How I think game design should work is that you first conceptualize your game, second make the framework, third add the content. Meaning create an outline or document detailing every physical feature inside the game. And after the concept is written I think it should be a matter of following some scientific formula to fabricate the framework. And after the framework is made I think you should be able to use template based hierarchies to make limitless amounts of content.
I think it should all be a matter of putting the correct blueprints/actors together in well constructed hierarchies… then copy/pasting those hierarchies and modifying them and importing your assets.
Imagine you are trying to create your RPG and you know that you want Items, Classes, Monsters… and you want a lot of them. You should be able to add in tons of monsters/items/quests etc. without changing your original framework. So say you build your framework for the game and it includes all kinds of blueprints… blueprints for the network, blueprints for the hud and inventory, blueprints for movement and combat. The framework also includes hierarchies for your Items/classes/monsters/quests etc. So you take these hierarchies and you import your assets into them after you copy and modify them so you don’t have to worry about having to rewrite your whole game.
The point I’m trying to make is that when you create the “framework”… it shouldn’t take you a long time… it shouldn’t even take you a few days. And I think if it takes you any longer than that it means that you are actually LEARNING how to make your game… meaning you are trying to FIGURE SOMETHING OUT… meaning you don’t actually know what you are doing.
So say if you wanted to make a clone of WoW or Halo or CoD or StarCraft or GTA… even in a different language/IDE then what they were originally made in. It shouldn’t take you more than a few days to craft the framework because the scientific theory on how to build all of those features already exists.Now, I’m never going to learn because I think that I would get too frustrated and I think it would be 1000x times easier just for someone to share their secrets. Basically I think the whole industry is a conspiracy and the people you meet on message boards and chat rooms are all wasting their time.
I’m not going to change my convictions… and my convictions are basically this: I believe you can build the framework for a fully fledged MMO(with Quests, Instances, Classes, Monsters, Items, Skills, Abilities)… basically a clone of WoW… in any IDE… in a matter of hours just by combining the correct blueprints and actors. And that the industry doesn’t want you to know that its that easy… and that the message boards and chat rooms don’t know that this is the case.
Basically if you put my theory to use, where you construct everything as a framework and use copy/paste hierarchies to make your content… you could take creativity to a whole new level. You could make games with thousands of classes, millions of items.
Again, I think making a game is a matter of “FIGURING OUT” how to put the correct blueprints and actors together. I think you can do a lot with just simple rigged materialed 3d models with basic animation clips. And I think anyone who tells you that it would take hundreds of hours to make an MMO is either lying or doesn’t know what they’re talking about. I truly think the whole world is messed up and that you really can put together an MMO in a few hours. I really think its about compiling graphics/actors/blueprints inside of the editor and packaging your game to distribute it and run it in tandem with a server and a website. And I think this all can be done scientifically one step at a time… and thus mathematically very quickly.