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Thread: Why not do an MMORPG as you first project?

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  1. #1
    Quote Originally Posted by WILL View Post
    Lets face it making RPGs is kind of boring anyways from a software developers point of view. Once you get through all the interesting code for the more interesting mechanics, you're stuck with only the dull stuff remaining.
    Actually, this is true for most non-hobbyist games. Tedious scripting and UI content (not design) are the tasks that will take most of development time, even though their contribution to the game overall will be less visible.

    Pareto principle applies here: you will spend around 80% of development time on stuff that roughly attributes to 20% of overall impact in the game.

    It is common that by the final release, you will find the game you've worked on non-enjoyable because you've run and played it so many times.

  2. #2
    PGDCE Developer Carver413's Avatar
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    there are many ways in which you can decrease the boredom factor, in game design tools would do two things allow you to play around while your figuring things out, and avoid the repetition of going in and out of the game to see these changes. being able to work on individual parts of the engine would make the work faster without every thing else getting in the way.
    if you can make the design process fun then getting others to help becomes more likely.

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