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	<title>Comments on: MMO Live: How Big is Your Team?</title>
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	<link>http://www.eldergame.com/2007/10/mmo-live-how-big-is-your-team/</link>
	<description>MMO game development</description>
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		<title>By: Sandra</title>
		<link>http://www.eldergame.com/2007/10/mmo-live-how-big-is-your-team/#comment-64</link>
		<dc:creator>Sandra</dc:creator>
		<pubDate>Wed, 31 Oct 2007 19:03:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/10/29/mmo-live-how-big-is-your-team/#comment-64</guid>
		<description>It&#039;s true that budget will be an overriding factor, but you need to start somewhere estimating your needs for the budget. It&#039;s certainly not a good idea to develop a game that will need a bigger live team than you can ever possibly afford. *grin* 

I think live teams can be extremely cost effective. The problem is that we&#039;re really bad at separating out the different facets of effectiveness. AC1 had a very small, very active live team. AC1 supported Turbine for many years, but is rarely used as an example of an overwhelming success. Did it &quot;fail&quot; because the live team was too small? That certainly wasn&#039;t the only factor, and it&#039;s really hard to say if that was even an important factor. So what lesson do we take away? 

In all honesty, I think that most of the live teams I&#039;m aware of today are too large. Certainly EQ2&#039;s was when I was on it -- and I told my boss that several times. :&gt; The reported size of WoW&#039;s live team scares me; I&#039;d never want to be in charge of that monster. The problem is that our current management techniques aren&#039;t capable of dealing with a team of more than about 20-30. We stumble through pre-launch development with much much larger teams because we have to, eyes ever on the shining Valhalla of being done. But post-launch development never ends, and it takes a very different approach to hold everything together. 

Luckily, you can do amazing things with a small, dedicated live team who loves their game. Just four developers is a little too small, but something in the 10-20 range (including core devs, QA and Community, but not CS or other services) would be prefect for my dream team: large enough to handle a decent volume of content and features, but small enough to hold the vision and focus in common. (Although I should note -- my estimates here are based on a classical MMO like AC1 or WoW. Other types if games with other audiences will have other needs.)</description>
		<content:encoded><![CDATA[<p>It&#8217;s true that budget will be an overriding factor, but you need to start somewhere estimating your needs for the budget. It&#8217;s certainly not a good idea to develop a game that will need a bigger live team than you can ever possibly afford. *grin* </p>
<p>I think live teams can be extremely cost effective. The problem is that we&#8217;re really bad at separating out the different facets of effectiveness. AC1 had a very small, very active live team. AC1 supported Turbine for many years, but is rarely used as an example of an overwhelming success. Did it &#8220;fail&#8221; because the live team was too small? That certainly wasn&#8217;t the only factor, and it&#8217;s really hard to say if that was even an important factor. So what lesson do we take away? </p>
<p>In all honesty, I think that most of the live teams I&#8217;m aware of today are too large. Certainly EQ2&#8242;s was when I was on it &#8212; and I told my boss that several times. :> The reported size of WoW&#8217;s live team scares me; I&#8217;d never want to be in charge of that monster. The problem is that our current management techniques aren&#8217;t capable of dealing with a team of more than about 20-30. We stumble through pre-launch development with much much larger teams because we have to, eyes ever on the shining Valhalla of being done. But post-launch development never ends, and it takes a very different approach to hold everything together. </p>
<p>Luckily, you can do amazing things with a small, dedicated live team who loves their game. Just four developers is a little too small, but something in the 10-20 range (including core devs, QA and Community, but not CS or other services) would be prefect for my dream team: large enough to handle a decent volume of content and features, but small enough to hold the vision and focus in common. (Although I should note &#8212; my estimates here are based on a classical MMO like AC1 or WoW. Other types if games with other audiences will have other needs.)</p>
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		<title>By: Azaroth</title>
		<link>http://www.eldergame.com/2007/10/mmo-live-how-big-is-your-team/#comment-61</link>
		<dc:creator>Azaroth</dc:creator>
		<pubDate>Wed, 31 Oct 2007 14:19:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2007/10/29/mmo-live-how-big-is-your-team/#comment-61</guid>
		<description>Or teaching it to the newbs like myself.

I think the biggest concern about live team size will ultimately be, very simply, budget. A live team on any kind of budget has to be relatively lean and mean at launch and until everyone figures out exactly how much money they&#039;re going to be taking in. At that point, one could probably draw up various scenarios and projections for subscriber retention based on various levels of live team commitment.

I suppose one could throw caution to the wind and go with a larger live team, whether it&#039;d potentially put the company into the red or not (at least in the short term), with hopes of increased content and dedicated ongoing development bringing more people in... but there&#039;s a question of cost effectiveness there. We&#039;ve certainly seen strong ongoing live development work out for games like Eve, etc. But more often than not, do players even notice? Isn&#039;t this the case with EQ2? Or, has the straight Diku niche just been filled too well by WoW for anyone to notice? This can be an expensive gamble.

What&#039;s amusing is how small a team a live game CAN be run on. I don&#039;t think most players would guess how few people are behind the scenes sometimes. The problem here is that, while a skeleton crew may look good on paper for a while, eventually players ARE going to wander away if the game doesn&#039;t change, new content isn&#039;t added, there are no events, etc. The problem with live MMO development seems to be that, while players *all* think that they want things to remain exactly the same forever - they really, really don&#039;t.</description>
		<content:encoded><![CDATA[<p>Or teaching it to the newbs like myself.</p>
<p>I think the biggest concern about live team size will ultimately be, very simply, budget. A live team on any kind of budget has to be relatively lean and mean at launch and until everyone figures out exactly how much money they&#8217;re going to be taking in. At that point, one could probably draw up various scenarios and projections for subscriber retention based on various levels of live team commitment.</p>
<p>I suppose one could throw caution to the wind and go with a larger live team, whether it&#8217;d potentially put the company into the red or not (at least in the short term), with hopes of increased content and dedicated ongoing development bringing more people in&#8230; but there&#8217;s a question of cost effectiveness there. We&#8217;ve certainly seen strong ongoing live development work out for games like Eve, etc. But more often than not, do players even notice? Isn&#8217;t this the case with EQ2? Or, has the straight Diku niche just been filled too well by WoW for anyone to notice? This can be an expensive gamble.</p>
<p>What&#8217;s amusing is how small a team a live game CAN be run on. I don&#8217;t think most players would guess how few people are behind the scenes sometimes. The problem here is that, while a skeleton crew may look good on paper for a while, eventually players ARE going to wander away if the game doesn&#8217;t change, new content isn&#8217;t added, there are no events, etc. The problem with live MMO development seems to be that, while players *all* think that they want things to remain exactly the same forever &#8211; they really, really don&#8217;t.</p>
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