We're also trying to get into the arena shooter market. I still think the best way is to get a prototype with volunteers first, and get that funded. Unless you are someone with way to much money..
anyway, i hope it works out for you...not that i am particulary excited to see another up and coming arena shooter.
But yea...with a team working for free..its not easy, you cant be acting like a triple A art director because people will just melt away if you have them redo the same model 100 times over again to reach that triple A quality.
If your serious about putting money on the table, perhaps finding an accountant to help you figure out the exact development costs...thats what we are doing right now.
Another thing that might be worth mentioning is that crytek often recruits future employees through its (modding) community, they are pretty well-known for this. I am pretty sure other major companies like epic do the same.
edit: sorry i just saw the poster above me mentioned this already! But anyway, besides applying directly for a job this is also a valid method.
people get demotivated after a while. Its easy at the start...but when the real grind begins...
Isn't this the case with all game development though? MMOs are larger in scale, but not in scope.
It's perfectly possible to build an MMO around very few concentrated features too.
Yea it is the case wtih all game development, but it is 10 times worse with a huge project like an MMO. But like you said, if you keep your MMO very simple and dont expect to make skyrim online or something, yea sure, perhaps it is possible. Its just that from experience, the kind of people that start an MMO in the first place are the kind of people that do it because an MMO equals unlimited possibilities, but that can be dangerous if you dont keep your concept realistic and achievable within a timeframe that is not half a decade. I mean, everything is possible in this world....as long as you tackle every goal in small achievable tasks.. but i would not recommend people trying to make the next WoW killer and instead go with something unique that can be achieved within a decent timeframe by a small team. Also...odds that private investors will invest in yet another MMO project are kinda small unless you have something really unique and exciting...simply the costs to just run a game like that are huge (servers etc)....so to get that return on invest is alot harder. I mean... i wouldnt recommend it to beginning game devs, like said before...there will always be the 0.01% that succeeds...but your odds at releasing a mobile game for example are alot higher, and as a beginning game dev your first priority should be to build up a portfolio and gain experience...so im not sure if an mmo is the perfect candidate for that. Anyway, im speaking here about beginning game devs...if you are an experienced game dev with already shipped games on your portfolio and connections in the business world...then just forget about everything i said because it is a entire different story.