Hello everyone,
I have a few questions regarding MMORPG creation. I've searched some other websites and found some very useful information, and I quickly came to realize the difficulty in creating and launching a successful mmorpg. I'm not one who is easily deterred. If there is a FAQ somewhere that answers these questions, I apologize for missing it; I searched for several keywords and was unable to find comprehensive answers, here or on the web.
My first question, are all members of a start-up MMORPG design team typically programmers, artists, musicians, web developers, etc? Is there ever anyone that is allowed to tag along who simply has ideas? I also have a BBA in Finance from the University of North Texas, which I've always assumed would be helpful for any business venture. I'm sure MMO's on the scale of WoW have employees from all kinds of different fields, just wondering if there would be a place for me on a small start-up.
Second, how do I protect my ideas? If I start a team or join a new one; what keeps them from running away with the ideas? Are we able to copyright something as abstract as an MMORPG concept? Is there a contractual agreement that needs to be signed?
Third, are there any small MMORPG design teams that anyone knows of who would be looking for a new project, that could use some fresh ideas and somebody who is willing to pour every ounce of effort to make it work? I am sure I'm not the first one that thinks he/she has some great idea, so it's likely difficult to differentiate myself from them. However, I can assure you this: the general foundations and concepts of my ideas would charter completely new territory. I'm not even sure if it can be done with current technology limits... whether it be hardware or bandwidth - and maybe that's why I haven't seen it. It's still worth trying.
Thanks for your time.
**edit** I just found the dev's corner, and I believe
http://www.sloperama.com/advice/idea.htm will have most of my answers. Sorry to bother, and apologize for not locating that first. **edit**
Comments
No longer visiting MMORPG.com.
My advice, take it for what it's worth is, yes making a mmorpg isn't easy you would need a minimum team of 20; network engineers, quest writers, concept artists, 3D modellers, programmers, publicists, all important admin, testers, accounts dept (that's you!), sound fx guru, musician, someone who deals with distributing, expect to double your team if you plan to publish yourself, manual writers, editors, oh and a network infrastructure (reasonably sized one ~250,000 players probably about $5 million). You've got skills in finance, when you are building a team you play to each others strengths. No-one just 'tags along', my advice set up your own insurance company you'll make more money and it will be less stressful!
No annoying animated GIF here!
Anageth, I'm with you on most of your responses, but there's one place where I'd disagree:
The design of a high-end game is often constrained by the limits of hardware or software. In fact, if you're shooting for a AAA title, you even need to think about what the limits of hardware/software are likely to be several years down the road, since that's when your product will ship.
Accordingly, a smart project manager will include all the technical leads in (at least) the initial design meetings. That helps to insure that the game hits the high end of the capability spectrum without crossing the line to promising capabilities that can't be delivered.
So in addition to the creative director and lead designer (and probably some of the key world/system designers), initial design meetings for a big game would probably also include the lead server and client programmers, the lead database programmer, and the local hardware guru. For a smaller game, some of those hats might be worn by the same person... but they're all roles that have something useful to contribute to a game's design planning.
Riding herd on all these people means that project managers earn their money.
--Flatfingers
maculo
Well for your first question which is really the only one I feel I could answer very correctly I would not call them a "tag along" I would call them a designer which are of course important. I would think you need someone with lots of gaming experience.
http://aerirprown.blogspot.com/