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Technical differences between making RPG vs MMORPG in Unity
Sorry if this isn't the correct space to post this question. I looked up and down to find a description of what each space is for but couldn't find it anywhere.
I was just curious, what separates a 3D RPG from a 3D MMORPG in terms of technical difficulties, particularly using Unity 5 as the engine? I'm assuming it's not simply that "one is online". What are some of the most difficult things about making a MMORPG compared to a RPG, particularly in Unity?
I saw another topic here where the OP asked how difficult it was to make a MMORPG in Unity and someone answered that he should instead make a RPG. I thought, however, a RPG with the same complexity and graphics would be very close in difficulty to make. How would the two really compare?
Thanks a lot!
Answer by Buckslice · Jan 12, 2018 at 10:35 PM
An MMORPG is like an RPG except "massively multiplayer" and "online", hence the MMO prefix. Don't be fooled this entails an extreme amount of additional work to get it working properly. This answer explains well the technical challenges involved.
Thank you very much for your reply! That link was very, very useful.
Since that post is from 2010, how do you think some of those obstacles have changed, if at all? Let's say it was 100% in the difficulty scale to make RPGs and $$anonymous$$$$anonymous$$ORPGs then. Now with Unity 5, what percentage would you say it is? Still way up in the 90's? I'm not talking about something like WoW. I am talking about a regular, average complexity $$anonymous$$$$anonymous$$ORPG with maybe 1000 users online at the most.
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