Commercial Twist On Mmorpg -- Please Advise
by B.R. Lindahl · in Game Design and Creative Issues · 12/20/2006 (2:40 pm) · 9 replies
Greetings All:
First off, thanks for viewing this post.
I am very new (and quite green) to the cool world of MMORPG creation. I myself am a corporate attorney, not a developer. But I recently had some conversations with some very talented business folks surrounding a very novel (and quite profitable) take on a new genre of MMORPG -- if successful, this concept has the very viable possibility of earning several tens of millions of dollars.
The target demographic is sound, as is the addressible market, depending on marketing channels. I am curious if anyone is willing to share their thoughts on how I can best recruit a talented team of artists, programmers, developers, etc. to create a simple alpha version/demo so I can obtain proper funding.
I am currently creating a full game design summary that outlines the basics such as game play, settings and geographies, main storylines, etc. The concept is painfully simple but that is what makes it unique.
***Another unique aspect of this game is that it is specifically designed to include user interaction with actual merchants and web retailers. Given the specific demographic, we believe merchants will be very excited and eager about partnering with us once we have established a "critical mass" of beta users. ***
I expect to take the alpha/demo to some legitmate sources for commercial funding. Depending on the size/credentials of the development team, I also expect to secure seed capital before approaching VCs for appropriate financing.
I would be grateful for any input on how I might best attract the appropriate team (if you yourself are interested, please e-mail me a resume). Standard equity splits to be discussed. Again, all input is welcomed.
Thank you for your time.
Burk Lindahl
RIAVA Technologies LLC (privately-held)
burklindahl@laszlomail.com
First off, thanks for viewing this post.
I am very new (and quite green) to the cool world of MMORPG creation. I myself am a corporate attorney, not a developer. But I recently had some conversations with some very talented business folks surrounding a very novel (and quite profitable) take on a new genre of MMORPG -- if successful, this concept has the very viable possibility of earning several tens of millions of dollars.
The target demographic is sound, as is the addressible market, depending on marketing channels. I am curious if anyone is willing to share their thoughts on how I can best recruit a talented team of artists, programmers, developers, etc. to create a simple alpha version/demo so I can obtain proper funding.
I am currently creating a full game design summary that outlines the basics such as game play, settings and geographies, main storylines, etc. The concept is painfully simple but that is what makes it unique.
***Another unique aspect of this game is that it is specifically designed to include user interaction with actual merchants and web retailers. Given the specific demographic, we believe merchants will be very excited and eager about partnering with us once we have established a "critical mass" of beta users. ***
I expect to take the alpha/demo to some legitmate sources for commercial funding. Depending on the size/credentials of the development team, I also expect to secure seed capital before approaching VCs for appropriate financing.
I would be grateful for any input on how I might best attract the appropriate team (if you yourself are interested, please e-mail me a resume). Standard equity splits to be discussed. Again, all input is welcomed.
Thank you for your time.
Burk Lindahl
RIAVA Technologies LLC (privately-held)
burklindahl@laszlomail.com
#2
To best understand this, a programmer can work for months and see nothing but code before finaly seeing something visual on screen while an artists sees their work instantly. This has more to do with the individual person (and trade) however so if you don't pay your artists it's highly probable they will lose interest fast and move on leaving you in their dust unless you're under some kind of contract which I also recommend you get involved with.
Anyone aged 18-26 typically needs a contract on paper to make it a real/official contract anyone typically aged older is more likely to stick with a verbal agreement. Oh and of course it's less messy if you have to sue them for anything. I also recommend you have them sign an NDA if this is a commercial venture.
Also since I'll eventually be recruiting from the same source I should say something good about it, so you've definatly come to the right place to find respectable and dedicated talent ;)
12/23/2006 (4:15 am)
I tend to agree with the minimalist who posted above me, however I just want to warn you that if you really want this thing to work you're probably going to have to shell out some cash to put this together a good artist can be hired at around $50/hour. A good programmer will work for free though as long as you promis them future compensation if succsful which not only puts most of the pressure on the programmer but also motivates them to finish wtheir work. Programmers are easier to negotiate with as artists are impulsive and need things immediately. To best understand this, a programmer can work for months and see nothing but code before finaly seeing something visual on screen while an artists sees their work instantly. This has more to do with the individual person (and trade) however so if you don't pay your artists it's highly probable they will lose interest fast and move on leaving you in their dust unless you're under some kind of contract which I also recommend you get involved with.
Anyone aged 18-26 typically needs a contract on paper to make it a real/official contract anyone typically aged older is more likely to stick with a verbal agreement. Oh and of course it's less messy if you have to sue them for anything. I also recommend you have them sign an NDA if this is a commercial venture.
Also since I'll eventually be recruiting from the same source I should say something good about it, so you've definatly come to the right place to find respectable and dedicated talent ;)
#3
Personally, I would finish writing up your design, then retain several hobbyist game designers, have them sign NDAs and critique your design. I would personally be happy to do something like that, especially if there was a minimal consulting fee of $10 or $20 involved. That should help you get a better idea of if there are any fundamental flaws in the design, if it is appealing, and how it compares to existing games.
12/27/2006 (4:26 pm)
If the concept is painfully simple and coming from someone inexperienced, I have to wonder if it's also painfully cliche and/or childish. An mmorpg is a commercial venture, yes, but it also has to be based on a unique artistic vision to get people to join and keep playing. If you're thinking about working with online merchants you're probably thinking about letting them survey your captive audience of players or doing product placement in your game. Both of those are good ideas but a lot of merchants are not forward-thinking or organized enough to want to buy those sorts of services. Similarly many investors are prejudiced against putting their money into something as ephermal and not-serious as a video game - if they don't play video games themselves they wouldn't recognize the appeal of a good demo.Personally, I would finish writing up your design, then retain several hobbyist game designers, have them sign NDAs and critique your design. I would personally be happy to do something like that, especially if there was a minimal consulting fee of $10 or $20 involved. That should help you get a better idea of if there are any fundamental flaws in the design, if it is appealing, and how it compares to existing games.
#4
Following the concept art (and assuming you have a handle on gameplay issues) you can then hire modelers and animators. If your just looking to make a proof-of-concept you don't need to develop the entire inventory of your models and environments. Just developing one really cool map with a few models and a spiffy GUI/HUD will be enough to impress an investor.... along with your design doc with integrated concept art.
12/27/2006 (4:44 pm)
Yep, get your design doc completed and put EVERYTHING in it. The more you cover in the doc the better grasp your team will have on the game concept. Once you have that hire yourself one or two concept artists to completely develop the look of your game. This means everything from PC's/NPC's, vehicles, equipment, structures and GUI/HUD. Much of this content can be put in the design doc so you can combine both a visual and text presentation. I would do all that as a PDF.Following the concept art (and assuming you have a handle on gameplay issues) you can then hire modelers and animators. If your just looking to make a proof-of-concept you don't need to develop the entire inventory of your models and environments. Just developing one really cool map with a few models and a spiffy GUI/HUD will be enough to impress an investor.... along with your design doc with integrated concept art.
#5
I am curious as to any experiences (personal or otherwise) any of you have had with Multiverse.net. If it is what it purports to be, it may be very good for what I'm trying to do.
Thanks again!
12/27/2006 (7:43 pm)
Many thanks...these ideas are all very helpful.I am curious as to any experiences (personal or otherwise) any of you have had with Multiverse.net. If it is what it purports to be, it may be very good for what I'm trying to do.
Thanks again!
#6
I am curious as to any experiences (personal or otherwise) any of you have had with Multiverse.net. If it is what it purports to be, it may be very good for what I'm trying to do.
Thanks again!
12/27/2006 (7:45 pm)
Many thanks...these ideas are all very helpful.I am curious as to any experiences (personal or otherwise) any of you have had with Multiverse.net. If it is what it purports to be, it may be very good for what I'm trying to do.
Thanks again!
#7
12/27/2006 (8:09 pm)
Is that some variation of a metaverse? A virtual community where subscribers create avatars then interact with others. I'm not a user myself though I admit the idea is interesting. What struck me as unique about the metaverse scene is the economy that develops around such a project. I found unskilled users willing to pay developers for avatar models and terrain structures. Its a neat idea but like I said I don't have much experience with it.
#8
12/28/2006 (6:50 am)
Second Life likes to brag about how many dollars of real-world commerce are done through their invented currency, part of this commerce being players creating, selling, and buying clothing for their avatars and other in-game art assets.
#9
12/28/2006 (7:06 am)
Yea, Multiverse talks about a metaverse...if the client-side MMOG browser actually works, it sounds like it would reduce both the cost and time to develop MMOGs...
Torque Owner Shiraz
As you're new let me re-explain. Every week or so there a new person with an idea for a new MMO (or Halo type game). So reactions go from "hmm this could be interesting" to "oh god, here we go again."
Your idea looks interesting, I'd personally like to see that design doc. But you're already talking about getting people together to build something and THEN obtain funding. I would suggest seeing if you can do small modifications on an existing engine (like mydreamrpg) to show proof of concept, or mock it up in TGE to look like you want without the MMO functionality, since you'll be the only one online when you demo it anyways. That way you may be able to get away with (maybe) 1 programmer and 1 artist to make a simple demo.