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Realistic MMO

Started by March 31, 2015 06:21 PM
13 comments, last by Brain 9 years, 9 months ago

Hello, So here is my idea, what it is is a realistic mmo now i know this has been done before in games like second life but is haveing cat people realistic?

My idea is to base it off darkrp and hl2:rp(gmod gamemodes) for the menu HUD wise and also to add a lot of jobs, i plan to make this a standalone game with one centeral server hosting it and maby a fallout main area style map generator where it only loads where you are.

anyway my point of this post is to ask, do you think this idea will take off or only a few people will like it

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1. Hello, So here is my idea, what it is is a realistic mmo now i know this has been done before in games like second life but is haveing cat people realistic?
2. anyway my point of this post is to ask, do you think this idea will take off or only a few people will like it


1. Are you sure you want to make a "realistic" game, if you want it to have "cat people"? Is that really a Writing question? (Doesn't sound like a Writing question to me.)
2. You're asking if your game "will" be popular? Firstly, nobody can tell you that (the best answer is "it depends"). Secondly: this, also, is not a Writing question. I'm moving this to the Lounge.

-- Tom Sloper -- sloperama.com

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This is the worst attempt at troll-bait I've ever seen.


But, in case it isn't:

MMOs are stupid expensive. Unless you have several million dollars and a proven track record, you will have a hard time convincing anybody to help you build your game.

Are cat people realistic? No, because they don't exist in real life.

Other than that, you don't have anything really here of substance to turn into any kind of game.


The end.
Next thread!

This is the worst attempt at troll-bait I've ever seen.


But, in case it isn't:

MMOs are stupid expensive. Unless you have several million dollars and a proven track record, you will have a hard time convincing anybody to help you build your game.

Are cat people realistic? No, because they don't exist in real life.

Other than that, you don't have anything really here of substance to turn into any kind of game.


The end.
Next thread!

Bait taken. The troll has been summoned.

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i know this has been done before

Yes it has. And the nice thing about people doing things before is that you get to learn from their actions.

The biggest learning is that it takes money. Lots of money.

The product you want to base it on cost $40M to develop, and it was a follow up to an earlier $30M investment.

And that $70M was mostly for the engine, not the servers and online world parts. For that, you might find this useful.

Here's some facts about game development that may pertain to your questions:

1. Most people don't know if their games are going to be successful when they launch it. People just build it, release it, and market it. That's the reason why there are a lot of copycats in game industry, as previously successful games encourage people to build similar games.

2. Building MMO is expensive, both in terms of time, money, and energy. Think about the effort to make a Pacman, multiply that effort by 10000, and that's probably an under estimate.

Having said that, if you still want to build your own, by all means do it. Nobody here can tell you if it's going to be successful, and be aware that it's going to cost you.

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thank you for your help, sorry its my first time in game dev.

Take an M off the MMO, scale back the spec and try again, and you might, just might succeed.

Your problem will be continual new content and assets which are needed to keep players interest.

Good luck with that!

Second Life isn't a MMO as it is a Game: Really, it's just what ever you make in it.

As for if the MMO will be popular? I wouldn't say that Realism is always a good idea. It's just bad game design in the end. Think about your end user's experience, what makes a game fun, and also the long term.

There are a few reasons I can give that can predict how long a game like this will last. (not very long)

1. Always assume that a third of your game's population on MMOs will be jerks. This means that in a realistic game, murder, theft, and all sorts of vices will be easily do able by players without any real recourse. Should a player be playing the game longer than everyone else, you run into the situation where the game is dominated by trolls, and players whom are Uber Powerful. See WoW, and ALL online sandbox games. After your first few hours, the game is already frustratingly annoying without some guy running down the street with a shotgun popping you in the face while you are at work.

2. What makes the game fun? If there is realism in the game, then what separates it from real life? What is actually keeping you glued to it? Without anything that defies normal logic, the game won't really be entertaining after the first ten hours.

3. Realism is just a hype. "DUDE! This game is like super realistic!"

4. Pay monthly fees for a game that emulates your life? Or get paid hourly to play life?

Oh and lets not forget the costs just to make something like that.

But hey, if you really want to shoot for something like that, look into OpenSim. It can get you started.

You get injured during battle - you die of infection 7 days later.

You take an arrow to the stomach - you die several months later in severe pain !

You fight for several hours and end up too tired to lift your sword in defence.

You were bit by an insect - you are now dieing of an unknown disease !

All of the meat you harvested yesterday has gone bad from lack of proper preservation !

The 'magic' potion a vendor sold you, turns out to be poisonous !

After hours of killing rabbits and wolves, you are disappointed that they do not have swords or armor hidden in their bodies.

I cannot remember the books I've read any more than the meals I have eaten; even so, they have made me.

~ Ralph Waldo Emerson

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