   Tsukiyomi - MMO
Team name:Project TsukiyomiProject name:Tides of TsukiyomiPlacid SoulShatsu: Blood of an EmpireBrief description:Our main goal of this thread is to build a team for a hopeful video game company. Our specialty will be MMORPGs(Massively Multiplayer Online Role Playing Games), and for this purpose we need a team that is willing to work despite the fact that we cant pay them unless the project is able to gain revenue.Target aim:Target aim is to create and run our very own MMORPG.Compensation:Since we are all beginners and can not set pay for our members that are currently working for us, until the game creates revenue the positions will be non-paying (for now it is just a personal project).Technology:Our main two games, Tides of Tsukiyomi and Placid Soul, will be 3D and the last, Shatsu: Blood of an Empire, will be 2D. We need a team that is skilled in 3D graphics systems such as Maya, or 3D Studios Max (preferably Maya)Talent needed:Here is the list of people needed:-Programmers (VB.NET, or C++ Languages)-Graphic Artists-Game Mechanics-1 Web Designer (Needs to know HTML or XHTML)-Level Designer-Concept Artists-Sound DeveolperTeam structure:MegamsterxRyuswordHatoDamonTheryWebsite:www.Tsukiyomiproject.comContacts:Contact us if your interested at:Megamasterx@tsukiyomiproject.com   orRyusword@tsukiyomiproject.comPrevious Work by Team:noneAdditional Info:(blank)Feedback:ANY
  Ryusword- just a bit of helpful advice here. I'd only focus on one game at a time. Since you're an indie team that cannot offer pay I think you'll find it hard to get a team large enough and dedicated enough to produce three games at once (or even three in succession). My company is working on three different titles at the same time (two of them MMOs and one a 2D game) and employees a full time crew of 85. We also have professional resources and ten years of professional experience and even with all of that, our MMOs take years to produce. Not only this, these MMOs take millions to maintain and advertise, so players will check them out. My point is this: you may not want to make a commercial game, which is fine. This can be a great learning experience for you, but set yourself up for the greatest chance of success. Narrow your development down to your single, most achievable and favorite title first. Save the others for later, after you finish this one title. Trust me, that will be hard enough in itself. Honestly, I feel that small, indie teams attempting MMO development is almost suicide. Sure, some indie teams have pulled it off, but they are far and few between. If you truly have your sights set on MMO development then: plan, plan, plan! Do as much research as possible and promote yourself professionally to all potential crew members. It can be done, but it is much, much harder than many teams realize or prepare for. Best of luck to you!Nathan   ;Quote:Our specialty will be MMORPGsYou haven't made any games prior to this, and your speciality is going to be MMORPGs. This is not rudness talking, but honesty: You did not think this through, at all. I'm guessing you played a couple of MMOs, you enjoyed them but figured "heck, I can do better than this". Truth is, maybe you can. Truth #2 is, MMO projects aren't yet a genre suitable for hobby/indie projects, and most definately not starters at that. MMORPGs are famous for even having brought major companies down, just because they want a piece of the action and jump into it without having a real clue what they're dealing with. MMO is the monster of game development, and those it has consumed without mercy are stacking up in much greater numbers than the once actually with a game to show for.My advice: Follow nsmadsen's advice...   