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NASA Responds To MMO Concerns
Posted by
Soulskill
on Thursday April 24, @02:12AM
from the that's-more-like-it dept.
from the that's-more-like-it dept.
Sean Hollister writes "GameCyte contacted Daniel Laughlin, Project Manager of NASA Learning Technologies, to find out where that $3 million budget for their educational MMO actually went. As it turns out, NASA still has the money — they are just planning to use it differently than we thought. Meanwhile, the 'non-reimbursable Space Act Agreement' actually allows the game developer to profit where they might not have, otherwise. 'If it were a government contract, it would be illegal to be paid twice, once by the government and a second time by consumers.'"
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NASA Wants its MMO Created for Free 217 comments
fyc writes "It seems that the educational MMORPG NASA's proposing will no longer have a budget of $3 million. Instead, any prospective development partner is being asked to create and maintain the MMORPG for free under a 'non-reimbursable Space Act Agreement'. It won't be a one-sided agreement, though. From NASA's RFP: 'In exchange for a collaborator's investment to create and manage a NASA-based MMO game for fun and to enhance STEM [science, technology, engineering and mathematics], NASA will consider negotiating brand placement, limited exclusivity and other opportunities.'"
Firehose:The TRUE story of NASA's MMO Funding by Anonymous Coward
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Now that's a good deal... (Score:5, Interesting)
Nasa wants to make a game.
They have a paltry $3mill budget to make it.
They decide to not pay the developers to make it, but let them profit from making the Nasa game.
The game developer has to make what is likely going to be a dull drab game (compared to other space MMO standards) and as a reward is ALLOWED to make money off said game.
Now is it just me, or is this utterly setting yourself up for a fall? Not only do you not get to have all the aliens and things running about in your game, you probably won't get to run about conquering and destroying, and due to budgets and the likely developers who would actually GO FOR THIS deal, you will likely end up with a B-Grade MMO that looks totally like a B-Grade MMO.
Is this really a smart step for Nasa? If you can't do it properly or well enough, sometimes it is indeed better not to do it at all.
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Re:Now that's a good deal... (Score:5, Funny)
I for one can see millions of people paying $20/month for the privilige!
Wake me up when the spin doctors are done.
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Parent
Re:Now that's a good deal... (Score:5, Interesting)
It's probably not as stupid as it sounds.
There's probably already a game company out there that has thought about implementing some kind of game based on NASA. Now with NASA offering free advice, knowledge and who knows what else, it would be an ideal opportunity for a game developer who may already have something in the works.
Not only that, but they will probably be able to get an official NASA endorsement + free advertising on the NASA website.
Could actually work out well for both sides, and we may get a cool game from it.
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Parent
Re: (Score:2, Insightful)
Despite naming (with typos) MMORPGs like EVE Online or World of Warcraft, they are not looking to a MMORPG. A number of elements that have to featu
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Could actually work out well for both sides, and we may get a cool game from it.
Firstly, don't make it an RPG. That market has been cornered, and it makes no sense whatsoever in a NASA context. G
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I'd like to see the option to build nukes and/or giant laser satellites to take out Iraq so that the government doesn't need to waste billions of dollars with their little war
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You can't make a B grade MMO for 3 million (Score:5, Insightful)
Maybe someone could clue the NASA folks in. "Hiya guys, MMORPG has costs approaching that of programming control code for the shuttle." "Gadzooks! Why, $3 million wouldn't cover the header file on the system clock function!" "Yeah, its sort of like that. Except minus the defense contractor slush fund. But mostly like that."
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Parent
Re: (Score:2, Informative)
I see it as more of a wake up call. (Score:2)
When push comes to shove suddenly its "unreasonable" or will result in a crappy product
I think it's even worse (Score:4, Interesting)
You could make the Pine of single player RPGs, maybe.
Now take the costs for designing quests, landscapes, dungeons, etc, for that and multiply them by at least 10.
No, seriously. SP RPGs are aiming for anywhere between 10 and 100 hours of gameplay, with the curve actually peaking near the lower end of that. A MMO, I don't know the latest WoW figures, but back in the day of Everquest Sony had figured that the average player stays subscribed for 6 months. (Of course, like with any averages, not everyone is the same. Some quit after the free month, some stay for 4 years, but the average was half a year.)
You actually have to provide some content for them for 6 months. They have to actually keep finding stuff to do for that that long. Way past the point where a SP RPG player popped the DVD out and moved on to something else.
Six months is about 180 days. Let's say only 150 until he finished everything and got stuck in the endgame raid grind. (You don't want that to happen _too_ early, because a lot of people give up.) Let's also say we're not even aiming for 150 days of an unemployed obsessive gamer who puts in 16 hours daily. We're aiming for it to last 150 days for a borderline casual guy averaging 4 hours a day. (Which can also mean less than that on weekdays and a bit longer on Saturday and Sunday, so it's not as obsessive as it looks.) The 16 hours-a-day maniacs will, of course, then finish the game in a little over a month, but, oh well. So, anyway, we're up to 600 hours of gameplay already.
Even if you do go heavier on the time sinks than in a SP RPG, there's only so much time sink percentage you can have before most people find it non-fun. Taking a wild guess based on WoW's design, at the lower levels you want almost no time sinks, while later it gradually increases. But even that boiling-the-frog model lets you rise the bar only so far. So let's be generous and assume you managed to make a whole 50% of your game be time-sinks, and somehow you din't lose 99% of the players because of that.
That's still enough content for a 300 hour SP RPG you need to have there. It's more work than it sounds.
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Parent
Second Life, Croquet (Score:5, Insightful)
Another NASA-ish thing to do might be to build something on top of Croquet (www.opencroquet.org)... they'd be supporting a neat platform, and for $3m, they could probably get the Croquet people quite interested and get something better out of it than paying a game company to develop a new MMO from scratch.
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Parent
Re: (Score:2)
Croquet? It's got a user interface from 1976. Sure Smalltalk was one of the first window based user interfaces (not "the first", if nothing else Xerox had Interlisp-D and their office automat
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Yes, and whatever they are trying to achieve with these $3m, they can build on top of that and make it better.
Croquet? It's got a user interface from 1976.
You don't know what you're talking a
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Could be agood deal. (Score:2)
No one would want to? (Score:5, Insightful)
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it's pretty much set up to fail, though (Score:2)
SimMars (Score:5, Informative)
Maxis was working with NASA on SimMars [wikipedia.org], while I was there working on The Sims.
It was eventually canceled after The Sims shipped and sucked up all the resources into the franchise.
But some of the ideas from SimMars ended up in one of The Sims expansion packs and Spore.
From wikipedia:
-Don
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Does Laughlin know nothing about game development? (Score:2, Insightful)
If it worked with the pyramids... (Score:2)
Who wants games when U can have a standard (Score:2)
NASA as the secondary product (Score:2)