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Re: Games in RB

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Games in RB
From: John Balestrieri <mrjohn at tinrocket dot com>
Date: Thu, 8 Dec 2005 14:38:03 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <002c01c5fc1a$5f0109e0$0200a8c0 at gamepc> <a06200708bfbe1c945deb at [10 dot 0 dot 1 dot 4]>

On Dec 8, 2005, at 12:35 PM, Joseph J. Strout wrote:

At 9:11 AM -0800 12/8/05, Gerald Bailey wrote:

I was thinking of using RB as my development tool to design a new MMORPG because:

a) I wanted to release the game on multiple platforms at the same time
b) I'm thinking the game could be created faster
c) A few other people seem to think it would do the job for me.

These are all true, at least to some extent. However, making a large game (like most MMORPGs) is a *huge* job, and not even REALbasic can make it a small one. Things like optimizing your code and level designs for the sort of performance seen in commercial games takes hundreds (or thousands) of man-hours, regardless of what you're writing the code in. I'm only saying this to make sure you have realistic expectations, and can plan accordingly.

You ask "Do you want to make something the level of WOW?" My answer is a definite YES!

I can't seem to find any hard figures for this particular game, however most commercial games of this scale cost between 10 and 20 million dollars to develop (and take several years). Be prepared for that sort of investment, or else scale back your ambitions to something that DOES fit within your budget.

And, if I recall, hundreds of team members (including management)

I agree with Joe here. And I think it would take even a couple of years work for a few developers/designers to make a MMORP that was fun to play, looked good & only used a tile-based/chessboard world. It is very important to keep scale in mind when starting projects: it's fun & easy to start big projects but takes a lot of hard work to finish even the small ones with any level of polish.

I'm sure many of use would like to make something on the level of WoW but you really have to think about how much work goes into a project like that, the ideas, the countless art revisions, the tree balancing, debugging, and simple quality touches don't happen without a lot of inspiration and hard work.

I don't mean to rain on your parade or anything, but am just trying to present a realistic picture for your evaluation. There have been a few of MMORP 3d games started in RB only to crash and burn as the scope/duration of the project got out of hand.

Also, projects of this scope and magnitude don't usually start out by asking minor technical questions such as 'full screen mode?' or 'MDI?' etc. I've seen a lot of big project stall because the team members work hard coding detail aspects of the project, such as fussing about optimizing a binary file format or some other dead-end optimization while failing to grasp the enormity of their project and how they are going to bring the whole thing together. So, another word of unwanted advice might be to try and catch yourself from working too hard/long on the 'corner-staring tasks' or tasks of diminishing returns that have you looking at the trees instead of the forest. And don't spend too much time looking out the window either. ;)

John
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