October 2003
- Scripting Languages and Magic gbtmud
- Scripting Languages and Magic Edward Glowacki
- Scripting Languages and Magic Freeman, Jeff
- Scripting Languages and Magic Patrick Dughi
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Patrick Dughi
- Scripting Languages and Magic Smith, David {Lynchburg}
- Scripting Languages and Magic Jonathon Duerig
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Richard A. Bartle
- Scripting Languages and Magic eric
- Scripting Languages and Magic Matthew Estes
- Scripting Languages and Magic Ben Chambers
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Nathan F. Yospe
- Scripting Languages and Magic Smith, David {Lynchburg}
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Edward Glowacki
- Scripting Languages and Magic Freeman, Jeff
- Scripting Languages and Magic Crosbie Fitch
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Crosbie Fitch
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Nathan F. Yospe
- Scripting Languages and Magic Marian Griffith
- Scripting Languages and Magic McDonald, Stephen
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Mats Lidstrom
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Eric Merritt
- Scripting Languages and Magic gbtmud
- Scripting Languages and Magic gbtmud
- Scripting Languages and Magic Jo Dillon
- Scripting Languages and Magic Kwon J. Ekstrom
- Scripting Languages and Magic Steven Metke
- Scripting Languages and Magic Alex Chacha
- Scripting Languages and Magic Jason Murdick
- Scripting Languages and Magic J C Lawrence
- Scripting Languages and Magic Nicolai Hansen
- Scripting Languages and Magic Sheela Caur'Lir
- Scripting Languages and Magic Adam Burr
- Budget (was size) Michael Sellers
- Graphics engine choice (size) Derek Licciardi
- Graphics engine choice (size) Paolo Piselli
- Graphics engine choice (size) Sheela Caur'Lir
- R: size Ghilardi Filippo
- [TECH] TCP fundamental throughput limits? ceo
- [TECH] TCP fundamental throughput limits? Jeremy Noetzelman
- [TECH] TCP fundamental throughput limits? Sheela Caur'Lir
- [TECH] TCP fundamental throughput limits? Miroslav Silovic
- [TECH] TCP fundamental throughput limits? Jeremy Noetzelman
- [list] Scripting Languages and Magic Scion Altera
- [list] Scripting Languages and Magic Talanithus HTML
- SSH Encryption on data stream Craig H Fry
- SSH Encryption on data stream squid
- SSH Encryption on data stream Mike Shaver
- SSH Encryption on data stream Brian Hook
- SSH Encryption on data stream Amanda Walker
- SSH Encryption on data stream Christopher Allen
- SSH Encryption on data stream Christopher Allen
- SSH Encryption on data stream Mike Shaver
- SSH Encryption on data stream ceo
- SSH Encryption on data stream F. Randall Farmer
- SSH Encryption on data stream J C Lawrence
- SSH Encryption on data stream Amanda Walker
- SSH Encryption on data stream Felix A. Croes
- MUD-Dev Digest, Vol 4, Issue 30 Lee Sheldon
- MUD-Dev Digest, Vol 4, Issue 30 Matt Mihaly
- MUD-Dev Digest, Vol 4, Issue 30 Dave Rickey
- MUD-Dev Digest, Vol 4, Issue 30 Lee Sheldon
- MUD-Dev Digest, Vol 4, Issue 30 Matt Mihaly
- Web vs. Java client Mark 'Kamikaze' Hughes
- Web vs. Java client Torgny Bjers
- Web vs. Java client ceo
- Web vs. Java client Mark 'Kamikaze' Hughes
- Web vs. Java client Elia Morling
- Web vs. Java client Christopher Allen
- Web vs. Java client Baar - Lord of the Seven Suns
- Web vs. Java client Christopher Allen
- Web vs. Java client Kwon J. Ekstrom
- Web vs. Java client Christopher Kohnert
- Web vs. Java client Christopher Allen
- Web vs. Java client ceo@grexengine.com
- Web vs. Java client Baar - Lord of the Seven Suns
- Web vs. Java client Mark 'Kamikaze' Hughes
- Web vs. Java client Matt Mihaly
- Web vs. Java client Christopher Allen
- Web vs. Java client Jeff Fuller
- Web vs. Java client(?) Joshua Judson Rosen
- Web vs. Java client(?) Eric Merritt
- Web vs. Java client Eric Merritt
- Web vs. Java client Mike Shaver
- Web vs. Java client Jeff Fuller
- Web vs. Java client Mike Shaver
- Web vs. Java client Mark 'Kamikaze' Hughes
- Web vs. Java client Matt Mihaly
- Web vs. Java client Mark 'Kamikaze' Hughes
- Web vs. Java client Ben Greear
- Web vs. Java client Jeff Fuller
- Web vs. Java client Ben Greear
- Web vs. Java client Kevin Reid
- Web vs. Java client Joshua Judson Rosen
- Web vs. Java client Jeff Fuller
- Web vs. Java client Adam Burr
- Web vs. Java client Daniel.Harman@barclayscapital.com
- Web vs. Java client Kwon J. Ekstrom
- Web vs. Java client Matt Mihaly
- Web vs. Java client Matt Mihaly
- MudDev FAQ - part 2 Marian Griffith
- MMORPG: where to start for making and running a game Richard Brown
- MMORPG: where to start for making and running a game Eric Lee {GAMES}
- MMORPG: where to start for making and running a game Michael Sellers
- MMORPG: where to start for making and running a gam e Peter Tyson
- MMORPG: where to start for making and running a gam e ceo
Peter Tyson wrote:
> From: Richard Brown [mailto:richardlbj@yahoo.com]
>> 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".
> Without sounding facetious the fact that none of you know anything
> about making an MMORPG means that your chances of success are very
> very small, especially if you plan on making a big main-stream
> MMORPG.
As a gross generalization, fair enough.
However, if e.g. Sun tried to do an MMOG now, from scratch, they
wouldn't have too much difficulty. The necessary skills to cover the
majority of the development exist in abundance, although not within
the games industry. They'd need to hire in a few Jessica Mulligan's
:) (http://www.kanga.nu/archives/MUD-Dev-L/2003Q1/msg00779.php) - or
any of the experienced people on this list - and probably have to
throw a lot of money at it, but that's not to say it would be
particularly hard for a team accustomed to large, complex dev
projects with major unforseeable problems.
[Sun because they have money, enterprise systems expertise,
programme managers, and marketing expertise. I can think of a good
few reasons why they'd be terrible at it too :) but it's a good
enough example of someone who could fulfil]
> Yup, you need everything. Hire 20+ people for two years and you
> might have most of that. Maybe.
Or hire 5 now, and grow organically. Look back in the archives, and
there has been discussion of whether big teams are a necessity or an
ego-trip (to compare extremes). I believe that *if you know what
you're doing* you can start very small, grow very big, mostly
organically. I submitted a proposal for next year's GDC on this, but
they don't seem to want it (or else they've forgotten all my contact
details :)).
>> 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 you should tell him to keep investing it or consider using
> it as an angel finance fund for other developers. Alternately, set
> up a small developer and publish a couple of normal mainstream
> games for a while. You'd need a lot less people and you'd be
> taking on a lot less risk.
Sure, MMOG dev is very risky - but so's general games dev. AFAICS
the risk/return ratio for a non-specialist angel is much better for
an MMOG than for a "standard" game. More than 60% of games produced
each year fail to break even (a statistic frequently quoted,
although I've never found an original source for it yet :( ). IIRC
there are currently close to 4000 games published each year (source:
ELSPA industry surveys, IIRC) and given how few anyone's ever heard
of - even within the industry - the 60% figure sounds less
startling.
More than 90% of startups are wound-up/insolvent/bankrupt within the
first 3 years. Comparitively, MMOG development isn't that bad a bet
(and the market and revenue model details are a heck of a lot better
than those of the majority of proposals that go before angels; I
used to work with VC's, angels, and corporates on business-plan
competitions a la MIT 50k - and an MMOG would fit right into the top
10% of the best proposals).
Adam M
- MMORPG: where to start for making and running a gam e ceo
- MMORPG: where to start for making and running a game Edward Glowacki
- MMORPG: where to start for making and running a game Oliver Smith
- MMORPG: where to start for making and running a game Dave Rickey
- MMORPG: where to start for making and running a gam e Daniel.Harman@barclayscapital.com
- MMORPG: where to start for making and running a gam e Michael Sellers
- MMORPG: where to start for making and running a gam e Jeff Thompson
- MMORPG: where to start for making and running a gam e Sheela Caur'Lir
- MMORPG: where to start for making and running a gam e Derek Licciardi
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a game ceo
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a game Patricia Pizer
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a game Patricia Pizer
- MMORPG: where to start for making and running a game Oliver Smith
- MMORPG: where to start for making and running a game Oliver Smith
- MMORPG: where to start for making and running a game Lee Sheldon
- MMORPG: where to start for making and running a gam e Koster, Raph
- MMORPG: where to start for making and running a gam e Lee Sheldon
- MMORPG: where to start for making and running a game Sheela Caur'Lir
- MMORPG: where to start for making and running a game Damion Schubert
- Open Source Rules Engine Craig H Fry
- Open Source Rules Engine Emil Eifrem
- [NEWS] The Latest in TV Reality Michael Tresca
- [NEWS] The Latest in TV Reality Dave Rickey