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> For example have they digested all of the technical material available on MMO:s available publicly? If they have and have fair software engineering savvy that
by koonsolo 6y ago
> For example have they digested all of the technical material available on MMO:s available publicly? If they have and have fair software engineering savvy that puts them already way ahead.
I can see you have no experience in game development. Let me explain: with 2 people and a budget of 200K you can make a tiny indie game. With a team of 15 experienced game developers you can make a single player RPG. MMO's are built by huge companies, with lots of experience under their belt.
Newbies that want to build an MMO is a running joke in game dev communities. It basically says you are so stupid that you don't even realize how stupid you are.
- rlonn 6y agoI agree with previous commenter: it's impossible to make an MMO on a shoestring budget. Until someone does it. Saying something is impossible because you've seen many failures indicates a lack of imagination, not wisdom.
- koonsolo 6y agoOk, here are some examples: - Levitation through meditation. - An 8 year old kid watching karate kid and then beating an MMA fighter. - Finding underground water with a stick The MMO falls into this realm. Unless of course they invented an AI that can develop an MMO. But there is no indication of this last part.
- meheleventyone 6y agoIt’s entirely possible, there are a bunch of small team MMO games. There’s even a few one man efforts. For example familiars.io. But the important thing is their scopes are hugely reduced from the promises made by this project.
- koonsolo 6y agoExactly. As a small team, the main thing is to decide the things that you will drop. I remember Powerhoof Games (a 2 person team) had to downgrade their pixelated graphics on Crawl, so they could have really awesome animations. Think about that: deciding to have some awesome animations in there, and therefore also deciding your pixelated graphics will be very flat and basic.
- fsloth 6y agoI would say that as a small team the main thing is to decide when and how to scale (if you know what you are doing). If you need to stay bootstrapped then that is fine but it does not need to be the template for all small teams. I hope this does not turn out into a duel of irrelevant anecdata :) To counter your specific point Studio MDHR started with a team of two and eventually produced a game with outstanding graphics and animations. Scale and outsource. (https://en.wikipedia.org/wiki/Cuphead https://en.wikipedia.org/wiki/Cuphead)
- koonsolo 6y agoSure, but they dropped anything related to gameplay innovation. The gameplay is a tried-and-true platformer, which is not that hard to implement (might be hard to get right though). So in the end they did make compromises too. I would love to see them make an MMO ;p
- chevill 6y ago>with 2 people and a budget of 200K you can make a tiny indie game. As an example I remember reading an article explaining how something like angry birds probably cost approximately this much money to develop, but everyone was treating it like it was a tiny indie project that was made in a garage over a few weekends.