One thing i have always wondered with MMO's is when is it best to launch it to public.
Given you need alot of stuff to do before they get to a point that there is nothing to do, how do you work out that there is enough content for people to play allowing you time to advance the game in some way so they never reach a point of having nothing to do ?
Equally with such small teams for MMO designing how do small projects still achieve to write so many quests, I'm aware the likes of WoW have a huge staff base but indie projects do not... so was curious how people manage it.
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#1thefollower
Posted 16 January 2012 - 02:23 PM
One thing i have always wondered with MMO's is when is it best to launch it to public.
Given you need alot of stuff to do before they get to a point that there is nothing to do, how do you work out that there is enough content for people to play allowing you time to advance the game in some way so they never reach a point of having nothing to do ?
Equally with such small teams for MMO designing how do small projects still achieve to write so many quests, I'm aware the likes of WoW have a huge staff base but indie projects do not... so was curious how people manage it.
Given you need alot of stuff to do before they get to a point that there is nothing to do, how do you work out that there is enough content for people to play allowing you time to advance the game in some way so they never reach a point of having nothing to do ?
Equally with such small teams for MMO designing how do small projects still achieve to write so many quests, I'm aware the likes of WoW have a huge staff base but indie projects do not... so was curious how people manage it.