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  --Deleted--[Edited by - DotNetDev on May 8, 2010 8:09:18 PM]
  I think as well as no experience in games development, you should probably ask for people with no interest in games development as well. The only thing better than that will be if you can get hold of some of those clothes shop mannequins. They make great team members. Not awfully hard-working to be true, but I **never** get them answering back.;  most of what you're looking for has to do with developing resources and in that case you would want more experienced people. What will you do with someone with no experience in sound editing/ 3d modeling/ 2d art? And how can someone over-shadow you if they're not programmers themselves. Moreover can you really handle all the programming to be done in this alone?you never really explained the "why something this difficult for people with no experience" besides saying that you have no experience so you don't expect other people to either.   ;  Don't forget that creating an MMO requires people with a solid background (networking, animation system, gamedesign...).Don't get me wrong here but why don't you take on a project that might actually be done by amateurs?(turnbased singleplayer strategy game, an RPG, a platformer, make a 2D game instead of a 3D one, ...)What you listed can be done in a game like that and if you succeed you will have done a really classy indie game.   ;  If you don't get people with experience then this project won't go anywhere.Sorry to break it to you.If this were a fully financed project by yourself would you want to employ people without experience, paying them good money? I'm afraid that even if this is for free, you have to have someone at the top of the pile (maybe entitled Creative Director, General Manager) etc to direct things, to maintain vision and direction.Also, don't build your entire team straight away. Back to the fully financed example, you get 10, 20, 50 people together, but 45 of them don't have anything to do because there is no game design, concept art or technical requirements. You need to grow slowly, or as required. I've worked at two game studios and both started with a small group of people, 5 or so.If i decided that i wanted to make an MMORPG i'd be getting it going by myself so that i have something to show people. I'd atleast want some kind of basic engine tech to show progress, placeholder artwork and strong gamedesign.   ;  I understand DotNetDev's point of view.You are damned if you do, and damned if you don't.If he asked for experienced Programmers, he would get replies saying, "Why would an experienced Professional write you an MMO for free?".Since it's not a Project to finish anyways, he might as well join other inexperienced people to learn while attempting to.   ;Quote:Since it's not a Project to finish anyways, he might as well join other inexperienced people to learn while attempting to.Inexperienced, blissfully ignorant programmers looking to bite off way more than they can chew are not exactly in short supply, and I've nothing against them wasting their time on unrealistic projects; trying and failing is a good way to learn.What upsets me is when they manage to suck talented artists and musicians away from more modest and potentially successful projects. It's a shame.   ;Quote:Original post by dhullimost of what you're looking for has to do with developing resources and in that case you would want more experienced people. What will you do with someone with no experience in sound editing/ 3d modeling/ 2d art? And how can someone over-shadow you if they're not programmers themselves. Moreover can you really handle all the programming to be done in this alone?you never really explained the "why something this difficult for people with no experience" besides saying that you have no experience so you don't expect other people to either.A quick glance at other recent threads show posters updating their posts and rosters, requesting more help as needed.  Would I plan on doing this all myself? Saying yes to that would be almost as ignorant as your assumption that I planned to do so. as for "no experience," you're taking it a little too literal. I was referring to the fact that you don't need a resume of 45 projects, connections with commercial publishers and a history of unbelievably accomplished and profitable games for this.  I'd say a little common sense and thought before instant response would say, "He's probably lookin for someone who knows a bit about Blender, about C++, about Cubase or Audition, about Photoshop, etc. (insert other program here), and is wanting to step up and put it to good use, as opposed to a 5 yr. pro."I apologize if I assumed you had the logical ability to decypher that.   ;Quote:Original post by bitplaneQuote:Since it's not a Project to finish anyways, he might as well join other inexperienced people to learn while attempting to.Inexperienced, blissfully ignorant programmers looking to bite off way more than they can chew are not exactly in short supply, and I've nothing against them wasting their time on unrealistic projects; trying and failing is a good way to learn.What upsets me is when they manage to suck talented artists and musicians away from more modest and potentially successful projects. It's a shame.An artist creates his graphics.  Even if this project weren't successful, does that mean he didn't accomplish something as an artist (or as a musician)? No, they've still made their models, textures, sound effects, musical scores if need be.  They've still filled their portfolio.  And instead of goin into a new project sayin "Yea... I don't got nothin to show to compete with these experienced guys, but I got a brilliant personality!" they could actually come to the table with "Worked on a project that was over our heads, but while working on the art, I came up with this, and maybe you can use it here."You're short-sighted, or totally over-looking that an artist doesn't have to SELL his painting, to have accomplished DRAWING it.As for biting off more than I can chew, of course I do.  I work (and learn) best that way.   ;Quote:Original post by ValmondDon't forget that creating an MMO requires people with a solid background (networking, animation system, gamedesign...).Don't get me wrong here but why don't you take on a project that might actually be done by amateurs?(turnbased singleplayer strategy game, an RPG, a platformer, make a 2D game instead of a 3D one, ...)What you listed can be done in a game like that and if you succeed you will have done a really classy indie game.I know what techincal skills are required (admittedly not the details), but I've got experience in game design (in fact some of my Game and Simulation Programming courses required writing out various game designs both alone and as a team); these were just educational endeavors though, with nothing to display.And, perhaps you all who've so befriendingly acknowledged me with your vast wisdom, you can correct me if I'm wrong, but you usually don't just DIVE onto the hardest aspect of the project, especially for prototyping.  Initially, yes, we would work on for example: creating the game world and animating player movements, incorporating it.  Adding various assets to the world, introduce colliding with objects, etc. Move on to other, more difficult tasks as we come to grasp the required knowledge beforehand.  You could almost say we'd take an object-orientated approach and start small.  Just a thought I'm throwing out to the local omnipotency?   