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A collection of things as random as my mood and personality.
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MMO lifetime

Posted 04/25/2011 at 15:15 by Vaidas B
Updated 04/25/2011 at 15:20 by Vaidas B

Hello, everyone, I’m happy to announce that I’m (fully) back and ready to continue my little blog! Of course i'll do something easy this time. Today’s subject is the life of a typical mmo.
The cycle begins with nothing more than an idea. With high mmo population, it’s very hard to remain original. An idea to an original game is the most important thing of the process, if you copy something, your just releasing the same stuff no one’s going to play it.
The reason for this is oversaturation. Let’s take the 90’s gaming market as an example, at around mid 90’s there were too many games for home entertainment systems (game stations that hooked up to your TV) that caused the entire gaming industry to lose money. The average person was not able and just didn’t want a load of cheap games flooding his house, so he didn’t buy them (now imagine that almost everyone did this).
The same principle applies to the MMO market, if the game is original, it’s going to do well, if it’s something that has been done a lot of times before - it’s a scrap project.
The second thing is the visualization of your game, the idea is in your head – good. Now to make it a reality, the first thing you have to do is make concepts. Imagine what your game looks like, the lore of the game and the general “feel” your game should have, than put it all on paper.
If we’re talking about concept art, than there’s A LOT to choose from, starting at the style of the game.
It can be a “realistic” style, a “bright” one, an “anime” style and so on. The most important thing is making sure that your art selection can fully represent your game.
After the idea is done, it’s time to program the game, add the finished parts together, scrap the things you don’t like, remake the things you like and so forth.
The following step is all about luck and selection – publishing the game. There are a few options that can be taken at this time, you can either publish it by yourself risking the game or signing a bigger company to handle the advertisement (and the credit) for you. This seems like the most logical step, but have in mind that this may cost a lot, not necessarily your money, it can also limit your reach to the game or even cost you the intellectual rights to the game.
After the newly baked mmo is ready, it can begin alpha/beta/open beta testing. This is an important part of your games life, since it’s a first impression. In this time makers must fix all and any game bugs and mistakes made in the programming/writing stage. It’s also a very good time to survey the players and find out what they like or dislike about the game.
The beta is also the best time to see how you or your selected publisher handles the game, if something is wrong, you can make drastic changes in management.
And the time you’ve been waiting for, full release, this point of no return. Now an open audience will rate your work. But don’t expect it to be an overnight success - it’s all about luck from now on! The most you can do at this point is advertisement, invest in the game furthermore and make it rise in the eyes of the consumer. And hope for the best!
Conclusion: Though there’s a good chance that a game will never have more than a thousand players in its life, it’s worth giving a shot!

Thanks for reading,
TheConArtist

(And as always, if you have any ideas on future articles, or just want to chat around, feel free to send me a message at , it’s my personal email, so feel free to add me, just don’t forget to write down your epvp nickname and link to your profile in the message)
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