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Automated software design tools needed for MMOs.

With MMOs being pushed out the door before developement is complete, I can see the need for automated developement software. MMOs are getting more and more complex. It takes much more time to design and build their virtual landscapes.

Due to deadlines or the need to start to generate income from these games, they are being released in a partly completed state.

I would think that it would be a good idea (although tough to do) to have a software package that can be fed basic parameters of a planet (map size, high/low elevations, climate type, etc) and have the software do all of the rendering. I am not a software designer so I am not sure if this possible.

Automated tools would help cut down on game developer team size and design time. Eventually it will have to come to this.

Comments

  • CleffyIICleffyII Member, Newbie CommonPosts: 3,440

    Already done.  GROME, Big World, and the VWorld editors.  What I don't like about games released incomplete isn't that they are incomplete.  At this point I kind of expect it.  Its how they never try to add the things they promised later.  There are no gameplay additions.  Just more quests and monsters to kill.

    image

  • EbenEmaelEbenEmael Member Posts: 334
    Originally posted by CleffyII


    Already done.  GROME, Big World, and the VWorld editors.  What I don't like about games released incomplete isn't that they are incomplete.  At this point I kind of expect it.  Its how they never try to add the things they promised later.  There are no gameplay additions.  Just more quests and monsters to kill.

    Do you know of any major MMOs that use these tools?

  • Death1942Death1942 Member UncommonPosts: 2,587

    i think what they really need is a good kick up the backside and some decent planning.  currently most of them just build off the Unreal engine (or similar engine).   this engine is so heavily used that it should be easy to make a game within 3 years (3 seems like the magic number for an MMO, including beta testing).  due to the heavy use of this engine it is easy to find people who are able to easily mould it into a new game, it seems to me that a lack of planning and some slow/lazy development leads many of these games that should be out on time with few bugs and no major content cuts to be released with major cuts and a steady amount of bugs.  These large professional teams should be able to churn out quality MMO's in a decent time but they keep stumbling somewhere along the line (how many people developed AoC? WAR? Vanguard?).  i dont think automated software is the answer...or is even possible with how games are made.  What we need is some good organisation and someone motivation to make a decent product.

    MMO wish list:

    -Changeable worlds
    -Solid non level based game
    -Sharks with lasers attached to their heads

  • paulscottpaulscott Member Posts: 5,613

    There are so many developers tools for any game that it's not funny.   If a game wasn't automated in any way shape or form everything(graphics and whatever else) would be made in notepad.   You can also make your programs in notepad as well.

     

    Basically we aren't in the 60's anymore

    I find it amazing that by 2020 first world countries will be competing to get immigrants.

  • WaterlilyWaterlily Member UncommonPosts: 3,105

    No =). It's bad enough. I knew that blade and soul was using the UT engine just by looking at the video, because I played a few UT games. I don't really want more generic games.

     

    We need games like they used to make them.

  • StraddenStradden Managing EditorMember CommonPosts: 6,696
    Originally posted by Death1942


    i think what they really need is a good kick up the backside and some decent planning.  currently most of them just build off the Unreal engine (or similar engine).   this engine is so heavily used that it should be easy to make a game within 3 years (3 seems like the magic number for an MMO, including beta testing).  due to the heavy use of this engine it is easy to find people who are able to easily mould it into a new game, it seems to me that a lack of planning and some slow/lazy development leads many of these games that should be out on time with few bugs and no major content cuts to be released with major cuts and a steady amount of bugs.  These large professional teams should be able to churn out quality MMO's in a decent time but they keep stumbling somewhere along the line (how many people developed AoC? WAR? Vanguard?).  i dont think automated software is the answer...or is even possible with how games are made.  What we need is some good organisation and someone motivation to make a decent product.

    I'm sorry, I wasn't going to say anything in this thread, but do you honestly think that the development teams / leads out there are lazy and that they don't plan?

    First off, on the planning. MMO development planning at a major studio is done WAY in advance and in great detail. Just because the general public and press aren't privy to the details doesn't mean the details aren't there.

    Second, to speak to development teams / leads being lazy... That's is just ludacris. Video game developers are often some of the hardest working I've ever met. Many put in hours upon hours of unpaid overtime to get their game out the door.

    I'm not saying there aren't problems with MMO development, but I Am saying that you seem to be making some very, very bizarre assumptions.

    Cheers,
    Jon Wood
    Managing Editor
    MMORPG.com

  • Death1942Death1942 Member UncommonPosts: 2,587

    well you clearly have more experiance with development teams than i do.  i appoligise for my previous statement.

     

    as for the planning side i still see a problem.  it seems they plan for too much,  why not save some features for an expansion?  if they dont name these features then people wont be dissapointed if they dont make it into launch due to unforseen problems.

    MMO wish list:

    -Changeable worlds
    -Solid non level based game
    -Sharks with lasers attached to their heads

  • altairzqaltairzq Member Posts: 3,811

    Maybe there should be companies making stuff for the developers. Like animations or creatures. I wouldn't mind having similar animations,  a guy runs more or less the same in reality, also swings more or less the same, so maybe that company could make a profit selling those animations, just changing them a bit for every game.

  • paulscottpaulscott Member Posts: 5,613
    Originally posted by altairzq


    Maybe there should be companies making stuff for the developers. Like animations or creatures. I wouldn't mind having similar animations,  a guy runs more or less the same in reality, also swings more or less the same, so maybe that company could make a profit selling those animations, just changing them a bit for every game.



     

    Every animator already has animations like those in their own library most probably have like a dozen.   Just like most programmers probably have a prefered database package and prefered sockets package.

    Developement is getting everyone on the same page and connecting everything.

    I find it amazing that by 2020 first world countries will be competing to get immigrants.

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