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Our MMORPG project

Our MMORPG project
Name:Jason Lee 
Date Posted:Apr 14, 2007
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Yes, an mmorpg! Yet another project to develop the next big hit in the genre. I was thinking today about what makes our project different then the now many titles either being produced or now released onto the gaming world? I also thought about many of the key elements to the design that would make this game really stand out. So heres some basics for anyone to grab hold of when creating an mmorpg, which i think are pretty key to it's success...

Making it real:

Players really need to feel *part* of the game, not unlike life as we know it, players need to feel they are really making a difference in the game as a whole. This is probably the most difficult aspect of game development to date. Most games feel very "out-there" with plot lines that don't make sense, ideas that are worn out and epic battles that fizzle. These, along with limited communications amongst players make many mmorpgs feel fake, stale and downright cumbersome. "Let's Farm" seems to be the growing theme of mmo's and as a designer, making the feel of these task seem less "task-full" is a major priority.

Building the team:

So many games don't have much heart. The designers are distant, the corporate world gives off bad vibes and dis-concern once the project is complete, which leads to an explosive start and limited longevity for the mmo. Many recently have been plagued with incomplete storylines, dead end questing and a very high level of other shortcomings. The key here is in the team, the artists, modelers, coders and overall team build MUST be fully vested in building the game they want to see played. Not to much unlike that great relationship in your life, your teams has to be there, they have to sing in unison the song of the game. That may sound cheesy but it's a sad fact that games that are missing that heart, no matter how technically great the may seem, they feel shallow without the team enthusiasm.

Project leads:

Key to a great gaming model is to have your project leads mesh well. they need to have a good feel of the game overall, it's goals it's strengths and weaknesses and really need to *let the game become*. Stringent deadlines and strict carved in stone ideas only foster a very linear project. Leads and flexibilty, tagged along with motivation can keep your project going in the best possible direction.

Notice that I'm not really talking about the engine or the technicals of game development, like db's or character progression. If you've ever fully enjoyed a text based rpg or many of those really simple games that don't really appeal totally to your senses, then you know all about the heart of the development team and what it means to unite in a group vision of that one game that people really enjoy!

Recent Blog Posts
List:07/05/07 - Team Construction - as tough as making the game...
05/23/07 - MMORPG - Server Architecture New Expectations for Indies
04/14/07 - Our MMORPG project

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Grant Kessler   (May 24, 2007 at 19:48 GMT)
curious if youve started your mmo project or if its still in the gathering?
always great to see how mmo's start and finish, to me anyways.

Jason Lee   (May 24, 2007 at 20:46 GMT)
Yes, we are gathering steam and getting a lot of the technicals out of the way. Lacking team members on the coding scripting end, but we a plodding along... How's your project going?

Grant Kessler   (May 24, 2007 at 22:02 GMT)
still on the design doc, so i guess the same thing as yall really. we've got some sketches, but its not really final, a site, but no graphics on it yet. xD we've really worked out alot of dents in the last 2 weeks, but still have a long way to go just on the game doc, and trying to get that done first. :)
good luck to ya as well. its a long hard task i promise.

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