Making Games

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Do you know what it really takes to make a video game? Do you know why a game costs $60 or even $80. Making a game takes a ton of work.

Sometimes I think I should try to teach a class in it in high school. Creating a game might be something that some students might want to do and having a class about it would allow them to experience what it really takes to make a game. It's not just about having fun, it's about lots and lots of work. It's about reports, schedules, budgets, tradeoffs, teamwork. All the things I wasn't taught in high school or college for that matter.

Pitching

Most people think that a game starts when someone has a great idea for a game. The problem is that almost everyone in the industry and every game player thinks they have a great idea for a game. Someone has to be convinced that your idea is the one idea that should get done. This is done by pitching the game whether you're an internal team (a team that is internal to the game publisher) or an external development team (a team not owned by any publishing company but that does products on contract for a publisher.)

To pitch a game you have to create pitch materials. The better your materials the better your chance of getting your game approved. Usually the minimum materials are a small report 2 or 3 pages describing the game briefly. If you can't describe the game briefly then you are unlikely to be able to keep the attention of the people you are trying to sell the game to. Most of them are not game players. Another common pitch material is the storyboard. Storyboards attempt to show the game with pictures. Good looking storyboards definitely make an impression over those teams that don't have them. Even better than storyboards is an actual demo of the game.

Time and Money

What many people don't realize is that the game they pitch must be able to be done in a certain amount of time within a certain budget. Lets say you wanted to make a 3D Fighting game with 20 different characters and 1 background for each character. An intro video introducing the game and a video ending for each character when that character wins the game. How much time and how many people is that going to require.

Lets guess that each character will take 1 month to create in 3D and animate. Each background also takes 1 month. The 3D programming we guess will take 1 year. The intro video will take 4 months and each ending video will take 1 month. Add it up.

  • 1 month * 20 characters = 20 months
  • 1 month * 20 backgrounds = 20 months
  • 1 year of programming = 12 months
  • 1 intro video = 4 months
  • 1 ending video * 20 characters = 20 months

That's 20+20+12+4+20 = 76 months. In other words, if one person could do all the work by themselves it would take them 6 years to make the game. Of course 6 years is too long to take to make a game. If you started today, in 6 years the video game systems that people have at home would probably have been replaced. Instead of a Sony Playstation they'd have a Sony Playstation 2 or maybe even 3 and your game would have no market anymore.

Most publishers would like a game to take about 1 year. So if you wanted to get your game done in a year you're going to need at least 7 people. 76 months / 7 = 10.8 months or almost 1 year.

How much do 7 people cost for a year? Well an artist can cost anywhere from $30,000 a year to $100,000 a year depending on their experience. A programmer from $40,000 to $100,000. Lets just guess and assume you get 6 artists for $45,000 each and one programmer for $65,000. That's $45,000*6 + $65,000 = $335,000. But wait, people need benefits like health insurance, they need supplies like paper and pencils. They need a place to work like an office with a desk, a phone and a chair. You also have to pay certain taxes in addition to the taxes that each person on the team pays. All that adds up to around 30% of their salary. So, $335,000*30% = $100,500. Your total cost is now $335,000+$100,500 = $440,000. Okay, now you need equipment and software. Each artist and programmer needs at least one computer. A reasonable computer with monitor will cost at least $3000. Artists need software and 3D software can be very expensive. Lets say you decide to use 3D Studio Max. That's $3500. They may need a copy of Photoshop or some other painting software which is about $600. Your programmer will need a an editor $200, and a development system, $30,000. So the total for equipment so far is

  • 7 machines * $3000 = $21000
  • 6 3D Studio Max * $3500 = $21000
  • 6 Photoshop * $600 = $3600
  • 1 development system = $30000
  • 21000+21000+3600+30000 = $75600

Total so far, $516,500.

Now lets say you ask a publisher for $516,500 and they agree to give it to you to make the game. What did you forget? Well some things that come to mind, music and sound effects for one. Also, your schedule probably didn't take into account all the communication that needs to go on between team members so they are all working as a team. Do you need someone to lead the team? Do you need a art director to organize the artists and make sure that all the artwork in the game has a consistent look? You could ask one of your 6 artists to do it but then they will be busy managing the other artists and won't have as much time to get their work done. Who is going to pay the bills, do the payroll, order the equipment and software. Whoever does it will have less time for working on the game. What about a network? Are you going to have a network so that people can share there work with each other without having to use lots of floppy disks?

Lets add one more artist as art director and because they are the art director they command a higher salary of $60,000. You also hire a producer or manager to both organize the team and pay the bills and manage the other money matters. (Maybe you don't like the idea of hiring a manager and instead you want to manage. Now your time is taken up by managing so you are going to need to hire someone else to do the work you no longer have time for. Either way it's going to require another person). You need to contract out for music and sound effects. That can easily cost $60,000 to $80,000.

Lets add that in.

  • 1 art director = $60,000 + 30% for rent, insurance, taxes, supplies, ... = $78,000
  • 1 producer = $40,000 + 30% for overhead = $52000
  • Music and sound fx = $70,000
  • 2 more machines = $3000 * 2 = $6000
  • 1 more 3D Studio Max = $3500
  • 1 peer to peer network = $4000

New total = $4000+3500+6000+70000+52000+78000+516500 = $730,000

Lets say you ask for $730,000 from a publisher and they give it to you. You now have enough money to pay your team for exactly one year and no more. If you forgot something tough luck. If it takes 16 months instead of 12 you're going to go hungry for 4 of those months or your going to have to re-negotiate with your publisher and they are going to want something in return for your failure to deliver your game within the time and budget you originally promised. They might for example lower your royalties or they might demand a part of your company. They might ask you all to take a 50% pay cut until you finish.

Lets take a look at royalties. Most games by external developers are done on an advance against royalties arrangement. That means that the $730,000 they gave you is an advance against your royalties. Maybe you got 15% royalties and the game sells for a suggested list price of $49.95. You don't get 15% of $49.95. You get 15% of net so if the list price is $49.95 the wholesale price is probably 45% of that or $22.48. If this is a Sony Playstation or Sega Saturn game they both charge around $8.00 per disc sold as a licensing fee so the net price is $14.48. 15% of that is $2.17. Your team gets $2.17 per unit sold. You got an advance of $730,000. $730,000 / $2.17 = 336,406 units. You must sell 336,406 units before your team will see any more money than they already got. Not very many games sell 336,406 units. Maybe only the top 10 games on any platform.

Another issue that comes up here is the feeling that the publisher is being greedy.   The typical point of view of the developer, you, is that you are going to do all the work and they are getting 85% of that $14.48.  You feel like you should get more.   I know I often felt this way.  Here's the other point of view.  From the view of the publisher they put in $730,000 and probably several $100,000 more on marketing and plus they also need to pay sales people and marketing people and producers etc.   Lets say they spent a total of $1,500,000 on your game.  What have you spent?   You've spent $0.  They are risking $1.5 million dollars on you.  If you or your team fails they are out $1.5 million dollars.  On the other hand you risk nothing.  If you fail you already got from them $730,000 dollars.  That hardly seems fair.  The reason they get all the money is that they are the people taking all the risk.  That actually brings up another point, if you want a better deal, lower their risk.  For example if you develop the game entirely on your own and then once it's finished you go to them and they decide to publish it you can usually get a much better deal.  The reason is that they don't have to risk as much money.  Of course they still have to risk all the money they will spend of advertising and duplication and distribution and sales.  Unfortunately most people can't make a product on their own.  It takes too long and too many people.

Design

Design is going to be different for different types of games.  For the type of game I like to make, action games or action adventure games, I personally believe the best way to design is by storyboard and sketches.  I've seen teams make huge documents 300 to 400 pages long for their games and I personally don't think it works.  Nobody wants to read a 300 document.  Instead you probably need some kind of outline just so you can make sure you've got everything listed.  Then you need to design each world and each character and each object.  Each item will need two basic things, a visual design and a behavioral design.  The visual design would be designed by the artists.   This is one way to get your artists involved in the game.  Give them a basic idea of what you want to do with the game and then give them a couple of days to go off and sketch settings or characters or objects.  Then have a big meeting and decide which of their ideas you want to actually use in the game.  Once you've chosen, have the artists make much more detailed color version of those items.  You see this type of thing in movie production.  The #1 reason you need this is you need to make sure everybody understands what everybody is trying to make and a visual picture is your blueprint.  In other words, "make what you see in the picture".

The perfect example of this is the original Star Wars.  If you look in to the making of Star Wars you will see lots of paintings by a guy named Ralph McQuarrie.  I used to think those painting were made after the movies since they looks so close to scenes in the movies but actually the opposite is true.  Mr. McQuarrie drew those paintings and then from those paintings people made the movie.  If you think about it you can see why this is so important.  It takes lots of people to make movies and video games and without images like these nobody will have the same idea for how to make their particular piece of a level or scene.

Secondly you need behavioral design.  This is best done with sketches.  In the movies this would be the black and white sketches that show each scene and camera angle.  In a game these would be sketches that show each item and character and all their moves and behaviors with notes giving details for things like timing, speed, distance, power etc.  While working in Zombie Revenge at Sega I saw hundreds of these sketches.  Every motion needed for every character had a sketch describing the motion BEFORE it was created.

Levels also need to be sketched.  These should look like blueprints or top down maps that show where each item/door/character etc should be.  Having worked both ways I personally believe levels should be laid out on paper by game designers and THEN those designs should be handed off to artists so the artist can build the level based on the game designers blue print.  This lets the game designer make sure the level is designed to be fun, fair, not frustrating, etc and lets the artist make it look beautiful.   Some of you are going to think you can just jump into a map editor or 3d program and start creating a level.  I could happen but I've never seen a really good level come out this way on time.  The problem is without a blueprint you have no idea where you are going or when you're done.  You'll just keep noodling and noodling until you get bored and start working on something else.  If you have a blueprint you'll have a specific goal in mind.  You'll know when you are finished and when you are not.   You'll know what other things need to be created for the level before the level is even built.

The successful companies where great products are made on time the designer is at the top of the heap. From the designers the game is made.  That means they must be good people capable of leading, of creating designs that are possible, of not creating frivolous un-thought-through designs that the team implements and then have to be thrown away.  They need to be aware that from their designs, thousands of dollars will be spent implementing them and that bad decisions from them will cost lots of money and possibly the entire project.

Programming

Art

You're Done

to be continued...

 

 


Pass it on

Comments: 1 [2]
i am asking how do you make a game for a class of people.
posted by lillatuJune 5, 2001 at 8:59 [ e ]
What do you mean by class?
What do you mean by class of people? Do you mean class as in 5 to 7 year olds? Do you mean class as in rich vs poor?
posted by greggmanJune 5, 2001 at 11:41 [ e ]
title

    You helped me alot.Now I know how to make a game.

   Thank you for helping me on making a game.

 

       Thanks again,

        Michael

posted by anon_aletterJune 13, 2002 at 5:15 [ e ]
title
i think im just really really really really really really stupid, but im about 13 and i have a mac..i hate my mac it sucks!!!! but haha i need help still, do u know where i can find a program for my mac to help me create games? if ya could u tell me? it would really help, i'd like to make a game like mario(SNES) or earthbound(SNES) so could u help? thanks
posted by anon__HyBRiD_July 28, 2002 at 18:13 [ e ]
Thank You

I'm only 13, and i've made some basic games cause i'm a programmer. But this article helped me understand the risks involved in publishing a game.

Anyway, me and a team of 'garage kids' are currently making a game. I'm the designer and I was just wondering, what will be the best programming language to use? and languages do the best developers use? e.g. the team of unreal tournament and half-life?

Thanks

posted by anon_AnthonyOctober 28, 2002 at 20:28 [ e ]
They use...

Most game developers use C or C++ as the basic language of their game.  Console developers until recently have favored C, PC developers C++ but recent consoles like Gamecube and XBox can handle C++ better than previous consoles like PS1, Dreamcast or even PS2.

But, every developer is different.  Your choice of language is really up to you.  The advantage to using C/C++ is there are tons of other people using them so if you are looking for people to help out or to hire most likely they will have C or C++ experience.

Naughty Dog for example uses their own language called GOAL (Game Object Assembly Lisp) or maybe (Game Oriented Assembly Lisp)  It has many advantages over C++ but it also as disadvantages like for example if you hire a new programmer they have to learn how to program in GOAL.  Also if you get a library, like say you decide you want to use the Havok physics library most likely it will be very difficult to integrate.

If you decide to make your game using Flash or Director then those each have their own language.  Director has Lingo, Flash has Actionscript.

On top of that, even though most games are written in C or C++, many games also have a scripting language.  I believe Unreal and Half Life have scripting languages as well as Tribes.  The advantage to scripting languages is that generally they are easier to program in than C or C++ because they have special knowledge of the game engine and because they are generally written to do one thing like make A.I. for the game instead of anything and everything like C or C++.

My personal recommendation is if you've never programmed before or only very little is to either start with something like Flash and Actionscript or use something like Darkbasic (www.darkbasic.com)  It's far far more important to actually get your game up and running as quickly as possible than it is to write it in C++ just because most pros do it that way.  You'll still learn a ton of stuff but you get results quickly instead of months or years after you've studied enough C++.

posted by greggmanOctober 29, 2002 at 9:06 [ e ]
How long does it take to finish a game when you make one?
posted by darrenNovember 28, 2002 at 17:54 [ e ]
1 game takes 2 years
That's not always the case but according it some article I read, some guy checked all the post-mortem articles in Game Developer Magazine and the average development time was around 2 years.  You can read many of the post-mortem articles on Gamasutra.com.  I would say that any game that is using new technology usually seem to require around 2 years.  Sequels using the same technology take around 1 year.
posted by greggmanDecember 1, 2002 at 17:49 [ e ]
Question

Hey gregman, first of all , sry for my bad english;)

Anyway here it goes, my only question.

What programs (all of them) u can name to me, with what can i make basic games, or more advanced littel games.

I dont know can i understand them, but i am a fast learner :)

I have made my own UT maps in Unreal Editor and now i am learning (just got) Poser4.

What programs can u name, what are easy/hard (doesnt matter) but with what the result should be good.

 

tnx

posted by anon_iceDecember 25, 2002 at 17:17 [ e ]
Define good

Good is in the eye of the beholder.  I don't know what your definition of good is.  If good is a game that people would think is better than Halo then it really doesn't matter which tools.  It matters that you have 30+ people and 2 or 3 years time.

If by good you just mean real time 3D then I suggest either darkbasic or director.  Both product support real-time 3D games.  You can see samples of darkbasic games on their homepage.  You can see examples of director 3d games here.  I have no idea which one is better but darkbasic pro is only $99.  Macromedia Director Shockwave Studio 8.5 is $1000.   But, even so, with either product you will still be limited to slightly smaller games because of the lack of power.  That doesn't mean you couldn't make a great game or even a big game since neither are related to power.

But, if you want to make Unreal like stuff you should use an Unreal like engine like downloading the Unreal SDK, the Half-Life SDK or the Tribes 2 engine.  I suspect those are harder to learn though and will also require C++ compilers and other things if you want to do more than just make new levels.

posted by greggmanDecember 25, 2002 at 21:54 [ e ]
hi i need help

hey im 14, never made a game in my life,, tried to but got bored  i was using a prgrm called Game Maker.. dont know if its any good

so somone tell me wats the easiest way and program i can use

to make a 2d scrolling game similar to mario?//     

please if u know send me a email to nothing_iz_wat_it_seems@hotm
ail.com
   

THANNNKs

posted by anon_LayalMarch 9, 2003 at 22:49 [ e ]
Hi.

I a a 12 year old kid who is interested in game development. I am planing to buy a game development software tool made by clickteam (http://www.clickteam.com) and I enjoyed this article. I never really knew that it took that much money for proffesional games to be made. All my games will be free. I like your site.

sincerly, zman

posted by ZmanJuly 22, 2003 at 13:24 [ e ]
Hello

 

 Hi I am 18 years old,

I have always for the longest time wanted to make a great wrestling game,but never have been able to find the software to do it & I have no money to buy any software & I basically want the best software out there that there is to make the ultimate wwe wrestling game.Can you hook me up with some software it would be greatly appreciated.

posted by JohnnyAugust 12, 2003 at 1:30 [ e ]
yea... hey

k, i have to say this, anon_Layal, Game Maker aint really want to use to make a good game, Learning Computer languages, C++ is the best way to go. well anyway, im making a game for computer, stadiegy war type, with my cousin, i have a friend, to do all the race history, and writing, and his friend is a really good drawler. Me and my cousin is goin to buy a top of the line computer programming tool, and learn as much as we can about Computer Languages................Nic
e site

Thanks.., o thats just my bnet acc. lol

posted by Lord_RockwallAugust 17, 2003 at 23:56 [ e ]

 

 I never really knew how much time, effort and money it takes to creating games. So whats the point in making these games when people are just stealing them???

posted by MikeSeptember 22, 2003 at 20:39 [ e ]
It's a problem

with all the mp3 pirating, it's only a matter of time for movies and games to go the same way.  People of course pirate movies and games but as they are bigger (1 to 5 gig instead of 3-5 meg) it's at least a little more work.

For the most part, music is easy enough that people could do it for free just like I do this site for free.  For a feature article with pictures it probably takes me 5 to 8 hours and it's a hobby so I don't mind.  I know by dad can make a new song in a few days.

But, for movies like The Matrix or Lord of the Rings it takes hundreds of people months and or years to make and then people go and steal it. [*]  Many of today's games are similar.  Jak & Daxter 2 took 42 people 2 years to make.  The Lord of the Rings : Return of the King game team has 180 people on it!!!

And, it's only going to get worse when PS2, XBox 2 and Gamecube 2 come out.

I don't know what the solution is.  It could be that big games and big movies just stop getting made period.  It could be that only online games like Everquest where you have to pay $10 a month for access to their servers will work and that no one will be able to afford to make single player games that are easy to pirate.  Another option is that games are made like Second Life where the users build the world.  While that may be fun and may make an interesting world the problem with that is you aren't going to get large epic stories/games like the Final Fantasy series or Metal Gear Solid from a bunch of volunteers.

[*] Trying to head off this argument.... lots of people like to think that copying a movie, music or game is not stealing because nothing physical is involved.  By that definition, not paying your doctor or accountant would not be stealing since you don't get anything physical from them.  Or for that matter, your boss not paying you for your work would not be stealing since you don't give him anything physical either.  Copying without permission is stealing work.

posted by greggmanSeptember 23, 2003 at 0:50 [ e ]
I have suggestions for some of you..

When I was 13 my dad gave me a book on Visual Basic and said i might like it. I read it and had fun with it but didnt know how to make games with it. ..later i got Game Maker it was really good for making 2D games and you dont even need to use the scripting language! One day i saw the DB (Dark Basic) web site and bought it about a month later. It was fun but hard for me to understand some of it so i searhed online for other 3D engines. And took me 4ever to decide between engines like: 3D RAD, Torque, 3D GameStudio, and more. Now im 14 and ive decided on 3D gamestudio check out the site it uses a scripting language.

http://www.conitec.net/a4inf
o.htm

And for 3D modeling:  

http://www.caligari.com/game
space/

 

I hope these help.

posted by BrianBApril 5, 2004 at 10:33 [ e ]
Hello,

Hello, I'm 12 years old kid. I'm interested in Game Development. I developed one game with Game Maker and it's take 1 month (Because it's not a 3D Game). No friend and no cost, I made it own. Not all games need a more people, long time, and money.

YOU CAN USE : 3DRAD, 3DGS, GM, TORQUE, C++, PASCAL, DELPHI, and more Games Engine, Language, and Compilers.

posted by InovFreewaysApril 24, 2004 at 3:18 [ e ]
Team

Hi everyone,
I have an idea to make a Team. We doesn't need to recruit other people and doesn't need to buy another machine. Because I'm sure everyone here had a PC, Internet Connection, Game Engine(and also knew about programming or want to learn Game Development), Designing tools, and other...

Please ask my question,
Are you agree to make a Team ?

Thanx, Inov

posted by InovFreewaysApril 24, 2004 at 3:38 [ e ]
GameMaker, crappy systems
hi, i'm 12 and i really want to make games. I've really enjoyed this article, but still have some questions.
I've made a lot of crappy games with GameMaker, StoryMaker, DrawMaze, SilverCreator, etc.
Even HyperStudio wasn't very good. I'm looking into C++, which I know is going to be hard for someone my age.

I have a mac, by the way, and am in touch with the Syzygy Cult, an awesome GameMaking group. They told me to try to make a game with C or C++, and I was coming here to ask if you had any info on any new game creators so i don't HAVE to go into C and C++ yet.

Thanks!
-Zephyr
posted by ZephyrMay 24, 2004 at 10:30 [ e ]
Baller Blockin

I really would like to make a game for free and that has real life situations in it.Because the Games we play are really fake and i want to make a game that is real. But i cant find anywhere that will help me. I dont have much thats why i am looking for a free gamemaker website

posted by JermaineBroomJune 23, 2004 at 15:25 [ e ]
Which is best game tool to create MMORPGS game

to BrianB, hope u also saw this message, email bijet@mail.com . i need yr help too.....

i also looking for game develop. i got 3 in my idea. darkbasic pro + full package which cost US $250++ ( DarkBASIC Professional,DarkMATTER,3D Canvas Pro
Texture Maker,Cartography Shop 4,Geoscape3D)

another one is 3dgamestudio which US$199 to US$899

last one is exploration 32bit RPG at www.explore-rpg.com

i looking for able to create MMORPGs ( massive multiplayer online rpg)
so which is better??

posted by ClanbusterJuly 5, 2004 at 5:29 [ e ]
none

I don't know of any tools to create an MMORPG except programming it yourself.  Sun is supposedly working on one although I suspect it will be expensive.

You should read last month's Game Developer Magazine about MMORPGs.  It basically says than unless you have 100s of people for support you can't run an MMORPG.

posted by greggmanJuly 5, 2004 at 21:05 [ e ]
suggestion

dude, just to tell u, ur prices r way off on game development...

who in the blu hell would pay $3500 for a freakin modeling tool??? i could pay $300 and get close to the best modeling app ever. u dont have to hire ppl also, just get a group of friends. if it takes a group of ppl a year to make the game u described, i thgink itll be 500X better. 76 months to make a sorry fiting game????? plz save urself the embaressment...

posted by sum1udontnoJanuary 26, 2005 at 15:16 [ e ]

I never know whether I should respond to childish posts like the one below.  Usually I like to let their childlishness speak for themselves.

1) Who would pay $3500 for a modeling tool?  Oh, I don't know, about 70% of the game industry uses 3D Max and it costs $3500.  I guess they must all be a bunch of idiots not to use whatever $300 software you are recommending.  Or, maybe it could be there is something about that $3500 software that your $300 software doesn't do.

2) You don't have to hire people, just get a group of friends.  Um, yep, show me your game.  I'm sure it will be the next #1 hit.  Feel free to post a link to it here as soon as it's finished .  I'll even promise to buy a copy if it's get's an average of 80% or better on gamerankings.

3) The point about 76 months to make a fighting game is about MAN MONTHS.  It's the amount of WORK required to make the game.  That could be 76 people for a month (although that would never work) or it could be 1 person for 76 months.  You only have to go to http://Gamasutra.com and look at some postmortems to see how many months a typical game takes.  I'll list a few for you.

Heavy Metal: F.A.K.K. 2 (198-324 man months)

Sanitarium (592 man months)

Dues EX (566 man months)

Black & White (932 man months)

Diablo 2 (1440 man months)

Splinter Cell (1368 man months)

No One Lives Forever (432 man months)

Jak & Daxter (840 man months)

I guess you're going to take over the entire game industry since you can so easily do it better.

posted by greggmanJanuary 26, 2005 at 22:24 [ e ]
PLEASE HELP!!!!!

hey i m 13 and have never made a game before. I am very interested in

making 1. So if you have any info give me an e-mail.

posted by WIZKIDFebruary 3, 2005 at 11:14 [ e ]
I am Traped
Help I have exellent ideas for games, but I can't spend them. I'am only 11 years old and I want to make games please tell me how, I realy want to make this game.(I called it THE RISE OF PREDATORS)
posted by LawrenceFebruary 4, 2005 at 22:24 [ e ]
Some things people need to know.
I must say reading this page on how much it can cost is if not close but right on what people pay for programmers and programs these days.  I read some childs post below on who would pay a few thousand dollars for 3ds max when they can get something for $300.  Well thats a simple answer, it costed a lot of money to make a program as good as 3ds max, it was ment for movie dev. game dev.  and some other things as well.  If it costs you well over 700 grand to make software why would you sell it for 300 when it was ment as a tool for movies, games which would give you a l of money in return for a project that worked out good.

For kids that are younger I wouldn't recomend anything but Gamemaker (www.gamemaker.nl)  Theres no point in getting ahead of yourselfs thinking your going to make the next doom, half-life, quake game.  Even with friends, if you have no programming experince and the time and money to invest in game dev. don't bother.  Now I have seen this a lot with younger people.  "I want to make a mmorpg"  "Im making a mmorpg"  There is no such thing as one person or three people making an mmorpg.  So to let you all no the real true, no one can make an mmorpg at a young age, you need to learn about programming servers, not just games.  Dealing with proxys, packets, and a lot more.

For those at a young age wanting to learn c++ because they think its the best out there are wrong, I don't belive there is a "best" programming lang.  I belive each one has con's and pro's.  It's more about the user using the programming lang. and how he or she use's the skills they have learned from their studys.

If your 11, 13 or whatever and have no money to get into the game making world, then stick to engines.

- Christopher
posted by ChristopherPawliukJune 9, 2005 at 9:24 [ e ]
yea
Yea id love to make a game iv been playing games since i was 3 and never stoped i play games almsot nonstop i tried making a couple games on my own they turned out ok but if i had scripts would have been better i wish i knew how to script becuase im an artist and i create sprites and i have a great mind for great ideas and i love it,ill just have to wait when i get older to use my ideas and get into the gaming industry im still 15 so i still have a way to go.scripting a nono
posted by DarKoJune 16, 2005 at 23:20 [ e ]
A few bits
There actually is a "best programming language", Assembly language, all the other ones try to translate your scripts into this because they are merely shells.  Other than that, if you want total control, learn the machine language for the machine you are running.  You need the patience of a pixel artist, but, different strokes...

If you merely want a job though, I think C is more popular atm, subject to change always, tommorrow who knows.  If you just want to make games with little to no help or investment, I agree with you about using Game Maker.

The reason people pay thousands of dollars for development tools is that, good tools save developers time.
posted by DemonicaSeptember 11, 2005 at 2:11 [ e ]
Game making jobs

Are there any game making jobs avalible that i can do as im interested in this type of activity and would like to do it for a job when im older.

posted by SteveSeptember 16, 2005 at 12:03 [ e ]
Work hard play later

To the younlings.  dont focus on maken games now if it  messes up school work.  do good in school and continue from there. it's hard to get work as a basment jocky if you have no finance. especialy if you want to make good games there is way too much work for even a team of school kids these days to compete with big titles.  however that is not always the case but is the most likly.

posted by benJanuary 8, 2006 at 16:52 [ e ]
jtuetueu

Dow you neyd any tranig

posted by ryanJanuary 18, 2006 at 3:32 [ e ]
I AM CORNHOLIO
hello i am 2 years old and i am a extreme gamer who makes games. WITH THE NEW 3DTOTHEMAX5000 its $1
posted by DUDEMarch 21, 2006 at 16:15 [ e ]
hello

Hello, I have been interested online games and  in computer graphics and animation for awhile, but for some reason its hard for me to find any infomation for online games like how to make one. If you know about a website that shows how to make characters please send me it. Also if you have any tips on it your-self.

Thanks,

Austin

posted by AustinMay 23, 2006 at 18:41 [ e ]
hello

Hello, I have been interested online games and  in computer graphics and animation for awhile, but for some reason its hard for me to find any infomation for online games like how to make one. If you know about a website that shows how to make characters please send me it. Also if you have any tips on it your-self.

Thanks,

Austin

posted by AustinMay 23, 2006 at 18:41 [ e ]
Plz help
I am only 11 but I have some awsome ideas for games, and I mean awsome. plz some one tell me how to make one. One I realy want to make is "called chain of freedom" it's gonna be a top veiw war game.
posted by DavisJune 1, 2006 at 14:10 [ e ]
posted by greggmanJune 1, 2006 at 20:37 [ e ]
Im lookin for a team for a mmorpg  email me at gangstacg161505@yahoo.com   thanx =)
posted by ExcaliburJune 2, 2006 at 20:14 [ e ]
Starting a Company
Hi i'm 14 and am seriously planning on starting my own game creation company. To gather the neccessary requirements i will be taking game programming and development courses at www.gameinstitute.com .

From then on i will make a few games with limited software, VERY low budget but it's just to get used to the game creation process. I plan on my company being an mmorpg company but i understand these are some of the trickyist games to make and need large teams and funding, i have yet to find either.

Unfortunately my main problem is money i have next to none and what i do have is going towards my programming courses. I was wondering how i could get smaller games on the market, but they will most likely be made with teams of no more than 5 (and then i'd be lucky) people and wouldn't be that big.

Any links to where i could buy the latest 3D software would be really helpfull as well.
posted by XcaliberAugust 7, 2006 at 10:31 [ e ]
cont
i've just got an audio manager, he's run a radio prgramme before so he knows what he's doing.
posted by XcaliberAugust 7, 2006 at 10:41 [ e ]
Video Game Making camp for kids and software
Have you seen the Video Game Making training software that All About Learning, Inc has developed?  This software is made up of 34 computerized tutorials and resources that shows you how to make 3 different types of video games.  This is the same software and training that All About Learning, Inc uses during their Video Game Making camps for kids, ages 10 and older.  For only $40, you can't go wrong!  It can be found at www.michiganlearning.com/vid
eogame
posted by DaveAugust 22, 2006 at 13:01 [ e ]
Can you please post a link to where i can buy 3ds max(can't seem to find it, atleast not the good 3500 version).
Also, what are the best tools/programs for game development -the programming aspect, i.e. art, music.

Thx
posted by JAugust 23, 2006 at 8:07 [ e ]
go to blender.com its same and free
 
posted by AndrewAugust 24, 2006 at 21:03 [ e ]
Ok
Well I have no experience but i wanto help make a Video Game like dragon fable or adventure quest or something like that if u have a team or somethingi would like to join and help out and learn please please please gimme a chance im 13 years old and i'm thinking of making games for a carreer help me out lemme out
posted by TylamonSeptember 9, 2006 at 17:39 [ e ]
MMOG

Is it possible to develop a MMORPG in a year? How many people would you need for that? On an average how much would the budgt be?

posted by CubidonSeptember 27, 2006 at 15:30 [ e ]

It *might* be possible but it's highly unlikely.

Of course it depends on the scope but if you are trying to reproduce the average commercial MMORPG then the answer is basically "no". If you already had a team that had just finished one and all you wanted to do was replace all the art then maybe you could do it in a year.

Of on the other hand you're starting a team from scratch, while you could buy a lot of the parts, (an engine, tools, etc.) it would take more than a year to find the people, train them, get them used to the system, figure out what it can and can't do, etc which is why it would take more than a year.  It's also why a team that just finished one might be able to make another because they already know the tools, the engine, what it can do, what it can't do, what limits there are on the graphics, what things they can do to make it look good and what they can't, etc etc.  All things that a new team will have to learn.

posted by greggmanSeptember 27, 2006 at 23:55 [ e ]