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31155: RE: [MUD-Dev] [OT] Hi all an first time MMORPG designer tries to getinthe loop
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From: "Michael Sellers" <mike@onlinealchemy.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 28 Oct 2004 16:29:38 -0500
References: [1]
Organization: Kanga.Nu
Brian Lindahl wrote:
> Sam Byard <Sam.byard@ntlworld.com> wrote:
>> states this mailing list is active with already renound
>> designers and I was hoping to draw from your influence and not
>> manage to make any critical mistakes in my first development.
> The most critical mistake you can make as a designer is to not
> commit to a particular genre.
Wow, you think so? It's difficult for me to pick a most critical
mistake, but I think I'd have to go with something like insufficient
capital or the wrong mix of people on your team long before picking
a genre. Even technological considerations may weigh more heavily
than this. With enough money and the right team, you can recover
from all kinds of mistakes (and you'll definitely be making a lot of
them). Product vision *is* important (quick test: do you have an
'elevator pitch' that encapsulates your vision?), but I don't think
it outweighs other practical considerations.
Sam, do you or your team have significant game development
experience, or experience in other areas (e.g. client-server
software)? If not, you should realize that MMOG development is
probably the most difficult area of game development there is. And
I wasn't kidding about capitalization being key; without this not
much else you do will matter, if you're trying to create an actual
game product.
There are many good books out there on this (do we have a "suggested
reading" section on the list or website someplace?); I'd suggest
"Secrets of the Game Business" as one particularly practical and
wide-ranging book (disclaimer: I have a chapter in it).
Mike Sellers
Online Alchemy
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