Originally posted by Quizzical What if the reason that most bad games are bad is that the cool ideas that would have made them good ended up getting cut out along the way for being impractical to implement, too expensive, or not meshing properly with other things in the game, or did get implemented but could never be made to work as intended for one reason or another? What then? And how do you prevent your own ideas from suffering the same fate, if all you have is ideas?
Your "what if" is actually happening. Companies have to take in consideration multiple things including target audience and most importantly the length of time needed. What you think is 'cool and revolutionary' will not be as cool and revolutionary when another person looks at it. What is cool last year does not look as cool this year. Some people say 90's music is better than 2000's music. When I say "some people", it's actually millions of people. Time is really important because it includes all and everything that involves money. Don't hate it when there's money involved because that's just how this whole thing works. Money is held with more value now with all these free to play games coming out.
Don't ever think you alone thought of your idea. If you got your idea from playing games, imagine the ideas inside the heads of those who actually make games for a living. How far can you extend your idea with your experience?
You thought all these super eye-candy 3d game rocks? Tetris. Played by tens to hundreds of millions of children - oldest geezers around. The basic concept is not original but it still became a big hit. Why? Accessibility and challenge working the basics of the human instincts to their limits. Let's jump to the 2000's. Angry Birds. Basic stuff again implemented brilliantly with the use of new technologies.
Great ideas are just great ideas. We can dream all we want but it all ends when it's time to wake up. Unless you take the first step and make it, no matter how simple it is, it's as cool as that piece of paper with all your ideas on your desk--collecting dust. Make it, share it, and let the people decide.
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
You'll have to be extremely lucky to even get someone in the game industry to look at your stuff when they already have THEIR OWN people who they pay to come up with ideas or decide which one of their already decided ideas will come up as their next project.
You think you have the coolest idea for a game? People working in the game industry have more experience of what stuff works and what does not. Try to imagine how many dream games they have ready just waiting for that green light.
IMHO, make a small game about your big game. Upload it in the internet and get people to play it.
EDIT:
If you can't even make a game as small and as popular as Tetris, Pacman, all those simple but highly addictive games, etc.,
forget about it.
I have to disagree with the Red. If that was true, games like SWTOR, Tera, and Warhammer would have never been made.
You'll have to be extremely lucky to even get someone in the game industry to look at your stuff when they already have THEIR OWN people who they pay to come up with ideas or decide which one of their already decided ideas will come up as their next project.
You think you have the coolest idea for a game? People working in the game industry have more experience of what stuff works and what does not. Try to imagine how many dream games they have ready just waiting for that green light.
IMHO, make a small game about your big game. Upload it in the internet and get people to play it.
EDIT:
If you can't even make a game as small and as popular as Tetris, Pacman, all those simple but highly addictive games, etc.,
forget about it.
I have to disagree with the Red. If that was true, games like SWTOR, Tera, and Warhammer would have never been made.
Experience working in the game industry is more useful in some ways than others. Experience does teach you a lot about what can technically be done, as opposed to things that will inevitably end in a disaster not remotely near what you had in mind. But it doesn't necessarily tell you that these game mechanics are more fun than those, especially because that's a matter of opinion.
And if you want to make a game, trying to make a game that can actually be made to work is important. Ideas that would be revolutionary and massively profitable if implemented are worthless if they're impossible to implement.
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
Thanks, I do this just for a hobby.
After doing a podcast here in my basement it sounds like im in the bathroom due to the tile floor and bare walls, so gonna go get some sound proofding stuff and retry again by end of week...
Maybe see some of y'all soon with a intro and summary podcast then :-D
Mike, I hate to sound harsh here, but can you remind us again why any of us should care about a concept of a game that will never be created?
It seems eerily similar to so many of the threads we have here already, where people bash unfinished games based on concepts or ideas without even waiting to see the finished game. At least those games have a hope of being made though, which makes it a tiny bit relevant, in a way.
Seriously, what are you hoping to achieve here? Recognition that you are a real gamer who has created the perfect game that all through ages eight to eighty will enjoy? (but really doesn't exist)
Seriously, what??
FFA Nonconsentual Full Loot PvP ...You know you want it!!
The thread's pretty much in a holding pattern until something more than a cover-slide appears.
That was back on page 2... Carry on ya'll.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
The designers and developers of MMORPGs usually are gamers. That's not the problem.
The problem is that the people making the decisions and signing the milestone checks aren't.
If you have the wherewithall to go it independently and not have to worry about investment money from people whose only concern is getting back their investment and then some, you can do whatever you want.
I think a lot of indie developers start off on the track of wanting to stay fully independent, but then they come to bad times financially. A publisher flashes money in their face, and they end up signing their souls (and creative autonomy) away. From that point on, the game's design is no longer being decided by gamers, but by bean counters and people with expensive mortgage payments. Design decisions are no longer based on "what would make the game a better experience for the players", but become about "what does market research indicate will yield the highest ROI".
Originally posted by Quizzical The problem is that everyone and his neighbor's dog has ideas for games. Many people have good ideas, even. What's scarce is people who can implement the ideas and actually make the game work. If someone wanted to create an MMORPG, he probably has ideas of his own that he likes better than yours. That's why they're his ideas. Why would he want to ditch that and create an MMORPG based on your ideas? Unless, of course, you're the one actually developing the game.
Bump and let me say as well that th eonly way to do it these days is with financial support. Look at 38 Studios, however, who were (a) smart enough to make an RPG first (following the Warcraft model) and (b) had 30+ million to get off the ground, Tod McFarlane on art, and R.A. Salvatore on writing. You can't get much better than that, and they failed to sell the minimal amount of boxes for their RPG (50% of their 2.5 million box total was sold) - i.e., Kingdoms of Amalur.
Shame too, because it was a great game.
Secondly, we all have ideas that we are certain will work. For all we know (as an example) you are a master writer with genuinely great ideas. However, you could just as easily decide you want a world with 5 races and 5 classes that can join guilds to pvp or pve together, that is Free to Play i.e., another mirror of the endless nauseum that exists these days.
Want to be truly unique? Take a hard look at Dark Age of Camelot - 44 classes 24 races, 3 totally unique realms including end game in each realm for pve and each realm having its own castles in a massive open non instanced BG. Even a level 1 in that game benefits from his realm winning at pvp, secondly, this is one of the ONLY games where you genuinely get to fight classes and races that are different than yours. FYI the game is on life support and not one company has attempted to outdo or even compare to it.
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
Yep. Get ready to face a lot of negativity - an amazing amount of it - thrown your way on various game design forums. "You can't" and "You'll fail, don't bother" seems to be the rallying call of many people. Some forum moderators will lock or delete your thread straight away - often leaving their own brand of negative feedback first, to break you down a bit.
Those who are the most negative are usually those who failed themselves, are bitter about it and (in my opinion) don't want to see others succeed where they didn't (I wont' say "couldn't", because with enough persistence they very well could have).
And of course, many people, as a rule, just love to see others fail. They'll happily drag you down and do their best to demoralize you - all the while claiming they're trying to help you. And they are. They're trying to help you at not succeeding.
Look around, though. There are small teams who have made MMORPGs that have launched and are still running to this day in some cases. They're not bleeding-edge, and they're very indie looking - but they're solid, playable and even fun games that have successfully attracted their own dedicated playerbase. One in particular I know of was started by a husband and wife team, him doing the programming and technical design, her doing the 2D/3D artwork and the such.
So it can definitely be done, and has been done.
I say go for it and put your 100% into it. And if, in a worst case scenario, it proves to be too steep a climb to the top and you have to back out... Hey... it was a learning experience. You'll know far more than you did starting out, and all of that knowledge and experience will be a huge benefit for your next go. Again, worst case scenario
Doesn't work unless you got a way of generating income. I know. So, wrote afew series of books instead. With that money I got 3 devs who still lived in their mums basement. It could support 200 people and was totally free. The game was named Run and escape. Sold for 100k which was as much as it costed to make it.
Mike, I hate to sound harsh here, but can you remind us again why any of us should care about a concept of a game that will never be created?
It seems eerily similar to so many of the threads we have here already, where people bash unfinished games based on concepts or ideas without even waiting to see the finished game. At least those games have a hope of being made though, which makes it a tiny bit relevant, in a way.
Seriously, what are you hoping to achieve here? Recognition that you are a real gamer who has created the perfect game that all through ages eight to eighty will enjoy? (but really doesn't exist)
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
Yep. Get ready to face a lot of negativity - an amazing amount of it - thrown your way on various game design forums. "You can't" and "You'll fail, don't bother" seems to be the rallying call of many people. Some forum moderators will lock or delete your thread straight away - often leaving their own brand of negative feedback first, to break you down a bit.
Those who are the most negative are usually those who failed themselves, are bitter about it and (in my opinion) don't want to see others succeed where they didn't (I wont' say "couldn't", because with enough persistence they very well could have).
And of course, many people, as a rule, just love to see others fail. They'll happily drag you down and do their best to demoralize you - all the while claiming they're trying to help you. And they are. They're trying to help you at not succeeding.
Look around, though. There are small teams who have made MMORPGs that have launched and are still running to this day in some cases. They're not bleeding-edge, and they're very indie looking - but they're solid, playable and even fun games that have successfully attracted their own dedicated playerbase. One in particular I know of was started by a husband and wife team, him doing the programming and technical design, her doing the 2D/3D artwork and the such.
So it can definitely be done, and has been done.
I say go for it and put your 100% into it. And if, in a worst case scenario, it proves to be too steep a climb to the top and you have to back out... Hey... it was a learning experience. You'll know far more than you did starting out, and all of that knowledge and experience will be a huge benefit for your next go. Again, worst case scenario
I have been happy with the support already in this thread... I have to learn to ignore the trolls though, my competitive nature likes to toy with them and in this nature would not be good...
I will continue on, looking forward to my soundproofing coming in tommorow to fix the voice recording problems i have...
Now the last issue is dealing with the sound of my own voice...
Edit: one of these days my fingers will remember how to spell tomorrow!
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
Yep. Get ready to face a lot of negativity - an amazing amount of it - thrown your way on various game design forums. "You can't" and "You'll fail, don't bother" seems to be the rallying call of many people. Some forum moderators will lock or delete your thread straight away - often leaving their own brand of negative feedback first, to break you down a bit.
Those who are the most negative are usually those who failed themselves, are bitter about it and (in my opinion) don't want to see others succeed where they didn't (I wont' say "couldn't", because with enough persistence they very well could have).
And of course, many people, as a rule, just love to see others fail. They'll happily drag you down and do their best to demoralize you - all the while claiming they're trying to help you. And they are. They're trying to help you at not succeeding.
Look around, though. There are small teams who have made MMORPGs that have launched and are still running to this day in some cases. They're not bleeding-edge, and they're very indie looking - but they're solid, playable and even fun games that have successfully attracted their own dedicated playerbase. One in particular I know of was started by a husband and wife team, him doing the programming and technical design, her doing the 2D/3D artwork and the such.
So it can definitely be done, and has been done.
I say go for it and put your 100% into it. And if, in a worst case scenario, it proves to be too steep a climb to the top and you have to back out... Hey... it was a learning experience. You'll know far more than you did starting out, and all of that knowledge and experience will be a huge benefit for your next go. Again, worst case scenario
I have been happy with the support already in this thread... I have to learn to ignore the trolls though, my competitive nature likes to toy with them and in this nature would not be good...
I will continue on, looking forward to my soundproofing coming in tommorow to fix the voice recording problems i have...
Now the last issue is dealing with the sound of my own voice...
Edit: one of these days my fingers will remember how to spell tomorrow!
lol indeed.
Just turn your "noise filter" up to 10, and listen to the people with something constructive or useful to say.
I say go for it. Write your basic concept down, then try to get people interested in helping you make a first prototype.
BUT, be aware of two major things:
1) Ideas are like sand on a beach. Every gamer, every dev and prolly their mothers too have own game ideas and concepts. Yours will have to be really really special to get attention, unless you go further than just writing down ideas. Be prepared to have some actually implemented parts to show when trying to convince others to hop on board. They have own ideas they would rather work on, so you will have to show some really convincing stuff or pay really well.
2) You can't design an MMO purely on paper. It just doesn't work that way, the systems are way too complicated and it is near impossible to foretell how they will work and interwine once players get their hands on them. You have to implement the basics first, test them, test some more, iterate, test even more, change all the stuff you got wrong, then test some more, then start with more detailed systems, test again, etc.
So don't go too far into details before actually implementing and testing. Otherwise you will end up having to scrap big parts of your detailwork, due to the overall concepts changing.
Nowhere near clueless, your just missing the point, nothing unusual on a gamer forum
Anything tangible yet?
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Originally posted by Psychow "Real Gamer"...whatever.../sigh
C'mon now, he generated 13 pages with...nothing. Give him Bunko points, at least.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Only 2 questions for you:
1: define what's a real gamer?
2: What makes you think developers aint true gamers?
Other then that wish you luck, but one advice start small, understand that MMORPG's are the most complex type of game to develop. What might start out as a awesome idea might not turn out that awesome when developed.
But one thing don't let others follow every thing of your game, get your concept in a playable state with YOUR vision but still make a small circle of true friends or co-workers to expand on your idea's. To many voices will clutter your development cause everyone thinks he or she is a developer even if they only play games.
Also understand that how ever you define a real gamer we all have different opinions, different wants and needs out of our game experiance. My personal opinion "Mix elements of other game genre's but definitly go beyond that what we already can find in other genre of games"
Because I am prepared to do just that, from theory, to concept, to mechanics, to interface design, to story, to lore, to create the most amazing MMORPG ever on paper.
Would people be interested in following this conceptualization, let's say both here and on Youtube?
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
Yep. Get ready to face a lot of negativity - an amazing amount of it - thrown your way on various game design forums. "You can't" and "You'll fail, don't bother" seems to be the rallying call of many people. Some forum moderators will lock or delete your thread straight away - often leaving their own brand of negative feedback first, to break you down a bit.
Those who are the most negative are usually those who failed themselves, are bitter about it and (in my opinion) don't want to see others succeed where they didn't (I wont' say "couldn't", because with enough persistence they very well could have).
And of course, many people, as a rule, just love to see others fail. They'll happily drag you down and do their best to demoralize you - all the while claiming they're trying to help you. And they are. They're trying to help you at not succeeding.
Look around, though. There are small teams who have made MMORPGs that have launched and are still running to this day in some cases. They're not bleeding-edge, and they're very indie looking - but they're solid, playable and even fun games that have successfully attracted their own dedicated playerbase. One in particular I know of was started by a husband and wife team, him doing the programming and technical design, her doing the 2D/3D artwork and the such.
So it can definitely be done, and has been done.
I say go for it and put your 100% into it. And if, in a worst case scenario, it proves to be too steep a climb to the top and you have to back out... Hey... it was a learning experience. You'll know far more than you did starting out, and all of that knowledge and experience will be a huge benefit for your next go. Again, worst case scenario
I have been happy with the support already in this thread... I have to learn to ignore the trolls though, my competitive nature likes to toy with them and in this nature would not be good...
I will continue on, looking forward to my soundproofing coming in tommorow to fix the voice recording problems i have...
Now the last issue is dealing with the sound of my own voice...
Edit: one of these days my fingers will remember how to spell tomorrow!
lol indeed.
Just turn your "noise filter" up to 10, and listen to the people with something constructive or useful to say.
I hate the sound of my own voice. Ugh lol.
But he has ignored them, as well as anyone calling him out. He only responds to someone whose being, 'nice', to him like you.
Maybe he needs the confidence boost, some people are like that. They need to see how guliable humanity is sometimes to reafirm their ability to con them or to get support from them.
Best of luck with that soundproofing sonny, though how that stops you from typing out your world changing ideas I don't know...
I had an idea once. It's called the "Jump to Conclusions Mat". I could have made millions Then some stupid movie stole my idea and made fun of it. Anyhoo
Best of luck to you Mike! Ideas are always where great games begin.
It always works that way right. I was keeping a pet rock long before you could buy them. Doh!...and then there's this ....
This kind of thing happens all too often both in real life and just about any forum community. Someone with limited, or no technical skills, or the means to acquire them through money or study comes up with what they believe to be a great idea.
It very well might be a great idea, and your enthusiasm is inspiring, but without a solid plan, your words are wasted. The likelihood of an MMO concept, no matter how detailed, coming from someone with no previous experience in the industry being picked up by a developer without you paying them to do it is effectively zero.
An App or Flash Game? Maybe, if you shared revenue. MMO? No way. Start small, work your way up, if you want to pursue this idea.
Another thing, you come off as incredibly arrogant, and for what reason? You're trying to get people interested in your idea, don't spurn them. Especially when you have nothing to show for it.
Comments
Your "what if" is actually happening. Companies have to take in consideration multiple things including target audience and most importantly the length of time needed. What you think is 'cool and revolutionary' will not be as cool and revolutionary when another person looks at it. What is cool last year does not look as cool this year. Some people say 90's music is better than 2000's music. When I say "some people", it's actually millions of people. Time is really important because it includes all and everything that involves money. Don't hate it when there's money involved because that's just how this whole thing works. Money is held with more value now with all these free to play games coming out.
Don't ever think you alone thought of your idea. If you got your idea from playing games, imagine the ideas inside the heads of those who actually make games for a living. How far can you extend your idea with your experience?
You thought all these super eye-candy 3d game rocks? Tetris. Played by tens to hundreds of millions of children - oldest geezers around. The basic concept is not original but it still became a big hit. Why? Accessibility and challenge working the basics of the human instincts to their limits. Let's jump to the 2000's. Angry Birds. Basic stuff again implemented brilliantly with the use of new technologies.
Great ideas are just great ideas. We can dream all we want but it all ends when it's time to wake up. Unless you take the first step and make it, no matter how simple it is, it's as cool as that piece of paper with all your ideas on your desk--collecting dust. Make it, share it, and let the people decide.
Its great that you are doing this. Though most will write you off instantly cause either their own failings or experiences or "this is how the real world works" bullshit. If you are prepared to do all that is necessary to accomplish your goal. I mean to the point of saying I'm going to die or this is going to be made. Everybody is against you until the moment you are successful then they want to jump on the bandwagon and share in your rewards. If you are not prepared to do the above, don't bother. Spend your time on more fruitful adventures because you don't want it bad enough.
I have to disagree with the Red. If that was true, games like SWTOR, Tera, and Warhammer would have never been made.
Philosophy of MMO Game Design
Experience working in the game industry is more useful in some ways than others. Experience does teach you a lot about what can technically be done, as opposed to things that will inevitably end in a disaster not remotely near what you had in mind. But it doesn't necessarily tell you that these game mechanics are more fun than those, especially because that's a matter of opinion.
And if you want to make a game, trying to make a game that can actually be made to work is important. Ideas that would be revolutionary and massively profitable if implemented are worthless if they're impossible to implement.
Thanks, I do this just for a hobby.
After doing a podcast here in my basement it sounds like im in the bathroom due to the tile floor and bare walls, so gonna go get some sound proofding stuff and retry again by end of week...
Maybe see some of y'all soon with a intro and summary podcast then :-D
Nisudul,
Mike Cackle
Regards,
Mike Cackle
My YouTube Channel
Mike, I hate to sound harsh here, but can you remind us again why any of us should care about a concept of a game that will never be created?
It seems eerily similar to so many of the threads we have here already, where people bash unfinished games based on concepts or ideas without even waiting to see the finished game. At least those games have a hope of being made though, which makes it a tiny bit relevant, in a way.
Seriously, what are you hoping to achieve here? Recognition that you are a real gamer who has created the perfect game that all through ages eight to eighty will enjoy? (but really doesn't exist)
Seriously, what??
FFA Nonconsentual Full Loot PvP ...You know you want it!!
The thread's pretty much in a holding pattern until something more than a cover-slide appears.
That was back on page 2... Carry on ya'll.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
The designers and developers of MMORPGs usually are gamers. That's not the problem.
The problem is that the people making the decisions and signing the milestone checks aren't.
If you have the wherewithall to go it independently and not have to worry about investment money from people whose only concern is getting back their investment and then some, you can do whatever you want.
I think a lot of indie developers start off on the track of wanting to stay fully independent, but then they come to bad times financially. A publisher flashes money in their face, and they end up signing their souls (and creative autonomy) away. From that point on, the game's design is no longer being decided by gamers, but by bean counters and people with expensive mortgage payments. Design decisions are no longer based on "what would make the game a better experience for the players", but become about "what does market research indicate will yield the highest ROI".
Bump and let me say as well that th eonly way to do it these days is with financial support. Look at 38 Studios, however, who were (a) smart enough to make an RPG first (following the Warcraft model) and (b) had 30+ million to get off the ground, Tod McFarlane on art, and R.A. Salvatore on writing. You can't get much better than that, and they failed to sell the minimal amount of boxes for their RPG (50% of their 2.5 million box total was sold) - i.e., Kingdoms of Amalur.
Shame too, because it was a great game.
Secondly, we all have ideas that we are certain will work. For all we know (as an example) you are a master writer with genuinely great ideas. However, you could just as easily decide you want a world with 5 races and 5 classes that can join guilds to pvp or pve together, that is Free to Play i.e., another mirror of the endless nauseum that exists these days.
Want to be truly unique? Take a hard look at Dark Age of Camelot - 44 classes 24 races, 3 totally unique realms including end game in each realm for pve and each realm having its own castles in a massive open non instanced BG. Even a level 1 in that game benefits from his realm winning at pvp, secondly, this is one of the ONLY games where you genuinely get to fight classes and races that are different than yours. FYI the game is on life support and not one company has attempted to outdo or even compare to it.
Think you got what it takes? I hope so!
good luck man.
Yep. Get ready to face a lot of negativity - an amazing amount of it - thrown your way on various game design forums. "You can't" and "You'll fail, don't bother" seems to be the rallying call of many people. Some forum moderators will lock or delete your thread straight away - often leaving their own brand of negative feedback first, to break you down a bit.
Those who are the most negative are usually those who failed themselves, are bitter about it and (in my opinion) don't want to see others succeed where they didn't (I wont' say "couldn't", because with enough persistence they very well could have).
And of course, many people, as a rule, just love to see others fail. They'll happily drag you down and do their best to demoralize you - all the while claiming they're trying to help you. And they are. They're trying to help you at not succeeding.
Look around, though. There are small teams who have made MMORPGs that have launched and are still running to this day in some cases. They're not bleeding-edge, and they're very indie looking - but they're solid, playable and even fun games that have successfully attracted their own dedicated playerbase. One in particular I know of was started by a husband and wife team, him doing the programming and technical design, her doing the 2D/3D artwork and the such.
So it can definitely be done, and has been done.
I say go for it and put your 100% into it. And if, in a worst case scenario, it proves to be too steep a climb to the top and you have to back out... Hey... it was a learning experience. You'll know far more than you did starting out, and all of that knowledge and experience will be a huge benefit for your next go. Again, worst case scenario
This isn't a signature, you just think it is.
I never said it won't be created
Regards,
Mike Cackle
My YouTube Channel
I have been happy with the support already in this thread... I have to learn to ignore the trolls though, my competitive nature likes to toy with them and in this nature would not be good...
I will continue on, looking forward to my soundproofing coming in tommorow to fix the voice recording problems i have...
Now the last issue is dealing with the sound of my own voice...
Edit: one of these days my fingers will remember how to spell tomorrow!
Regards,
Mike Cackle
My YouTube Channel
lol indeed.
Just turn your "noise filter" up to 10, and listen to the people with something constructive or useful to say.
I hate the sound of my own voice. Ugh lol.
Not sure if this was already mentioned, but I really don't give a fuck so I'm not about to go fishing in the pages.
What's the difference between a 'real' gamer and a 'fake' gamer, assuming that we define the term 'gamer' as a person who plays games?
I say go for it. Write your basic concept down, then try to get people interested in helping you make a first prototype.
BUT, be aware of two major things:
1) Ideas are like sand on a beach. Every gamer, every dev and prolly their mothers too have own game ideas and concepts. Yours will have to be really really special to get attention, unless you go further than just writing down ideas. Be prepared to have some actually implemented parts to show when trying to convince others to hop on board. They have own ideas they would rather work on, so you will have to show some really convincing stuff or pay really well.
2) You can't design an MMO purely on paper. It just doesn't work that way, the systems are way too complicated and it is near impossible to foretell how they will work and interwine once players get their hands on them. You have to implement the basics first, test them, test some more, iterate, test even more, change all the stuff you got wrong, then test some more, then start with more detailed systems, test again, etc.
So don't go too far into details before actually implementing and testing. Otherwise you will end up having to scrap big parts of your detailwork, due to the overall concepts changing.
Anything tangible yet?
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
C'mon now, he generated 13 pages with...nothing. Give him Bunko points, at least.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Only 2 questions for you:
1: define what's a real gamer?
2: What makes you think developers aint true gamers?
Other then that wish you luck, but one advice start small, understand that MMORPG's are the most complex type of game to develop. What might start out as a awesome idea might not turn out that awesome when developed.
But one thing don't let others follow every thing of your game, get your concept in a playable state with YOUR vision but still make a small circle of true friends or co-workers to expand on your idea's. To many voices will clutter your development cause everyone thinks he or she is a developer even if they only play games.
Also understand that how ever you define a real gamer we all have different opinions, different wants and needs out of our game experiance. My personal opinion "Mix elements of other game genre's but definitly go beyond that what we already can find in other genre of games"
But he has ignored them, as well as anyone calling him out. He only responds to someone whose being, 'nice', to him like you.
Maybe he needs the confidence boost, some people are like that. They need to see how guliable humanity is sometimes to reafirm their ability to con them or to get support from them.
Best of luck with that soundproofing sonny, though how that stops you from typing out your world changing ideas I don't know...
This looks like a job for....The Riviera Kid!
LOL ....this has the potential to be the longest thread ever!!
Oh well, go for it Mikey, I am gullible enough to check in once and a while to see what you are up to!
( I say he quits in 3 months when he sees how pointless it all is )
FFA Nonconsentual Full Loot PvP ...You know you want it!!
It always works that way right. I was keeping a pet rock long before you could buy them. Doh!...and then there's this ....
.............you know. For kids.
This kind of thing happens all too often both in real life and just about any forum community. Someone with limited, or no technical skills, or the means to acquire them through money or study comes up with what they believe to be a great idea.
It very well might be a great idea, and your enthusiasm is inspiring, but without a solid plan, your words are wasted. The likelihood of an MMO concept, no matter how detailed, coming from someone with no previous experience in the industry being picked up by a developer without you paying them to do it is effectively zero.
An App or Flash Game? Maybe, if you shared revenue. MMO? No way. Start small, work your way up, if you want to pursue this idea.
Another thing, you come off as incredibly arrogant, and for what reason? You're trying to get people interested in your idea, don't spurn them. Especially when you have nothing to show for it.