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  [] Newbie that looked for MMO's developers in London but got advice instead.  (Read 7821 times)
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Offline namrog84

JGO Ninja


Medals: 46
Projects: 4


Keep programming!


« Reply #30 - Posted 2011-06-23 18:55:47 »

Wurm online probably has come the closest, take a look at it. They have been working on that for a *very* long time.

I wouldn't be surprised if one of the reasons they are not very popular is because of this name . "Wurm" ? Man, what a terrible choice !


removed playful mocking in agreement of cas comment

"Experience is what you get when you did not get what you wanted"
Offline princec

JGO Kernel


Medals: 282
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #31 - Posted 2011-06-23 18:58:40 »

Hey, it's not that bad a name. They've made more money than we have so I'm not going to mock Smiley

Cas Smiley

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 12


Game Engineer


« Reply #32 - Posted 2011-06-23 22:12:54 »

In the San Francisco Bay Area, which is kinda sorta the gaming/engineer capital of the world, an entry-level junior game engineer could expect around $60,000 / yr, plus benefits and stock options. Ignoring those benefits, that boils down to (assuming a 40-hour work week and 4 weeks off a year) about $31.25 / hour. 50 pounds a month is, when generous, $100 a month. $100 / 160 hours (4 40 hour weeks) is 63 cents / hour. Minimum wage in San Francisco is $9.50 / hour.

I was working when I was 16 at $7 / hr, washing dishes for a restaurant. I knew how to program a graphing calculator in 5th grade or something like that, and at that age I might have been mildly interested in $100 / month (my allowance was $50 / month).

So. You're looking for kids who barely know how to program, or what?

Now some actual advice... don't bother offering such a tiny amount of money, and learn to program yourself. As a game engineer myself, this sentence of yours: "I have ideas, I can invest time on it, but I need someone else to do the development for me" both made me laugh out loud, tell the game engineer, sitting next to me (as a hilarious joke), and completely and totally turned me off to any thought of ever working on your project ever. Something that's frustrating for me as a professional game engineer is being the monkey who implements other peoples' ideas - ideas you often don't agree with or understand and sometimes from people you don't think are qualified to make game design decisions. But - I do it because I get paid and I learn important things from everyone else.

So, if you take the money out of the equation too... What incentive do people have?

Instead, learn how to code yourself, and then make it yourself. Smiley

See my work:
OTC Software
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline krasse
« Reply #33 - Posted 2011-06-24 00:00:45 »

Here is a nice "article" about MMOs:

http://www.gamedev.net/blog/355/entry-2250155-why-you-shouldnt-be-making-an-mmo/


Offline JL235

JGO Coder


Medals: 10



« Reply #34 - Posted 2011-06-24 12:27:12 »

There are groups who churn out MMOs in just a few months. Mostly small website style ones, far from a typical MMO, but they do it. It's the full triple-A MMO that expects 10s of millions of users which takes decades to build, and indie versions of those MMOs which take years.

So I think if you scaled back your plans enough, aren't planning to make the next WoW, and even added elements to make it easier to build (like force small teams like in PSO), then sure you can build an MMO. Won't be easy, will take you several years, but it's certainly not impossible.

But I'd be weary of offering money on such a small and new project. Offering such a tiny amount will not attract anyone decent, and probably not anyone truly interested in seeing the project succeed. Might not be bad people, but will be mostly interested in making £1,000 doing some cheap Java work; that's all. On such an early project that is not what you need.

To clarify here is what I would suggest: scale back your plans to something reasonable, get an alpha demo built, then look for others to help out, then build to completion.

I wouldn't worry so much about trying to find players whilst it's built; people just don't like playing incomplete/buggy games. So you can start doing looking for users when it's approaching completion.

Finally like others have said, having ideas means nothing. Even good ideas are worthless if they are badly implemented.

Offline Thesisus

Senior Newbie


Medals: 1



« Reply #35 - Posted 2011-11-09 18:51:01 »

My advice, learn to write code yourself.  You may not want to write the whole game but having a broader skillset yourself will only make the project easier to manage.  I don't care what PMI, CMMI or other PM gurus say. 

Reverse engineer, study, improve upon open source MMPG like http://illarion.org/

Reinventing the wheel isn't always bad - just know when you are and when you aren't.  And at this point is doesn't sound like you are breaking any new ground in the market so learn from others.
Offline ra4king

JGO Kernel


Medals: 322
Projects: 2
Exp: 4 years


I'm the King!


« Reply #36 - Posted 2011-11-09 22:49:39 »

You made an account just to revive this old thread? O_o Shocked

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