tag:blogger.com,1999:blog-347739332024-02-28T12:59:21.979-05:00MOGBlog: Thoughts on Multiuser Online GamesUnknownnoreply@blogger.comBlogger20125tag:blogger.com,1999:blog-34773933.post-50716743037911504922008-09-10T10:35:00.001-04:002008-09-10T10:37:11.620-04:00WoW Vs WARIn one, the bad guys are actually pretty good. In the other, the good guys are actually pretty bad. Gameplay aside, I know which one I'd rather live in.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-13472489042674317462008-03-27T23:18:00.002-04:002008-03-27T23:31:06.647-04:00Lonely ZonesFor me, one of the most jarring feelings in a mmorpg is being in a location that has been set-dressed to be desolate and yet is jam-packed with players. It's not much better to be alone in a place that should be full of players.<br /><br />Developers and designers have spent time and effort devising ways to encourage players to distribute themselves in a way that complements the settings. But I can't think of much that has been done to make zones themselves respond to population levels.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-17034701794441801772008-02-08T16:08:00.000-05:002008-02-08T16:17:04.955-05:00The Only MMO Game Design Rule You'll Ever Need<strong>Enable customers to play with their friends</strong>.<br /><br />That's it. Any time you have a design problem, ask yourself "does this make it easier to play with friends or not?" If it does, implement it! If it actively hampers playing with friends, scrap it!Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-38515609542442578412008-01-03T13:32:00.000-05:002008-01-03T15:05:54.265-05:002008 Predictions<p>Prognosticating is fun!<br /></p><ul><li>The "casual/kiddie" mmorpgs (<a href="http://www.webkinz.com/">Webkinz</a>, <a href="http://clubpenguin.com/">Club Penguin</a>, <a href="http://maplestory.com/">Maple Story</a>, <a href="http://www.habbo.com/">Habbo Hotel</a>, etc) will continue to eat everyone's lunch without much notice/investment from the traditional mmorpg companies. Media/Entertainment companies (<a href="http://www.mtv.com/">MTV</a>, <a href="http://disney.com/">Disney</a>, etc) will continue to be the big backers. <a href="http://sony.com/">Sony</a> will attempt to get into the market, fusing the content of their movie and television catalog with the experience of their online entertainment division.<br /></li><li><a href="http://www.warhammeronline.com/">Warhammer Online</a> will underperform, regardless of whether it launches in spring as planned or it slips to later in the year. <a href="http://www.ageofconan.com/">Age of Conan</a> will suffer a similar fate (to a lesser degree due to lower expectations). In both cases it will be due to their genre. The market for gritty, dark fantasy is just not that large. And furthermore, as mmorpgs, they depend on the even smaller market segment that considers it worthwhile to pay a monthly fee to perpetually inhabit a world largely devoid of whimsy, color, cheer and beauty.<br /></li><li><a href="http://secondlife.com/">Second Life</a> will languish until late in the year when it will be revitalized when <a href="http://lindenlabs.com/">Linden Labs</a> announces that they will be opening up the server code and infrastructure to third parties. In the longer term Linden Labs will split the company into a software/infrastructure service provider and a very profitable customer service/marketing firm.<br /></li><li><a href="http://metaplace.com/">Metaplace</a> will not gain significant traction until it partners with a social web games website (<a href="http://kongregate.com/">Kongregate</a>, <a href="http://newgrounds.com/">Newgrounds</a>, etc) or a social networking website (<a href="http://facebook.com/">Facebook</a>, <a href="http://myspace.com/">MySpace</a>, etc).</li><br /><li>The lack of notably successful new mmorpgs will be balanced out by no <a href="http://vanguard.station.sony.com/">Vanguard</a>-level launch disappointments as the industry becomes ever more polished and professional.</li><br /><li>Free-to-play games will continue to gain market share in the US but the big news will be the success of Korean free-to-play games retooled for the US market.</li></ul>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-34773933.post-866977162880323502007-11-08T16:58:00.000-05:002007-11-08T17:01:18.702-05:00Business Logic as a Solution for Game ScriptingWhat I would like to see are more projects where the developers don't hand the designers a database, a scripting language or a hybrid of the two. Instead, take a cue from big business, where this is a solved problem (or less disingenuously, an offloaded problem). Businesses use business logic packages (<a href="http://labs.jboss.com/drools">Drools</a>, <a href="http://www.ilog.com/products/jrules/">Jrules</a>, etc) to handle information exchange between a database and a user interface. It's not even that hard to embed or implement a full declarative language, such as <a href="http://en.wikipedia.org/wiki/Prolog">Prolog</a> in a server and use that as the scripting layer that designers write code for.Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-34773933.post-6291936324941549292007-10-09T22:59:00.000-04:002007-10-09T23:37:41.330-04:00An Interface for EvilMatt Mihaly recently dicussed the <a href="http://forge.ironrealms.com/2007/10/03/straight-from-central-casting">difficulty of making the enemy obviously bad without resorting to making the enemy stereotypically bad</a>, which prompted Brian Green to muse on <a href="http://www.psychochild.org/?p=343">the nature of evil</a>. After several rereadings, I'm still a little bit lost. I just don't see a problem at all. In many modern games, the user interface itself conveys plenty of information about the status of mobs via clear indicators such as label color (red ones are aggressive, yellow ones are passive, green ones are friendly), mouse-over cursor changes (cursor becomes a sword, cursor remains an arrow, cursor becomes a smiley face) and floating icons. The fact that the mob belongs to a usually-evil/hostile/bad species or faction doesn't in any way prevent the user interface from presenting the player with the appropriate set of interaction affordances.<br /><br />Or maybe they aren't asking about how to implement unexpected interactions with mobs. Maybe they are really asking how to get the player to <strong>want</strong> to react against type. How do you make the player hug the ugly girl or stab the pretty boy?Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1646850179526423842007-09-23T15:51:00.000-04:002007-09-23T16:00:08.521-04:00Areae Decloaks<a href="http://www.areae.net/">Areae</a> has gone public with their much-anticipated product and it is called <a href="http://www.metaplace.com/">Metaplace</a>. According to the faq, it is a virtual world platform that is closely tied to web technology. It's using a <a href="http://www.lua.org/">Lua</a>-like game logic programming language and appears to expose most of its content using urls (xml, stylesheets, rss, etc). It looks like the alpha client will be 2d, with a 3d client still in the works.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-54150268917285049212007-09-05T01:25:00.000-04:002007-09-05T01:37:54.433-04:00The Nature of ExplorationReading Brian Green's recent post about the <a href="http://www.psychochild.org/?p=333">nature of exploration games</a> prompted me to think about the core distinctions one can make about exploration. Specifically, I think exploration breaks down into two major types: exploration of things (places, objects, story lines, etc) and exploration of relationships (physics model, crafting systems, talent builds, etc). Notice that this distinction is exactly parallel to the code/data distinction programmers (can) make.<br /><br />What would the nature of exploration content in a lisp-like world be?<br /><br />How about in a prolog-like declarative world?<br /><br />Or a ml-like functional world?<br /><br />Where does the exploration content of current games fall?Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-40721842610204070862007-05-22T13:07:00.000-04:002007-05-22T14:16:43.449-04:00Horizon-based Distance CullingThere are many techniques used to reduce the visual complexity of the viewable scene in order to improve a game's performance (fps, freeing cycles for other calculations, etc). This is an especially important issue in multiuser games that simulate a world-like space, since "world" implies having rather large spaces. All the typical techniques are applicable, such as distance-culling, fog, level of detail, limited sight-lines, etc. One technique that I think has been under-utilized is creating a world with actual curvature to it.<br /><br />The earth itself is approximately spherical with a radius of 6371km, resulting in a horizon at 4.7km for the average (1.7m) human. It should be possible to "bend" the terrain mesh of a world to give it a horizon far enough out to feel realistic but close enough to hide a fair amount of distance culling. For example, a spherical terrain mesh of radius 100km results in a horizon at approximately 583m (horizon = sqrt(2*r*h + r*r), where r is the radius of the sphere and h is the eye height of the viewer). Such a world has a surface area of 125660km square (area = 2 * pi * r * r), which is more than enough for any current game (World of Warcraft, for example, <a href="http://tobolds.blogspot.com/2007/01/how-big-is-azeroth.html">has been calculated to have about 200km2 land area</a>, pre-Burning Crusade).<br /><br />However, work needs to be done in determining how close the horizon can be pushed and still feel realistic. The above horizon of 583m means that a player moving at the speed of a typical human sprinter (approximately 10m/s) will reach objects at the horizon in somewhat less than a minute. The total circumference of such a horizon distance is 3.7km (circumference = 2*pi*r), which may not big large enough to make properly-scaled objects appear realistic. Tall structures with strong vertical lines may also suffer a distortion due to being set perpendicular to the ground that makes them appear to be tipped away from the viewer.<br /><br />There are also several other obvious benefits to verisimilitude obtained by bending the terrain mesh to create a horizon besides concealing distance culling. Tall objects over the horizon, such as towers, large trees and mountains will gradually appear to the player as they approach. The top will become visible first, and the rest of the structure gradually revealed from top to bottom as the player comes closer instead of the typical distance pop-in of the whole object. Flying objects (birds, flying mounts, airships etc) will appear at the horizon and trace an arc across the sky instead of popping in at altitude in the distance tracing a straight line across the sky and popping out at a distance. Terrain relief (hills, mountains, even buildings) will better mask out other local high points (other hills, mountains, buildings). For example, if you are standing below the summit of a mountain you will not be able to see the summit of an adjacent, even taller mountain on the other side of your mountain, just as in the real world.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-76735109939799725902007-05-02T12:46:00.000-04:002007-05-02T12:52:12.393-04:00Sanya Thomas Leaves EA MythicWhat do you think the chances are that <a href="http://www.warcry.com/news/view/71275-Sanya-Thomas-Leaves-EA-Mythic-Exclusive-Ex" interview="">Sanya leaving EA Mythic</a> has something to do with the <a href="http://www.areae.net/?page_id=48">open position for Senior Community Manager at Areae</a>? I'm putting it at better than 50/50.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-46535993744371401792007-04-25T01:40:00.000-04:002007-04-25T02:11:02.291-04:00If a Tree Falls in the WoodsIf a player didn't see it, it didn't happen. If a player was there, but was too busy doing something else to notice, it didn't happen. If a player saw it, but couldn't tell what it was, it didn't happen. If a player saw it, but didn't care, it didn't happen.Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-34773933.post-39008037320797445622007-04-18T13:39:00.000-04:002007-04-18T14:00:36.065-04:00I'm Not (Yet) Afraid to Admit I'm Wrong...The verdict is in, I <a href="http://www.psychochild.org/?p=290">massively underestimated</a> the budget for a two-year, large-scale multiuser online game. Oh wait, no, I <a href="http://forge.ironrealms.com/2007/04/17/mmo-production-costs/">massively overestimated</a> the budget. The lesson here is that facile, back-of-the-envelope calculations please no one. On the other hand, it generated two kind and considered lengthy responses which will be invaluable in shaping my future posts on production budgets.Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-34773933.post-78023813930902183622007-04-13T13:57:00.000-04:002007-04-13T14:06:43.898-04:00Wanted: Two Million DollarsI think that one could make a perfectly acceptable large-scale (but not massive) multiuser online game, given two million dollars and two years.<br /><ul><li>Technical Lead, $120k<br /></li><ul><li>Developer, $60k<br /></li><li>Developer, $60k</li></ul><li>Art Lead, $100k</li><ul><li>Artist, $50k</li><li>Artist, $50k</li><li>Artist, $50k</li><li>Artist, $50k</li><li>Artist, $50k</li></ul><li>Design Lead, $100k<br /></li><ul><li>Designer, $50k</li><li>Designer, $50k</li><li>Jr Designer, $30k</li><li>Jr Designer, $30k</li></ul></ul>That's an $850k a year burn rate, or $1.7 million for a two-year development cycle. That leaves $300k available for purchasing third-party software and for overhead.Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-34773933.post-8161244004118788762007-04-08T02:00:00.000-04:002007-04-08T02:13:10.580-04:00World War II Online Makes Me SadI wanted to like it, I really did. So when the 14 day free trial was offered, I signed up, downloaded, logged in and attempted to play for almost six hours. I have never seen a more newbie-unfriendly interface in my life. The game ran at one frame per second until I upgraded my video driver, even though World of Warcraft played fine on it, at which point it ran at eight frames per second except in towns or combat when it dropped back down to one frame per second. I would spend ten minutes walking from the spawn point to the front lines, die without ever seeing an enemy on the ground and repeat. It was horrible, and yet I counted at least forty other people playing on the same battlefield as me. And that was the best thing about the game. My teammates were both committed and helpful.<br /><br />It reminded me a lot of Counterstrike. Easy to die, and when you do, it's a wait before you get to play again. But where Counterstrike let you view the game from a living player's camera until the next round, WW2O lets you respawn immediately but forces you to walk the usually lengthy distance back to the front lines.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1163490187660193412006-11-14T02:37:00.000-05:002006-11-14T02:43:07.673-05:00The Thirds RuleI was watching Studio 60 earlier, as usual enjoying it on the whole but lamenting Sorkin's lack of comedic writers on his staff. I started thinking about styles of comedy on sketch show and broke it down into three categories: nonchallenging material (slapstick, poop jokes), challenging material (serious political humor, satire) and avant-garde material (absurdist humor, genre-busting humor). I think a good sketch show needs about equal amounts of all three: you need to make people laugh comfortably, make them laugh while cringing and make them laugh without understanding why. A good multiuser game needs the same sort of diversity of experience: draw them in, challenge them and expand their horizons.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1161394962438472682006-10-20T21:39:00.000-04:002007-04-18T13:37:40.753-04:00Factions and AlignmentI like the idea of there being two major factions, with the players belonging to minor factions that become aligned with the two major ones. Given enough minor factions, pvp play balance comes down to reshuffling the minor factions to even up the sides.<br /><br />A player gains minor faction through completing quests. Quest come in dark and light variations. Dark quests push you towards evil and light quests push you towards good. The two major factions are composed of both light and dark elements. Minor factions may require dark, neutral or light alignment, as would certain abilities.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1159940635740597062006-10-04T01:41:00.000-04:002007-04-13T17:56:42.398-04:00Respecting Playstyle BoundariesI think there is a place for more explicit boundaries between playstyle interactions. For example, PVE success should have little to no effect on PVP success and vice versa. This includes equipment, levels, skills, spells and all other attributes.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1158991505118315182006-09-23T01:59:00.000-04:002006-09-23T02:38:46.696-04:00The Central Tension in Multiuser WorldsThe central tension in multiuser worlds is between a player's conflicting desires to both effect changes in the world experienced by other players while not being unduly subject to the changes wrought by other players. This is a fundamentally unsolvable dilemma.<br /><br />Two strategies for mitigating the conflict are to reduce the level of impact a player can have on the world or to increase a player's sense of opting in to the impact another player has on her.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1158867013401753992006-09-21T15:26:00.000-04:002006-09-21T15:31:27.776-04:00PVP GuildsBlizzard is apparently creating a parallel mini-guild structure in the expansion for pvp arena teams. I think it would be great to go even further in a game and establish several other parallel guild structures. Friends lists are a simple and common example. But also, a guild structure for crafters/merchants (cartels?). A guild structure for pvp teams in general (armies?). Etc. People need to have more than just one social circle in a game and the game needs to support that.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-34773933.post-1158805373586886122006-09-20T22:16:00.000-04:002006-09-20T22:22:53.593-04:00PVP ZonesWhile raiding Ironforge tonight, we ran into the usual situation where the other faction chooses not to flag until we are in disarray from a guard zerg. Imagine instead that there was a way for us to temporarily turn the zone into a contested zone. Perhaps by killing certain key (and reasonably defended) npcs or taking certain points. I'm imagining it as a slow transition from a safe zone to a contested one, giving people who want to opt out of pvp time to evacuate or stop the transition. The contested zone status should also be on a cooldown to prevent a permanent state of seige in what is designed to be a safe place.Unknownnoreply@blogger.com0