Game Development Community

Planning out a MMORPG

by Shane09 · in General Discussion · 06/17/2007 (7:02 pm) · 21 replies

Hello all. I kinda know what I need to do. Except I was about to buy a book on planning out MMO's but the store closed. I would like to know your tips on how to do it. I need to keep organized and stuff. I don't care if it makes me go out to the store to buy some binders.. I just need to do what I need to do. There is no intentional storyboard in this game. The players "do" the game. I need help on planning this out and keeping item databases and stuff. Please help me and the most helpful tip/tips will be put in credits under 'Game Design'.
Page «Previous 1 2
#1
06/17/2007 (8:59 pm)
Learn the basics first. Don't just start out on an MMO. I know it sounds exciting, but without extensive technical experience it can't be done (at least not with TGE).

Start out small and learn pieces over time (MySQL, C++, Torquescript, PHP, etc).
#2
06/18/2007 (1:36 pm)
To add to what Peter said, you really need to buy a book and find out all the things needed to design and launch an MMO. The launch really is just the begining, as you will have to actively engage your customer base continuously and tweak the game as well, and it's not nearly as easy as you think.
#3
06/18/2007 (2:59 pm)
Well, I never thought this was going to be easy. I know it is going to take alot of time changing the enine.
#4
06/18/2007 (3:26 pm)
Changing the engine won't take as much time as you think. It took very little time for me to add MySQL support to it via one of the resources here, and it will take even less time to do the rest via the MMOKIT. However, the killer is content. Josh Ritter did an almost impossible job in getting content into the game with the limited time and resources he had. The fact is, the more you want in the game, the more you need to work on. Textures, models, animations, sounds, triggers, scripts, etc. Then there's text, storylines, information, dialog, markers, and quests that need to be conjured up by someone's brain.

Then after all of that, you launch... And then you have to contend with agitated customers who will accuse you of heresy when you make any change, credit card charges, fraud, conversion rates for beta and trial users, financial matters in your company, advertising, network security, finding and defeating exploits, competition, and if you want to take your game overseas you'll have to contend with localization.

The engine is the least of your worries.
#5
06/18/2007 (6:40 pm)
Ted, good point. I just don't know where to start. Should I start planning out all the items or characters or quests? There really is no intentional story board/line. And should I use like a spread sheet to manage stuff and folders (computer folders, not real one) or use a binder?
#6
06/18/2007 (8:34 pm)
I would start by looking at what you want to accomplish with your gameplay mechanics, and then build a list of features you need to implement. From there, you can build a general story, if its not that important to the feature list, and then start to develop the features as you flesh out content. But you'll need at least placeholder objects and guis to work with.

Quote:There really is no intentional story board/line.

I don't know what you're trying to get at with that...?

Quote:And should I use like a spread sheet to manage stuff and folders (computer folders, not real one) or use a binder?

Use whatever works for you to stay organized. Use your strengths and style and develop a way of working with that, but also take into account that you'll need to commuincate all of it to your team.
#7
06/18/2007 (9:01 pm)
Hears alittle something I found hope it helps.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13020
#8
06/18/2007 (9:44 pm)
I'll give a bit of advice along very different lines. If your interest is design and not the c++, sql, etc., then don't get yourself too sidetracked with those things. If you don't have experience designing, building and running a MUD or PW, then let Torque gather dust on your hard disk for a bit and go join a Neverwinter Nights PW team to learn the virtual world ropes. Then read Richard Bartle's Designing Virtual Worlds from cover to cover and re-read it again until it is dog eared. Then if you have a design in mind, start working on Torque or use the MMO Kit and mod it to death.
#9
06/19/2007 (4:50 am)
Ted, what do you mean by gameplay mechanics and implement?

Demone, thank you for the link... =)
#10
06/19/2007 (6:24 am)
What I mean is, you want to take a look at how you want your game to be played: Will the movement be click-to-move (GuildWars has that), or standard WASD keys and/or mouse movement (WoW has this)? Will the leveling system be experience-based, skill based, or some other system you're planning? What actions will the player be able to perform? That's very important, because that has a direct effect on the world design (you can't make the player able to fly and then not texture the tallest rooftops to save development time, or create too many areas that the player cannot fly in). Those are all game mechanics questions. It's basically asking yourself what the game is going to be like, and giving yourself a very detailed answer.

Implement just means getting it done :)
#11
06/19/2007 (6:55 am)
Thx for the link Demone
#12
06/19/2007 (1:16 pm)
Check out the MMOWorkshop.com(still in beta, but VERY promising) and MyDreamRPG.com. Or if you don't want to code(but want a potentially slow [fps wise] game), try RealmCrafter.com. Or if you want 2D, look up Eclipse.

Though I REALLY wouldn't suggest a mmo for a first game...
#13
06/19/2007 (3:27 pm)
This is my first experiance. I am mostly good at Blender and can create some good material of I have the time. And about the mechanical thing I am already working no that but I jsut didnt know thats what mechanical meant. But where would I put all the kinda of information? Like this?

Movement:
(then put how you control movements in the game here?)

Player Actions:
(would I put how they did what here?)

If this is what you meant then please let me know =)
#14
06/19/2007 (4:25 pm)
Les: This is where books come in, because there is a lot to learn about breaking these things down, and you should learn about that before you attempt the MMO (or any complicated game). Read a few books, actually, because people do things in different ways, and you might find that the best solution is contained in the merging of a few different methods.
#15
06/19/2007 (10:06 pm)
I can't stress enough the importance of reading Bartle's book. He co-wrote the first MUD, has been around the virtual world scene for thirty years and has been a consultant on many of the big name MMOs. I also recommend Ralph Koster's blog (creator of Ultima Online and SWG) and Jessica Mulligan's Blog (another behind the scenes bigwig).

Jessica Mulligan's blog: http://www.skotos.net/articles/bth.html
Ralph Koster's blog: http://www.raphkoster.com/

Have you taken a look at the Prairie kit ( http://www.mmoworkshop.com ) yet? You can more or less start with a functioning world and use your TGE modding skills.
#16
06/20/2007 (6:26 am)
Ted, what do you mean by a list of features?
#17
06/20/2007 (7:05 am)
Les... You really have to read a book on this stuff, because I cannot answer all of the questions you'll have without writing you a book, which I'm not about to do. There's just too much to cover about how to create games for this thread, and a book is your best bet.
#18
06/20/2007 (2:39 pm)
Hmm, I am thinking about getting Edward F Maurina's book. Would that book be good?
#19
06/20/2007 (5:11 pm)
It's good for learning about TGE and scripting, but for learning about the in's and out's of MMO development and the problems specific to those projects, then you'll want to read the books suggested by others on this thread. No one book will deliver all the information you want, so you'll most likely wind up with 3-4. I have about 20 sitting on a bookshelf behind me...
#20
06/25/2007 (3:55 pm)
Les Archuleta, I am trying to do the same thing as you are. I would like to write an MMO and be able to enjoy a game that is built for people who enjoy my kind of gameplay. I am interested in hearing your opinion on some of the resources you have used, as I'm sure you can agree alot of it can be overbearing and even some of the most creditted materials can lose you in a sea of jargon and terms that aren't really explained. Keep me posted either here or send me an e-mail at spunky__munkey@hotmail.com (Please put ***** in the subject line of e-mails as I get alot of spam)
Page «Previous 1 2