What language should one code an MMORPG with...

What language should one code an MMORPG with? How long would a game roughly the size of Wow's base game take as one person? How much would server hardware/maint cost?

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Code it in PHP.

>What language should one code an MMORPG with?
D!
>How long would a game roughly the size of Wow's base game take as one person?
D!
>How much would server hardware/maint cost?
D!

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far far beyond the skills and resources of a dumb frogposter

you-YOU'RE A CHUD

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Lisp.
It will take four years.
It will cost 1000€ to buy the servers, and then 100€ per month to maintain them.

erlang

anything that's highly network oriented should be done in erlang, these are solved problems

what's an mmorpg? just some math and flags and registers really, erlang is made for this

think of the modern day mit nigger's conception of how to architect an mmorpg, they will probably use some giant database and serverless and all kinds of shit, what you really need is 2 teams, one to write the network and back end stuff, and another to write the graphical client which sucks in and emits information, no wonder nobody even tries to make this kind of shit any more, it's too complicated for the over complicated modern standards and practices

it shoukd be agaisnt the law to make a full fledged 3d game by a single indie fag.
theyve ruined the magic.

You need more like 5 teams.
In fact, mmorpgs aren't "written."
You need what you've described, and an asset development team with a lot of artists and a few musicians, and a game design team full of kissless fucking nerds who have wasted their lives exposing themselves to a wide variety of mmorpgs and know exactly how to make all the classes, items, gear, skill trees, monsters, quests, maps, narrative worldbuilding, short npc character arcs, etc, to maximize player engagement (hopefully, but not necessarily, by maximizing product quality), and a marketing team to build a user base. You also need playtesters. The marketing team would be a good candidate, as playing the game will give them a good idea of how to market it, and keep their role in the production process from being *completely* soulless.

it took a team of 100 people being paid a salary (motivation) to make that game you retard

God, why do rightoid chuds always swallow so much megacorporate cock

I know someone who's the creator of his very own mmorpg. It's been live for over 10 years now. He told me the game is well over 100,000 lines of code altogether. Obviously not near the size of some games but for one person it's one of the greatest feats I've heard of other than of course Terry

>What language should one code an MMORPG with?

One that's efficent.

>How long would a game roughly the size of Wow's base game take as one person?

Several decades, across multipe distinct disciplines.

>How much would server hardware/maint cost?

Several miliion per month, per data center. The bandwidth for the number of WoW players a month alone would be more than you'll make in a lifetime. You coudn't even afford one blade like they use, the data room space, or the license fees for the kind of DB/custom networking stuff they use, let alone the multiple servers that make up one realm.

tl;dr: you're not soloing a game like that, retard.

Fuck the art assets, you can make the whole game with static bowling pin looking demo models and zero animations. The fun of the game isn't in the stupid graphics of little furry fucking critters and hobbits redoing a couple canned attack motions. It's in the story, setting, players. None of which even need graphics at all.

These days the best type of MMORPG to do would be a text based one with ascii graphics. You can always strap a bunch of retarded 3d animated shit on top later once you have it all working. The Dwarf Fortress model.

>what's an mmorpg? just some math and flags and registers really, erlang is made for this
No, mong. The heart of a game like WOW is databases. Really, really fucking big databases, and better, live databases. So just say "the hardest thing to work on in the building".

Is this what happens when you huff your own farts? You go past retarded into a whole new level of stupid?

Nope you need graphics

well you can encapsulate local information in erlang in several ways and send it or keep it locally or even synchronize it all and that's all built into the language and vm so why not just keep local objects for local players and send only things that change the database? which erlang also provides of course

that way you're not always hitting the database or worrying about if it's current or not which is most of the work of a big distributed database, the databasing is really at that point ancillary to the whole affair

don't need graphics at all and developing the core game with graphics is asking for a huge budget and delays and a useless bunch of bullshit

no graphics, no sound, that can all be strapped on later strictly on the client side

C

years and years

Nope you need graphics
>but muh dwarf game
meme game

>just re-invent all the shit that's already done for you
i love c but it makes no sense for an mmorpg, you have to import enough libs that you might as well use something designed for it from the start, or redesign the wheel

GameMaker Studio

graphics will make it go from possible by a single person in their spare time, to impossible without a hundred million dollars

Yep, you've huffed yourself so hard on your own farts, we have to come up with a new description, because "fucking retarded neckbeard" won't cut it.

>implying
MUDs are still based

HTTP

I feel like if you didnt know what you were doing, the engine alone could take a decade. Blizz probably had multiple teams of people working on the engine that did know what they were doing and it still took them awhile

So what do you do, start with the animated models and produce a pre-animated rendered demo and attract vc so you can hire 100 talented artists and 100 talented coders to co-develop your game idea? Or do you just start with literal blots on a grid and worry about making fun mechanics? I reckon somebody could make an Orgre Battle / FFT clone that runs in the TERMINAL which would attract players for online battles. No graphics needed. Or the alternative would be to 3D animate and render a whole engrossing world to slow you down as you try to find time to make the code work?

You idiot. You worm.

>What language should one code an MMORPG with?
unreal engine
>How long would a game roughly the size of Wow's base game take as one person?
5-6 decades
>How much would server hardware/maint cost?
a lot