"MMO's are pretty feared in the indie gamedev community and new users
who have a MMO
dream are often laughed at. There's also an aura of secrecy about them,
maintained by people who have once dived into MMOs a little but failed
and are unwilling to share their knowledge with the others, preferring
to
discourage them instead. Well, they are wrong. It is possible to create
a MMO, and it doesn't necessarily cost
millions. Just as Unreal 4's graphics would cost millions to achieve
some few years ago, those things just become more available as the time
goes."
Building the world is the easy part,
e.g., the land, castles, etc. The difficult part is dealing with the mass amount of data flow / database stuff. This can be achieved.
#1. Building the world. I'm not an artist. However, with Unreal Engine 4, I can paint a masterpiece.
- Sculpting a world with ease using LAM for Unreal Engine 4:
- What
about cities, castles, etc? There are so many different texture/mesh
packs that can be purchased from UE4's Marketplace. It has everything
you will need, e.g., animations, modular meshes, weapons, etc:
https://www.unrealengine.com/marketplace/content-cat/assets/environments. It's like playing with legos... making your own buildings out of preexisting walls etc. A lot of the caves you see in MMORPGs are actually made out of only 5-10 different rock meshes. They are simply turned, resized, and twisted to give the appearance of being 100% unique.
Modular Meshes etc:
https://www.unrealengine.com/marketplace/medieval-village#2.
Learning UE4's Blueprint system. Blueprint is basically another name
for visual scripting. This is where you create stuff like health bars,
inventory systems, crafting, combat, etc. There are countless tutorials
on how to create pretty much anything via YouTube. Here's a good video
that discusses the concept of BP:
The following kit for
UE4 pretty much completes most of the core features of a basic MMO,
e.g., combat, menus, respawn, quests, looting, etc:
https://forums.unrealengine.com/showthread.php?53208-MMO-Starter-Kit -
Ignore the graphics, as this was created with the sole intent of the
users bringing in their own lands etc.
The scale of your game
ultimately depends on the server. This is why there are entities such as
"Photon Server" (
https://www.photonengine.com/en/OnPremise). Albion
Online is currently using Photon Server.
It would be very
easy to create your very own "Isle of Refuge" or "Tortage". Once you
get something like this to show and play, that's when these "big
projects" turn into Kickstarter campaigns - using the funds to hire
hardcore coders for the more difficult stuff.
Yes. Unity is
great as well. However, with UE4's BP system, I simply feel it's much
easier for beginners to work with. Full games can be made with the BP system alone and not C++. Moreover, the creation tools that come with UE4 are
fantastic. UE4 is free - until you earn over "x" amount...
then you will be required to pay 5% of income generated.
When loading up UE4 for the first time, you are given the option to choose from 1st Person, 3rd Person, Side-Scroll, and Top-Down (Diablo) tempates. You will be given a character with basic "WASD movement" and a blank map. This is where you start learning how to mess with all the building tools, e.g., LAM tool from the video above, etc.
I really don't know why I'm posting this. If someone has a dream to make a MMO, it's possible... Just wanted to let you know.
Comments
I'm working on an MMO game right now. It's nearly finished and I'm doing a kickstarter for it in February 2016. I'm a website and database programmer by career.
You talked MMO games but all you referred to was how to make the graphics not what's wrong with the feature set of the typical MMO of today. MMOs don't have to be 3D and graphical. You can make one text based and be wildly popular. Undertale is a good example of a low spec game that has a larger following then some AAA titles.
I think any MMO you make will probably be successful is it can emulate the origins of where it came from which was playing D&D or equivalent at the gaming table with your friends.
http://baronsofthegalaxy.com/ An MMO game I created, solo. It's live now and absolutely free to play!
That said, you don't need for every single thing in your game to be some huge innovation. It's fine to have a few key areas where you're going to do things differently from most games, and then let standard tools handle most other things for you. But you'd better be able to deliver on those few key areas if you don't want your game to be awful.
http://cranktrain.com/blog/autopsy-of-an-indie-mmorpg-1/
http://cranktrain.com/blog/autopsy-of-an-indie-mmorpg-2/
Covers basic developer stuff eventually getting into post mortem-y stuff.
_______
http://www.over00.com/index.php/archives/1119
http://www.over00.com/?p=1610 (less related)
Mostly covers lessons learned
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https://web.archive.org/web/20070106063538/http://www.devmaster.net/articles/mmorpg-postmortem/part1.php
https://web.archive.org/web/20070106063512/http://www.devmaster.net/articles/mmorpg-postmortem/part2.php
https://web.archive.org/web/20070106063700/http://www.devmaster.net/articles/mmorpg-postmortem/part3.php
https://web.archive.org/web/20070106063812/http://www.devmaster.net/articles/mmorpg-postmortem/part4.php
https://web.archive.org/web/20070106063556/http://www.devmaster.net/articles/mmorpg-postmortem/part5.php
A pretty ambitious game for the early 2000s, though from two people. Had some major exploits that happened and how they dealth with it. Mostly is a historical walk through. Also the game is still up and running.
______________
In the first two cases the developers totally recommend ignoring "You can't build an MMO" type posters, while carefully pointing out you're going to have to make some changes to your design, ideal, and dreams. The last case the developer totally jumped back down the rabbit hole to attempt to make another MMO.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Note that the gap between fairly easily designing a level with prebuilt assets and slapping together a few blueprints to make a simple first person shooter and making an mmo is immense.
The tech is the foundation to build on and provides the tools to build with.
You still have to put in the effort and design the building plans, create all the building materials to specs and actually use them to build something great. (and these are the hard and soulcrushing parts)
You also can't just lay down the foundation, see which random shape it forms and then build on it without severely impacting your potential.
The design needs to come first and needs to dictate which engine/tech solutions are even a match for what is to be created. "Pick an engine first" is not a good approach.
That said, more people getting into game dev means more chance of some talent emerging, and that is a great thing.
If someone is better motivated by trying a hard MMO project, they should! They can only learn from it. But expectations should be realistic.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
If the game you want to make isn't supported by the game platform, you will spend a lot of time (and energy, and possibly money) trying to make the engine work the way you want. My idea that I tried to build an MMORPG on (in 2002), didn't fit the game platforms available at the time. I had intended a feature to drive the creature AI by replacing the AI with an internal RTS-like interface. A group of Adversarial Managers (company support staff members) would use this interface to provide strategic level goals and activities for the in-game creatures. This way, the AMs would recruit in-game forces (mobs), set up movement plans, and send task forces out to achieve a goal. The orcs in Camp Orc could suddenly form up in groups of 3 fighters and a healer to protect the local warg breeding pens. Then suddenly, the Camp Orc orcs would begin grouping with 8 fighters, 3 healers and a shaman to attack the guards at a nearby village. The plan was to have a single AM generate these changes, and apply them to each server dynamically.
None of the available game development packages at the time simply didn't support this kind of idea, so I was anticipating the need to build my own development engine. That basically pushed the entire project out of my price range, resulting in me abandoning the idea in 2003.
Logic, my dear, merely enables one to be wrong with great authority.