Quote: Original post by Agreenknight
What you might want to do is do something with their school, something like a youth apprenticeship. Also, don't give a preset amount of royalty. After they do something, then give them a percentage like .o1 percent. That way you avoid giving royalties too soon without them doing some work.
I think you should set your sites lower. Keep It Simple, Make IT Fun. 60,000 is a drop in the bucket when your talking about making a mmo type games. Sure you might be able to save some on salaries but there is still lots to be done. Sure you can make a mmo game. You could put that money in the bank, and draw nice interest to pay some people you need done.
Another thing is your team, used to working together? Another reason to start small is then you can build the story. You can have a character in the single player rpg roll over to your mmorpg.
There are other means of getting this game advertised. Have you drawn up a business plan? A game document? Doing this will help you get financing later on if need be and it would help to show to a publisher.
Don't mean to be harsh
No worries! In contrast, you've done a good job of being both encouraging and realistic.
Actually, a handful of our high school team members are recieving credit for working on the game as an apprenticeship. It's definitely a nice bonus. Of course, it'd be nice to offer them something better than school credit. ^^
As for setting sights lower: There's nothing wrong with having high hopes, so long as one understands the difficulties and requirements of meeting them, and does so- one bite at a time.
Yes, our team is used to working together. Many of us have been together for almost a year-to-date. And yes, starting small is one way to go. We have our reasons for starting with an MMO. If you'd like to hear them, let me know.
And yup. We most certainly won't -just- be using commercial advertising. Grassroots worked miracles for iRO. ;)
Yes, we have game documentations and other preparatory documentation.