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MMORPG - Needing talent

Started by Siqko Apr 22, 2010 at 1:55 PM 142 replies 34.1k views
Original Post
Siqko
Siqko
Team name: Ole or Comatosis Studios (Undecided) Project name: Unnamed Project Description: *Edited May 13* 1st and 3rd person; territorial based online action-packed role playing game. On December, 21, 2012 the planets of the universe aligned and the Gods rose. All Gods that were known to man, even of myth, waged war on each other; destroying thousands of planets along the way. God, creator of Man and Earth… gathered his people and lived in the Heavens where he was born. War between the Gods lasted for centuries and Earth became a Warzone. After the war, the Gods left Earth and raised children. Their children, Gods themselves traveled back to Earth and claimed it as their home. They renamed Earth to Quanearthrium. The new Gods had feuds between one another and were destroying the new Earth so badly that God created another species of Human to put on Quanearthrium, these humans were not anything like Humans of Earth. They were different; some of them could tap into certain parts of their brains that were of myth to the Humans of Earth. God confined the Gods of Quanearthrium powers to the prayers of men. The more influence over Man the Gods had, the stronger the Gods power became. The Gods would select men with the most skill and infuse them with their own powers. These men were known as Demigods. You play as a human who has just been created by God and it is your own free will that will decide your fate. Live amongst one another and prosper, Quanearthrium is a very dangerous world and you will have to be on edge at all times. ** Quanearthrium is just a placeholder name. This name and story may change in later development. --- Races and factions: Gods - Administration. Developers and Game Masters. Human - Everyone who starts. Demigod - Humans can be chosen by the God that they serve to become a Demigod. * Unlimited collection of pre-existing lore that we can model the game around, and constantly change to our own ideas without worrying about copyrights. * Very diverse and unique combat system, allowing people to switch to different game play stances. Such as climbing. (Rest is confidential) * Open world environment, no instances. Navigation maps are only created by the players, directions are by compass. Only your house and your group will be shown using compass arrows. * God controlled realistic weather and water systems. * God and player controlled monsters and animals that can fight each other based on a Good vs Evil system. * Flying, taming and mounting systems, where players actually wrestle their mounts or pets tame. (Goes along with the combat system) * Editor system where players can build housing, cities, villages. They can also use it to create weapons, armors, clothing and items. Anything custom built will be checked by a review team. Players can form groups with other players and choose to start their own cities, they will choose a King to operate their city. People can then add into the town fund and the King can then build premades with NPCS such as sanctuaries, banks filled with tellers, armories, and libraries. Choose their councils, city officials, guards, merchants and civilians. They can then choose where things can be built and who can build it. * Evolving religion, political, economy, skill and eco-systems that allow players to have the choice on what they want to do, they're not "forced" to do things. * Unique death system where players actually die, not literally, but "death" comes up to them and they have choices such as keeping certain skills, items, and religions. If you choose to have a God you’ll spawn near people of that faction, but not in a town. If you choose not to you will spawn randomly, but nowhere near other players. -- There is a lot of information that I have not explained, I have a good list of these concepts and system ideas that I will present to you when you contact me at siqko1@hotmail.com. Target aim: When you purchase our game you'll get a custom microphone, flex-keyboard and mouse for $25 then a online subscription fee of $5 a month and a donation system. Only one account and character per person, any additional characters will be an extra $5 per month. There will be different categories of donations within the system, such as, donations for the server and developers for anyone wealthy that really wants to help progress our games backbone, nothing is bought it's a true donation. Anyone from rich to poor will be able to play. Target audience is anyone age 18 or older. Technology: I'm looking into obtaining a license for the Cry Engine 3, Unreal 3 or Unity 3D game engines. 3DS Max, ZBrush or related programs. Other technologies used will be presented later. Talent needed: Knowledgeable people who may be: (High priority) Programmers - Fluent in C++ and Lua language systems and physics based coding. - Familiar with MMO network structures coding between server and client. - Familiar in complex combat controllers of physic based characters. - Familiar in creating working environments, and weather systems. - Familiar with implementing 3D art and animations into a open game world. (High priority) 3D art and animation - 3D artist who are familiar with character rigging and with what animators and programmers require from you, and that can visualize and create without the NEED of concept art (concept art soon to come). - 3D animators familiar with rigging characters, objects, environments and skills with realistic animations. (Low priority) Sound and Lighting - Skilled 3D sound artist who know how to rig characters and objects with realistic sounds and are familiar with what programmers require from them. - Skilled light artist who know how to keep the realistic flow of light and shadows and a familiar with what the programmers require from them. -- The people listed above are just examples of what I'm looking for. If you're interested and have skills not listed here that you think would be a great asset towards the development process please contact me. Additional Info: I am very passionate about creating this game. This game will be fun for developers to make because it involves you directly. Player interaction with the people who create the game is a must, and I plan on creating one of the first games to do this correctly without creating a biased, unfair environment. The game is all about the players, made by and for the players. We'll start off small and work on our combat system. If we're able to prototype the combat system we'll move on to creating a multiplayer game based on our combat system. We'll release this game on our website and start trying to gain extra revenue. Once we've got a decently steady income we'll move onto creating our MMO in a multi-tier server environment. Compensation: Contractual agreement. No pay until post-release or we get some through our donation system. Work will be recorded and tracked throughout the development process, any profits made post-release will be spread through-out based on work. People who do achieve greater things will get more of a percentage, it's not based on time. Royalties will be given to the people who are present on the team post-release. Credits will be given to enlisted team members and volunteer submitted work. All new team members will be required to read and sign the contract before submitting any work. Volunteers will also be required to sign a contract to give the rights of their IP to the game. Any lists or assignments presented to you are completely confidential, breach of this part of the contract COULD result in you losing royalties. Website: Our own domain for the game and studio will be purchased after we form a team and start progress on development. .:: test websites ::. http://www.carolinasportsmen.com/ole/ Contacts: You can contact me at my primary email and MSN: siqko1@hotmail.com Previous Work by Team: As a new "online" development studio we have not created any games. Feedback: I'm always looking for feedback, criticism, anything you want to express. My game is all about the players, even in development. Team structure: Lava N. - 19 year old high-school drop out with a general education diploma. HTML, PHP and CSS novice with a vast knowledge of Adobe products and basic web development. Knows a little about MySQL and Excel spreadsheets and databases. He will be the visionary for the game and will help assist anyone who may run into problems. He will run the databases, servers, website and marketing campaigns and buying the required items for the game. He will be going to school within a few months to start on a CS bachelors degree. [Edited by - Siqko on May 13, 2010 2:39:17 PM]
colossal
colossal
what exactly are you contributing?
Software Engineer | Credited Titles: League of Legends, Hearthstone
demonkoryu
demonkoryu
Quote:
I plan on doing that even if it takes me 10 or 20 years

That's probably an accurate estimation, that is, if you get the whole of Blizzard's staff + the cream of the crop of physics programmers to work for you on this project for free.
GWDev
GWDev
Hi,

first, this sounds like a fun game and you have some good ideas. I wish you all the luck and success with this project you can get.

And now the big BUT... this sound a bit like you try to play in a league with Blizzard. Don't aim too high.
Siqko
Siqko
Yes, I am trying to play in the same league as Blizzard.

I understand that I'll need all of those kinds of talented people in my team, that's why I'm here, I am trying to find some good physics programmers, artist and the whole shabam so we can compete indie vs corp.


How many MMORPG's do you play that you actually enjoy that's on the PC? I can name very few, the way I imagine this game is you'll have fun all day doing something, constant player interaction, the development team would have a place in the game world and keep constant feedback about the game, it's a confidence booster as-well as a way to keep the developers focused.

I'm looking for anyone who wants to help, it's not about money it's about making a game that's done right.

If you're interested, please don't hesitate, any help is appreciated.

As for the question about what I would contribute, I've mentioned in my original post. I have no experience in game development, I know a bit about Web development and I can purchase a domain. I'll act more as a project manager. I'll also make sure that everyone is covered under some kind of IP act... anything you need so no one feels cheated.

Send me an email.
TheWanaB
TheWanaB
Quote:
Original post by Siqko
Yes, I am trying to play in the same league as Blizzard.


I probably shouldn't even be doing this - it probably won't stop you continuing and there'll be another identical thread that'll appear but regardless, you seem to understand the very basics and have some pretty decent ideas so I might as well try. You cannot feasibly compete with the biggest company in gaming. I can't stress that enough - do you need proof?

Wikipedia boasts the following regarding World of Warcrafts development: "Development of the game took roughly 4–5 years, and included extensive testing." Now your game might not attempt to meet the same standards of graphics as WoW, or even the same world size - but bear in mind that was simply the very first version of the game, before all the massive amounts of patches and continued support needed to keep a player community coming back.

So that was, with a full team of professionals working day-in-day out, 4 years of continued work. On the internet you'll have a tiny percentage of that number, few who'll have that level of experience, and next-to-none that'll work for as many hours as professionals do each day. So if you attempt to compete with Blizzard or any other corporation you're looking at around a decade of work.

This decade will almost certainly consist of people leaving your team - it often happens, they'll say the don't have time, or even worse - just stop communicating. Regardless, unless you get a very small team (and for a project like this that's impossible) people will leave - so you'll spend a great deal of time attempting to find adequate replacements.

Quote:
I understand that I'll need all of those kinds of talented people in my team, that's why I'm here, I am trying to find some good physics programmers, artist and the whole shabam so we can compete indie vs corp.


Do you know how much money it costs to create a mainstream commercial video-game? Millions. You'll never get the same results for free; and no matter how good your graphics or gameplay are your game is indie - you'll get little marketing support and therefore your game will only have niche appeal.

Besides, I suggest you make a list of all the positions you'll need filling and the skills you require - if it's not a long list you're lying to yourself - these kind of sites often bring out some great indie games - but the MMO (the hardest game type to create n terms of testing and coding) almost never gets completed.

Quote:
How many MMORPG's do you play that you actually enjoy that's on the PC? I can name very few, the way I imagine this game is you'll have fun all day doing something, constant player interaction, the development team would have a place in the game world and keep constant feedback about the game, it's a confidence booster as-well as a way to keep the developers focused.


I see this all the time "my game is much more enjoyable that those made by professionals" - we'll see. It's easy imagining how a game plays in your head - whether the actual implementation stands up to your ideal is what you should be focused on when making a game; because it'll never turn out exactly how you originally imagined it. You also seem to be looking to far ahead - right now you'd need to focus on creating that engine you discussed - that in itself is a long, difficult task; and since you later admit to not knowing anything about such a thing you'll never actually know what your programmers are creating.

Quote:
As for the question about what I would contribute, I've mentioned in my original post. I have no experience in game development, I know a bit about Web development and I can purchase a domain. I'll act more as a project manager. I'll also make sure that everyone is covered under some kind of IP act... anything you need so no one feels cheated.


To be honest I would feel cheated knowing that someone is classifying themselves as a "project manager" without knowing anything about game development. How can you manage a game team without knowing what is required?

Ultimately it's an impossible idea. That's not to say your ideas aren't good - unlike most they do sound pretty entertaining, but there's just no way they'll ever be created by an indie team over the internet. I suggest you get yourself some game development experience - even if it's just a flash game - learn how to and write a game design document (for an MMO like this that alone should take some time) and then consider how difficult and infeasible this concept ultimately is.



geolycosa
geolycosa
Scope, my friend.

As mentioned above, the game you have described is not feasible, even given the amount of time you are willing to commit to it. What's more, even if you were somehow able to implement all of those systems in a single online game, it would not be fun. Here's why:


Nobody wants to do menial things

Games should be entirely about indulging the player, and the player is an egomaniac. Good game design takes this into consideration. Nobody will want to be a farmer or a miner when they could be a knight or a king. You say in the same (very long) paragraph that there will be no grinding in your game, but that farmers will need to plant seeds in the ground and wait for things to grow before they can make food. How fun would World of Warcraft be if you had to feed your character every day? Not to mention growing and cooking what they're going to eat. MMOs walk a fine line between work and play. Regardless of which one your players are doing, at least make them think it's epic.


Get off my land!

When a player invests time and money into building something in a virtual world, he doesn't like to have it messed up. Nobody would play Farmville if other players could screw up the farm you have so carefully cultivated.

Competition in virtual worlds is extremely fun, but it must be on the player's terms, not on the game's. The hardcore high-level MMO player might relish squashing noobs in PvP all the time, but this is only one of several types of players you'll likely play host to in your game. Google "Bartle's Types" for more about this.


Player created content is awful. Always.

As a rule of thumb, only a very small fraction of your user base will have any desire to create assets for your game, and of that small fraction an even smaller amount of people will have any artistic skill whatsoever. Take Second Life for example - it has to be one of the worst looking games I've ever seen.

When designing a multiplayer game, I have a simple formula. If x is the aggregate behavior of your user base, c is 4Chan, and the function f(x) computes how fun your game is at any given x, then:

lim(x -> c) f(x) = ?

In other words, as your user base's aggregate behavior approaches 4Chan (which it will, given the chance), does your game play and content hold up? If Second Life doesn't sell you on this idea, take a look at Spore. It took less than a day for the Spore universe to be festooned with penis-shaped aliens.


Complexity isn't always a good thing

Game designers love cool systems. I especially love cool systems, and it's a constant challenge for me to wrangle my tendency toward complexity. We have a saying around the office here that Sid coined: don't let the computer have more fun that the player. If the player has trouble perceiving and predicting what your systems are doing, they are too complex. A great example of this is Dwarf Fortress. This game was critically acclaimed, but ultimately a niche product because of its staggering complexity.

Complexity for complexity's sake is also not good. Nobody will stop and watch your game's grass and trees grow (See Peter Molyneux). Programming and art resources could be much better spent making the game more fun.

The best complexity is emergent complexity - when several smaller, easy to understand systems work together to create new behavior. Civilization is a great example of this.


To reiterate, you will never make a WoW killer

Many have tried to make a game that competes with World of Warcraft, and none have succeeded. Their failures didn't result from poor quality products, either. People have invested so much time and money in that game that they are unwilling to give up all they have worked and paid for to play something else, even if it's better. The only way to create an MMO that will engage these players is to create one that can co-exist with the games they are already playing.

Also, as I'm sure you will be told by others, Blizzard has a veritable army of content developers, designers, and engineers dedicated to WoW. It is extremely improbable that you would be able to amass the resources and talent to create a game like WoW as an indie, and considering your game is orders of magnitude more complex than WoW (or any other MMO currently out there), it is equally unlikely that you would be able to create it even if you were a professional developer.


Anyway, best of luck.

[Edited by - geolycosa on April 23, 2010 9:06:55 PM]
Will Miller | Game Designer | Big Huge Games
jtagge75
jtagge75
Quote:
Original post by Siqko
Yes, I am trying to play in the same league as Blizzard.

I understand that I'll need all of those kinds of talented people in my team, that's why I'm here, I am trying to find some good physics programmers, artist and the whole shabam so we can compete indie vs corp.


How many MMORPG's do you play that you actually enjoy that's on the PC? I can name very few, the way I imagine this game is you'll have fun all day doing something, constant player interaction, the development team would have a place in the game world and keep constant feedback about the game, it's a confidence booster as-well as a way to keep the developers focused.

I'm looking for anyone who wants to help, it's not about money it's about making a game that's done right.

If you're interested, please don't hesitate, any help is appreciated.

As for the question about what I would contribute, I've mentioned in my original post. I have no experience in game development, I know a bit about Web development and I can purchase a domain. I'll act more as a project manager. I'll also make sure that everyone is covered under some kind of IP act... anything you need so no one feels cheated.

Send me an email.


So you are expecting to be the idea guy behind a game that you want a bunch of people to work for free on thats going to go up against a game that has taken years and hundreds of millions of dollars to make? Hundreds of millions includes the $10-20 million a month Blizzard spends on server costs. Your expecting to compete with that on a couple of junk P4 computers? Dreaming big is one thing but you need a reality check. You don't make a WoW caliber game for free over the internet. It has never happened and it will never happen. Though of course I'm sure somebody will come along and post if you try hard enough anything can happen.

I like some of your ideas but in the scope of a MMO they are near impossible. As a single player RPG there could be a lot of possibilities.
Hardcharger
Hardcharger
Quote:
and I plan on doing that even if it takes me 10 or 20 years.


I must ask: how do you plan to adapt to changes in the market over 1-2 decades? What people like now may not be status quo in the future.
Siqko
Siqko
Alright, listen. I know I come off a little strong.

I understand that games take years to create, and I'm willing to be the front runner of the development process... being there through thick and thin. This is my idea, I've loss sleep over it. I will do this.

I'm going to school next year to start obtaining a bachelors in CS. So even though I don't know much know I'll always be open to learning.

I'm not trying to create the next World of Warcraft by no means. I don't like WoW as a whole, but I do like a few of its systems.

User created content is good to some extent. People love SL because of that feature, and the voice. SL's character controllers, environments, editors and tools and things of that nature are too bugged or complicated and don't present realism.

My game is to some extent grindy, all games are grindy. My grinds would not feel like grinds compared to most MMORPG games. My game would have it's own classification. It would be a mix between a action, adventurer, role playing, and RTS all in a open world environment online.

Our game is basically a mixture of a lot of different features current games have to offer. The systems are there, I just need people to want to work to create similar systems, then compiling them into a game.

If you believe this game is impossible, then I don't want you on the team. Simple enough.

The pay isn't anything, but, I know many people are fed up with the MMORPG genre and this is a chance to change it and the best time to do it. When you going to get that job as a professional game designer? Take some time and work on this.

I'm just getting a few of my ideas out there. The game in my mind is complete, and everything I have to say could take days, I don't want to keep you guys reading if you're not wanting to help. If you're interested I have a list of all my ideas that I'll present to you based on what you're good at.
Valeraine
Valeraine


What is people's incentive to work on "your" project? Why should they spend countless hours programming, composing, modeling, etc. for you, when they could be doing that for their own projects?

In my opinion, you have two choices right now:
1. Hire developers under a contract and pay them to make the game for you (quite a large chunk of change for the project you have in mind)

2. Learn a skill that can aid in the development in your game, be it programming, modeling, or what have you. After you have spent time learning and have several smaller games under your belt, begin creating a demo of your game that others can play.

It doesn't have to be mind blowing or anything. Make a little "chat room" where a player can log in, create a character, move around a small map, and talk to other players. From there, you can gradually build up until the game is how you want it.

By creating a demo that prospective team members can play, it shows that you are truly dedicated, are fully willing to take on the project, and have skills that you can apply to the development of your game.


No matter which option you choose, you should definitely close this thread until you have every scrap of information floating around in your head typed up (or written :P) into a Game Design Document. The document should be so fleshed out and detailed that any question a team member could have about the game is inside there. From the sound of your project, you're looking at anywhere from a few hundred to a few thousand pages.



Your project sounds very interesting. I wish you the best of luck and I look forward to one day playing it :D
Nypyren
Nypyren
I highly recommend learning about limitations of computers first.
Siqko
Siqko
I understand the basic limitations...

Like I've said countless times, everything I want in this game has been thought of and I've seen implemented within other games. They haven't been implemented into just one, and this is the game that does it. The way I picture it is having multiple servers running different processes, the client comes in and streams certain things using their own bandwidth and computer processes. Having multiple servers run one game world would reduce clutter and other useless things that make a one-server-ed game world lag. I may be wrong, but, I believe coding it this way is a smart concept.

---*Explanation*--- (Long, but important(read if interested)

The terrain and character controller scripts are going to be the hardest part of this whole process and it's the thing I want to work on first. Possibly some kind of particle system with physics for the sand, and dirt. Once we had sand that could be blown completely away and stay in place for hours without regenerating... we would work on rocks, rocks having it's own molecular properties, breaking when collided with etc... We move to the character controllers, there is alot on this subject (in my list). Back to environment... Trees have the same life-like physics, so when you cut it down with a axe it's actually going to be cut down. From that state it turns into something that can be completely broke apart and then picked up into separate objects and placed in ones inventory. Making the woodcutting aspect. Once we get this down, making sure we don't fall through the terrain, etc, we place all of the environment and corresponding information into a server and database, and linking them to a client. Then review the code and separate all base, network, character etc systems into another server. Then linking them to a client, creating 2 servers for one game world. Once we made it to this phase and had a working game that we could walk around in, axe trees, break rocks and able to "shovel" terrain all in a 3rd person perspective online, we would have met a huge milestone and I would consider paying people a small amount of money. If you've read this much you should be interested enough to join the cause, once you join I will explain to you more thoroughly.

----*End of explanation*----

I know enough about computers I can just about learn anything I want. If you need me for something I will try my hardest to learn it, or help you with it. I'm one of those ideal men who knows a lot about current generation games and what makes a person play it. I'm going to be dedicated to this until someone other then ourselves create it.

jpetrie
jpetrie
Quote:

I understand the basic limitations...

The problem is that your understanding of the basic limitations is woefully inadequate. Many of the ideas you are theorizing about having in your game are just nonfeasible, from a technical, logistical or resource-based standpoint (depending). For example, the computational and storage requirements for a system that models the physics of sand and dirt particles in even apparently-realistic fashion, and persists that simulation indefinitely, and distributes that state update delta to relevant clients at a tolerable rate are... well, they are rather enormous.

What you have seen other games do is either fake or constrained by systematic limitations you aren't seeing because you're nontechnical.

What your project needs if it is to have a hope of existing, regardless of how passionate you are about it, is to acquire the services of a competent technical lead who can work with you to dial back your design expectations into the realm of reality. I would suggest looking for this person above all others.
Tragos
Tragos
Love some of your ideas, but you've got quite a bit to learn still. Yet don't well all? Here is a good book I think you should checkout. Learn some good 2d coding before you try your hand at anything 3d. Just my 2cents. Goodluck!

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Valeraine
Valeraine
Quote:
Original post by Siqko
...The way I picture it is having multiple servers running different processes, the client comes in and streams certain things using their own bandwidth and computer processes. Having multiple servers run one game world would reduce clutter and other useless things that make a one-server-ed game world lag. I may be wrong, but, I believe coding it this way is a smart concept.

---*Explanation*--- (Long, but important(read if interested)

...Once we get this down, making sure we don't fall through the terrain, etc, we place all of the environment and corresponding information into a server and database, and linking them to a client. Then review the code and separate all base, network, character etc systems into another server. Then linking them to a client, creating 2 servers for one game world...

----*End of explanation*----


Your thought of splitting the server into multiple parts have reminded me of a lecture I saw a long time ago. In it, the creators of Planeshift talk a bit about their history and go over the internal design of several of their systems, namely their server structure and scripts.

I don't know if you've ever heard of planeshift or not, but it's an open source MMO that has been in development for soon to be 10 years. It's one of a select few indie MMO's that have been successful. Hopefully from watching the lecture, you can get a bit more insight for your own project.

http://www.planeshift.it - Planeshift official website
- The lecture
Siqko
Siqko
Thank you the information Valeraine.

You have convinced me into reconsidering my stand on this project.


My parents always taught me that by doing it yourself is the only way its going to get done and since no one is motivated enough to help me create this, I will learn it myself to show how much is really needed for a game of this caliber. Most people are focused on the past and not on development tools of the present and future.

I watched PlaneShift go from nothing to something very quickly but they were running codes from out of date technologies, and that's one of the main reason they're failing at the moment.

I know it's going to take me years of time but I'm willing, the impossible is not impossible. Least I got the idea out there and was able to vent a little.

I thank everyone for the comments, questions, and feedback. I'm still looking though so if you think you can help, don't hesitate to email or MSN me.
demonkoryu
demonkoryu
Quote:
Original post by Siqko
My parents always taught me that by doing it yourself is the only way its going to get done and since no one is motivated enough to help me create this, I will learn it myself to show how much is really needed for a game of this caliber.


That's the spirit! Good luck.
Konidias
Konidias
I'm just curious why he hasn't addressed people who have said he should start off smaller and build up... Is this something you're against doing Siqko?

The logical process would be to gain some experience as a project leader and make a few smaller games, and then graduate to a small online game, and then a bigger one, and then finally your dream game.

Making smaller games could also lead to potential profits which you could then invest in your dream game.

The problem I see is that you're unwilling to gain this experience before venturing into this project. Building some smaller games is definitely not going to be a waste of your time. In fact, it's a huge benefit to the future of your game.

If you're willing to commit 10+ years to this one game, you should easily be able to commit 6 months to 1 year making a smaller game. In the grand scheme of your development, that 1 year is like a blip on the radar compared to the 10+ year monster you're willing to undertake in. That 1 year small game will give you a LOT of experience managing a game and learning what it takes to create even simple stuff. It will benefit you greatly to do this.

Maybe after you finish the smaller game you'll realize just how much work and effort goes in to making games. Right now you keep saying you have the "basics" of how to make a game and what it requires... but I can tell you right now that you have no idea what you're getting yourself into. Believe me (and others) when we give you advice, because we are trying to help you save years of development time.

I'm not going to discourage you and say it can't be done, because that's a negative way of thinking and the people who think like this end up never being successful. I just wish that you would take this advice into consideration. Good luck, you're definitely going to need it. =)
terra0nova
terra0nova
What I would suggest, if you are dead set about making this game idea, is to make it in the most simple form you can, in a very short amount of time, and then see how well it actually plays before you invest all those years into finalizing and perfecting the game. For example, a text based MUD (multi-user database) can have most of the concepts you mentioned, without requiring art, music, 3D rendering, and all kinds of elements that add a lot of time to game development. Pick up a PHP book, make the game text based, see how it plays, and then go from there.

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