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

ceo ceo at grexengine.com
Fri Oct 17 09:50:04 New Zealand Daylight Time 2003


Michael Sellers wrote:
> 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".

> The first thing that came to mind was that you should read and
> thoroughly understand Gordon Walton's presentation on "Ten Reasons
> You Don't Want to Run a Massively Multiplayer Game" (available at
> http://www.gamespy.com/gdc2003/top10mmog/).  IMO, you should have
> iron-clad reasons for why each of his points doesn't apply to you,
> or you should really re-think this endeavor.

Thanks; I was at the presentation but the slides didn't make it onto
the GDC CD, and I've been trying to find a reference copy ever since
:).

> What other resources would people suggest?  I'm thinking not so
> much history or theory as nuts-and-bolts articles, presentations,
> etc.  The kind of thing that would help answer Richard's
> questions.

Make a *very* big cup of coffee, make sure you're sitting
comfortably. and prepare to read 5+ years of MUD-DEV :D.

> All that and more, plus somewhere between $1M and $10M, and 18-40
> months.  The $1M/18months is if you really, really know what
> you're doing and can develop a focused product from a stable
> design.

>> 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?

Perhaps it would help if you outlined your approximate business
strategy; so far you've only said "have money; will make
MMOG". Given the background you describe for yourself and your
friends, I'm sure you already have a base business plan / exec
summary worked out, even if you're still just trying to flesh it
out.

Then people can offer more specific advice to help fill in the blanks.

Adam M
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