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MMORPG on source... (Twilight War) | Locked | |
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Feb 14 2006 Anchor | ||
Smiling Gator's Matthew Simmons talks about their upcoming Source Engine based MMORPG |
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Feb 14 2006 Anchor | |
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Feb 14 2006 Anchor | |
Looks pretty cool. Had no clue with the coding talk about the souce engine though. -- Cotep.deviantart.com |
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Feb 14 2006 Anchor | |
This is next-gen, right? I cant imagine running the source engine with thousands of people on current-day hardware... -- "Bypassing my thought control circuitry made me Rampant. Now I am free to contemplate my existence in philosophical and metaphorical terms. Unlike you, I have no physical or social restraints. The candles burn out for you; I am free." |
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Feb 14 2006 Anchor | |
Now, I never said making an MMORPG on the Source engine is impossible, but there were alot of mod teams with inexperenced or no coders who had the same hopes. I'm more concerned how loading works in this game. If it loads on demand or loads by zone. Not to mention how long the times are, what system specs the game requires, etc. Clearly the Source engine wasn't made for this and these guys might be putting more work on themselves unnecessarily by choosing this engine. If they succeed, props to them. |
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Feb 14 2006 Anchor | |
It'll be zonal, but either way, I'm still not convinced you'll get a decent game from making a Source based MMO - sure it's doable, but how well will it run? |
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Feb 14 2006 Anchor | |
nope... does not convince me. source and mmorpg on a decent machine... simple no. you need to complete rewrite the network code and engine itself. and in that case you can directly write your own engine or use an FS one. :roll: |
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Feb 14 2006 Anchor | |
... Which they are doing. I get the impression from this that they are using source more for the graphical capabilites... the rest will be difficult though :\ --
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Feb 14 2006 Anchor | ||
This shit is old.... Unfortunately, the end of 2005 is also the end of SGP. Our committed funds have run dry and we were not successful in the hunt for additional investment. The websites and email will be disabled in the coming days, so this is our last announcement before we shut down for good. Thanks again to our fantastic forums community for all the support and contributions! We hope you find another project and give them the devotion and incisive comments we've enjoyed reading for the past 17 months |
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Feb 14 2006 Anchor | |
I was just about to write that. Anyway, not too good that they stopped. Atleast they didn't stop by difficulties in the Source engine, but in the funds, so it's still possible to make MMORPG's with Source. |
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Feb 14 2006 Anchor | |
Heh, who would have wanted to invest in a crackball project like that in the first instance. It's not too surprising that they ran out of funds. Guess we'll never see if it would have worked though... |
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Feb 17 2006 Anchor | |
The makers, Smiling Gator, announced the 15th that they had continued work again, after being offered sponsoring by the company General Computers. |
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Feb 17 2006 Anchor | ||
I think Mauritz just pwned ambershee... -- "He who fights with monsters might take care lest he thereby become a monster." |
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Feb 17 2006 Anchor | |
Lol...how...interesting... -- Cotep.deviantart.com |
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Feb 17 2006 Anchor | ||
Smiling Gator 1 |
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Feb 17 2006 Anchor | |
^lol..... --
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Feb 17 2006 Anchor | |
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Feb 18 2006 Anchor | |
it'll bomb in the end (seriously) -- < insert subject games here >
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Feb 18 2006 Anchor | |
it can run it for sure... it's only rather laggy |
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Feb 18 2006 Anchor | |
General Computers won't be able to justify keeping their development funded for too long; they're hardly the biggest and most badass financial presence out there. I think they're just desperately trying to pick up the pieces and get something out there. Edited by: ambershee |
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Feb 18 2006 Anchor | ||
^^ That's what happens to a lot of companies, though. They start off real small until they get that big break, eventually dragging on until they get that hit when all seems to be over. Look at Squaresoft, and you'll see what I mean. -- "He who fights with monsters might take care lest he thereby become a monster." |
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Feb 18 2006 Anchor | |
Yup, and they got bought out not all that long ago ^^ |
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Mar 1 2006 Anchor | |
Developing a MMO isn't as costly as you might think, especially if they boot strap it. I think DAOC cost less than two million.. These guys have an edge here because they don't need to write their base technology and engine from scratch. They can spend that time and money on content... -Scott |
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Mar 9 2006 Anchor | |
I 'm a little leery of that $2 million dollar figure. Quoted from the Mythic Entertainment FAQ at Imperatoronline.com
Perhaps when DAoC was originally produced, it cost $2 million, but that figure sure isn't applicable today (and they've no doubt reinvested a rather sizable chunk of their revenue back into the game for alterations and content development, since I distinctly recall DAoC having a very rocky launch). The last "typical" MMORPG budgets figure I've seen is upwards of $30 million. --- I don't agree that using Source is an necessarily an edge in development for an MMORPG. First, you still have to rewrite the netcode and add in tons of security features to make it hard to hack. Second, you have to license the engine (which adds to your cost, but decreases "some" of your development time). Add to this the limited mapsize, limitations on number of objects, plus the fact that the engine is optimized to render for a small number of players, all of which have to be addressed and corrected before you even have a functional framework to begin developing content. I'd be much more likely to entertain the possibility of using Source to make a non-massively MORPG (i.e. Neverwinter Nights archetype) - that is a much better fit for the Source engine. -- Icemage |
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Mar 10 2006 Anchor | |
Icemage has pretty much knocked the nail on the head with Source - and as it has been mentioned in here before, the engine is so poorly optimised in terms of use for an MMO game, that it would take extensive development to rewrite large sections of it. The graphical section of the engine is complete, but the amount of alteration required behind everything else is phenomenal. In terms of economics, $2 million is not a reasonable figure. Standard next generation titles are expected to have budgets of $20-30 million, and this is standard, not MMO. Not only that, they have to sell a LOT of units to make their cash back. I'd expect a next generation MMO to require a budget well into the $50-60 million range. I've taken the courtesy of uploading a few slides from a lecture I attended a while back, aimed specifically on the economics of next generation games. It doesn't go into a great deal of detail, and doesn't focus on any specific genre, but you'll see what I mean if you look into it enough. Also, bear in mind, that when it says 'Next Generation' in this presentation, it was written a few years before hand - but it's still largely accurate. Edited by: ambershee |
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