   why? I want to know why.
  why do you ppl come down so hard on those who chose to make MMORPG''s. I know how hard they are, and I realize the amount of hard work and skill they require. what I dont understand is why you ppl can''t just give friendly advice on how they can make the trip easier instead of trying to get them off the idea totally. Discouraging someone, no matter what the topic can do a really number on their selfesteam.   You can leave and beat the traffic or you can stay and beat your meat.Blink 182 
  Some might say that if the MMORPG makers cant take a bit of criticism from people on these boards then they are never going to have the will to finish the MMORPG.  Making any game is hard, making a decent MMORPG is even harder, you are going to have a lot bigger problems than what people think of your idea on this board.  Why should people spend time helping every idiot who wants to make an mmorpg.  Start small, work your way up, and you wont have to come to the boards begging for help every 5 minutes, and crying if you dont get it. ;  It''s simple, really. If you wanted to make an MMORPG and were actually capable of doing so, you wouldn''t be asking us "how do I make an MMORPG". That smacks of cluelessness, in which case you''d be better served by doing something smaller first.You must crawl before you walk; learn arithmetic before calculus. ;quote:Original post by Dransic   why do you ppl come down so hard on those who chose to make MMORPG's. I know how hard they are, and I realize the amount of hard work and skill they require. what I dont understand is why you ppl can't just give friendly advice on how they can make the trip easier instead of trying to get them off the idea totally. Discouraging someone, no matter what the topic can do a really number on their selfesteam.   You can leave and beat the traffic or you can stay and beat your meat.Blink 182   My advice is to not listen to them. Most people out here like to discourage and sound intelligent while doing it. Take what you need and leave what you don't. Otherwise if you take in all that you read form these boards you will eventually give up and possibly hang yourself with your mouse.I think most people try to learn GD through the internet and therefore have scattered knowledge of the fine topic. I tend to stick to the books out there. If I have a problem I can usually work it out by researching through the books instead of asking away on the GD.net boards. And as far as starting with something small...I hate that advice. Start big and dive right in. You will have problems but will eventually work them out and in the end will be a lot farther ahead.  "Do not flame people you don't know in a public forum. Only amateurs do that. Professionals in the industry know they will run into each other over and over. The person you flame this year may the person you want to do business with next year. Don't burn your bridges," (Diana Gruber, http://www.makegames.com/chapt6.html)  .   [edited by - DIRECTXMEN on February 12, 2004 8:07:36 PM];quote:Original post by DIRECTXMEN  And as far as starting with something small...I hate that advice. Start big and dive right in. You will have problems but will eventually work them out and in the end will be a lot farther ahead.Where''s the evidence to support such a claim? Most people who start with things that are too big lack the persistence to stick to it long enough to create anything presentable. The benefit of smaller-scoped projects is that completion is easier and much more likely.Of course, Dransic, the choice is yours to make. ;  The other big thing that most MMO-wannabe-ers seem to not realise is the cost of running an MMO game (and I mean a *proper* MMO, game, with upwards of a thousand players). In general it needs servers on pretty high speed connections, it needs people to maintain those, it needs people to develop new content, it needs a subscription payment system... it needs capital. The majority of these people aren''t going to get that, and if they had it they''d hire people to work on the project for them instead of needing to do it themselves.I actually have an MMO game design in my portfolio; I also have a half-finished prototype of it (on the Half-Life engine). Maybe, someday, once I''ve worked for some more developers, broken off, formed my own company, released a gamut of AAA titles, then I''ll pitch it to a publisher and get funding. Until then there''s no point even trying to make it because there''s no way I could actually run it to any degree of success or profit. ;  thanks for the avice, but this topic wasn''t geared towards me but all those who attemp MMORPG''s.    You can leave and beat the traffic or you can stay and beat your meat.Blink 182 ;quote:Original post by Dransic   I know how hard they are, and I realize the amount of hard work and skill they require.No you don't know how hard they are unless you have made one.quote:what I dont understand is why you ppl can't just give friendly advice on how they can make the trip easier instead of trying to get them off the idea totally.The only way to make the trip easier is not to make it before you learn a lot more.The only problem with the advice that people are giving is that they give the idea that MMORPG is an impossible project. It's not really impossible. It is very possible as a matter of fact, but you must really   know what you are doing. You must be really familiar working in an RPG/MMORPG space. And most of these wannabes do not give us (their audience) any impressions that they are skilled on it. That's why people bash them.Like Oluseyi said, if you know, you wouldn't be posting asking about it.   [edited by - alnite on February 11, 2004 4:11:14 PM];  Posting about how to make a(an?) MMORPG gets bashed because of the difficulty in it.  It''s just like having someone climb an easier route on a rock before the harder, or running a shorter race before the longer.  Of course, I''m stupid and stubborn, so my MMORPG project is two years old and only now starting to take any kind of shape.  The work that goes into these just isn''t something you can really see without trying it, so much to code, so little time.  If you think about surface or face value elements, it''s not too much harder than a run of the mill FPS, but then you have to look into the server/client issues, like someone before me posted, the capital to run it(I happen to have a T1 provided to my house, split between the 5 or 6 PCs in my family...) and database stuff.  I do think, however, that starting big shouldn''t be discouraged so much.  People attempting it should be given a warning(I was), but not so much that they give up before they start.  Thats how some people learn, give them a project no one thinks they can do, and they will figure it out for whatever reason.  Personally, I like the intricate challenges involved in not knowing what the hell I''m doing, and then spending a week or two figuring out how it all works.Tetris and Pacman don''t interest me, I can never finish them.  Like I mentioned before, my MMORPG project is two years old now from actual paper design to the jumbled mess of uncommented spaghetti code I work with now.Forgive the long post please ;o) ;  How do I build a space shuttle?You might not like hearing it but:  If you have to ask you're not ready.  Start writing a MUD or something.  It's still going to challenge you.There's nothing wrong with attempting an ambitious project as long as you don't expect other people to think you'll complete it.  Even doing a _polished_ version of PacMan takes more work than most people are willing to do.Look at it this way: You're just starting out. You may not even be comfortable with ONE programming language.  To someone with experience you're questions may not even register as being problems.The other thing is that some people who frequent this forum see the SAME QUESTIONS over and over and over and over and over and over and over and over and over and over and over again.  You can't expect someone to have an enthusiatic answer for somebody when it's the 50th time they've posted a reply!   (Moral of the story: Be nice to customer service reps on the phone!)You should feel fortunate that a site like GameDev exists where so many people are willing to dispense knowledge.  Will [edited by - RPGeezus on February 12, 2004 1:43:44 AM]