Game Design - What you might expect if you want to design and make a MMORPG.

I don’t know much about other game designers, and I am sure this is nowhere near as complicated or time-consuming than more simple game designs or genres. However, I just wanted to tell everyone how long it has taken me so far to get where I am.

Where am I? As completed with the game design as I can be, before beginning production. 90% completed with a lot of the graphics. >0% completed with the Unity3D scripting, programming, and game production.

I have, however, read many threads on people who want to make MMORPG’s (perhaps the most complex game possible) and having been working on this for over a year, I have tried to do the following

Goal: Spend as little money as possible.
Result: I have spent over $3000 already, and still have to spend more. I expect a minimum of $5000 before I even begin the game’s first stage (a final, polished state of a prototype of a very small version of only a few features).

Goal: Focus on programming and creating the game itself.
Result: After over a year, >0% has been on this, while the first 12 months were focused on game design and asset research and the last 4 months were only creating the graphics, models, animations, and contracting the work out to other individuals.

Goal: Make this my full time job.
Result: For the most part, this has been my full time job. As a result of being forced to create or buy the majority of my own assets, I landed a contract job redoing a different MMORPG’s graphics. This was done to help FUND my own game. The result was landing a PERMANENT job in the MMORPG company (part time) to continue to help fund my own MMORPG.

Goal: Finish production within 6-8 years.
Result: Very very fast production. The actual project started in November, although I dabbled and began learning Game Graphics 2 months prior. I actually figured the graphics would take me, by myself, 1 year to complete. Instead, it only took about 5 months (this includes learning and my estimated remaining time working on them). I expect to get a working a small demo of the combat system (only) with nearly 0 features by the end of March (2011). I hope and see a realistic goal of 2 years minimum development, 4 years maximum. Actual length of the MMORPG project entirely depends on player popularity. If the game is not fun or successful in ANY way (>100 players) the project will end as a small multiplayer arcade game.

Goal: Learn to Program with 1 years worth of experience.
Result: Learned to 3D Model, texture, animate, shader, and lighting Game Graphics with 4-5 months of experience.

New Goal: Do all the Graphics myself.
Result: Too difficult for me. Have to hire others to help, and pay more out of the game’s budget.

And last but not least…

I have been designing the same game, with the same handful of features— for over a year now, nearly 18 hours a day. I eat, drink, sleep, and even POOP game design on this sole project. I have went over so many hours of so many features, I re-create the same ones I invented 1 month ago, because I lost the note and was overwhelmed.
I have scores of full notebooks written and drawn on, and for my Birthday my wife bought me 10 more notebooks-- most of which I have used (and that was in October).

This is over 4000 hours spent on designing one game, and only a handful of features. Although these features are complex. Over 500 of these hours have been spent in discussion, debate, and research with other programmers, artists, and players. I have done multiple versions of surveys for the same feature (Playable Races) because of the ever-changing paradigm of game design and what the players want.

This may be my own fault for having such a robust game, taking on challenges others would ignore, or most of all: being involved with the community, without sacrificing my game design. Asking and following what Players want-- without changing my goals or game design core. This is a challenge in itself to “Stick to your guns” but if the ideas are good, players will naturally like them, and they will only require ADJUSTING not completely changing, although some features may need to die, as long as they don’t severely impact the rest of the game design.

I just thought I’d tell others what they might expect if they want to seriously make a MMORPG. At least from my world, having to learn everything from the start, having only (over a) decade of MMO gaming experience (which often encompassed 18 hours a day gametime for several years), gaming my entire life in ALL genres, creating PnP games even as a teenager and an adult, and being extremely dedicated (and nearly obsessed) with game design itself, in all genres (I love all genres, not a single one do I dislike, and I could tell you genres you probably dont know about).

It takes a lot to make a MMORPG, and this is coming from a person that hasn’t even begun what is the most difficult task of all: balancing the game design (players, characters, combat systems, etc.) and core engine design (Unity3D scripting C# programming, as well as Server architecture and Intensive Networking)

If you’re not willing to commit to several years, thousands of dollars, and a minimum of 4000 hours of your life thinking of every possible outcome, failure, and flaw of each of your features— it may not be the genre for you. That is, if you want to cover all your bases anyway :wink:
It would be much more simple making a very basic MMORPG with @ symbol graphics, supporting only a handful of players in a turn based environment! :stuck_out_tongue:

Also, you need to be confident in your core game design to compensate for any feature to be cut. Because honestly… the game will look nothing like it originally was before you started. And then it will transform back into what you originally had planned. Without anything actually changing. (Basically, you don’t know what will happen). Features will be cut, Features will be added, and it is a headache to keep the core design (what the game is all about) stable while doing either of the above.

Zzzzz…

Seriously did you read the article suggested by ivkoni in the “Tips on job interview for game design??” thread then write this up? Reading your posts is how I imagine a self love guru would talk on stage preaching to the masses.

If you’ve spent the time you say you have on your game and really feel you can provide what you suggested in the quote then I challenge you to produce a concept/pitch document. Use one of your 18 hour days and get something solid out of the sketch books and into a form you could use. You have your design and a lot of graphics so this shouldn’t be hard at all.

You could do this and show an example of how much effort it takes to present something professional others would take the time to read, get excited about, want to learn more and possibly even fund. I normally wouldn’t even comment but emergence you post a lot on these forums and its like your posting from a pedestal, show you at least have something worth reading.

-_-

The point is to show ppl who just want to begin making MMORPG’s that it takes years to develop, thousands of hours in game design, and thousands of dollars just to get a prototype going.
I could care less what people think of me. Yet there are constant complaints as to the high demand of people wanting their first game to be an MMORPG.

This shows that it IS possible, but that it takes much longer than people may think, and there are changes along the way.
Obviously, I did not do this to gloat, as the majority of my goals did not turn out to be anything that I thought.

Why do you assume I haven’t already done this? It is quite obvious I have more things concrete than just lots and lots of notebooks. Mentioning the notebooks speaks of the depth required in game design, not what I actually “have”.
Also, I will be attempting to create tutorials along the way for people, as well as perhaps later a book using a lot of what I’ve wrote on forums as well as my notes.

You also fail to understand the difference between having thoughts 18 hours a day, and…ANYTHING else for 18 hours. I never said I do nothing but sit at a table and think “Hmm…why?” like a philosopher for 18 hours each day. Only a moron would make such an assumption. I just write and think while waiting at the doctors, going to the bathroom, driving, performing errands, etc.

Also, you fail to understand I am already doing all of what you have already suggested. That is what the website is for, and why we have a web designer creating it for us.

I could care less if people think I am a fraud or worthy of a pedestal (that is just stupid… but whatever…)
I actually work for a MMORPG game company, and actually have A LOT to show for the work on my own MMORPG.
^^ Why I’d need to prove that to anyone is beyond me.

Take the advice or leave it, but this is obviously not for you, but for all those who think “I want to make a MMORPG in 3 days that beats WoW!”

Troll elsewhere please. Asking someone to take 18 hours of their life to prove they are telling the truth is just ridiculous. Maybe if I was incredibly insecure to the point I felt I had to prove everything to everyone, I would. rolls eyes I am a professional, and not only do I pass at being asked to provide evidence to you (as opposed to spending that week on MAKING the actual game…) but we already have someone doing that.

Part of the company plan is to make a very good website with short, simple explanations of the complex mechanics, and to be heavily involved with the community in a lot of innovative ways. I don’t have to write up a novel to explain to others why they should play my game, when they can simple go to the website and get involved in the community, and of course the #1 action: wait for it to finish.

I originally wasn’t even going to make a website, until a month before the game was ready to ship. If people thought it was vaporware, I really didn’t care. When you actually have something real, you don’t have to prove it to anyone, because it’ll come out on its own. But… a lot of fans were demanding a website, so they could consolidate the community to be solely about the game itself as opposed to being on various forums. I literally HAD to make the website, lol.
Also, I have had a lot of people volunteer their services, which I had to unfortunately decline. It amazed me how many people wanted to help out. That’s another reason I wanted to make the website heavy on community tools.

Thanks for the bump though :wink:

Perhaps when you work for a MMORPG company or have experience in the industry, you can “talk from a pedestal” so to speak, by giving others helpful advice and wisdom.

Otherwise, please save the lecturing for people who actually make games. :stuck_out_tongue:

Re-reading my original post I can see how you might take it, it is a bit snarly. Point still stands though, are you able to provide anything at all regarding your game currently under way?
Fail… guess you couldn’t provide anything =(

If you have so much I don’t see what the big deal is about showing a small piece of it.
Since your in the teaching mood could you provide your website url or links to any of the other forums where your game is being discussed? Concept art or any online documents even? What company do you work for and what is your role/position?
I’ll take the bait and show interest, I doubt you’ll provide anything substantial, I’m guessing NDA excuse.
Since your the one who makes games and have them released what are they called? I’d like to have something to play.
This is my last post, I wish you luck and truly hope you end up making a killer title.

Yes, in the form of graphics (animated yes…but polished animations no.)

Since you were respectful and apologized for the snarling, I will give you a few examples of my in-game graphics.

I don’t have Concept Art, as I skipped straight into making the graphics in-game (which work also as the concept art) because of the way I handled all of the graphical assets and how they are all 2D images rendered from 3D models (the game is 2D).

The website is still being designed (www.EmergenceMMO.com) and I have not yet pointed my DNS nameservers over to my web designer’s hosting. So this link will do nothing for you until the website is up.

If you wait patiently, it should be up before the end of February with a good amount of game information, game graphics, explanation of new (and old) features), etc.

The MMORPG company I currently work for is called Black Feathers Production, and I am doing all of the graphics for their first game (to be released at the end of February) called New Horizons. It’s still in Alpha though. It’ll be the company’s first released game, with more to follow.

Ugh…which reminds me I need to get back to work. I am not avoiding replying, but stating that instead of taking a few hours out of my life to post this here to prove myself, we can instead wait a few weeks to see both the company’s game fully released, as well as my own game’s website going up for the first time!

I don’t find it unrealistic to be asked to prove myself, and to reply “Sure, just wait a few weeks and it’ll prove itself.”

I fully understand your post and why you are replying, now that the snarling stopped :wink: lol
I actually was doing this as a favor to those who were complaining that too many people were spamming the forums “Want to make a MMORPG in 3 days! Help!” to give them a good idea at what it might take. I really could care less if people think I am a lunatic, vaporware, or the real deal. From what I’ve noticed, people most likely believe the lunatic one, but (surprisingly) very few believe my game is vaporware. Most likely because I wanted to finish the graphics first, so I actually have something to show for it.

This is an old website I have neglected, but it was the website I used to set up myself (portfolio) as a 2D graphics artist, which led me to land the job with BFP. The sprites on this list are actual in-game graphics for my game, as before landing the part time job, I was going to sell off my game’s assets before creating it, so I can get some funding.

http://2dsprites.webs.com/fantasypack.htm

I wanted to post more but I really need to get off these forums, so I can check mmorpg.com’s forums, so I can get back to work for BFP, so I can get back to work on my game…lol…
Thank you,
Ronny

I don’t have a NDA, as my involvement with the community needs to be heavy. I don’t believe in a NDA anyways. Ridiculously exclusive, entirely unenforceable, and just plain stupid.

Yea…maybe if my concepts were dull and copies of other games, maybe I’d need a NDA to protect the ideas (not really…)

I am fully confident that not only does no one else want to try what I am attempting, but even if they did, they would fail at it or change core features which would collapse the main concept.

Emergence, i am sick at graphics if you want some free help dude, no problem here

All I need right now is a Treant 3D model, which someone on here is helping me with.

Otherwise, I’d ask you to help with what I need. I just don’t really need anything graphics wise.

Well… I probably will need some more outfits for all of my characters, but at the same time that has been my lowest priority. I still have to work out other things first.

It’s quite a big workload (40 playable races–) which I have 39 completed (that Treant sucks! LoL…and it’s actually more than that, but I have all of those as well) Weapons for all of them (I have that pretty much covered, so no problem there either). Armor is a bit more than I anticipated though! I have a lot of armor, but given that each set of 10 character races have a theme and culture, and not all races look good in all armor-- it’s a bit more of a pain. I am pretty good at creating Icons as well! As I wanted each of the 40 Races to have its own Icon. As for environments, I have that covered (for now) as I have more of that than I do characters/items.

Right now I just need to get the game working and polished. The graphics are good to go.