Original Post
Lately, people have been telling me making an MMO is harder then a console game...why is that?
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Original post by Swattkidd
I guess you can say creating an MO isnt "really" hard for someone has networking experience, they can probably create an Multiplayer Online thing where little character people can walk around, and maybe pick up some coins or something. But all you are making is an Multiplayer online thing. You then have to think of and be able to add the Game part in there, add quests, things for the players to do and so much more to keep it interesting. Which that takes a lot, lot of work. Then the Massive part which is the nail in the coffin basically lol..
Quote:They're hard pretty much by definition.
Original post by ViperG
Massively Multi-Player Online Role Playing Game.
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Original post by JWalsh
In general, I encourage people to start implementing their dream Multiplayer RPG.
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Original post by drakostar
I'd submit that for the vast majority of people interested in making an MMOG, server infrastructure isn't really the issue. If you can create the equivalent of Guild Wars but only support four players and 5% of the content, you've already gone pretty damn far. Making a high-quality game is hard, period.
Quote:Precisely.
Original post by Antheus
Yes, making only 2 instead of 20 armor sets is easier. But the cost of each armor set is not linear. First 4 have only a few percent lower cost than all of next 50.
Quote:But...that kind of content creation pipeline is necessary for most any game. Perhaps MMOG implies a certain level of quality; few think about a 2D MMORPG, whereas you can still make money on excellent 2D single-player RPGs.
Infrastructure is what makes it hard. You cannot hack as you go along. The Massive is what implies huge amount of infrastructure before a single thing happens. Millions of dollars, and you have nothing to show.
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Original post by drakostar Quote:
Original post by JWalsh
In general, I encourage people to start implementing their dream Multiplayer RPG.
That's an interesting little grey area. How does one categorize, say, Guild Wars? Hellgate: London? Diablo 2?
I'd submit that for the vast majority of people interested in making an MMOG, server infrastructure isn't really the issue. If you can create the equivalent of Guild Wars but only support four players and 5% of the content, you've already gone pretty damn far. Making a high-quality game is hard, period.
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Try connecting a few thousand (2,000-5,000) computers up and keep all that data synchronized and lag-free (or close to it)
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I used to play GW a lot and I can say it's not in any way massive. The cities are small and far between. The explorable areas are instanced. The level cap is only 20.
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