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what is it with MMOG??

Started by February 16, 2006 07:38 PM
11 comments, last by campbellec 19 years ago
So I think it's almost a trap for the small devs to make a so-called "big world" mmog with the "promises" including large scale siege pvp. I think it's better for them to develop smaller world map with rich contents, a persistent world with no strict level restrictions (level restricted areas by far is the weak point of the giants, so backstab this point).

For example, a world size of Lineage II *can* be a good game if the game contents are designed right.

Tactically, more hybrid stuff such as the mixing of persistent dungeons with instanced questing dungeons, while with the social aspect conserved. More character variety to make char development less depending on char level and uber gears (another weak point of mainstream mmogs to put a backstab to). Better char modeling and simulation (like Lineage II), more char and item artworks (shifted proportion and focus from world building). Once the the burden of server stability and world building is released, the chance of survival may increase for smaller size devs to make a good MMOG, IMO.
I notice that aswell alot of new players or forum users appear and have posts saying Join my super cool MMO now! then they promise alot of stuff they cant fulfil. its like 2/10 MMO will become succesful for inidi game devs.

Myself is dedicated to working on a MMO but mine isnt a Fantasy, space rip off. It hasnt been done before so it should be good. At the moment ive just finished up researching on the MMO genre, 100's of articles and infomation i have red. Now im researching my Game topic, then once ive finished onto my Design document then Production lol. So im still in re production phase, and have been for some time. I want this MMO to be properly done. Hopefully production should start in the summer, if all goes according to plan. ive had over 4 years game design and modelling experiance, along with programming and texture art.

My reason for creating a MMO, is to show employers, game companys etc im dedicated and skilled. A what a better way to show a MMO "the genre left to the proffesionals" made by myself and my inidi company.

I have no guarentee i will get 1000+ players, A game that wont make alot of money, no publisher so itll be download, and itll probably be free, with a small server (according to players) and a small tech team to keep the game on its feet. I dont have big hopes. Its called being realistic and facing the fact MMO on a wide multibillion dollar income should be left to the proffesionals. By All means create an inidi one that a small group of players can play in.
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I believe it is viable for any company to make a mmog. There's only so many things you can do in most games, and when people reach that peak they will get bored. If you can provide them with a new game that is fun then people will play it. As for getting people to recognize your game, as a gamer the number one thing that attracts me to new games is open beta testing. If I get hooked during a beta test its almost guaranteed that I will buy the game, and persuade any other people I play games with to as well.

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