Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. The Lounge
  3. Any Ideas.....?

Any Ideas.....?

Scheduled Pinned Locked Moved The Lounge
question
6 Posts 6 Posters 1 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • C Offline
    C Offline
    cyberpunk_np
    wrote on last edited by
    #1

    OK, this may probably not be the right place to be asking this question, but here goes.... A friend of mine asked me today how much time and money must've been spent in creating games like Second Life. This left me wondering. How do the guys at such companies estimate the time and cost factors...and what really must've been the estimated cost for such games? Any ideas, anyone?

    ====================================== SELECT * FROM users WHERE clue >0 0 rows returned

    L C 2 Replies Last reply
    0
    • C cyberpunk_np

      OK, this may probably not be the right place to be asking this question, but here goes.... A friend of mine asked me today how much time and money must've been spent in creating games like Second Life. This left me wondering. How do the guys at such companies estimate the time and cost factors...and what really must've been the estimated cost for such games? Any ideas, anyone?

      ====================================== SELECT * FROM users WHERE clue >0 0 rows returned

      L Offline
      L Offline
      leppie
      wrote on last edited by
      #2

      cyberpunk_np wrote: Any ideas, anyone? I think the business is similar to Hollywood movies, think of an idea, sell it to some producer, they pay you to write it, and they take the risk/profits.

      xacc.ide
      IronScheme a R5RS-compliant Scheme on the DLR
      The rule of three: "The first time you notice something that might repeat, don't generalize it. The second time the situation occurs, develop in a similar fashion -- possibly even copy/paste -- but don't generalize yet. On the third time, look to generalize the approach."

      1 Reply Last reply
      0
      • C cyberpunk_np

        OK, this may probably not be the right place to be asking this question, but here goes.... A friend of mine asked me today how much time and money must've been spent in creating games like Second Life. This left me wondering. How do the guys at such companies estimate the time and cost factors...and what really must've been the estimated cost for such games? Any ideas, anyone?

        ====================================== SELECT * FROM users WHERE clue >0 0 rows returned

        C Offline
        C Offline
        Chris Austin
        wrote on last edited by
        #3

        cyberpunk_np wrote:

        How do the guys at such companies estimate the time and cost factors

        As far as estimating the project itself, in many ways it is no different than estimating features on you standard enterprise app. You have to consider your teams capability and the features you are targeting. A lot of times a big portion of the cost depends on the toolkits that the development companies use. There are several very high dollar full solution MMO engines available that cost well over $500K to license. But, it seems that a lot of companies decide not to use the pre-packaged sdks and roll their own. In these instances you could quite possible be adding a year or more to you dev time (depending on the staff size).

        cyberpunk_np wrote:

        and what really must've been the estimated cost for such games?

        A whole lot :) The complexity of a MMO is pretty daunting; or at least it was to me.

        My Blog A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects. - -Lazarus Long

        B 1 Reply Last reply
        0
        • C Chris Austin

          cyberpunk_np wrote:

          How do the guys at such companies estimate the time and cost factors

          As far as estimating the project itself, in many ways it is no different than estimating features on you standard enterprise app. You have to consider your teams capability and the features you are targeting. A lot of times a big portion of the cost depends on the toolkits that the development companies use. There are several very high dollar full solution MMO engines available that cost well over $500K to license. But, it seems that a lot of companies decide not to use the pre-packaged sdks and roll their own. In these instances you could quite possible be adding a year or more to you dev time (depending on the staff size).

          cyberpunk_np wrote:

          and what really must've been the estimated cost for such games?

          A whole lot :) The complexity of a MMO is pretty daunting; or at least it was to me.

          My Blog A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects. - -Lazarus Long

          B Offline
          B Offline
          Brady Kelly
          wrote on last edited by
          #4

          Chris Austin wrote:

          The complexity of a MMO is pretty daunting; or at least it was to me.

          Where can I learn more, besides getting a Second Life? I would like to learn more about the architectural and technical aspects of MMO.

          MY BLOG

          Calling all South African developers! Your participation in this local dev community will be mutually beneficial, to you and us.

          M 1 Reply Last reply
          0
          • B Brady Kelly

            Chris Austin wrote:

            The complexity of a MMO is pretty daunting; or at least it was to me.

            Where can I learn more, besides getting a Second Life? I would like to learn more about the architectural and technical aspects of MMO.

            MY BLOG

            Calling all South African developers! Your participation in this local dev community will be mutually beneficial, to you and us.

            M Offline
            M Offline
            Mustafa Ismail Mustafa
            wrote on last edited by
            #5

            Wikipedia[^] GameDev[^] Gamasutra[^] If you ever decide to write something, call me up. I'm seriously interested. :)

            "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." - Rick Cook "There is no wealth like knowledge, no poverty like ignorance." Ali ibn Abi Talib "Animadvertistine, ubicumque stes, fumum recta in faciem ferri?"

            M 1 Reply Last reply
            0
            • M Mustafa Ismail Mustafa

              Wikipedia[^] GameDev[^] Gamasutra[^] If you ever decide to write something, call me up. I'm seriously interested. :)

              "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." - Rick Cook "There is no wealth like knowledge, no poverty like ignorance." Ali ibn Abi Talib "Animadvertistine, ubicumque stes, fumum recta in faciem ferri?"

              M Offline
              M Offline
              Matthew Faithfull
              wrote on last edited by
              #6

              Mustafa Ismail Mustafa wrote:

              If you ever decide to write something, call me up. I'm seriously interested.

              If you need an AI engine you can count me in to. I know how to far outdo todays game AI systems but I've never had all the other parts necessary to integrate my ideas with.

              Nothing is exactly what it seems but everything with seems can be unpicked.

              1 Reply Last reply
              0
              Reply
              • Reply as topic
              Log in to reply
              • Oldest to Newest
              • Newest to Oldest
              • Most Votes


              • Login

              • Don't have an account? Register

              • Login or register to search.
              • First post
                Last post
              0
              • Categories
              • Recent
              • Tags
              • Popular
              • World
              • Users
              • Groups