A comment was raised on f13.net yesterday that I see a lot every time an MMO doesn’t make it all the way out the door. Emphasis is mine on the parts that caught my attention:
True, but I have to think that someone has managed to get people to collaborate in other venues… and so we are not talking about creating something completely new here. I am just having a hard time figuring out why skilled people (I assume some of the people making MMOs actually have the skill to work on other types of projects and just Chose an MMO) given a LOT of money (yea I still see 10’s of millions as a lot) cannot get through a successful design/production phase. It seems that there is something inherent in the MMO beast itself that kills the process.
There definitely is. And it’s a lot more than a single “something.” Some of the issues have to do with MMOs in particular, and others are compounded by the types of people who are most likely to attempt to develop them. Generally very sharp and motivated people.
My reply clipped from the same thread:
(Disclaimers: Personal opinions here only, unrelated to SOE. I haven’t even remotely been involved with G&H or Perpetual in any capacity and don’t know a thing about their game. My comments are speaking entirely in generalities. Dealerships negotiate their own prices. Beware of falling rock.)
A few observations from past MMOs:
#1: MMOs are still really young. To a lot of the people working on them, it very much is creating something entirely new. Compare to movies or single player games, for instance. It’s less of a challenge to staff those types of projects up with people who’ve worked on them before, in all of the right positions. Doing the same on a high-budget MMO remains next to impossible.
I don’t mean “key management” or “leads” like you see in studio announcements and press releases all the time. I mean everyone other than a small number of entry-level folks. Until you’ve done it once, you have no idea what you’re getting yourself into.
I don’t know of a single high-budget MMO that’s been staffed with that kind of experience throughout, simply because those people just plain don’t exist yet in sufficient numbers. We’re just now at the point where it’s starting to become possible to build teams like that.
Just a guess, but I’m betting that you don’t hear from the $100m movie set: “Yeah, Bob the Key Grip has done this once before, and he picked out some really sharp guys from a construction site downtown to do the rest. He’ll teach ‘em what to do.”
Leading to…
#2: The things that make for a great demo and pitch that get you funding, publishing deals, et al, are a much smaller part of making a great MMO than they are of making any other kind of game, and it’s easy to lose sight of that.
This is painful for MMOs in particular because of the unique (huge) number of critical, non-sexy things that you have to succeed at, where failing at any one of them can entirely sink your game:
- Pipelines
- Tools
- Infrastructure
- Stability (again, doubling the work - the client and all the servers)
- Scalability
- Stability
- Security (added this in for the blog post - Can’t trust that client)
- Performance (optimize both that client and all those server processes)
- Oh, and..StabilityIn any development effort that has a finite set of resources ($$$ + time), the more you invest in the flash elements, the less you can invest in the far less sexy parts. (Core files aren’t sexy.)
Which, in turn, leads to…
#3: Wild misscoping. It’s a common newbie (and overly-optimistic-veteran) mistake to scope far too optimistically, as the schedules end up based mostly on the flash elements and end user features.
If a person is new at making one of these (especially noted with people from non-MMO games backgrounds), they tend to be more likely to focus on scoping dev time out with more of an emphasis on the visible features than the budget will end up allowing, and not enough on the critical, non-visible features. Those, coincidentally, end up taking far longer than anyone ever predicts.
The team who scopes 80% of their time on the visible features and 20% on the rest is going to make a far different game than the one who scopes 25% features, 25% tools/pipelines, and 50% stability/scalability/infrastructure.
If your timeline has some elasticity, you can make up for misscoping by stretching the schedule, and still go on to make a great game. If you can’t, Bad Things happen.
There are plenty more things that go wrong, and from all different angles, but from the production “why can’t people seem to get these out the door?” angle, these are the ones that’ve been the first to jump out at me.
As for the things that go wrong from the other angles? Now that’s a subject for another post entirely.

Nick McLaren said
October 11 2007 @ 12:20 pm
“Core files aren’t sexy”
This is definitely my mantra for the next week. I need to post this one saying all over the office, or buy t-shirts for the QA department with this on it. So very right on… not only this awesome quote, but the post in general. It all makes logical sense when you think about it, but people do tend to focus on what they see and not what happens behind the scenes to enable them to see anything besides a login screen. Kudos! =)
Brian Motisko said
October 11 2007 @ 2:53 pm
You pretty much hit the nail on the head with that one Scott. Just look at SOE as a big example. Back when EQ launched and the first few expansions, launch day was always a mess. Now with the experience on those teams and in the company, launch days go off really smooth.
Plus like you said, as more people are brought into the industry now that its growing and get experience it will be easier. The tech will be out there, teams will be more efficient and I think you will see production times go from 4 years down to 2-2.5 years.
Personally what I think will eventually happen will be a standard first rate MMO engine that will be built. I know the Unreal engine is starting to be used but it’s also being heavily gutted for an MMO. Once a solid MMO package is made available smaller/newer companies will be able to have less growing pains on the tech side and be able put these games out and have some success.
Brian 'Psychochild' Green said
October 12 2007 @ 11:35 am
It’s interesting, because at the smaller scale of things, the infrastructure isn’t nearly as complex. Sometimes people want to make things more complicated than they truly are. M59’s billing system was one of those “thrown together at the last minute” things that should have been ruinous for us. But, through a combination of good people and finding a good service, we were able to pull through just fine. Is it the absolute best billing system ever? No, but it works well enough.
However, you are right in that many times inexperienced people don’t really think about these things. Optimistic veterans assume things will go smoothly and don’t anticipate snags. But, this is the same as many other areas of the project.
Most projects are just one disaster away from doom, and I think we’ve seen more people recognize that they’re on the wrong path and choose to shelve the project instead of doing a terrible launch; I think this is mostly because people are starting to realize that reputation gained from one game (and it’s launch) carry over into other games.
My observations.
Joe Ludwig said
October 12 2007 @ 4:43 pm
I bet LotRO had a ton of experienced people on the team. If they didn’t it was because of turnover, not because there aren’t enough MMO developers total.
Of course in our case we have three people who have shipped MMOs working on pirates. That’s on a team that’s now over 70. But we’ll be adding 70 new people to the list in just a few months.
Moorgard.com » Blog Archive » The Undiscovered Country said
October 15 2007 @ 7:00 pm
[…] former boss Scott Hartsman wrote a really good piece last week about the complexity of building MMOs. He’s right on the money about why it’s so hard to bring these games to the market, […]
Adele said
October 16 2007 @ 8:22 am
It is no surprise that Gods and Heroes tanked. The game was extremely buggy, and not just a little that could be fixed easily. It was the kind of buggy that would take years to fix. It also looked horrible. It may have looked good 5 or 6 years ago. There are so many new games coming out that look and play great, and if you are going to put out a new MMO it had better be something that can compete.