NASA Responds To MMO Concerns
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.'"
Here is how I seem to understand all of this debarcle...
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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I don't know if the government bureacrats quite understand how fast asset production eats through money. Its insane, and it continues getting more insane because increasing hardware capability leads to increased asset production cost AND the winner-take-most leaders in the MMORPG space are running away from the field qualitatively. You can make an MMORPG for $3 million, sure, but it will be like comparing Pine to GMail. Hint: people who enjoy MMORPGs do not typically choose Pine over GMail. (Pipe down, you. You're atypical. Ask the other folks in your WoW guild.)
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."
Help poke pirates in the eyepatch, arr.
I think they should just build something on top of Second Life. With $3m, they can actually do something in SL that's a lot better than other SL effort and they already have a user base. SL pretty much ensures it will be a B-rate experience, but at least it will be that, and it will be a B-rate experience that's better than all the other stuff in SL. And, maybe, NASA could actually get SL to fix some of the awful limitations of that platform.
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.
Why not? Think of it... NASA endorsement and advertising. Sure, maybe a major game studio isn't going to, but if people are willing to work on, say, open source projects where you pretty much won't make any money and never will, why wouldn't a relatively new game company try to work on it and get their name out there in a big way? It would be like an unknown composer (like me) getting to work gratis on a video produced by a major video studio. You don't get money, but you get your name out there in a big way, and if you do WELL, it would do wonders for future job contracts.
Maxis was working with NASA on SimMars, 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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