
Originally Posted by
elanthis
Nobody is going to make an RPG with this. Any teams that submit an RPG proposal to Unigine will almost certainly get rejected. An RPG takes a disgustingly massive amount of time, money, and talent to make compared to most other games (and those other games already requires massive teams of artists and designers on top of a strong core tech team to get anywhere).
Even short, simpler RPGs often take on the order of 4 years to make, and that's with a full-time staff of 60-120 people working well over 40 hrs/week.
Don't get me wrong, I'd love a great RPG, but it's just not realistic for a competition of this sort.
Biting off more than you can chew is the biggest mistake made by hobbyist and indie game developers, as well as student game developers. Even if you go with the assumption that a hobby game has no deadline, the reality is that as development drags on with no end in sight, the motivation and energy of the developers wanes, the interest of the community fades, and the likelihood of ever releasing a finished and playable game simply gets smaller and smaller until it hits zero.
If you've got a small team of hobby/indie/student developers, you realistically need to design a game that can be implemented by a small team of hobby/indie/student developers within about 1-2 years, tops. (And less than that if you're doing a student project or contest submission with a deadline.) That can still be a great game, make no mistake. It just won't be NWN, Dragon Age, Fallout, etc.
It may be the next Left 4 Dead or the next Mario Galaxy. Most likely, however, it's going to be the next World of Goo or the next Portal or the next Boom Blocks: all great games, but all relatively light on content and development complexity, able to be put together, polished, and released with a small budget and a small team in a small amount of time.
Most people on this forum have absolutely no idea of the complexity that goes into game development. Designing, sketching, rigging, modeling, texturing, animating, polishing, and tweaking a single high-quality character in a modern game can easily take from 1-3 months of a single artist's time. If you have a measly 12 characters (including enemies, background characters, etc.) in your game and three artists, that means you need about 4-12 months of development just for the characters. Toss in objects, environments, and effects, and you easily end up needing half a decade of work... or a huge freaking art team. Games like RPGs require just MASSIVE amounts of character art. And then of course you need all the maps, quests, stories, character interaction scripting, and the toolset development to support those features.
An indie team can reasonably make a good adventure game, good dungeon crawl (e.g. diablo or Torchlight), a simple RTS, a shooter, or a puzzle game. Intense story-based games like Alan Wake or large RPGs like Dragon Age are just not in the realm of possibility for an indie team.
Think of it like a movie. I've seen some amazing low-key sci-fi and intense drama and even excellent action films come out of indie film groups. You will never, ever see something akin to the Lord of the Rings, Harry Potter, or Iron Man made by an indie film crew, though. It just isn't possible, at least with today's tech.