Quote:Original post by joe1024How many surprises like the one that you just mentioned are there waiting in the dark ?
Do you think that if I put here the feature-list of complete gameplay, I would receive a feedback regarding all features and their associated side effects ?
There is only one thing waiting to be discovered:
- You cannot account for everything. Design a system that was made from scratch to fail.
You need to prepare to:
- remove duped items from the database
- ban accounts, trace exploiters
- log every single action that happens in the world for 1 week period (could be 10,000 actions per second)
- refund money to players that got scammed
- get back money from players that scammed you by claiming they were scammed
- handle upset players (for either valid or invalid reason)
- handle negative press once flaws are turned against you
- discover any problems early enough (when they appear on forums, they have already been used and discarded by people who found them)
- handle your own team exploiting the game systems for themselves or friends (it happens. A lot. In every single game).
And so on...
These are the only lessons that everyone needs to learn. This is also the reason why $1 billion per year games like WoW support only 100 players per zone, 3000 per cluster. They aren't incompetent. But once you factor in entire support and administrative back-end, that super-tweaked MMO engine becomes a bulky, log and confirm everything database system.
Guild Wars is a nice example of designing a game around those issues. World is designed to compensate for local exploits and problems through severe instancing, economy is made on everything-equal principle, so even a huge money/item exploit doesn't ruin the economy, pvp is completely monitored and logged, and so on...
Despite that, they still suffer occasional problems with either game systems or logic that need to be addressed immediately. GW is considered one of the most hack-proof games (bots are still rampant, but at least they aren't running economy into ground).
This is why MMOs become hard. Once you launch, you're not done. You've just began. And unless you don't account for all the problems from the start, you'll never catch up. And that's only when something bad doesn't happen (D2 is hacker's paradise, most MMOs suffered at least one money dupe exploit, Vanguard did in first two weeks after launch, SWG's was well documented, WoW has had plenty of issues, but they were handled through in-world intervention or bans via live GMs on the spot, AO allowed incredible leveling and money exploits for a month or even more, ....).
Obviously, this takes more resources that any company can invest. As such, many of the aspects are based on prayer and luck. It's simply not financially viable to develop a fully reliable system. Then again, even many banking systems don't have them.