Making Your First MMO

We've briefly discussed what you'll need if you're going to dive into the realm of creating a video game. Now it's time to drill-down and get into what it takes to create a Massively Multiplayer Online game, or MMO.

Since this will be the major focus of this blog, we won't be exploring every single aspect of MMO creation in a single post. As always, we can post some of the basic items that an MMO needs in order to run and be successful.

You need the game itself. If you don't have a game, then you need to make a game. If you have a game concept, then you need to make a game. If you have art and some programming and maybe even an engine but don't have it all mixed together into a game, then... well, you get the point! Make your game. Download a pre-made engine if you want, or get to coding the base of the thing. Work in Unity, work in Flash or work in 1970's era index cards. It really doesn't matter what you make your game in, so long as you are making it work! As was introduced previously, and especially if you have no idea where to begin when it comes to game development, read this post.

Drop the first 'M'. One thing about game development is that the process itself is one of constant building. Nowhere is this more obvious than in the audience who plays the game. MMO stands for massive multiplayer online game, but you'll likely begin as anything ut massive. At first, you might get a few players. Heck, you may have none. But if you keep with your game, build engaging content, and let people enter your online world with ease, you'll eventually have the massive part of MMO covered.

You have to get the game to the masses. And you have to do it as seamlessly as possible. These days, platforms like Steam, Xbox Live and others allow game developers opportunities to sell and deliver their games digitally, without even requiring their audiences get out of the house. In days past, videogames were the domain of big retail only, and stores only wanted to work with established publishers. That meant getting a cut of the profits from hundreds of hours spent programming meant going through another company's licensing, and in the end, less money. Thanks to the internet, those days are in the past, and an indie developer can put his game online next to big shots like Blizzard Entertainment, Bethesda and EA. But all that competition means you'd better stand out...

..Which leads us to the all-important hook. Why would someone spend hours and/or money in your MMO? Is it going to be a robust social hub with lots of players? Is it a fun game in its own right, with or without other users logging in? Is it beautiful to explore? Does it have a retro feel? Whatever it is, you might be surprised to learn that marketing your game as an MMO might want to be one of the last strategies you employ. These days, there are so many multiplayer online games on the market that if it's your only feature to speak of, you'll not be seeing much traffic. Being an MMO is the cherry on top of an already enjoyable gaming experience -- it is not the ice cream!

As we continue to explore the intricacies of creating an MMO, we'll be covering all of these points and more, in further detail. And this is by no means a complete list! We've neglected to mention the time and effort spent testing the game, managing the community, and just generally maintaining the game day-to-day. If you're up to the challenge, then stick around as we deliver more pointers on doing all of that in posts to come!

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