Aren't all the old mmorpg indie games?
I thought the budget for old games look something like this: EQ(3 million), DAOC(3 million), UO(6 million).
So why exactly do we need large budget to make spirit successor of those games? (besides bashing all the large budget MMO are Wow clones)
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You need to redo all the art work into new standards and incorporate them into the engine.... If you want to take the time to upgrade the engine the client needs to be rebuilt from scratch. There are somethings you can re use on the back end systems but you will probably need to re look at the API's that feed into the client also.
In the end it takes time, time takes money.
Think about it this way 3 Million bucks if you assume an average salary of 75,000 is only enough for 40 people to work for a year if you just spend that on Salaries. There are other things to look into also, but I will save that for another day when I feel like responding to these types of posts.
While 3 million then is about 4.5 million now, can a game that looks like Everquest or Ultima Online do well now?
People look at Pantheon and then start making posts "I really hope it's going to look better than this".
I think game companies that are trying to make games that resemble more old school games are not going for 20 million dollar productions.
Still, none of the games that are trying for this type of game play are released after several years in development. Oh sure they have stuff to show but they are not near done.
In the end we don't know how much these games are going to cost in the end. It will be interesting to see what they come up with on release (if they release).
Also, I might add, how many people want to work for peanuts making an old school video game when they can be making more in other software development, including having better job security. ...
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Then the new engines better graphics...
Which leads to something I have said many times before, if the game has a bigger budget it is likely going to be a better game. This is why we need AAA in the MMO genre and why just using a cash shop and hoping that will fund future content and development usually does not work.
You can of course fleece players with your cash shop, but somehow the games that do this are not singled out for reinvesting in the game are they?
I want old school as in FFXi circa 2002/3.Even still i am not looking for old school anyhow,i am looking for a good game design,old school was good back then because it was a solid effort for what developers were capable of.
Now a days devs are not coming remotely close to what they are capable of.I can go outside the mmorpg genre as well, what i am seeing are a lot and i mean a LOT of really cheap crap games.
Point being,as long as a developer is putting in the work and shows me a solid game design for 2018,i am ok with it,i don't want to see 1995 games with slack modern effort as devs back then were working hard to make those lesser games.
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We've seen the direction AAA MMORPG's have taken under the leadership of current big game companies, but the alternative has become worse IMHO. Kickstarter and crowdfunded games, along with Indie games have abused classic MMO gamers want for a new MMO that scratches the same itch the old games scratched.
What we've received is either failed attempts or extremely long development times. I'm sorry, but I'm not getting any younger. I started playing MMO's at the age of 22 and I'm now 37. I'd like to play at least a few more great MMORPG's before I'm dead. Given the length of time great MMORPG's last, that doesn't leave a whole lot of time left for me to enjoy them to their fullest extent.
So I'd rather a big game company create AAA MMORPG's than wait around until I get old for crowdfunded and idie games to release their games that look great on paper.
What is interesting is how the cost of all games appears to go up exponentially starting around 2004.
https://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649
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I thought Everquest looked horrible which was why I didn't play it and instead played Lineage 2 as my first game (which did come out a bit later). However now, I could probably do an Everquest as long as the game elements were there (and it handled better than Everquest - that's important).
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I think this is to do with player expectations, but those have been fed by game companies. One of those expectations is that the graphics will get ever better. That means a larger team to make the game. But profits are ever larger, it is not about 'can profits cover the spiralling costs" it is about "is this an assured success?" With the cost of making a game getting ever higher, the demand that a game ticks every box to ensure success gets ever higher.
Some boxes they no doubt look for:
Is it a franchise? If not has it got a big IP?
How much revenue can it generate after the box sale?
Does it have gambling revenue?
Is it conforming to a tried and trusted template?
Most of this checklist has been there since the early days, it is just the insistence with games ticking the boxes goes up as the cost of making a game spirals up.
Now if the cheaper games would be cheaper to play it would be one thing but the publishers seems to have decided to up their ante and go up against Wow.
Then you have the world economy that was going up 2004-2008 (mid 2008 until the crisis), a time where many expensive MMOs were being started and more then a few finnished. You also had a large influx of players and a rather large improvement of graphics in games.
Mostly though I think it is simply that when everyone else is making relatively low budget game there is no need to invest more yourself if you are happy with the numbers those other games have. Once someone throw in a huge sum the pandoras box is open and it is way harder to pull off a low budget game.
Also, i don't think people today would live with all the bugs and issues we had back then. We didn't have any choice.
But it seemed to me is the industry should be able to make decent games without going too high into budget.
I obviously expect new games with higher budget than old mmorpg.
It would be a pile of shit though.
AAAMEOW said: The unfortunate truth is that good graphics sell well. It is very easy to sell flashy graphics to the masses than it is to sell good game mechanics. As Raph Koster put it, this has resulted in a situation where the general public do not buy "b games" any more.
That is why costs have spiralled so much. Its not because the mechanics have gotten more complicated or anything like that, it is mainly because the general public demands good graphics. To put it in perspective, I worked for a good games company in the UK. I hesitate to call them AAA, but they're close. It would take a typical 3D artist 2 months to build a single car. A car would have 5 levels of detail, plus the cars could be damaged so you needed multiple damage variations of each panel of the car for each level of detail in the game.
So, on the game I was working on (I was only QA), I think we had 2 developers working on the engine, about 10 developers on other systems, about 30 digital artists, about 50 in QA, then a whole bunch of managers/producers/admin.
In terms of production, the most expensive were the digital artists. They get paid a load more than QA, plus they're on the project start to finish, rather than just at the end which is when QA get involved.
So, when you ask why we need a big budget to remake old-school MMOs, its because of the requirement for updated graphics. Even if you retain shit graphics, you still have to spend a lot of money on it and you are unlikely to make that money back if you have shit graphics. The only way you can get away with shit graphics is by riding a nostalgia wave (which isn't big enough for old school MMOs) or by having some truly unique gameplay (which means it wouldn't be old school..).
If would be if the game developers simply created an asset flip. However, some dev teams take it to the next level and end up making something pretty decent.
Take Pantheon for example. That game has a lot of models from Unity's asset store. I see them in a lot of games. No big deal.
Like ESO and how it plays? Why not a space-themed MMO that plays a similar way? Enjoy Xcom (As I do) Why not a WWII combat game using the same engine. I would buy it.
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So far, MMOs that use off the shelf engines have been pretty crap. The AAA companies end up having to hack those engines to bits in order to make it support their mechanics, resulting in bloated engines that grind to a halt once you start hitting decent multiplayer numbers.
With the off the shelf assets, again it comes back to what I was saying about the ability to sell those games. The games end up looking very similar, so you end up relying on the mechanics to sell the game, and that doesn't work with the masses.
Don't get me wrong, I wish the indie MMOs all the success in the world. The genre needs the new ideas they are bringing with them and I plan on playing CU. However, I have serious doubts about using off-the-shelf engines and 3rd party assets.
What I think many companies try is to get as many money spenders they can so they use the later option for it then just to get what they need to develop the game itself. Truth is not many companies are in it for just making a good game.
As for the many thinking games like Pantheon and the Camelot Unchained and many other titles coming out with the old school feel understand that there is a reason many do not go that route is those games ideas are dated for the times and will not really be what many are looking for.
I think a good mmorpg would be one that took all the elements D&D had but put them into a persistent world with no instancing and no focus on the end game drivel many of us have been forced to play with gear grinds and end game raiding and other gimmiks to keep you playing and instead focused on the character progression itself would be one of the better games on the market. But to many have fallen into the idea all MMO's have to have the end game gear grind and focus on that or its not going to work.
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They clearly did put a lot of effort into making it but I am not sure if it started as low budget in 1999 and grew or if it started already with a high budget at launch... Whatever it was it certainly was AAA after a couple of years.
But most people on this forum doesn't seem to count Korean and Chinese games anyways (Japanese is fine for some reason).
- First 3 million in todays money is probably twice as much.
- Eq as it were at launch 1999 would be gobbled up in a matter of a a few months. You must realize the eq you may remember is probably the result of years of continuous development and improvements from that 1999 version; the content and mechanics quality at say Planes of Power is vastly bigger&better by a huge factor (x50 maybe). So it would not be enough to just create a 1999 eq, you would need to be bigger and/or have the next content already in the cast. Vanguard was probably something like that, and even ignoring that it was never more than half finished and bugged till the very end, for it to have survived it would have needed expansions&progress to keep players coming back.
- Graphics, animations and aesthetics demands today is much higher, and it is my guess that to reach a minimal acceptable quality (even for players with low demands), a huge percentage of the budget would go to this alone. So for example if building good mechanics and systems like eq (and improving/fixing the problems) plus core game would cost 10 mil, then the graphical work to go with it would be another 25 mil. The graphics work for the expansion (which is needed or the game will die out) is another 10 mil .. and so on.
- The development tools may have become better and more accessible, but the demands and salaries has risen faster than the effectiveness of said tools.
Afaik the upcomming indie titles with realistic budgets and potential for survival are not much below 30 million at launch ?
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