While a map editor and a 3D engine is enough for a single player game...
omg lolz. Some of the "kids" (note: I'm over 30) that I've worked with have kinda taken this approach to game development. If you can draw a map and you have a map editor, then your game is 90% done! The "skeleton" is really everything
except class balance and content. At the stage quoted above, he doesn't have a skeleton; maybe a metacarpal, or maybe
both an incus and a malleus.
most of them actually expected more than harvesting items and completing a few quests. This was very disappointing for me, and felt like giving up many times.
In Piaget's theory of child development, it is not until someone reaches the age of 7 that they are able to take the viewpoint of others. Said another way, by analogy: I've talked to many game critics that like to lambast Myst and The Sims. "How can anyone play that crap, they're not even games?" And in the MMO world, I've worked with several devs that thought that EQ was stupid and said they didn't understand why anyone played it. Well, that's great, you've just admitted that you have no comprehension of player motivations.
I think good game design comes not from creativity but from a good understanding of psychology. Well, both. Whatever. My point being, if you can't see
why people are entertained, all you're doing is trial-and-error, hoping that other people respond to the crap you produce.
The end of June and beginning of July was a very productive period for us, and a few newer features were added, such as ...a new quest. [emphasis on the singular indefinite article added]
How many quests did WoW have at launch? 6000? Let's say they had 10 people writing those damn mad-libs for four years. That's 2000 man-weeks, or about three quests per man-week. And I'm not including world-building, game mechanics, quest interface, creature placement, or model-building in that. So, if one has a running game, one could add a new mad-lib every day or so. With a decent set of dev tools, a mad-lib quest should take under an hour. And that includes testing.
Meh. I'm not learning anything from this article. My suggestion for wanna-be MMO devs: build a simple, stupid clone of a trivial RPG first. A single-player game. Something like an early Ultima. You'll learn more, make revenue sooner, make tons of mistakes to learn from while working on simple, throw-away games, and get to your final goal in much, much better shape.