Posted by
timothy
on from the please-give-me-a-driving-simulator dept.
PokeBlor writes: "Arena.net has an article by Patrick Wyatt, a Blizzard ex, that goes into depth about the creation of multiplayer games, ranging from replayability to lag. He uses good examples from Starcraft and Warcraft 2, two games that Wyatt was a designer on."
What about a rating
by
asmithmd1
·
· Score: 5, Interesting
The article doesn't mention cheating or a peer rating system like Ebay. This is something an online gaming community can add so that when you are tring to find a partner you have some idea how he has behaved in the past
I think the number one problem with online games is cheating. There have been countless times where I have been totally addicted to a game, and then a cheat ruins all the fun. People play online games because it is so much more exciting to compete against a real person. If the game becomes unbalanced, players will either move on to another game or use the cheat themselves.
The idea behind setting up a game and giving it rules to create an artificial constraint that everyone agrees to work within. The important part is that agreement. Sure, you can technologically bend and break the rules, but that doesn't make it right. The idea is to level the field somewhat and then make it a battle of skill and wits WITHIN the constraints of the game.
The big problem with cheating is identification. If you want to go out and duel against other bot builders then it's a fair competition. Other people are out there trying to move and react as quickly as they can but within the rules. If you present yourself as one of those people (the "nearly undetectable" comment) then you should play within those rules.
So, I'm glad that you get a huge power kick out of being able to dupe people trying to play within the bounds, but you've completely missed the point. Note: The Matrix is a horrible example to justify your actions. The Matrix is about revolution and fighting tyranny, not getting the highest number of frags.
-- ---
I wish I could hear the soundtrack to my life. That way I'd know when to duck.
> I can walk into nearly any deathmatch in the world and win with nearly no effort at all. Like Neo. Like God!
I have a game you'd really like. The UI consists of a "play" button and a high-scorers widget. Every time you click "play" you win, and your name is added to the top of the high-scorers list, with a score one point higher than the highest score already there.
This is the most fun game I've ever played. I've never lost! My score gets better every time I play!!! I feel like God's own God when I played it!!!!!
Only reason text based was popular was because there wasn't enough horse power for graphics. It was the quality of the game that made it poular. There were probably a few bad text based games. Just like today's graphically rich games. There are good and bad, just like in all products. Text based isn't better than graphics. And what's wrong with trying to see what your new $300 video card is capable of? Some of us can't wait for the day when game graphics will be indistinguishable from real life.
A b.net clone can let people with pirated serial numbers for games play a b.net game. Say I run a popular b.net clone server that doesn't check for the game's serial number, a hundred people regularly connect to it and only twenty five of them have valid copies of the game. Blizzard has lost out on seventy five sales of the game and the pirates have no penalties for pirating the game. Blizzard makes megabucks you say and thus seventy five less sales isn't even a market statistic. What happens when there's thousands of people running b.net clones each with a hundred regular users a majority of which don't have valid copies of the game. That amounts to appriciable percentages of revenues being lost. It makes sense to disallow b.net clone servers even if those developers personally aren't infringing on any of Blizzard's copyrights. Warez copies of Warcraft 3 are going to hit servers weeks or days before the game is actually released, if these people can connect their warez copy of it to a b.net server that doesn't give a shit who copies the game Blizzard is going to lose out on a ton of sales because there's thousands of college and high school students with fat connections who don't feel they ought to pay for a video game.
-- I'm a loner Dottie, a Rebel.
Other article
by
delta407
·
· Score: 5, Interesting
It's interesting reading, including "Lesson four: UDP is better than TCP, but it still sucks" and "Lesson five: Whenever you think the Internet can't get any worse, it gets worse". It's good stuff.
Re:Oxymoron...social gamers
by
artemis67
·
· Score: 5, Funny
True, most of the "social interaction" in online games consists of the following statements:
"You f***ing lagger! Relog now!" "Stupid newbie!" "WTF? You hacker!" "Camper!!! Kick that f***ing camper!" "0wned!" "Ha ha you suck!" "You #!@% Q#% @!#%$ piece of @#%$!"
Improved graphics spoiled Ultima series
by
October_30th
·
· Score: 5, Interesting
Ultima series was not exactly a multiplayer game, but I think it serves as an excellent example of how a brilliant game is destroyed by demands for "realistic" graphics.
With bare-minimum graphics like Ultima III on C64 all the action took place in your own mind -- the best virtual reality/graphics engine ever developed.
When the series moved onto a sort of 3d graphics in Ultima VI the whole atmosphere changed. Suddenly you had these STUPID, squeaky-clean looking characters on the screen instead of the rough bunch of veterans you always had imagined. All the monsters were pitiful caricatures of the nightmares I had fought in the earlier Ultima episodes. In short, the whole game was fucked up because you were being forcefed the (annoying) vision of the game developers.
game graphics will be indistinguishable from real life
Sigh. And what's the point in that when the purpose of the games is to help you to spend some time away from the reality!?
-- The owls are not what they seem
Unit VS Race Balancing
by
Guru1
·
· Score: 5, Insightful
It wasn't until we changed from Warcraft's "unit equivalence" to StarCraft's "race equivalence" that we were able to correct the most egregious play imbalance issues.
I find this to be a very important statement he made in regards to the development of multiplayer and RTS games. After warcraft, the piles of RTS games that came out all had some thing in common. A few races (or civs, etc) that had different units that all did basically the same thing.. the "ranged unit" the "fast unit" the "strong unit that is really expensive", etc. Other than some small games that didn't really make it off the ground, Starcraft was the first mainstream game that said "this race can do this and this other race is completely different". I believe that Starcraft is replayed so often because there is an incredible amount of flexability with each race and when combined with fighting against another diverse race, it creates an incredible amount of possibilities.
What makes this a great money maker for games such as Diablo and Starcraft (if they'd get off their buttocks), is that they can reuse the same engine they already had written, code in another race (or couple classes as in Diablo II LoD), and have people scrambling to buy it, since it adds an exponential amount of excitement to the game. If Starcraft added one single race (sold at the price of $25 in stores), I would instantly buy it.. not only would I be able to learn all about the new "Dotslash" race, but I would be able to figure out piles of strategies about how to fight Dotslashes with Terrans, or Protoss.. Just as the message boards are filled with people asking how to fight Druids with Necromancers, etc etc.
The game industry needs to focus more on additions to their games, instead of starting from scratch every single time. Not only would the players be happier, but I imagine the pocketbooks of the game makers would be happy as well.
Dave
Re:Oxymoron...social gamers
by
alcmena
·
· Score: 5, Interesting
I used to run my own Counter-Strike server, and I couldn't agree with your post more. It got so bad that I eventually wrote a program that punishes people when they would complain about laggers, campers, cheaters, etc. The punishment was 50% of your health. Do it three times, you're gagged and can only talk to your team. Three more, you're kicked. Three more, you're banned for an hour.
I'm usually one who is strongly against filters, but I have to admit, this one did wonders. People learned to either be civil towards each other, or they learned to be quiet.
Free cell phone tracking
I think the number one problem with online games is cheating. There have been countless times where I have been totally addicted to a game, and then a cheat ruins all the fun. People play online games because it is so much more exciting to compete against a real person. If the game becomes unbalanced, players will either move on to another game or use the cheat themselves.
Only reason text based was popular was because there wasn't enough horse power for graphics. It was the quality of the game that made it poular. There were probably a few bad text based games. Just like today's graphically rich games. There are good and bad, just like in all products. Text based isn't better than graphics. And what's wrong with trying to see what your new $300 video card is capable of? Some of us can't wait for the day when game graphics will be indistinguishable from real life.
Does he go into how to sue people who clone your game servers? Cause that's an important area of Blizzard's business right now too.
- A.P.
"Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
There's another article that sounds similar about is written by Peter Lincroft entitled The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter back when multiplayer games were not plentiful.
It's interesting reading, including "Lesson four: UDP is better than TCP, but it still sucks" and "Lesson five: Whenever you think the Internet can't get any worse, it gets worse". It's good stuff.
True, most of the "social interaction" in online games consists of the following statements:
"You f***ing lagger! Relog now!"
"Stupid newbie!"
"WTF? You hacker!"
"Camper!!! Kick that f***ing camper!"
"0wned!"
"Ha ha you suck!"
"You #!@% Q#% @!#%$ piece of @#%$!"
With bare-minimum graphics like Ultima III on C64 all the action took place in your own mind -- the best virtual reality/graphics engine ever developed.
When the series moved onto a sort of 3d graphics in Ultima VI the whole atmosphere changed. Suddenly you had these STUPID, squeaky-clean looking characters on the screen instead of the rough bunch of veterans you always had imagined. All the monsters were pitiful caricatures of the nightmares I had fought in the earlier Ultima episodes. In short, the whole game was fucked up because you were being forcefed the (annoying) vision of the game developers.
game graphics will be indistinguishable from real life
Sigh. And what's the point in that when the purpose of the games is to help you to spend some time away from the reality!?
The owls are not what they seem
It wasn't until we changed from Warcraft's "unit equivalence" to StarCraft's "race equivalence" that we were able to correct the most egregious play imbalance issues.
I find this to be a very important statement he made in regards to the development of multiplayer and RTS games. After warcraft, the piles of RTS games that came out all had some thing in common. A few races (or civs, etc) that had different units that all did basically the same thing.. the "ranged unit" the "fast unit" the "strong unit that is really expensive", etc. Other than some small games that didn't really make it off the ground, Starcraft was the first mainstream game that said "this race can do this and this other race is completely different". I believe that Starcraft is replayed so often because there is an incredible amount of flexability with each race and when combined with fighting against another diverse race, it creates an incredible amount of possibilities.
What makes this a great money maker for games such as Diablo and Starcraft (if they'd get off their buttocks), is that they can reuse the same engine they already had written, code in another race (or couple classes as in Diablo II LoD), and have people scrambling to buy it, since it adds an exponential amount of excitement to the game. If Starcraft added one single race (sold at the price of $25 in stores), I would instantly buy it.. not only would I be able to learn all about the new "Dotslash" race, but I would be able to figure out piles of strategies about how to fight Dotslashes with Terrans, or Protoss.. Just as the message boards are filled with people asking how to fight Druids with Necromancers, etc etc.
The game industry needs to focus more on additions to their games, instead of starting from scratch every single time. Not only would the players be happier, but I imagine the pocketbooks of the game makers would be happy as well.
Dave
I used to run my own Counter-Strike server, and I couldn't agree with your post more. It got so bad that I eventually wrote a program that punishes people when they would complain about laggers, campers, cheaters, etc. The punishment was 50% of your health. Do it three times, you're gagged and can only talk to your team. Three more, you're kicked. Three more, you're banned for an hour.
I'm usually one who is strongly against filters, but I have to admit, this one did wonders. People learned to either be civil towards each other, or they learned to be quiet.