Maybe Elidroth will be the one to prove me wrong some day, but it sure wont be Brad.I'm by no means saying Pantheon is the team to do it (although who knows) just that I think it can and will be done.
This goes back to the part about having the talent to use the tools to their fullest. Curt wasted shit tons of money on R.A. Salvatore and Todd Mcfarlane.Didn't Curt light about $60m or $70m on fire trying to make his MMO and still had nearly nothing to show for it?
How many devs do you need to rack up a $70 million bill? My point above is that the tools are getting easier to use and a single dev can do significantly more work. It just doesn't add up to this silly numbers people pull out of their ass.
Thanks! Happy to be corrected on it being a random number. I do feel that if a small studio was willing to cut corners on character models and animations (say ~50 unique models + lean heavily on reskins and humanoid enemies) plus did something like an EQ style one look per armor type system you could reduce the costs drastically. People on this forum are always saying shit like "I would love a game just like EQ but with better graphics". This is the type of route you would need to take to make that happen imo.Awesome Post
Thanks! Happy to be corrected on it being a random number. I do feel that if a small studio was willing to cut corners on character models and animations (say ~50 unique models + lean heavily on reskins and humanoid enemies) plus did something like an EQ style one look per armor type system you could reduce the costs drastically. People on this forum are always saying shit like "I would love a game just like EQ but with better graphics". This is the type of route you would need to take to make that happen imo.
I feel like you could create some cool and unique systems with only a small development team. Combine this with a willingness to take some hits on the art side of things (Asset store environment items) and it seems feasible. It is a lot easier to go back and retroactively update graphics if your game is actually good and people play it. Also worth noting you could do something like a low poly art style and disregard a lot of this issue. Something similar to Albion Online for example.
Regarding marketing I'm a fan of the idea of a good game selling itself over time. This is obviously pretty idealistic but honestly I think you only need ~1000 players to keep you afloat with a tight team and smart monetization. Word of mouth will do the rest.
Sounds like you know a lot more about the industry than I do. My opinions are mostly coming from playing with various tools available for the last year or so and dreaming big.
Don't think I'm an expert on the matter, just what I've researched over the years, discussed with current/former game devs, and from my experience with my own little project(s): I've been making a game (release before Pantheon?)
I could be very wrong. The more I think about it, the more $50M seems unrealistic for a AAA MMO. It's amazing how fast you can burn through cash. If your game takes over 5 years to create (most MMO), you're looking at some astronomical numbers.
The thing I can’t ever figure out is how the old games ever got made.. I mean Eq or Daoc can’t have cost 50m back then but now with all the new tech and tools it feels like programmer productivity is actually significantly worse.
I think it's not even close. Wow was made with 60 people, and they used a lot of recycled assets and low res models. Today, a small team of 100 quality people would cost $100MM in salary and benefits over 5 years. This doesn't include the cost of getting those employees, either. Good employees want bonuses and annual raises. More $$$$$$$$$.
Big building in a nice area isn't cheap, either. Around here, a nice building for that many people will cost you $5MM in 5 years for lease. A nice office in a popular tech city will cost WAY more than that. And then there's taxes, insurance, utilities, hardware, software, and the bazillion incidentals that come along with running a business. $150MM not only seems like a reasonable number, but also a small number for a project with a long development time and a small chance of success.
People wonder why companies don't make MMO's anymore.
Didn't Curt light about $60m or $70m on fire trying to make his MMO and still had nearly nothing to show for it?
Original EQ had a shell of an MMO by today's standards. Google says EQ had a budget of 3M, which is ~5M after inflation. How much broken shit did EQ have, empty zones, low res models, so many missing systems. Practically no raid content at release. Also their team size was super small and everyone wore multiple hats. You didn't mocap or voiceover anything. Just super-bare-bones.
I would only make one argument here.. and that is perspective. Complaints like original EQ being "low res" is silly and unfair to compare to today's market. For it's day, EQ was developed when most people didn't have internet and fancy 3D video cards were rare and extremely costly. It was being coded and built from what, 1996? The game was groundbreaking, massive, and pretty damn cutting edge for its time.
One could argue that it was a bigger gamble then vs today.
This goes back to the part about having the talent to use the tools to their fullest. Curt wasted shit tons of money on R.A. Salvatore and Todd Mcfarlane.
I have nothing against Curt, and I really wanted him to succeed. But, he wasted money horribly just like Brad. The only difference is that Brad wasted his money on drugs.
How many devs do you need to rack up a $70 million bill? My point above is that the tools are getting easier to use and a single dev can do significantly more work. It just doesn't add up to this silly numbers people pull out of their ass.
This.. Curt wasted a SHIT TON of money putting big names on the header without caring if they could actually work together or even deliver. Then they played that whole shell game with people's lives at the end that really fucked a lot of people.
San Fran and other SV centers and go out to the SE USA.