5 Things you need to make an MMO

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Are you making an MMO? do you want to be the next Everquest, or World of Warcraft, or even the next Runescape?

Well, you'll need the following 5 things:

Money - Ideally $1m minimum
Time - At least 3 years, 5 ideally
Skills / Experience - Have made at least 1 good game before
Team - dedicated and trained people for each job
Playerbase - links to a franchise, or a developer, players care about.

Making an MMO is one of the hardest things a game development team can do, there's a reason most game companies avoid them.

If you are still determined to make an MMO, I wish you intelligence, because luck runs out.

Thank you to my Patreon supporters and Twitch subs for making the videos possible.
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5 things you need to make an MMO:

1: gameplay footage of a game that doesnt acually exist
2: all the features people want, ever (but you know you will never be able to implement)
3: be as positive as possible to pull in the naive people
4: a kickstarter goal that is nowhere near the required amount needed to make the game
5: a clause on your kickstarter project that gives you the best possible defense in court

AchEdeJungeNeDu
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_"Yeah, but my game will be different."_

roskelld
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Person who made Stardew Valley said he was spending 10h a day everyday for 3 years.

wach
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1. A breakup
2. A good friend
3. A great idea
4. A camera
5. A sofa

pskry
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I wasn't planning to make an MMO, but because it's Josh I'll still watch!

vaalley
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"The ideas guy is not a position you want to fill"
Ah

SwoopBoozer
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A longlife dream of mine, since I was a kid, has been to make a Runescape without the things I don't like about it. As I began studying computer science, the first aspect that I realised was completely unfeasible was the MM part, so my dream changed to making a glorious open-world RPG with meaningful skills and crafting, but single player. I knew from the start that I couldn't begin with an open world RPG, so I began making text adventures, then puzzle games and platformers, then a mini-roguelike (it was pretty much just a battle arena with an item shop - but it had AI, menus and persistence).

Recently this old dream of mine has been flaring up. I've taken to game making once again and I'm learning a serious engine and working on a small puzzle game. This time I want it to be a full game - with all features and quality expected from a commercial game, even though I don't on making anything out of it.

desanimoosrs
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If josh strife hayes really taught karate, that means my favorite youtuber is cannonically a ninja.

devaunedge
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“I made a gravel walkway in my backyard by myself, so I’m now ready to build an interstate highway by myself”

- if the ‘I’m making an independent MMO’ mentality were applied to construction.

Asukol
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As a software developer I can only encourage to try to build one at some point, at least the base technical stuff: A server software able to handle a lot of clients, develop some kind of protocol with op codes or whatever, make it fully authoritative, build some small client where you can move squares around, try to cheat it by using something like cheat engine and manipulating variables to see if you can detect and prevent it server side and so on.
Its really a fun experiment, but don't go in with the mindset that "yes, I will build a great MMO!" because you really won't and will be disappointed. But as a technical exercise you will learn a lot :)
Even more fun if you can get some dev buddies together and experiment with different methods, like agile development models and stick to the rules of it.

RevCode
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I remember trying to make a card game as a teen. Just wrote what the card does on paper and stuck it in a card sleeve with a MTG card behind it.

Monstein
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The only Channel where i actually want a notification when there is a premier

xXSuReaLXx
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The best burn of the "idea guy" concept ever came from the audio commentary for "The Martian" between novel author Andy Weir and screenwriter Drew Goddard. Paraphrasing Goddard: "you hear a lot of people come up to you and say 'here's this great idea for a movie but the script is only so-so'. The script is what you pay for! Having an idea... it's not special"

danh
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Five things you need to make an MMO:

1 - A ton of money
2 - A second ton of money
3 - A third ton of money
4 - A fourth ton of money
5 - More than a snowball's chance in hell

Opnnd
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Interesting fact here: There is actually a punk band in Hungary which consists of musicians who initially couldn't play any instruments, but they got pretty good and they became one of the most famous punk bands here. They are called "HétköznaPI CSalódások" which basically means "Ordinary Disappointments" but reading the last 2 letters of the first word and the first 3 letters of the second word together gives you the word for "ass"

dude
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I agree. I have been trying to explain this to my kid. I started writing a game for her to play with her friends and she immediately wanted it to be an MMO. I KNOW I can't write an MMO by the simple fact that I am one guy and I don't write games for a living. There are not enough hours in a day.

sarphusgaming
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How to make Korean MMO:
Step 1: Have money
Step 2: Copy other korean MMO
Step 3: Add bunch loot boxes, gacha mechanics and autoplay
Step 4: Profit

feykro
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Josh: "here are the 5 things you will need"
YouTube: ** rolls geshin impact ad **

imblackmagic
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Currently making a game for university and I’m struggling with a point and click lol

calebcarney
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I started from going to GDS - [Game Dev School].
As i was taught in GDS - Ideas are cheap. Marketing is a biatch. Completed game is around 160% work - where 60% is deleted in a process <3

Balien