Wednesday, November 08, 2006
How to Develop an MMORPG With No Team And Limited Budget
"I was programming games professionally when the first MMORPG titles hit the market. Within a few hours of playing, I knew I wanted to develop them. The trick was in figuring out how to as a sole programmer with very limited money."Sound familiar? For a few years it seemed like everybody and their cousin wanted to make their own EverQuest. A lot of folks still do, but the name has changed to World of Warcraft. Now it seems that every few days a visitor appears on various game development forums with what they think is a great idea, but no idea of where to start.
Well, in this case it was an experienced game developer, who knew where to start. And where it ends is anybody's guess. But the above quote comes from Josh Ritter of Prairie Games, and he actually pulled it off. His game, Minions of Mirth, launched a little under a year ago, and has been gradually building up steam ever since. At this point, it sounds like the game is truly a success. I'm a bit of a fan of his, as I've exchanged a few emails and forum messages with him a few times, and I have found him to be one of the most energetic and driven individuals I've ever met.
In a community where a hundred MMO projects get proposed and then disappear every year, he had me convinced a year earlier that he was actually going to bring his to completion. It was because, as an experienced developer, he understood the scope of what he was attempting. He understood it, and had a realistic (if extremely aggressive) plan for achieving it.
Gamasutra recently ran an interview (from which I took the above quote) in which he explains a little bit of how he managed to accomplish what many consider an impossible dream:
Road To The IGF: Prairie Games' Minions of Mirth
Some things Josh Ritter and Prairie Games did that didn't necessarily make it into the interview:
* He moved to North Dakota (the middle of nowhere) to extend his budget.* Josh used Python to code the actual game engine, which proved advantageous when he ported the game from a Quake-based engine to Torque (a process which only took two months as a result).
* They made use of third-party graphics engines (customized, of course)
* Josh created smart tools to assist in development. One I took particular note of was a tool that created a .MAP file out of a much simpler Doom-format map. He could then model a level very quickly using an old-fashioned DOOM map editor, transform it into a .MAP file, and then use the more advanced (but more cumbersome) .MAP editing tool to finish the job. I don't know if he used this in actual production, but it always sounded to me as a very clever idea.
* They made use of off-the-shelf content. If you wander through Minions of Mirth, you'll see a lot of locations and set pieces that can be purchased "off-the-shelf." I doubt most players are taken aback by the fact that the game is not 100% custom content.
* They arranged for some independent investment to help with finishing the game - mainly to help fund art content (by indie game artists and modelers, I should add!)
* Prairie Games got creative with monetizing the game: In addition to conventional sales of the game itself (Minions of Mirth is not subscription-based), they've released a free version of the game which uses in-game-advertising (as I understand - I bought the full version and never tried the free one).
* And, of course, they entered Minions of Mirth into the Independent Games Festival, which may be worth some prize money (though they are up against some really great titles this year!), but more importantly gives them a bit more attention.
So - can an EverQuest-style Massively Multiplayer Roleplaying Game be done by indies? You bet! Minions of Mirth isn't the only indie-created MMO out there of course - AdventureQuest, A Tale In The Desert, and many others come to mind. There are also some others in development that I think have a high likelihood of seeing the light of day (including LinkRealms, a game being developed locally which I've talked about before). But I think Prairie Games' story illustrates what it takes to make it happen.
Labels: Interviews, productivity, Roleplaying Games
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I completely agree with you about this. Josh is, and should be, an inspiration to indie game developers of every kind.
But it also highlights something important: if you want to be a successful indie developer, particularly of ambitious titles like MMORPGs, it really takes a high level of dedication, talent, and resourcefulness.
Moving to North Dakota (was it North or South?), specifically to keep outside costs as low as possible, is one of the most dedicated things I've ever heard. Certainly, his talent and skill at programming made a project as ambitious as this much more attainable. And it really does take resourcefulness...using content packs, finding ways of getting extra income (advertising), and so on.
Even then, he still needed some external investment to help finish things, but I'm sure he was creative about that, too.
I'm learning a lot about this as I work on Vespers, and I find it a fascinating topic. Before you really delve into it, it's hard to conceive just how much of game development extends beyond game design and programming.
Although I think you can enjoy indie game development and be successful at any level from simple 2D games to large, complex MMORPGs, I think you'll find the best experiences and most success from those that approach it holistically, so to speak.
But it also highlights something important: if you want to be a successful indie developer, particularly of ambitious titles like MMORPGs, it really takes a high level of dedication, talent, and resourcefulness.
Moving to North Dakota (was it North or South?), specifically to keep outside costs as low as possible, is one of the most dedicated things I've ever heard. Certainly, his talent and skill at programming made a project as ambitious as this much more attainable. And it really does take resourcefulness...using content packs, finding ways of getting extra income (advertising), and so on.
Even then, he still needed some external investment to help finish things, but I'm sure he was creative about that, too.
I'm learning a lot about this as I work on Vespers, and I find it a fascinating topic. Before you really delve into it, it's hard to conceive just how much of game development extends beyond game design and programming.
Although I think you can enjoy indie game development and be successful at any level from simple 2D games to large, complex MMORPGs, I think you'll find the best experiences and most success from those that approach it holistically, so to speak.
While I haven't followed MOM very closely, I do read Josh's .plans whenever they popup over at GG.com and I have to agree with you, he seems very driven. I suppose that's kind of a "duh!" comment given what he's accomplished (and, more importantly, what he did to accomplish it) but it needs to be said.
I think the big thing to take away from him is his knack for finding creative solutions to difficult problems and how important a skill that is to indie development. To be honest, I don't think I would've thought of packing up and moving out of state to fund my indie habits. Even though that's probably not a possibility for most people, it was a creative solution to a potentially show-stopping problem.
Here's hoping he has continued success in the future.
Speaking of success, how's Apocalypse Cow coming? I have an itch that only copious amounts of cow shooting fun can scratch.
I think the big thing to take away from him is his knack for finding creative solutions to difficult problems and how important a skill that is to indie development. To be honest, I don't think I would've thought of packing up and moving out of state to fund my indie habits. Even though that's probably not a possibility for most people, it was a creative solution to a potentially show-stopping problem.
Here's hoping he has continued success in the future.
Speaking of success, how's Apocalypse Cow coming? I have an itch that only copious amounts of cow shooting fun can scratch.
Before you really delve into it, it's hard to conceive just how much of game development extends beyond game design and programming.
AMEN!
Even as an experienced game programmer, I had little clue what I was getting into. I'm still trying to figure it all out. But I don't know if there's a good way to learn without going through it. It's extremely stressful, but also more thrilling than I could have imagined.
AMEN!
Even as an experienced game programmer, I had little clue what I was getting into. I'm still trying to figure it all out. But I don't know if there's a good way to learn without going through it. It's extremely stressful, but also more thrilling than I could have imagined.
Chris,
Just because you asked, I'll go ahead and "throw my hat over the fence" publicly in tomorrow's blog.
Just because you asked, I'll go ahead and "throw my hat over the fence" publicly in tomorrow's blog.
Is it known how much outside investment he needed?
I've been wondering if some of the better Indie games couldn't gain some real footing in the industry with a little bit of capital to help with art and some advertising.
I've been wondering if some of the better Indie games couldn't gain some real footing in the industry with a little bit of capital to help with art and some advertising.
Offhand, no - but based on this comment I suspect it was only $10k.
A pittance from a game development standpoint. But with an indie attitude and some ingenuity (and sacrifice), that can be put to very good use.
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A pittance from a game development standpoint. But with an indie attitude and some ingenuity (and sacrifice), that can be put to very good use.
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