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Designing an MMO?

Started by February 14, 2015 09:08 AM
6 comments, last by Gian-Reto 9 years, 10 months ago

Then my best piece of advice to you is to go play games. Seriously, go check out the list of games on MMORPG and play games with high ratings, low ratings, no ratings at all. Don't read up on the game besides what you can learn from it on the mmorpg website, just jump straight in and play. I would suggest you sink anywhere from 5-10hrs in a game, plus time for each feature they have that is unique for the genre(housing, marriage, breeding, etc)

But along the way.... keep your eye on how you feel during the sign-up procces, character creation, the first few minutes of the game, after you leave the starting level. Anything you're really enjoying, anything really really starting to annoy you? Write it down.

And after you've played through a dozen games, any features that make you go, "Ugggh, whyy?" each time you see it?(for me it's usually the tutorial). Any times you find yourself going, "oh my god this is awwwwwesome!"(mother fucking hoverboards in Wildstar). Anything you kinda like is there but just wish had a bit more to it? Write it down.

Most MMO designers I see have played one or two, or maybe even a dozen mmo's in their life-time before they get to work. Which is not a bad thing, but I think it is really, really important to get a nice view of what is possible. Sure you've got a few great ideas that are all your own(don't tell anyone, it might get stolen!), but what about other parts of the game that you have no real ideas for... just yet? If you plan to use a system similar to another game(which is totally fine), make sure you understand that system and the ways it can be implemented to be sure it is a right fit for your game.

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Say you want to have housing, it doesn't seem like it will be a big part of the game to you, so you don't spend much time on it. But lets look at it anyways. There are many, many types of ways you can have it. Lets take Runescape and Toontown as two examples.

Runescape's housing is very customizable, and can offer a player a lot of convience for skills as well as a fun place to hang out with unique ways to build those skills. You start out with a room or two, and can build items inside the house, or build new rooms/areas. Building takes resources found elsewhere to do, and is it skill in itself that limits what you can build at the start.

Toontown's housing is semi-customizable. You get a plot of land for you and your characters(max of 6). There are already 6 houses built. Each house can have a garden which can grow the consumable attacks for the game. Inside the house you can place furniture where ever you like. On property you can have a pet that can be trained to heal you in battle, There is also a fishing hole with fish unique to housing areas, and special health bonuses to heal.

Runescape's housing requires a lot more thought and effort on the behalf of the player, but also provides many bonuses causing a supply demand system with fewer players having what many want. This opens the gate for people spending time at other's housing(maybe being charged for it), but those people not nessisarily being friends, there only to skill-up.

However Toontown's focus is more on housing being a quick place to heal-up and rest from battle, but also becomes a place where people tend to hang out together even though there is very little anyone can do to advance the character there.

That is because Toontown seems to get players to focus on friendship, though you never feel forced to do it(people working together to kill a mob does not dimish XP earned, it simply speeds up the process). Where as Runscape is heavy on all it's many skills that need leveling up, and since housing is a good place to do that, it causes a setting where people are not leveling together, but seperately near each other where companionship may happen, but only on the deliberate effort of the players. However, housing is a great place for player formed guilds to start. Players working together to raise supplies to build a large house they can all share and use. Is one better or worse? Not really. It depends on your game's focus. But you wont know about either of these systems well just reading about it, you've got to get out and play it and see how it feels for the player.

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My next big piece of advice to you is do not let yourself stay designing in one spot for long. Spend some time hashing out that super cool cooking system, or the political system. Spend some time sketching out game screens. Look around the google images search to find the art style that fits. Get a level editor and make small versions of towns or starting areas to make sure your scale is correct, that the area doesn't feel too empty or full. Think up some lore for the game, why is the world the way it is? Create small flash games to test out different systems that you have in place(say political, or crafting) and have people test them to see if it's fun.

Basically, don't let yourself get bored. Designing an MMO is a lot of work, especially before you are in the phase of "lets build this baby!" You don't want to get burned out before you've even begun. Not only that, but you don't want to create this amazing cooking system that simply does not fit into your game anymore.

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My third and final piece of advice to you is, don't let other people get you down. Understand that everyone wants to make the next big MMORPGFPSTDSRTS(you get the idea). Now that's not a bad thing, but too many of those people come to sites like this asking for advice on their game, afraid to reveal too much for fear an idea might get stolen. Then get upset when they are told how impossible it is for them to create an mmo. Is it impossible? Nearly, but with effort you and a small team might do it. But if you've just begun hashing out your big ideas in the past month, it's not time to build that team yet.

And please, please share your ideas. No one is going to steal them. Lets say you had a cool crafting system. For someone to have to steal your idea in a way that would hurt your game, they would have to not just take the base idea, but plan out all the types of ingredients, assign them numbers, balance said numbers, figure out how it works in the rest of the game, program it, create art resources, etc, etc,etc. That takes time and effort, and I can assure you by the time they are to the end of that process, their finished product will look nothing like yours and play differently as well. Not only that, but the risk of the above happening is so low, and would do so little damage to you game. Whereas sharing your ideas can have them grow to levels you didn't think of, or can help you realize that maybe the idea doesn't work well in your game after all.

However If you are going to share ideas, be prepared for them to get shot to pieces. However, be aware that this is a very good thing. Hopefully you get into the habit of destroying your ideas yourself, The thing is, when it comes to gamers, they are very picky and very harsh about it. You want a system that encourages interaction, but you don't want a system that will allow players to grief each other. You also want a system that is a lot of fun, but not too complicated. Getting fresh eyes on your ideas can really help you see things at an angle you never thought of, and better it's seen now, then when it's been put into the final game and you realize a major flaw way too late to remove or change it much without redesigning much of the game.

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That's really all I can tell you right now, as a person who's been working on designing an mmo for maybe eight years now with not much to show for it beyond gigs of mini-prototypes, yards and yards of word documents, and tons of pictures, these are the things that have helped me. Game Design is my favorite hobby, I can't play a game without seeing all the little ways it's been put together and how it effects the players of different levels and play styles. At the begining I wanted to make a game right now, everyone help me. Now? I don't particularly care if the game gets made, the fun is in the design for me. Plotting out my version of the perfect mmo with little regard to scale and how much it would realisticly cost me to create. However if I ever do win the lottery, you can expect my game to be the next WoW Killer ;)

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

Here is my own advice:

1) don't be scared to share your ideas

ideas to ask for help. Nobody is out to steal them especially not blizzard, EA, etc.

2) there comes a point where you must move beyond making prototypes for your game. Stop planning and start creating. Eight years is too long and half your design will be obsolete as technology has moved on.

3) don't design and create an mmo as your first, second or even tenth game.

4) you don't need artists, musicians, modellers, story writers etc when you start out. Beeps and programmer art and dummy quests will do fine.

5) don't expect to make the next WoW. You wont...

Apart from that good luck, I hope to see an actual piece of playable software soon that I can play and offer feedback on, and not another eight years of GDD :)

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I have prototypes on features of the game, just not a single one with them all together in a 3d world. My computer unfortunately is not able to run the software I'd prefer to start prototyping in. But maybe in the next 5 years I'll get lucky :P

For not however, I fully enjoy the creative process so it's not a huge deal to me.

My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.

Status: Pre-Production, Game Design

Team Openings: None

For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.

If you ever need someone to bounce ideas off of, feel free to contact me.

--------------------------Hail New^Internet

Hi,

Normally i would ditch these kinda topics , people trying to create an MMO.

Most of the answers are from Braindigitalis.

Start small Very small and continue your process.These days MMO's aren't getting attracted to people like in the beginning.

It only gets hyped even if it's crappy.

Keep prototyping your project.

Wish you luck.

HyperV


Most of the answers are from Braindigitalis

Well someone has to give advice :)

I've created large scale roleplayers before (Web based) so unless someone who's from a big AAA studio with experience of creating really massive games wants to put their two cents worth in...

My sentiment remains the same, start developing and do so iteratively. Good luck!

Normally I'd reply to MMO topics too, since it is my favorite genre to design. But, often the topics are about a specific feature or subtype of MMO that I dislike, so I end up doing the "If you can't say anything constructive, don't say anything at all" thing. Same thing with single player RPG topics.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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"go play games."

And it also might be worth it to go to forums where the game is discussed by players to see what problems/issues they are complaining about.

--------------------------------------------[size="1"]Ratings are Opinion, not Fact

Most MMO designers I see have played one or two, or maybe even a dozen mmo's in their life-time before they get to work. Which is not a bad thing, but I think it is really, really important to get a nice view of what is possible. Sure you've got a few great ideas that are all your own(don't tell anyone, it might get stolen!), but what about other parts of the game that you have no real ideas for... just yet? If you plan to use a system similar to another game(which is totally fine), make sure you understand that system and the ways it can be implemented to be sure it is a right fit for your game.

That is certainly a valid view you got there... but one I do not 100% share.

Sure, you need to have played some games of a genre you trying to design and build yourself. No doubts about. If only to see how others failed and how NOT to do it.

And then there is the whole topic of player expectations that you might clash with if you design your game without taking into account how other did it before.

On the other hand, you might be SEVERLY limiting yourself if you only look at how others did it before without improving on their design choices, or better, come up with your own. See all the copy-pasta we get served since the nineties from the big AAA companies... is it safer to just copy successfull game X and skin it with you own story and characters because, hey, it has worked before, so it should work now? Yes of course... that is, if you are into kinda wonky risk assessment processes like the big companies run it (maybe game X was and always will be the last game to hit a big success with its mixture of design elements because people ARE COMPLETLY FED UP WITH IT FOR THE REST OF THEIR LIVES!)...

The ONLY reason such a conservative approach makes sense is because there is big bucks invested, and because the guys making the decisions have most of the time NO IDEA about playing... or even making games. Should they now go and play some games? Maybe... but most probably their strategy wouldn't change much, it would only lead to even more copy-pasta.

Small Indies on the other hand should try to avoid that pattern IMO... if there is one thing where Indies CAN have the edge without big budgets, its innovative Game Design. Playing lots of games makes sense here too, but mostly to evaluate what HASN'T BEEN DONE YET. Because that is exactly what you should do to stick out of the ocean of cheap Indie clones and copy-pasta games.

Then my personal pet peeve are the "arm chair designers"... they have played every game in existence, yet fail to build even a basic prototype, or gather the needed money to pay others to do it. I am not even going to talk about the ones who are just too lazy for doing ANY kind of work. Yet still they are trying to lecture everyone and show off their "skills", and claim their waste of valuable time spent playing yet another game is somehow teaching them to be better deisgners when they should be learning the real tools of their trades, math and probability theory, Excel and Word, writing and prototyping, and maybe learn fringe skills like how to use a game engine editor, drawing, 3D modelling, programming.

As hard as it is for a game geek like me to aknowledge this, gaming is NOTdoing any work per se. Playing games can give you valuable inputs to how others solved a problem... but this kind of "playing the game" has to be done "professionally". Which means a short session, with taking notes and concentrating on the question at hand... not somehow letting your session slip from work to procrastination without noticing.

I have seen enough hobbyists and want-to-be-designers following this pattern and trying to lecture others when all they really brought to the table was having played lots of games (with sometimes rather shallow analysis done on how the systems work in these games) and not being able to get REAL work done without slipping back into procrastinating.

This is not an accusation aimed at anyone in particular. It is just my thoughts on the matter and some observation I have seen from the hobbyists I have observed and worked with in the past.

And something that really bugged me about gamers in certain games.... "designer X has not a very good score in the game he claims to have designed himself, so he must be a crappy designer!"... yes, because playing the game and designing the game is the exact same skill.

"go play games."

And it also might be worth it to go to forums where the game is discussed by players to see what problems/issues they are complaining about.

As long as you keep in mind that while lots of complaints might be pointing at a problem, players complain for no good reason all the time, lots of complaining players don't even understand the game they play, or might just be extremly bad players accusing everyone else and the game to be the cause for their losses, and also the sad truth that a games forum will always only be inhabited by the vocal minority. Maybe 1-5% of the player base?

So a that vocal minority might feel strongly about something that is no concern for the other 99% of the player base, yet it looks like a big problem on the forum.

Really, customer feedback is valuable, but you have to VERY CAREFUL who you listen to.....

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