| Day one of the Game Developer's Conference closed out with a presentation by Daniel James of Three Rings, the creators of Puzzle Pirates. In his brief talk he went over the key philosophies that launched Puzzle Pirates to some considerable success within the casual MMO market. Like Runescape and Habbo Hotel, it was made on a shoestring budget by a team of six hard working individuals who didn't understand the meaning of 'quit'. The team was made up of of two programmers, two artists and two engineers (which I took to mean infrastructure design and deployment). Here are the rules they lived by: 1. Kick Ass Daniel pulled no punches here. If you don't want to work hard - real hard - find something else to do. If you're looking to kick out a carbon copy game of dubious quality by working 40 hours a week for a few months, you're in the wrong line of work. Starting an MMO from scratch with no budget seems impossible, but Three Rings is proof that if you kick a little ass, you might very well make it. 2. Keep it simple, tight and small The words hardly reflect the goals of an MMO, but Daniel honed the meaning down carefully: Do not over-engineer your product. Do not try to be the catch-all 'kitchen-sink' MMO (games with Vanguard-sized time lines and budgets are welcome to try however.) Do not get enthralled with being the biggest, it is okay to be a little smaller and have high quality. 3. No one can screw this up but you. Daniel hit on one of my tenants of Indy Game Dev here which is: never start a project you can't finish yourself. Why? Because people who aren't getting paid much or at all tend to flake and disappear. Three Rings had a trustworthy core team and they didn't farm out work to others. If something was going to fail, they wanted it to be on their shoulders alone. After gently bashing us over the head with those rules, he went on to cover a few other nuggets of wisdom. Daniel made many other remarks about the future of Three Rings. One point he made very clearly is that the success of Puzzle Pirates does not mean they're going to try to make bigger budget games. They're going to stick with what works and by leveraging existing technology, the budget on their net game will be less than that of Puzzle Pirates (which was made for $250,000.) This is rather amazing considering puzzle pirates currently drags in $350,000 each month and has very few full time employees (the website lists 24.) He also said that bandwidth and co-location costs were immaterial within the grand scheme of the budget for Puzzle Pirates, which in comparison with employee costs, is certainly true. Puzzle Pirates is not considered a true-MMO by many, but clearly the effort and the challenges are similar if not identical to that of larger scale MMO games developed by under-funded studios, and indy dev teams can probably reap great benefits by following the recipe demonstrated by Three Rings. |
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