Re Price Toad:
How did you get pass the ethics about games to decide that you want to write games for a living?
History Based MMORPG
Um... what? The ethics about games? I don't know what you mean.
Besides, I didn't "decide" that exactly. But it's probably my number one choice right now. Maybe you should ask tsloper, since he actually does write games for a living.
Besides, I didn't "decide" that exactly. But it's probably my number one choice right now. Maybe you should ask tsloper, since he actually does write games for a living.
Damn, I think this is the first time in my life I see someone who had an idea for a MMORPG and actually does a design doc AND has a good idea. Congrats.
Just one note, don't make the mistake of joining the Spanish and the Portuguese nation as simply "Spanish". I've heard of a quite recent game (I think it was RoN) who as done that.
I'm hate when I see people saying that Portugal is a province of Spain. OK, it's a small country surrounded by Spain, but it still a country. :P
Good luck with your project, I hope someone is interested in that.
Quote:Original post by Prince Toad
Nations include the following: American, Arabian, Aztec, Carthaginian, Chinese, Cherokee, Egyptian, English, French, German, Greek, Incan, Indian, Iroquois, Japanese, Khmer, Malinese, Mayan, Mongol, Ottoman, Persian, Roman, Russian, Sioux, Spanish. Each has three unique attributes and two unique units. (Yes, it was difficult to come up with that many attributes and units.
Just one note, don't make the mistake of joining the Spanish and the Portuguese nation as simply "Spanish". I've heard of a quite recent game (I think it was RoN) who as done that.
I'm hate when I see people saying that Portugal is a province of Spain. OK, it's a small country surrounded by Spain, but it still a country. :P
Good luck with your project, I hope someone is interested in that.
^Thanks. I hope someone's interested in it too. (Though my hopes for that have sort of been wiped out, heh.)
Wouldn't surprise me if the RoN world map has the Iberian peninsula as a single province, but I don't remember off the top of my head. However, I just don't have Portugal in my game, although they did make a significant mark on history during the Age of Exploration. I do have a list of possible alternate nations, and they made it on to that one. Thing is, I don't want Europe to be too crowded, but I figure that France, England, Spain, Rome, Germany, and Greece are kind of necessary. Portugal would probably get screwed over on the real-world style map-- with Carthage around, they wouldn't even be able to go into North Africa.
Wouldn't surprise me if the RoN world map has the Iberian peninsula as a single province, but I don't remember off the top of my head. However, I just don't have Portugal in my game, although they did make a significant mark on history during the Age of Exploration. I do have a list of possible alternate nations, and they made it on to that one. Thing is, I don't want Europe to be too crowded, but I figure that France, England, Spain, Rome, Germany, and Greece are kind of necessary. Portugal would probably get screwed over on the real-world style map-- with Carthage around, they wouldn't even be able to go into North Africa.
I meant what you think about the time and energy involved in playing MMO games, what role you see your MMO game in the culture.
How do you weigh your effort in making the game against the effort getting yourself (and others) involved in history, legislature, and journalism?
I mean you are in high school and you want to write games. I want to know how that logic came about. There are other things going on that need to get done.
How do you go about deciding that making games is the contribution you want to make? How do you know that you can't do more than making games? How do you make games so that they are the best contributions you can make?
How do you weigh your effort in making the game against the effort getting yourself (and others) involved in history, legislature, and journalism?
I mean you are in high school and you want to write games. I want to know how that logic came about. There are other things going on that need to get done.
How do you go about deciding that making games is the contribution you want to make? How do you know that you can't do more than making games? How do you make games so that they are the best contributions you can make?
Well, um. I'm not sure games like World of Warcraft are necessarily good for people. Not to condemn anyone, but sitting around inside all day isn't the healthiest or most productive thing to do. But I have difficulty seeing how people would play this particular game for eight hours straight. That said, I think there would be enough to do for people to play a few hours a day, if not all at once. I can only guess, but it seems like something people could enjoy without getting addicted to.
Games have taught me a lot of history. Actually, one of the better ways of getting people interested in things like that is through gaming. History benefits in particular, but maybe some future lawyer became interested after picking up Phoenix Wright. Who knows.
To be honest, if I were picking careers based on ethics, I'd probably go into ecology or something. But I'm just not interested in doing that for a living. The reason I want to write games isn't that it's going to save the world. I mean, there are probably some benefits to gaming (it's a sector of the economy, for one), but I want to write games because I love doing it. Again, though, it's not set in stone. Maybe I'll succumb to shame and become an ecologist. But aren't we supposed to do what we love and are good at? Am I supposed to feel bad for wanting to do so? (Well, I do, a little, but not enough to change my mind.)
"Can't do more than make games?" Heh. Right. First, I could probably do more than one thing with my life. Second, couldn't you be doing more with your life than posting on a game development forum? Unless you're an ecologist or doctor or aid worker or something, you probably shouldn't be talking. (And if you are, all respect to you.) Otherwise, I don't need chastisement.
Games have taught me a lot of history. Actually, one of the better ways of getting people interested in things like that is through gaming. History benefits in particular, but maybe some future lawyer became interested after picking up Phoenix Wright. Who knows.
To be honest, if I were picking careers based on ethics, I'd probably go into ecology or something. But I'm just not interested in doing that for a living. The reason I want to write games isn't that it's going to save the world. I mean, there are probably some benefits to gaming (it's a sector of the economy, for one), but I want to write games because I love doing it. Again, though, it's not set in stone. Maybe I'll succumb to shame and become an ecologist. But aren't we supposed to do what we love and are good at? Am I supposed to feel bad for wanting to do so? (Well, I do, a little, but not enough to change my mind.)
"Can't do more than make games?" Heh. Right. First, I could probably do more than one thing with my life. Second, couldn't you be doing more with your life than posting on a game development forum? Unless you're an ecologist or doctor or aid worker or something, you probably shouldn't be talking. (And if you are, all respect to you.) Otherwise, I don't need chastisement.
What can games do:
1) foster the understanding of diversity by connecting people together
2) de-institutionalize the education system.
When you see this and understand this,
you wouldn't feel anything bad about writing games.
[Edited by - Wai on January 1, 2008 10:58:32 PM]
1) foster the understanding of diversity by connecting people together
2) de-institutionalize the education system.
When you see this and understand this,
you wouldn't feel anything bad about writing games.
[Edited by - Wai on January 1, 2008 10:58:32 PM]
Quote:Original post by Prince Toad
what's the best use for the document? I figured it'd look good on a resume
No. You can't put that in a resume.
When you're in school and the teacher tells you to read Don Quixote, you don't put that in a resume. But now you've read Don Quixote.
Same thing here. You've written a GDD. That's great. So you can't say in your resume "hey I wrote a GDD," but hey. You wrote a GDD. (You can mention it in your cover letter, though. But by the time it comes to that, you will probably have done a lot more.)
So. Put that document aside and start thinking about what the next one will be.
Well, others have already pretty much explained all the obstacles you must overcome to get such a project fully realized (and/or supported by a company capable of realizing it). And even with those obstacles behind you, there's a lot of gamble and risk involved, especially in the MMO genre.
However, if you wish to take your project a step further, yet keep it a hobby project, you might want to consider turning it into a browser-based game. You lose a flashiness of a full blown MMO dynamics, likely a ton of features as well, but you can actually make a functional game all by yourself. Your theme remains, the MMO aspect remains, you'll need to adjust the mechanics, but overall all the fundamentals of the game are still there.
Web-oriented languages like PHP are relatively easy to learn and overall development and maintenance is 95% simpler - though you'll still have to tackle those 5%.
However, this is just an easy-going solution for a hobby game designer, so don't expect it to help you much in pursuing a professional career. In fact, if you are pursuing a professional career - don't waste your time by taking this direction in the first place.
However, if you wish to take your project a step further, yet keep it a hobby project, you might want to consider turning it into a browser-based game. You lose a flashiness of a full blown MMO dynamics, likely a ton of features as well, but you can actually make a functional game all by yourself. Your theme remains, the MMO aspect remains, you'll need to adjust the mechanics, but overall all the fundamentals of the game are still there.
Web-oriented languages like PHP are relatively easy to learn and overall development and maintenance is 95% simpler - though you'll still have to tackle those 5%.
However, this is just an easy-going solution for a hobby game designer, so don't expect it to help you much in pursuing a professional career. In fact, if you are pursuing a professional career - don't waste your time by taking this direction in the first place.
Actually my game is a browser game, from what I hear you can do pretty well with them if you watch your costs. They don't require that much assets either, just gameplay and a deep understanding of who plays them and why.
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