.

The basic parts you should focus on when making such a big game:

- Do not get excited about single features you implement (for example, giving so much details about player movement, it might sound nice to you because you did it, but to the average player it's pretty normal and not at all exciting), you need to keep in your head the main idea of the game and move around that.

- Take care of all the small details. For me personally, when playing an MMO and I find small things that were not taking care of, specially if the MMO is made by a big company, it is really frustrating.

- Do not make topics in forums so early. Make topics only when you can provide content (videos, pictures, interractive website), that's where the players' excitement comes from.

- Do not listen to single person's opinions, they do not matter. You should work based on the overall feedback of the community.

 

Finally, find a good team and good reasons to motivate each other because, believe me, many members will lose motivation as the development progresses, it isn't an easy thing to do as I said before.

 

Good luck.

Edited by An4rchy
Posted

@Tryskell

 

The existing engines can handle a big amount of online players, but not using the networking they provide (if they do). If you read on their forums they even say it's not a good idea to use it, it's there for testing purposes or a base to create your own.

 

About money, he can always start a kickstarter campaign which can be more than successful if the game design is good and promising.

 

Moreover, making an indie MMO doesn't mean it's developed by a single person, it can be an indie company and it is doable. However, not easy, but that's another part.

The basic parts you should focus on when making such a big game:

- Do not get excited about single features you implement (for example, giving so much details about player movement, it might sound nice to you because you did it, but to the average player it's pretty normal and not at all exciting), you need to keep in your head the main idea of the game and move around that.

- Take care of all the small details. For me personally, when playing an MMO and I find small things that were not taking care of, specially if the MMO is made by a big company, it is really frustrating.

- Do not make topics in forums so early. Make topics only when you can provide content (videos, pictures, interractive website), that's where the players' excitement comes from.

- Do not listen to single person's opinions, they do not matter. You should work based on the overall feedback of the community.

 

Finally, find a good team and good reasons to motivate each other because, believe me, many members will lose motivation as the development progresses, it isn't an easy thing to do as I said before.

 

Good luck.

Thank you an4rcy.

Yes im not working alone on the game, we are a team with 20 members

  • 10 months later...
  • 2 years later...
Posted

Dude you're like a private server.

 

Get a website and put everything in there. No one will read you're immature top/down features.

 

Basic logic. When you ask the question: Would you play this game? Everyone is expecting to watch an in-game video or a trailer at least... Not a top/down feature list on mxc.

 

You say you're trying to make an MMORPG when i could introduce my c/p java flappy bird and get all your players. FFS.

 

 

----------------------------------------------------------------

 

yes that's true

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