Ryzom released their assets. I assume that was the referenced game.Just because it's fun I'll answer.
First, let's assume you're not paying your team of developers the $50,000 to $150,000 a year for art assets, world development, QA, Project Management, IT, Network Engineering, Systems Engineering, UI development, not to mention class balance, class development, mob AI scripting etc. etc. etc. etc. Let's also assume you're not buying hardware, or computers for all these people that are working on the game (tons of money).
You still have to pay for bandwith, server hardware which I guess can be inexpensive if you're looking at only 10 or so people playing your game.
You still have to pay for all the backend server network code and stuff.
You still have to pay for a already developed game engine and set of development tools.
Wasn't there a failed kinda sci-fi ish old MMO that released their game assets to the public a few years ago?
Anyway, you could probably do it if you had a group of friends that were super tech friendly. But if you don't, you would probably need 5-10 million depending on the scope of the project.
Edit:
Kitsune probably has the right answer, and picking up some old as fuck game engine that is 2D would probably be the way you could go. You can do a cheap as hell flash or 2D sprite game for much less.
Or you can make a MUD like this:http://www.kaldana.com/
On May 6, 2010, Winch Gate announced the full release of source code and artwork, and a partnership with the Free Software Foundation to host a repository of the game's artistic assets. Ryzom offers a portal for open source development of their GPL licensed engine NeL, on which the game Ryzom is based
There?s a big difference between, ?hey I have this great idea, how can we make money off it? and, ?hey, I wanna make some money, got any ideas??.yeah, I feel that is completely wrong as well. Right off the bat, suggesting UO and EQ weren't built in the effort to make money is just stupid. Sub fees started for a reason right from the start.
Well, second life has no objective right? I wouldn't ever want to play a game where there is no reason at all to do anything. It'd just feel like playing with legosThe only really different game out there is Second Life. Most other MMOs are still firmly locked into DIKU MUD style. Second Life is about as sandboxy as you're going to get but most people log on, don't have a clue of what to do and log off.
If you want an objective in Second Life, make yourself an objective. That's what sandboxes are, no?Well, second life has no objective right? I wouldn't ever want to play a game where there is no reason at all to do anything. It'd just feel like playing with legos
Personally, I would never want to play a 100% sandbox game - which is why second life and minecraft has never appealed to me. Maybe it would be interesting to create content for others (like I used to do in StarEdit back in the day for starcraft) but I prefer my games to have a more cause and effect scenario - where you can lose, die or whatever it might beIf you want an objective in Second Life, make yourself an objective. That's what sandboxes are, no?
So much this. Because of the psychological effect of a monthly fee, I feel as though if I'm not playing every single day and getting my "money's worth", I'd rather not play at all. This is a big part of the reason why I'm sticking to F2P MMOs from here on out. It's also a big part of the reason why I quit every new MMO within a month(them generally sucking after that doesn't help either). I just don't have the time commitment available to play daily anymore.The psychological effect of paying a subscription fee somehow elevates MMO into the realm of "It has to be completely perfect and so engrossing that I dedicate every minute of my free time to it." When really what you pay is simply proportional to the amount of content you are getting.
Yep. Why pay for WoW when there are a baziilion clones that offer the same crappy PvE for free.So much this. Because of the psychological effect of a monthly fee, I feel as though if I'm not playing every single day and getting my "money's worth", I'd rather not play at all. This is a big part of the reason why I'm sticking to F2P MMOs from here on out. It's also a big part of the reason why I quit every new MMO within a month(them generally sucking after that doesn't help either). I just don't have the time commitment available to play daily anymore.