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Caveat emptor: I'm not a professional coder, so I could be completely wrong.
It's not necessarily that multiplayer support would require difficult coding to implement, but the logistics behind it are a lot more difficult. Adding networkable multiplayers introduces issues that transcend mere code. How are you going to prevent cheaters? How are you going to deal with latency issues?
I think most people will find it time-consuming enough to create a standalone rpg, but to have to create a world that is constantly evolving... that requires resources that the average reader of this webboard simply does not have available to them. I'm sorry if this comes off sounding elitist, but you're going to have to find a dedicated server with a lot of bandwidth (no, your cable modem isn't enough), have some really solid server software, have 'admins' of the world, as well as 'creators,' since I sincerely doubt one author can keep the multitudes entertained for long.
If you really want to create your own online RPG, go start a MUD. People still use those. They require a LOT fewer resources and are concievably something that your average person could run off a spare machine on their cable modem.
Perhaps in ten years, the tools to let hobbyists create online rpgs will be available. I don't see it happening anytime soon, however.
------------------ People who claim the sky is falling obviously aren't aware the earth is falling, too.
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Originally posted by DarkBlade: **Also guys, the distribution issue seems to be quite serious. I am wondering, if we do not work with ASW on our projects then how will we distribute them? I doubt many of us have the knowledge or resources to purchase and maintain a server (or get web hosting with sufficient bandwidth, a gigabyte really doesn't go along way when your game is 100+ mbs.) The best solution I have found is netcolony.com but seriously, I don't think that you will be able to get very good download speed from there. Maybe the only solution is to make sure ASW wants your game? If they don't then you might need to resort to burning your own cds **
Let's put it this way: If you invest the time and effort to generate the kind of media (graphics, music, etc) that would require you to host an 80MB download or burn CDs to distribute your game, you should have no problem investing the time and money in your distribution.
If you're building a game as a hobby, you're not good with or talented as an artist, musician, or whatever, then you shouldn't be generating a bucketload of media megabytes. Yes, CGE will come with some pre-made graphics, but my guess is that if you're not doing your own artwork, you aren't going to spend five or six months making another epic adventure. You could probably host your game on your iTools account.
I'm curious how many people out there realize the kind of effort it takes to simply create a walk cycle for a single character. If your game is going to be richly animated and detailed, and you're investing the time, energy, money, etc, to create this, you probably are not going to release your game as freeware. In which case you are in business and can justify paying for hosting.
If you are investing a lot of time, energy, and other resources into your game, and you plan to release it as freeware, then for your sake I hope you can find a host. If it's good, a site like macledge.com or insidemacgames.com might host it. If it's not good, then well, there's hotline and info-mac.