[MUD-Dev] MMORPG: where to start for making and running a game

Edward Glowacki glowack2 at msu.edu
Thu Oct 16 11:14:19 CEST 2003


On Tue, 2003-10-14 at 15:38, Richard Brown wrote:

> We know very little about MMORPG but believe it or not we decided
> to do one. I am the one supposed to "get it started".

Is this going to be some type of startup business venture, or a
hobby on the side?

> So, we are going to need: a story line or a persistent and
> evolving game universe; a game design that will get players
> addicted; lots of dazzling 3D stuff; reasonably reliable and not
> too buggy codes; scalable and OK-lagging platforms; and hundreds
> or thousands free testers; ... etc. There is just too much to
> happen.

> Now the question: what am I going to do with my rich friend's
> money in the next six month? What should I buy, who should I hire,
> what do I tell them to do, and the most important: what should we
> try to accomplish?

I think the first question you need an answer to is the last one you
asked, "What should we try to accomplish?"  What is it that you want
to do with this project, besides "make a MMORPG?"  Do you want to
build a game that can compete with EverQuest?  Do you want a game
that is based on heavy role-playing, or hack-n-slash, or politics,
or building, or something else?  Is it sci-fi, fantasy, cyberpunk,
furry, or some other genre?  Do you want to license existing content
(ala StarWars Galaxies), or build all your own original content?  Do
you want to break new ground in gaming or just maintain the status
quo?  If you don't know the answers to these questions yet, you
probably want to figure them out soon so you know what direction to
focus your resources.

In terms of existing code, you might take a look at WorldForge
(www.worldforge.org), which is an open/free MMORPG system currently
under development.

-ED

--
Edward Glowacki			glowack2 at msu.edu
A PBS mind in an MTV world.
	-- Author unknown
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