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Old 09-23-2006, 02:31 AM   #136 (permalink)
Ngruk
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Originally Posted by Angry Amadeus
So. As to the breadth and depth of "the game" - and realizing this is still about as early as you can get into development - have you done any brainstorming sessions, held meetings where ideas were thrown about regarding "the game" (or "games" as it were), or generally done any other meditating on what you'd like to produce.

As far as fantasy goes, it seems you are generally interested in high fantasy as a genre. Is this the route that you'd like to take? Have you given any thought as to how you might deviate from the run-of-the-mill fantasy MMO's which are already currently available or in the works?

Thanks.

PS - I kicked your dual-wielding ass with my level 7 swashbuckler.
The only thing I can tell you with regards to your questions is that yes, we are way way WAY past the brainstorming sessions. There are still many to be had for sure, but it's way past the "Dude, how cool would it be if we did..." stage.

At the moment the finalists for the lead Studio position are being interviewed and looked at. Combined they have shipped over 100 titles, with many handling every aspect from putting a team together to dropping the CD into the box.

The only thing I can assure you of is this. I would consider myself to be a hard core MMO player, since the early days of UO. I've enjoyed the Alpha and Beta test phases of 7 different MMO's. RA is a hardcore MMO player as well.

We know what's out there from a content and gameplay standpoint, and we know that what we plan to bring to the table is something pretty special. Our goal is not to make 'our game', or make a game to address what we think is wrong with games we play. While we certainly don't want to reinvent the wheel where it currently has proved itself to be working, we do want to add things to the MMO space that we know for a fact don't exist, or we believe were done poorly.

The goal is to create a company that creates titles that reflect our core values and beliefs to our customers. Titles that make people look at us and understand that we aren't three rich kids lording over a bunch of people saying "make it do this" or "Make the game do that, cause that's what I like".

Green Monster Games is my company. I started it alone and in doing so I envisioned the first title and what I thought would be a dream team. That's where RA and Todd came in. RA has signed on with GMG to be the Creative Lead, Todd the Art Director, for this first game only. My hope is that it's a partnership they will want to be involved in after this first game ships and succeeds, but when it comes to the bottom line I am the one responsible to the employees of GMG, the customers of GMG and the products GMG produces.

We are looking at a game right now that could potentially have a 50+ million dollar pre-launch budget, and understanding that if we achieve the vision we have set forth, we will change the landscape of this industry game wise, and company wise, forever.

The talent is falling into place in every aspect of this company, and the passion to do this is company wide and only getting stronger.

It's a pretty exciting time but we all understand that the road ahead will offer some major bumps and bruises. If we don't lose sight of the vision, the end game and our goals, we'll arrive, and we think you'll all be pretty fired up at what we end up with.

One more thing. We three understand this much. Todd can draw his butt off, RA can create the most epic thing you've ever wanted to see and be a part of, and I can lead until the cows come home. But if the game sucks, the game sucks. It is now and will always be that way. It will always come back to the game, regardless of the GREAT story, or epic art, it's about the game, period.

Last edited by Ngruk; 09-23-2006 at 02:33 AM..
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Old 09-23-2006, 02:40 AM   #137 (permalink)
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nice post Ngruk, hope it pays off for you, and me.
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Old 09-23-2006, 02:57 AM   #138 (permalink)
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Originally Posted by Jooka
nice post Ngruk, hope it pays off for you, and me.
QFT, that post hit all the right notes.
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Old 09-23-2006, 06:25 AM   #139 (permalink)
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Curt, I give you a hint and it's absolutely free: If you want to be successful, don't follow the mainstream opinion that's based on Koster's Theory of Fun. The worst thing you could do is to make another EQ2/Vanguard clone.

P.S.: If you need an outstanding artist for your character models, sign Sceleris from this very thread.
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Old 09-23-2006, 06:34 AM   #140 (permalink)
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These guys have the guy that made Spawn, I'm pretty sure they will have a different direction in their games. Atleast I hope so =/.
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Old 09-23-2006, 07:18 AM   #141 (permalink)
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Don't know that game, so I cannot judge him. Still I'll lay the odds that Sceleris is at least just as good and probably much better. Anyways, I hope they licensed this engine to start with: http://www.projectoffset.com/
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Old 09-23-2006, 07:26 AM   #142 (permalink)
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We are looking at a game right now that could potentially have a 50+ million dollar pre-launch budget
$50M in capital from 3 rabid MMO fans who want to make an awesome game, or $50M from misc investors who want the biggest return on their buck and don't understand that that does mean making an awesome game... regardless of deadlines? It seems deadlines bite a lot of people in the ass... they need to please the investors, and end up making a crappy game.

Quote:
we do want to add things to the MMO space that we know for a fact don't exist, or we believe were done poorly.
So you are going to make a Star Wars MMO? =)

Quote:
The worst thing you could do is to make another EQ2/Vanguard clone.
ummm... isn't that the type of game that Curt typically plays?
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Old 09-23-2006, 07:39 AM   #143 (permalink)
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Originally Posted by redjunkopera
ummm... isn't that the type of game that Curt typically plays?
Let's put it this way, the decision to make your own game ("I can do better than that!") usually doesn't come while playing the greatest game on earth.
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Old 09-23-2006, 07:47 AM   #144 (permalink)
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Quote:
Originally Posted by Neric
Curt, I give you a hint and it's absolutely free: If you want to be successful, don't follow the mainstream opinion that's based on Koster's Theory of Fun. The worst thing you could do is to make another EQ2/Vanguard clone.

P.S.: If you need an outstanding artist for your character models, sign Sceleris from this very thread.
I cannot quote this enough.

Above all, make sure you learn what happens when you rush a launch date. Look at games like AO, EQ2, etc. Look what happened to them. The biggest thing to learn for you, unless you already know, is you have a minimal window to gain a shitload of players. If you botch the launch, you're done for and will never recover. Take your time and release the game when it is ready, and never use subscription revenue to finish half the design concept. Ala: SWG.

I think what is good about this is you have been an avid gamer for a while. You have dealt with the frustrations of shitty launches, too much hype for a game, terrible mechanics, etc. Hire good animators, good artists, and create a fun game to play and you are set. Do not sugar coat anything in the press, give real answers to questions and do not fluff PR Style. You will find people are going to be much more in tune with you and your game if you are straight forward and do not play the PR card every time you post.

Although I haven't liked an RA Salavatore book for a long time now, get him to create something fresh, new, and have him work on it - not just stamp his name on it or create a rough storyline to follow. Have him knee deep in the design process.

Above all, be honest and upfront about what is or is not going to make launch. You'll find gamers a lot more forgiving if you just come out and say what is going to be in the game. Make a web page when you get closer to launch detailing a list of what will not make it until future patches or expansions. Don't hide anything, ala the Froglok quest in EQ2, or Jedi's in SWG, PoM card quests in Velious... Etc. These will absolutely kill your credibility for a very long time, and once you have lost that - forget it. You're a bigger target for ridicule more than a hanging curve ball left up.
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Old 09-23-2006, 08:43 AM   #145 (permalink)
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Quote:
Originally Posted by Neric
Don't know that game, so I cannot judge him. Still I'll lay the odds that Sceleris is at least just as good and probably much better. Anyways, I hope they licensed this engine to start with: http://www.projectoffset.com/
Spawn is a comic book, and ya that projectoffset I remember reading about a pretty long time ago. Their web site is kinda meh, but when I watched those videos man...

When an FPS is that Epic, I don't even know if I'll bother w/ mmo's.
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Old 09-23-2006, 09:16 AM   #146 (permalink)
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Looks like Curt has the potential to be the prodigal child of the jaded masses, a scary position to be in to say the least. Good luck with your game.
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Old 09-23-2006, 10:06 AM   #147 (permalink)
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Well that's really where my "who's $50M dollars" question comes into play.

If he's following the same model as everyone else It'll be like "Yeah, ok you and 50 other companies who are doing the exact same thing"...

If they've got a pool of cash and the investors are willing to trust that good game WILL bring in the cash and they are willing to back off and let the dev team do what they need to do, then maybe there will be some reason for optimism.

I think Sigil is trying to make their game free from the business side constraints, and regardless of whether or not it's the type of game most of the crowd here will want to play, I think for the type of game they are developing it will probably be awesome.

We don't know what kind of game GMG is making either... could be 3 years down the line we have 18 GMG threads on front page with some neo-Ut tearing Curt a new one in 2000 word mini-essays over how they have designed their game.

The optimism is there because nothing has been put out there yet... If they can keep that optimism going as they release info remains to be seen.

Last edited by redjunkopera; 09-23-2006 at 10:19 AM..
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Old 09-23-2006, 12:28 PM   #148 (permalink)
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Quote:
Originally Posted by Ngruk
We are looking at a game right now that could potentially have a 50+ million dollar pre-launch budget, and understanding that if we achieve the vision we have set forth, we will change the landscape of this industry game wise, and company wise, forever.
Trying to achieve above and beyond what is already set forth is something that the gaming industry needs. Passion and having a vision of what you are doing reigns supreme.
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Old 09-23-2006, 12:41 PM   #149 (permalink)
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all it takes is 1 email and a good talk :P
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Besides, who the fuck looks at a girls eyes when they're getting a blowjob? Shouldn't you be watching the road?
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Old 09-23-2006, 01:22 PM   #150 (permalink)
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Quote:
Originally Posted by Neric
Curt, I give you a hint and it's absolutely free: If you want to be successful, don't follow the mainstream opinion that's based on Koster's Theory of Fun. The worst thing you could do is to make another EQ2/Vanguard clone.

P.S.: If you need an outstanding artist for your character models, sign Sceleris from this very thread.
I'm torn. Koster also made UO, and I <3 UO longtime and its spiritual successor, Eve Online. So, I still don't think Koster's all bad, despite the Star Wars mess.

My main curiousity is if Ngruk (get something pronounceable k thx) is leaning towards PvP or PvE, sandbox or linear style games
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