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.---
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.---
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!
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.
Am I the only person that finds irony in the last name "Mulligan" for an author of game design books?
I don't know, I'm sure that while it's more "natural" for dudes to feel that way, I'm also certain there are a few outlier dudettes that'd take my ass home and spank it in a few games of Quake from sheer kill-adrenaline alone.
-- (Score:i, Imaginary)
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".
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.
Many people redefine "killers" to be any person who engages in grief play. In MUDs and other MUD-like games, these are usually people who indulge in player-killing for the sheer sport of being annoying. Other ways to grief play include destroying or hording items needed to complete quests, spamming communication channels with gibberish or swearing, etc. It's pretty clear that the /. trolls you mention are grief players who can mostly be lumped into the killer category.
For the individual who truly wants to see Natalie Portman petrified and covered with hot grits, they're a "dark socializer" as they want to talk about their obsession and no one around them wants to hear it.
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/
No matter what they say, womem [sic] 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.
You realize, of course, that Jessica Mulligan was previously Richard Mulligan and male?
Frankly, the mentality of those players isn't worth it. Goody - it gives them their jollies. You're better off without their revenue, because they cause more people to be disgusted with the game and quit it, or be annoyed and require additional customer service. Either way you've lost far more money due to that one customer than they'll give you back. Especially since support will eventually catch up to them, discipline them, and they'll quit (and remove your revenue source).
Oh... and it's not all young men that enjoy that kind of crap either. I was a guild officer in EQ and while our guild was mostly older (18+), we had a large number of younger members, none of whom were griefers. And yes, we were the top guild on the server (and still are, but I haven't played in over a year) and one of the top guilds in the entire game. Members who started pulling grief crap were kicked, and they would invariably fade away from the game afterwards.
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.
"No matter what they say, womem programmers will never get the mentality of 'killers'"
Bull. And it doesn't matter.
In the successful game producing teams I've had (perifferal) contact with, Programmers != Designers. It is the designers who must get the mentality of the gamers. The programmers must get the polygons to render at an aceptable speed or whatever.
Besides, by far the best Quake player I've personally seen was, you guessed it, a female game programmer.
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
"But can I play a gay male prostitute? "
No, but you can play Morpheus dressing up as Cowboy Neal.
"Derp de derp."
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.
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/
http://saveie6.com/
"No matter what they say, womem programmers will never get the mentality of 'killers'" Oh come on, that is just sexist crap! The concept of women and men thinking fundamentally different is just stupid, and - unless your name is John Gray - probably not very beneficial to your life either.
----------
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.
I don't necessarily agree it won't happen again, though it will take some real effort and clever design. Oh... my co-author, Bridgette Patrovsky, is a past winner of the Goat Cup in the original MUD. That's a PK competition, last (wo)man standing wins.
It seems like no independent developer has made a successful game since the late 80's.
God spoke to me
Your client opens a socket to the server. Now both client and server have input/output streams for that socket. Use a thread for each stream and you have asynchronous bidirectional communication. You can put whatever you wish through these streams, be it XML, or Objects (eg. ObjectOutputStream). Multiple serialization APIs exist.
Write your own abstraction layer above the "plain socket programming" if need be.
Unable to read configuration file '/bigassraid/htdig//conf/14229.conf'
Geocrawler error message.
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
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 !
I disagree. ;) ;)
I happen to be a woman programmer, and a fledgling game programmer, AND a PVPer.
I spent my youth in arcades and in front of the computer, and know quite a few female gamers who are grief players and PKers and excellent FPSers. In fact chose the PvP server in EQ because it was more challenging to play against both players and mobs, and I love a challenge... Some of the best PKers I knew on RZ (Rallos Zek) were female, same with DAoC when I moved there (played on Mordred). My brother's wife is a wicked PKer, and a better FPSer than I. Our current hot game is PlanetSide.
The game I am working on is one with PvP and I know I will be out there with my female friends PKing the hell out of people with this attitude. I do agree that people have started wanting more specialized games catering to their type of player, but I also think that games like Star Wars Galaxies try to cater to a broader range like Ultima Online did... Guess we will have to wait and see how well it turns out.
Qui tacet consentit
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 context in which "C/C++" appears most often is a job ad, where it is in fact crucial whether you find yourself a C expert, a C++ expert, or an expert in both. In fact, even an experienced embedded systems C++ programmer may be unfamiliar with exceptions and templates, which are generally only usable on higher powered machines.
A person who doesn't make a distinction in this case is not likely to hire the best person for the job.
C++ compilers understand C code.
No, they don't. C doesn't require an explicit cast to convert any pointer to a void *, and vice versa. C++ does. What you have is a compiler with two modes, only one of which can be active for one source file. Try this if you don't believe me:
You will get a compile error on one line or the other.Some versions of C++ preprocess the code into C
Irrelevant. Many languages are "pre-processed" into assembly before it turns into object code.
The modules link together without any changes.
Even less relevant on two separate fronts. One, ever heard of name mangling? C++ needs to be specially written (as opposed to linking with just other C++ code) to link with C, and instance methods are not even callable from C. Two, many other languages are designed to link with C. So what?
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
that is what I am doing now. But it gets tiring soon. you know
- marshalling
- unmarshalling
- and having to write this for every method call...
that is why I need a 'framework' that would do it for me. any suggesions?
thanks
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
No, they don't. C doesn't require an explicit cast to convert any pointer to a void *, and vice versa. C++ does.
No, C doesn't require an explicit cast to convert from a void *, and C++ does. You can convert to a void * freely in either language.
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 -*-
First of all, your compiler will most likely issue an error, rather than a warning.
Omitting an explicit cast will catch the error of a missing prototype. Adding an unnecessary cast hides the error. Which one is more correct usage of the language?
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. ---*
C++ instance methods ARE callable from C but only if you know the mangled name beforehand. Pointless but possible.
And here's her phone number: 00110001001011010011100000110000001100000010110101 00010101000001010101000010110101010011010010000100 100101010100
-- (Score:i, Imaginary)
IIRC, C++ name mangling is not standardized, so your hack will only work on one pair of compilers.
Am I the only one who noticed that the author of the book is posting on here? (See Parent ;)) Nice to see you on slashdot Jessica, hope things work out with AC2. I just might have to go pick up your book so I can understand some more of where you're coming from while working on AC2.
And as far as women programmers/gamers go, I think that while they are a small percentage of the whole, I've often found them to be all the more dedicated to gaming than the general gaming population.
I agree that it Could happen again that a game develops the perfect mishmash of all kinds of players living in a world peaceably together, but I think in general developers would rather take the lazy way out and cater to whatever select group they think is the current "flavor of the month."
Thanks for the welcome! I agree with much of what you wrote. Most of these games tend to try to cater to either everyone or one select group. While you can't be all things to all people, you do need to take into account more than one segment of the niche. And by the way, the promo text for the book has a mistake in it. I'm not an 'online programming guru;' the technical person on the team is Bridgette, who taught herself UNIX back in the late 1980s so she'd know what the coders on her team were really doing with their time, . She's also a seasoned executive.