Developing Online Games
The book's strength lies in the deep experience of the authors and the efficient, occasionally gimlet-eyed voice they use to analyze their collective addiction. Jessica Mulligan's bio lists work on more than 50 online games like Ultima Online, while Bridgette Patrovsky's includes time building games for Electronic Arts, Sony and Interplay Online Services. If you believe that Online games are the latest thing, Mulligan would like you to know that you're wrong. She wrote a column celebrating the 30th birthday of the Online game in 1999. Rick Blomme wrote Spacewar back in 1969 and Dave Arneson started an RPG named Blackmoor in 1970 or 1971. It was so long ago, he can't be quite sure.
All of this experience weighs a bit heavily on the authors. The book is more of a core dump than a logical progression and that means we hear bitter echoes of the past. One section is entitled "Yes, it really will take 2-3 years to complete" and another is called "No, More Programmers Won't Make it Go Faster." These sections don't add much to the usual literature about herding cats, but they do offer a strong reminder that this isn't a task for slackers who never could get around to forming that garage band.
The better parts are aimed at the design of the games themselves. While game players are slaying monsters or saving Princesses, game designers are questing after a full Player Satisfaction Matrix. Good games sate the player's need for socialization, accomplishment, discovery and conflict as they journey from the state of confusion (0-1 month), on to excitement (2-4 months), glide through the state of involvement (5-48+ months) before landing in boredom (until VH1 starts making "Behind the Game" documentaries). The trick to good design is making sure that there's plenty to feed the player's involvement.
For instance, you may be driven to create a new persistent world that emphasizes socialization because you're tired of all that death. The authors gamed that scenario and decided that "killers do have a positive role to play from the point of view of the socializers." Good can't exist without evil acting as a contrast and besides, players can usually find some other passive/aggressive technique for stabbing each other in the back even if knife objects aren't instantiated.
The authors tend to view the online realms as ecosystems. If you want to "increase the number of achievers," then the authors advise that you "reduce the number of killers, but not too much" while maybe "increas[ing] the number of explorers." I suspect that these recommendations are to be taken with a grain of salt, but they do reflect the observations of people who've spent a long time managing these games. I'm even tempted to develop my own Sim Sim that lets you simulate the process of crafting a simulation.
Ultimately it's hard for the authors to offer much more than these recipes and matrices. The details about the management, the strategies for stopping cheaters, and the intricacies of player relations are essential parts of the journey, but those are only half of the battle. Making the characters sing and the world come to life is a job for the artist.
This book is like many of the simple guides for writing a screenplay. They talk about arcs, hinge points and beats, but end up counseling that the screenwriter should aim to make each of these "good," This book can't tell you how to make your characters "good," but it can give you much insight into how others have done it before.
You can purchase Developing Online Games from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Sure, the majority of broadband adoptors, in the home, are online gamers, but broadband saturation is still very low; and the availability, coupled with the price will probably keep it low for a while. I know people in Canada who pay between $25-$30 US per month, and get better speeds with their broadband than I get paying $55 US a month for mine.
Online games need to be optimized, no matter what connection the programmers would prefer. There's still plenty of lag on broadband when playing games, and a lot of it has to do with unoptimized code (which normally is fixed later down the road via patches on the PC).
Uncle Thursday
---In Soviet Russia, I might have gotten the first psot.---
Now I don't need to buy the book.
I never actually played Everquest. I just read the Cliffs Notes, and talked about it in chatrooms.
"...and then move on to fun questions like how to make a online game compelling for achievers, socializers, killers and explorers."
It's called Grand Theft Auto 3. Now if they'd only make it massively multiplayer on-line, then the holy grail will have been achieved!
What we really need to know is how to make a decent game without doing any programming, merely posting a bunch of unrealistic demands to a web forum that lets us make cool icons and signatures!
This is the real signature
(Beats those shadows on the cave wall, don't it?)
when reviews give away the plot...
From what I've seen, they way to capture an audience is to make them wait for hours before spawning a monster, let high level characters be able to farm, and have little to no support.
The Kruger Dunning explains most post on
I know, I know you can't learn everything from there and you should pick up a book after a while, but nonetheless a great place to start.
-- (Score:i, Imaginary)
I forgot what really is important when desinging games.
Thank you for bringing me back into the light.
Uncle Thursday
---Who wouldn't ever dream of talking about issues with merits...The EULA is obviously the most important thing.---
No matter what they say, womem programmers will never get the mentality of 'killers': those teenage (and older!) young men that find the most fun in online games griefing, killing, and exploiting the games.
There will never again be a game world where 'Trammelites' and 'Pkers' can co-exist in the world like they did in Ultima Online. Things have just progressed to a point where the user base knows what they want out of games, and specialized games are coming out to grab up a specific type of player group, instead of mashing everyone together like the early UO (and NVN on AOL) did. Never again.
This exact comment has already been posted. Try to be more original...
COCK!
My question is, does this book tackle the big problem of most MMORPGs, namely, that there's very little in the way of plotline? Sure, they're great of killers, socializers, achievers, explorers... but what about people who want to be entertained by a good story? If I'm paying you twenty bucks a month for this thing, and it's not giving me 15-20 hours of involving story/gameplay, I'm better off buying 'classic' games like Deus Ex or Jedi Knight 2 or Real War. Give us something other than levelling via meaninless repeated tasks to look forward to. Give us a storyline that we actually run into! Not just something that'll unfold as news updates every month.
If you really wanna make an online RPG, its best to start with a mud. MUDs take a lot less time, and you can tell right away if the game ITSELF will be interesting enough. Once this 'prototype' is done, use the same engine as a guide to making your 'product online game' engine, and add your wizbangs and graphics.
Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
What about geeks, malcontents, trolls, and the "hot grits/first post/Natalie Portman/In Soviet Russia/ogg vorbis/petrified" obsessed? Don't they deserve any effort? Just because they'd be subscribing with stolen/forged credit information doesn't mean they aren't customers too!
But can I play a gay male prostitute?
Jessica Mulligan does indeed have one of the longest and most respected resumes in online games. I was distantly acquainted with her back in 1989-91 when (as Richard Mulligan) s/he was product manager for GEnie's online games, and even then her knowledge of the field was extremely comprehensive.
Now she's involved in The Themis Group, an interesting venture that basically lets online game services outsource their customer support. (Another notable figure on the Themis team is the esteemed game designer Greg Costikyan.) Given the problems some online game companies seem to have with customer support, sometimes regarding it almost as an afterthought, I wish Themis well. They're good at conveying the important message that an online game company isn't selling the game, it's selling the service.
I don't know what the big fuss is about "online" games. You can't just slap on "online" features to a game and expect it to play well.
The best games will always follow the 'good gamer' strategy: have plenty of customization, tight control, run fast on older hardware, and light bugs (fewer than 4 or 5 if possible.)
While these ladies seems to know a bit about how to paint a gauntlet in Ultima Online or the coolest magic effects in EverQuest, I can't see anyone following this advise in a professional gaming environment. The commercial depression is just too high.
(-1, Raw and Uncut is the only way to read)
You realize what this means? I've been playing /., and I still have at least two years left.
And if you do and buy it from Amazon instead of barnes and Noble (who wouldn't after all), the guy that wrote the review gets a kickback!!!
He cunningly inserted his affiliate ID in the second to last paragraph (the book on screenplays), so if you click that, anything you buy on amazon subsequently makes the reviewer some doleros.
...step 3 is profit!
A programmer is a machine for converting coffee into code.
Am I the only person that finds irony in the last name "Mulligan" for an author of game design books?
Well, I play tetris you fool, and all it requires is a good hand-eye co-ordination.
for the last time people, I am "frodo from middle eaRTH", not "middle eaST".
strong reminder that this isn't a task for slackers who never could get around to forming that garage band.
That's probably why VHI won't be making any "Behind the Game" documentaries unless bad hair and good coke starts making a comeback in the game development community.
I agree that it is very uncommon for women to enjoy violent games, but I do remember one Quake goddess from high school...
Also, there may be more flux among likes. TV tended to homogenize interests -- you watch one show that's in line with your interests, and it becomes very easy to also try another show that isn't quite as much as it, and eventually, you watch a pretty broad range.
If someone tries a MMORPG, it may be easier for them to play similar games.
May we never see th
I really appreciate the fact that this book focuses more on theory and concepts rather than code, but statements such as "...and it should be the first and last book read by game developers..." is a little ridiculous.
Please give a little thought before you post something.
(of curse now, someone will find a typo in my post...;)
darkness falls: the crusade - now theres a game that puts you into a state of bordem yet through sheer addiction makes you... noo.. forces you to come back for more. its like.. you cant just say no.
...you go back to it...
...you will always go back to it...
*begin evil laugh*
Give us something other than levelling via meaninless repeated tasks to look forward to.
If you aren't interacting with other people, adventuring with friends and the like, yes, MMORPGs are not really competitive with traditional CRPGs.
May we never see th
http://www.mud.co.uk/richard/hcds.htm
This is the source of "reduce killers to increase achievers" and such. I haven't had the chance to see this book yet to verify if they give him the proper credit for his research, however.
The biggest problem with games like Ultima and EverQuest is that there is very little actual role-playing going on. This is news to no one in here, of course, but I do find it interesting how the term 'RPG' has been kind of mutated.
Traditionally I would not call something like Final Fantasy an RPG, but that's what it is in computer game terms. You don't get to shape your character's identity, or their destiny. You don't get to 'act' the character. You merely plod along the pre-determined timeline towards your only fate; in the case of FF, sometimes this line abandons you, to search for the next game thread. That's not what I want RPGs to be.
An interesting approach to online RPGs: throw away the Massively Multiplayer aspect. It's possible (in my mind anyways) that this is just an unattainable fantasy, to have a fluid, engrossing, plot-driven world where everyone is a character. The qualifications just aren't there. They've already identified these little subgroups (achievers, killers, etc.) and those players, for the most part, don't seem that interested in the role playing itself.
Rather, I like the dynamics of Neverwinter Nights. Small groups of people, who are like-minded. It's what you look for in your typical RPG anyways; the party comraderie, the give-and-take, clasing of personalities... a great story to tell later, if successful.
What if, rather than selling a packaged online game for all comers, you started a sort of RPG Society? You'd apply for membership, pay a monthly fee, knowing that every player is absolutely into the role playing. Applying would consist of your character history and thoughts about what you want to get out of it. Keep the number of players on each server small. Several instances of the game world. That way you' d be guaranteed of a much better experience. Pipe dream I know, but a nice thought.
I mean, look at what has happened to Star Wars Galaxies. Ugh. It's already become fucked up before they've even released it (yeah, I'll smuggle stuff on foot. In Star Wars.)
If Jesus wants me it knows where to find me.
I waste my precious youth playing games like Planetarion and Starsphere and all they require is a browser and way too much of my precious time. Oh, and a fee in the case of Planetarion, but that's a detail.
These are really big games, you actually get to talk to the people that develop and run them, and over the course of time they develop to comply with the wishes of the majority of the players. These are truly what I'd define as on-line, interactive games...and guess what, there's way better choices than C# for this kinda thing...
People replying to my sig annoy me. That's why I change it all the time.
What an AMAZINGLY ignorant comment!
C is the only real programming language where high end graphics and other high performance requirements are needed. Object oriented programming just slows things down.
http://saveie6.com/
We cna maek kewl icons?!!!!
The authors spend four lines discussing the best computer language for the job (C/C++)
Am I the only C and C++ programmer who finds the "C/C++" label annoying as hell? Having it come from HR people who don't know any better is one thing, but hearing it from programmers drives me up the wall. I sometimes suspect it comes from C++-only programmers operating under the mistaken assumption that because C++ is a superset of C, they know C, too.
Despite similar syntax, C and C++ are completely different languages. C++-only programmers write C code that's on a par with the code produced by C-only programmers dabbling in C++. Perl, PHP, Objective C, and several dozen other Algol-descended languages have really similar syntax, but no one says "Algol/BCPL/C/C++/PHP/Perl/Pascal" with a straight face.
My guess is that if the authors are extolling the virtues of objects, they are primarily extolling the virtues of C++.
Proud member of the Weirdo-American community.
Indeed they should just automatically put a couple of stock posts with certain articles. For instance any game articles should come with, as you mentioned, stock "Games don't have the gameplay they used to..blah blah when I was young blah blah" posts. Furthermore any article on video cards should automatically have a "Why? So you can play Quake 3 at 500FPS rather than 300FPS? What's the point?". Articles on CPU speed increases should automatically have a "Who needs it? A Pentium 3 750 is more than anyone needs!"
I feel that by automatically have these stock posts we can save a lot of nerds the wear and tear on their already masturbation weakened wrists.
I've been playing that old online game for 6 years now and still love it. It looks like doom and the NPC's look the same from every direction, but you can spank your bitter enemies down (or look like an idiot trying) and the player created soap opera is the bomb. (ie - Most powerful guild is brought to it's knees by a woman who seduced the gm and reduced him to an sobbing wreck thus spawning a large server wide war) That game has got it goin ON! I Really suggest game developers (and companies) take a hard look at the underlying structure of it when they venture out to strike it rich with their own online game. And doom graphics are just cool.
I see my reputation preceeds me.
This is not necessarily a bad thing. At least you'll all know who you're dealing with. ;-
Uncle Thursday
---Cuses! Foiled again!---
Who's with me?
Anyone?
Hello? Is anyone there?
Uncle Thursday
--Listening to the crickets chirp.---
Gimlet-eyed? Had to go look it up at. What an odd expression, especially given the second definition of gimlet as given by. (It means "having keen vision")
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
After reading some posters comments on Jessica/Richard Mulligan, I found the following site on google:
Bites The Hand
It is her bi-weekly editorial/thoughts on the gamming industry. Skimming over these bring some interesting insight into the industry over the last 20 years.
+1 Predundant!
If C++ sucks so much then how come the entire software entertainment industry uses it to write games?
For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods
http://www.gta3mta.tk/
I am developing an online card game, and I am stuck with Networking. Both client and server has to call each other. (callbacks in other words)
./LinuxLover
- First, I used Java RMI, and it couldn't work behind firewall-firewall situations. So much for network transparency promise!
- I am evaluating various Networking mechanisms. Apache SOAP, XML RPC...etc. They all work on the principal of request-response.
* I want a protocol that would work with the existing client Socket. Let me explain, client behind fire wall makes the connection to a server (behind firewall, but one port open). Now both have to use this existing socket to communicate.
* when the server wants to call-back client, it uses the existing socket. not opening a new connection, as that won't work when a client is behind a firewall. Both XML RPC and SOAP can not handle this.. or am I missing something?
* I want a package that will handle marshaling/unmarshaling data structs and also can handle exceptions.
* right now, I am left with plain socket programming. There must be a better way..right?
thanks in advance..
http://saveie6.com/
NOPE, by a long shot. So Sorry!
----------
Together, we will drive the rats from the tundra.
Jessica was contracted to Turbinegames [website] by the Themis Group [press release] where she is helping bring that game around.
It's interesting in that one chapter in the story says more programmers wont make it go faster becuase AFAIK Asheron's Call 2 the game she's bringing around has only 3 coders working full time on the game in production. It's even to the point that one of the leading websites AC2 Warcry the site manager quit out of disgust of the game's lack of vision into the "Elder" game. While the Site Manager says he still plays the game it's not the only other game with the same issues. It's a too common occurance in many new games and presents a challenge to all future game developers to not have these mistakes.
I guess the old site manager must be a progressive customer. He wants more content!
For what I think is the source of the fourfold player type thing (explore, socialize, kill, achieve), see this 1996 article by Richard Bartle, a mud pioneer.
It seems like no independent developer has made a successful game since the late 80's.
God spoke to me
You sacrifice some efficiency for shorter development time. It's better to have a working version faster and then profile it and rewrite heavy hit sections in assembly than to waste time writing three times as much source code.
make a online game compelling for achievers, socializers, killers and explorers.
yes, whatever you do, don't forget to make the game attractive for killers.
-pyrrho
Imagine... using the affiliate program for what it was intended. That bastard! How dare he charge us more money... oh wait, it doesn't cost more money. Well, he's a bastard anyway. Making money is evil.
I think that it's pedantic and anal that you'd make such a massive distinction between the two languages. You're living up to your name that's for sure. :)
Yes, there are some newer programmers who don't get the rift, but it's basicly the same syntax. If you understand C++ (or at least without the stupid bits), you're going to grok C. C++ compilers understand C code. Some versions of C++ preprocess the code into C for compilation with the regular C compiler. The modules link together without any changes. Face it - the languages are joined at the hip.
I recently interviewed an online game maker (interview with Sean McGough ... creater of Shawn's Dance Grooves and Melting Mitsubishi) and it sounds like its a pretty fun job. A lot of work ... but once you get something that works ... he says it's a lot of fun. Especially trying to figure things out. Plus his games, Shawn's Dance Grooves (online dancing game) and Melting Mitsubishi (if you liked Missile Command ... you will love Melting Mitsubishi), are a ton of fun.
Visit the Mother Site !
Only half-life and UT use c++ and they are loaded with bugs
Your sweeping statements are most troll-like. Have you ever tried playing Quake2 unpatched? How about Doom1 "The Network Killer" unpatched? What's that about bugs?
As for C++ - 90% of all console games (yes, Playstation 2, Gamecube and Xbox) use C++. The majority are pretty damn robust if you ask me.
Genetic engineering sure has come a long way. Anyone seen my flying car?
For some reason gaming companies got the idea that the only popular games are those that are maximally realistic. As a result, they consistently sacrifice gameplay for gee-whiz graphics. This leaves people like me, who aren't willing to a pay a graphics tax to play games, happily stuck with CounterStrike. When will the industry get a clue?!
I'm amazed at the number of comments here that assume the book is about programming games. It may come as a suprise to you, but real game development teams have 30+ people who specialise in different areas of development. Given the title of the book and it's contents, it seems as though this book is aimed at game designers - not programmers.
When a game is small, sure, the same person might be wearing different hats - only then should a programmer be worrying intensely about game design. With larger teams programmers tend to concentrate on the technical details, working with the designers to accomodate the visions of the project. Meanwhile the designers concentrate on the design and layout of the game, while working with the programmers to make sure that it's technically possible and is implemented smoothly. It's only with this division of tasks that anyone can really focus and hone their skills.
Do use the Barnes & Noble link. I usually use Amazon but when I checked there I found their price to be somewhat inflated.
List Price of 49.99 at Amazon vs. 29.99 at B&N. I never noticed before but I'll be sure to double check next time before I buy a book online.
Robert
Bet this
I wrote my own MMPORG a couple of years ago. I learned a lesson. I built my own 3d engine and network code. And it was glorious; fast, lots of fancy effect, and beautiful lag tolerant lurping. I was very proud.
It was ready to do the 'easy stuff': content. Thats when things got bogged down. Turns out that games have huge lists of people on their credits because there is a huge unavoidable time sync in doing content. This article says 2-3 years and I say they are being very aggressive with that estimate.
So my lesson was this: you will need a lot of skilled 3D artists, musicians and content designers in order to finish the job. Do not take this part lightly!
The Skotos articles website has quite a few other interesting columns and articles on online game design at www.skotos.net/articles with several new articles going up weekly.
-- Herder of Cats
Just about every MUD resource online can be found via the library at kanga.nu, as can some extensive archives of the online game development list (MUD-Dev), which you can find if you nose around the site. Several of Jessica's articles can be found there, as well as Dr Bartle's Suits article referenced above. The mail list itself can get fairly heady, but might as well be required reading if you're serious about being part of the industry. There's more social engineering and business plan traffic on the list now, compared to the extremely technical bent of five, six, seven years past, when it was by invite only, but it's still the most serious discussion venue online. Take a look... -- To email me, drop the second through seventh character and the repeated symbols.
-- Still waiting for the Nike endorsement
FYI, in 1987 or so, TSR came out with the Dungeoneer's Survival Guide, which explicated a three-fold typology of gamers, in its DM section. They were (approx.) "hack-n-slasher", "dectective" and "role player". Not online-specific, but obviously similar and for an obviously similar purpose.
-*- Any technology indistinguishable from magic is insufficiently advanced -*-
After reading this i thought of the guy that did the majority of the network code for Mechwarrior Mercs 2... I believe Dan Kegal is the guy.... interesting person .... and after taking apart the network code for that game i have the utmost admiration for him..i wish i could get his take on this discussion.....
*--- Sometimes a majority only means that all the fools are on the same side. ---*
::snicker:: C...C++...both of them suck any time you need a safe, stable product in a reasonable amount of time.
And here's her phone number: 00110001001011010011100000110000001100000010110101 00010101000001010101000010110101010011010010000100 100101010100
-- (Score:i, Imaginary)