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New MMORPGS

A topic by Blumenberg created 18 days ago Views: 214 Replies: 1
Viewing posts 1 to 2

1. Deutsch 

2. Englisch

1. Ich arbeite seit einiger Zeit an einem Konzept für ein Fantasy-MMORPG. Dabei geht es mir nicht darum, ein weiteres MMO zu entwickeln, sondern eine lebendige Welt zu erschaffen, in der die Entscheidungen der Spieler echte Auswirkungen haben.

Viele Systeme sind bereits auf dem Papier ausgearbeitet. Im Mittelpunkt stehen eine dynamische Spielwelt, spielergesteuerte Entwicklungen, tiefgehende Berufe, Handel, Housing, Rollenspiel und viele weitere Mechaniken, die sinnvoll ineinandergreifen. Das Ziel ist eine Welt, die sich durch ihre Community verändert und weiterentwickelt.

Mir ist bewusst, dass ein MMORPG dieser Größenordnung nicht einfach entwickelt wird. Deshalb gehört für mich auch eine klare Vorabstrategie dazu. Ich bin überzeugt, dass man heute anders an ein solches Projekt herangehen muss, wenn man mit den großen MMORPGs am Markt konkurrieren möchte. Auch dafür habe ich bereits ein Konzept entwickelt, das ich jedoch nicht öffentlich vorstellen werde.

Ich suche keine Investoren über Social Media und verspreche auch keine Wunder. Mir geht es darum, mit Menschen aus der Spielebranche oder erfahrenen Entwicklern ins Gespräch zu kommen, die Interesse an neuen Ideen haben und offen für ungewöhnliche Ansätze sind.

Falls jemand in der Branche tätig ist oder Kontakte zu einem Entwicklerstudio hat, freue ich mich über einen Austausch. Besonders schön wäre natürlich ein Team oder Studio aus Deutschland.

Vielleicht bleibt es am Ende nur eine spannende Idee. Vielleicht wird daraus aber auch irgendwann etwas Größeres. Wer nicht anfängt zu träumen und zu planen, wird es nie herausfinden.

2. For quite some time, I've been working on the concept for a fantasy MMORPG. My goal isn't to create "just another MMO," but to build a living world where player decisions have real and lasting consequences.

A large part of the core systems has already been designed. The focus is on a dynamic world, player-driven progression, meaningful professions, trading, housing, roleplay support, and many interconnected systems that work together to create a truly immersive experience.

I also believe that building an MMORPG capable of competing with today's biggest titles requires much more than a good game concept. It needs a well-planned development strategy from the very beginning. I've spent a lot of time thinking about that aspect as well, although I won't be sharing those details publicly.

I'm not looking for investors through social media, nor am I claiming to have all the answers. What I'm looking for is the opportunity to connect with experienced game developers, designers, or studios who are open to discussing ambitious ideas and innovative approaches to MMORPG design.

Ideally, I'd love to be part of a major game development project one day. A studio based in Germany would be a perfect fit, but I'm always happy to connect with passionate people from anywhere in the world.

Every great project starts as an idea. Maybe this one will remain a concept. Or maybe, with the right people, it could become something much bigger.

Since nobody answered yet, let me give you some general response.

The game industry is full of good ideas. When you ask the question, what makes a good game, the answer should be, that it is one, where its core idea is executed well. Notice that there is no judgement of the core idea. Even a bad idea can be turned into a good game. Maybe you know some memes about how silly some sound on paper.

So when you came with an idea to game developers, they might label you as an idea guy and ignore you, since the hard part of game development are all the details and most dont think things through. (Not speaking about the big amount of work and roles you have to fill) In your case, i have the feeling, that you did quite some planning, so the label seems not to fit. You also seem to be aware, that that what you want, is nothing of a small scope game. However, it is still unclear what you actually want,

Are you looking for someone to refine your idea? Than it would be better, to ask a single specific question than in general. As the game devs are probably working on their own project, they will not  intend to join someone unknown or unheard of. However if it is a specific question about a topic they excel, they probably dont mind to share their opinion.

Are you looking for experience in the industry? Joining someone elses project could work, but what do you bring to the table? There is a whole section "Help Wanted or Offered" you can try there your luck. But i can also recommend to do a small scope project yourself. Pick a single narrow part of your game and create a prototype. Let people test it and you will already learn so much. Also reading game reviews of games that fits your aim or simply talk with players of such games, what they like or dislike, so you know what to focus and have an eye on. Search for game dev channels, quite some dev use their channel to promote their game, so you can learn from them directly. Some other are not devs themself but have a good understanding of what works and not. So there is plenty of information to absorb.

If you really new to game development, you shouldnt start straight with an mmo, but feel free to aim for it as a later project. First thing is, that there is so much to learn, that even a small unrelated game will teach you so much, that will influence your game design. Second an MMO lives of their users, especially when you talk about consequences, but how do you plan to get these users in? You can look through this forum a bit and will see some complaining about visibility. The game market is quite saturated, check the releases per year on steam f.e. Even triple A games have problems to get enough players. So do you have a plan for it?

Speaking about things that challenge your idea. How do you deal with players that play 24/7 and players that only play one hour per week, if at all? Should the decision of the new / occasional player matter? Can one account block a whole route? How about the prevention of domination of a fraction? Some games introduce fractions and after some time one is dominating and everybody already know who will win. Also take a look at MOBAs, the lower ranks need different balancing than high ranks. Can you ensure that these 0.01% top players dont ruin the fun for everyone?

Do you plan to have every consequence implemented? If yes, how do you ensure that not to much ressources get wasted on an unchosen path? Are you aware, that this will make your game quite big and complex, because you have to maintain all possible paths which can result in exponential possibilities? Games like "Long live the queen" or "Slay the princess" require lots of writing and will be hard to keep the quality of the story up.

If the game is succesful, how do you plan to keep the servers running and stable? What about continuing the story? Will be there constant pressure to deliver new content or do you plan short repeating cycles? Speaking of short repeating cycle. I was first the opinion that your game will be way to big for one person to handle. However i remembered "Realm of the mad god", the original game was abandoned, but some retro guys revived it, not sure if it is still playable. Basically a top down 2d game, where you defeat some bosses and based on which bosses where defeated the endboss or some other event is triggered. i was more the casual player there but it has a lot of depth im unaware of. The cycle of the world was pretty short and you had multiple worlds running. This would sound more doable for a small team than a competitor to WoW.

Sorry if i got a bit off track there. All in all, start with a small game to gain some experience, if you have not yet. And dont shoot straight for multiplayer, start with a singleplayer. If you can build a community there, take the next step to multiplayer. Best of luck with your project.

(Feel free to answer in german, if that is easier for you, i can read both, but I will answer in english, so other can learn from it as well)