Original Post
So you want to make an MMO, huh? Well, why wouldn't you? The idea of thousands of people playing your game simultaneously, in a complex system of economics, crafting, combat, exploration, magic, etc...And what's more, you get to play God! You get to be the creator of an entire universe. You define the races, the geography, the history, the culture, the religions, the factions, the cities, the currencies, the available material goods, the professions, the combat rules, spell systems, object and item statistics, player abilities ...and the list goes on and on. But what most people don't realize is that while you do GET to define all of those things, you also HAVE TO define all of those things. And that's a lot of work even for just the design department. That's not counting engineering, art, sound, business, and production, which all have equally difficult and time-consuming tasks. This is often a case of "be careful what you wish for, you might just get it." There are thousands of developers out there from all disciplines who are in love with the idea of RUNNING an MMORPG, but in truth have no skills, motivation, or experience to actually BUILD an MMORPG. That's not to say it cannot be done. Indeed, MMORPG's are just RPG's...but...well, massive versions of them. Any team that has the correct combination of skill/talent, motivation/will, and experience can build an MMORPG. It is not uncommon when posting your Help Wanted Ads here on GameDev.net for the vast majority of people to read over your project outline and immediately dismiss it. Why shouldn't they? Chances are good they've got a better idea of how much work is involved than you do (or just as little as you, but think they know more), so at the same time they're reading your proposal they're picking out the details in your post which indicate your impending failure. The best way to counter this mindset is to come into your proposal prepared. Don't just answer the minimum questions required for a Help Wanted ad; be as specific and as thorough as you can. You need to let them know you've thought through your plan to build an MMO, and that you're prepared to push forward with it. Now, while the following information is a good list of things to think about and questions you need to answer when making your post, nothing speaks more clearly to people than past experience and success. So I encourage everyone, before posting an ad to create the "next best MMORPG", post an ad to create "the next best RPG". Nothing prevents you from scaling up from a single player RPG to a multiplayer RPG, and from a multiplayer RPG to a Massively Multiplayer RPG. And starting small shows you understand your limitations and care to test the waters a bit before diving head first into the deep end. Starting with a smaller RPG does a couple things for you...
- It gives your team experiencing working together. This is important as conflicts will arise, and it's good to figure out ahead of time how disputes will be resolved.
- It allows you to build up an IP (intellectual property). WoW, LoTRO, WAR, etc...can all place a large percentage of their success on their use of a well known license. If you release the damn best MMO the world has ever seen there's still a good chance no one will play it, because no one has ever heard of you or it. But, releasing an RPG or two before hand gives your world time to percolate in the psyche of your players.
- It allows you to build up a workflow. Running a project, whether in an office or over the internet requires communication and processes put in place to help make sure everything runs smoothly.
- It allows you to build up an existing code-base an asset collection. They don't call them massive for nothing. MMO's can have millions of lines of code and thousands of models, textures, etc... By releasing an RPG or two in preparation for your MMO it gives you a chance to build up some art assets while potentially generating some revenue. Consider this, you can always sell these RPG's you made while building up your MMO, helping you fund the "bigger picture", while still moving towards your ultimate goal.
- Graphics
- Audio
- User Input
- User Interface
- Physics/Animation
- Artificial Intelligence
- Game play Mechanics
- Database/File IO
- Networking
- 2D Concept Art
- 3D Environment Art/2D Textures
- 3D Character Art/2D Textures
- Animation
- Game play Mechanics/Game Balancing
- Writing
- World Building
- Music Composition
- Sound FX
- Project Management/Scheduling
- Milestone Acceptance/Submission Guidelines
- QA/Testing
- Legal Advice
- Tax/Financial Accounting
- Community Support/GM's
- Moderators