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Developing Online Games

peterwayner writes "If you're a bit tired of programming books, API descriptions, tables of keywords, and arguments about which data structure is buzzword compliant, super-mega-efficient and intuitively easy to grasp, turn to Developing Online Games , a book that seems to have very little interest in many of the traditional challenges for programmers. The authors spend four lines discussing the best computer language for the job (C/C++), conclude that objects give "far more flexibility in design" and then move on to fun questions like how to make a online game compelling for achievers, socializers, killers and explorers. This book is a wonderful psychoanalysis of the gamer's mind and it should be the first and last book read by game developers about to start a quest to capture the hearts, minds and subscription fees of people on the Internet." Read on for the rest of Peter's review. Developing Online Games author Jessica Mulligan and Bridgette Patrovsky pages 495 publisher New Riders rating 8 reviewer Peter Wayner ISBN 1592730000 summary The Sociology of building 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.

56 of 229 comments (clear)

  1. Could be an intersting read..... by unclethursday · · Score: 5, Insightful
    But, I think the main thing any online game really needs to do is work on optimization of network code. And for both dial-up and broadband.

    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.---

    1. Re:Could be an intersting read..... by glenrm · · Score: 5, Funny

      Stop right there mister! This kind of talk could lead to a technical disscussion that has merits! Better to talk about "design issues", EULAs, and other stuff that everybody understands, too much code or science talk will just confuse the important "design issues"!

    2. Re:Could be an intersting read..... by johny_qst · · Score: 5, Insightful

      Network optimized code is an important element of game design, but surely you can't mean it's importance outweighs the quality of the story being told through the narrative of your actions in the game?

      --
      Fnord.sig
    3. Re:Could be an intersting read..... by unclethursday · · Score: 4, Insightful
      No, but it should be very important in an online capable, or online only game.

      Personally, I feel the most important aspect is gameplay. But, in online games, shoddy network code can ruin the gameplay.

      Uncle Thursday
      ---Gamer. Lover. Fugitive. Not necessarily in that order.---

    4. Re:Could be an intersting read..... by johny_qst · · Score: 2, Insightful

      I totally agree with you about gameplay being king. Especially in the current favorites of online RTS's,FPS's,and RPG's. If there is lag I won't keep playing, but if the gameplay devolves to become formulaic killing of opponents then the gamer will eventually seek out the game that allows his actions to affect the larger game world in concert with other to make a grand statement. I think I'm rambling so I'll stop after this... Gameplay is essential to any game, Solid Network code is essential to any online game, Great Stories are what will get me to trudge once more into the breach.

      --
      Fnord.sig
    5. Re:Could be an intersting read..... by Xformer · · Score: 3, Funny

      Easy to do... make it text-based :-)

      If you need to be more bandwidth-friendly than that, compress it!

      --
      All I want is a kind word, a warm bed and unlimited power.
    6. Re:Could be an intersting read..... by Junks+Jerzey · · Score: 2, Insightful

      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).

      This is largely a myth. "Optimize," in regard to network code, means "fool the user into thinking it's faster." There is nothing you can do to get rid of network lag. It's a fact of life. So what game developers do is play tricks to make you think the lag has gone away, and each of these tricks doesn't work in some cases. A classic fudge is to predict where an opponent will be in X milliseconds, based on his last known movement characteristics. If the prediction is right, then everything is grand. Hopefully it will be more right than wrong. But it can still be wrong.

      Yes, there's also the issue of reducing packet size, but that's pretty mechanical. And even if you could reduce the entire state of a client to 1 bit, then there's still going to be lag time. Period.

    7. Re:Could be an intersting read..... by J0zhu · · Score: 3, Interesting

      Network optimization and other technical aspects ARE important. Playstation 2 proves that. However, think back, have the games gotten any better? Are they much more exciting then the nintendo days or bards tale? Truely I say to you that the techinical aspects are somewhat important, however these days I see the tech of a game outweighting the playablility as well as the enjoyment of the players. if you play an adventure/RPG style game. Your playing for the adventure, not the eye candy. Muds where tremendously popular (and to a degree all things considered still are) because they had a depth of play and a depth of exploration. both the world and the workings of the game itself. a game is primarily for the enjoyment of the players, who may or may not appriciate your suave use of 1's and 0's. something to consider.

    8. Re:Could be an intersting read..... by robi2106 · · Score: 2, Insightful

      Take a look at games like Starcraft and Tribes(1). There are still hundreds of active servers (just in north america) to join for each of those games. They each had great gameplay. But that game play would be greatly diminished if it wern't for the tight network code. You can't play either of these games if the connections are laggy. That would destroy their reputations as great multiplayer games.

      robi

    9. Re:Could be an intersting read..... by BaShildy · · Score: 2, Interesting

      I don't know about the author, but yes I do believe that. We are talking about multiplayer games here, and not a single player game. Most multiplayer games only need a small backstory, a small (if any) story for the map, and that's it! Games like Battlefield 1942, Quake3, and Counter-Strike would be not as fun if you were interrupted for storyline reasons.

      Online RPGs are a different story (pun), and usually require a lot of writers for quests and dialogue. Online action and strategy games rely on gameplay, and communication for fun factor. Better netcode improves both of these, while a better story won't fix your game that isn't fun.

      If you want a good story, read a book, or play a story focused game. Multiplayer games should have instant fun, and a storyline would not allow the player to jump instantly into the action. All the multiplayer games I've worked on have focused on controls, gameplay, and netcode. The better the netcode, the better the player's experience.

  2. Game players and the Game players Mind by Anonymous Coward · · Score: 5, Funny

    I never actually played Everquest. I just read the Cliffs Notes, and talked about it in chatrooms.

  3. Already done.. by Anonvmous+Coward · · Score: 5, Funny

    "...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!

    1. Re:Already done.. by Anonvmous+Coward · · Score: 2, Interesting

      "ohhh, a game whose commercials show people beating each other up with a baseball bat or something... sounds real compelling. not really.

      senseless violence glorifying immoral crime. grow up."


      "I don't know what it is that you're talking about, but I heard about it on TV. It's that .. uh.. stupid game. I hate it and the people who play it are immature and are easily entertained. I'm not going to do any research about my harsh stand because I don't want to find out that I'm wrong. I'm glad I can post anonymously here so that I can spread my weak message!"

    2. Re:Already done.. by NanoGator · · Score: 4, Insightful

      "ohhh, a game whose commercials show people beating each other up with a baseball bat or something... "

      No, that's not what this game is about. Though I'm curious how you could mistake a game called "Grand Theft Auto" for a game where the point is to beat people. *eyeroll*

      "senseless violence glorifying immoral crime. grow up."

      One should know what they're talking about before telling people to grow up. If you had actually played the game, you'd know that senseless violence is the fastest way to lose in that game. Run over a pedestrian, the police chase you. Fight the police, more chase you. Etc.

      I find it hard to accuse it of glorifying violence when playing it trains my reflexes to avoid hitting people.

      The reason that GTA3 is controversial is because a lot of parents (mothers mostly) have no clue what their kids find in video games. So when some jackass politician *cough*Joe Liberman*cough* comes along and says "the style of entertainment you're uneducated about harms your children", suddenly their fears get voiced. They say stuff like "GTA3 makes prostution a good thing! Just watch, the woman gets in the car, and his health goes up when they have sex! That's immoral!!" And the mothers are like "My babies would never have sex! That's wrong!"

      The reality of that aspect of GTA3 is a little bit different. The prostitute does get in the car. The car does shake around. The health of the player goes up. None of that is in dispute. However, they are not actually depicting sex. If you turn the camera a bit, you'll see that both the driver and the prostitute are sitting in their seats staring out the window. They're not touching in any way, that's unmistakable. The car's just shaking around, it's not clear why. The point? If the player doesn't know what a prostitute is when they play this game, they're not going to find out by playing this game. For somebody to understand what's happening here, they'd also have to be educated on the dangers of sex with prostitutes. It's called innuendo. Nothing new here that a child isn't exposed to by watching a little TV, even the news. (ZipperGate comes to mind...)

      In any case, the point of this post is not to defend GTA3 specifically, it's to point out that just because you've heard a compelling side of an argument that does not mean you really know what you're talking about. There's always other points of view. If you're going to run around calling people immoral without understanding the other side of an issue, then you shouldn't be telling people to grow up. Finding information supporting your point of view is easy. Complete understanding of an issue, that's a grown up method of debate.

      --
      "Derp de derp."
    3. Re:Already done.. by thatguywhoiam · · Score: 2, Insightful
      In any case, the point of this post is not to defend GTA3 specifically, it's to point out that just because you've heard a compelling side of an argument that does not mean you really know what you're talking about. There's always other points of view. If you're going to run around calling people immoral without understanding the other side of an issue, then you shouldn't be telling people to grow up. Finding information supporting your point of view is easy. Complete understanding of an issue, that's a grown up method of debate.

      You reminded me of something I saw on tv a little while ago, when some guy on Donahue (I think it was) had GTA3 up on the screen. He was going through the paces, showing all the psychopathic stuff you can do in the game... beating up old ladies, killing hookers, etc. "Games are corrupting kids" was the argument.

      There was a panelist who was on the pro-game side who had a fantastic rejoinder that went something like this (paraphrasing loosely here):

      GAMES-ARE-EVIL DUDE
      See? I can kill a prostitute, then drive over her with my car. The game rewards this. It's totally immoral.

      GAMES-ARE-ART DUDE
      You know, there's nothing in that game that tells you to do those things.

      GAMES-ARE-EVIL DUDE
      What do you mean?

      GAMES-ARE-ART DUDE
      I mean, Grand Theft Auto is a simulated city. They've tried to fill it with as much (exterior) realism as possible, to make it look like Miami. But the game is not about killing old ladies and prostitutes, it just allows for that. It is a crime-based gangster game, but those old ladies and prostitutes you just killed... that's you doing that. You're choice. The game does not say 'kill old ladies to win'.

      It's an interesting point, and one that's lost on a lot of the game haters.

      --
      If Jesus wants me it knows where to find me.
    4. Re:Already done.. by NanoGator · · Score: 2, Interesting
      "See? I can kill a prostitute, then drive over her with my car. The game rewards this. It's totally immoral."

      "...It is a crime-based gangster game, but those old ladies and prostitutes you just killed... that's you doing that. You're choice. The game does not say 'kill old ladies to win'."

      I just had this discussion with a coworker this morning. My point was a little different. Here's the gist of what I said:

      "Yes, you do get a few bucks for running over pedestrians. Unfortunately, we're not talking huge sums of money here. You would have to run over a LOT of people to buy the most basic weapon in this game.

      Does that mean you're encouraged to kill people in this game. No! You're really being rewarded for the risk you're taking by getting the cops attention. You see, running over people (and killing/assaulting them in other various ways) gets the attention of the cops. When they start chasing you, you have to run like hell. This counters the point of the game. It's a good deal harder to complete a mission (the actual point of the game...) when you have numbers of cops trying to run you off the road.

      You do not advance in the game by beating up old ladies. Believe it or not, you win by saving the girl. Heh."


      I think my coworker understood my point. I'm a little sick of accusations based on assumptions.

      The point you quoted is a lot more interesting than mine on a fundamental level. The reality is you can do bad things in this world. A lot of the time, you think you can get away with it. If this game teaches you anything, it's that you can't get away with hurting people. As I said before, you reflexively learn NOT to hurt people in it.

      I appreciate you quoting that person. Something new to think about. :)
      --
      "Derp de derp."
  4. They missed the point! by petronivs · · Score: 4, Funny

    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?)
  5. I hate by geekoid · · Score: 4, Funny

    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 /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  6. Great place to learn game programming by 0x00000dcc · · Score: 5, Informative
    I learned most of what I know from a web site. Of course this gets back to the whole learn via book versus learn via google searches saga, but I think there's a wealth of info on this site.

    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)

    1. Re:Great place to learn game programming by Rubbersoul · · Score: 3, Funny

      I learned most of what I know from a web site

      I learned most of my karate skills from karate Kid.
      I learned most of my doctoring skills from watching ER. :)

      --
      man .sig
      No manual entry for .sig.
    2. Re:Great place to learn game programming by Xformer · · Score: 2, Funny

      "Are you a game developer?"

      "No, but I did sleep at a Holiday Inn Express last night."

      --
      All I want is a kind word, a warm bed and unlimited power.
  7. You're right..... by unclethursday · · Score: 2, Funny
    Please, forgive me.

    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.---

  8. The Big Problem by InfinityWpi · · Score: 4, Insightful

    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.

    1. Re:The Big Problem by L7_ · · Score: 3, Interesting

      until MMORPGs actually have an advanced enough engine where real-time world updates are possible, then you won't get the storylines that you want.

      The game engines that are avaliable don't seem to have too much a cause-effect relationship to provide the in-depth immersion that is neccesary for good storytelling.

      I mean, you can kill a monster 100 times in a row... and nothing happens.

    2. Re:The Big Problem by syle · · Score: 3, Interesting
      I think, if it's done right, a storyline isn't necessary. I'm assuming you're experiences are something like EverQuest, where the endgame basically involves raiding the same sets of supermobs over and over until your whole guild has the best stuff, then moving on to harder supermobs.

      That's one way to do it. I don't think it's very fun, but a lot of people obviously do. Even though there are a lot of lore-based quests in EQ, it's fair to say the story is missing because the player doesn't encounter it in day-to-day play. It's there if you want to search for it, but you're certainly not immersed in it.

      Take a look at other games like SimCity or Civilization. There's no storyline, but that doesn't make it exactly meaningless. You're given a task to accomplish: Take over the world, build your city, destroy the orc hordes, etc. Any storyline made to support it is obviously artificial, and rather irrelevant. The fun is in accomplishing your task.

      I've played Shadowbane a little bit, and it feels like a strange combination of the two genres, but it works pretty well. You're given a task: Take over the world. Expand your nation diplomatically, or by war, or economically, or however you like so that you control everything. There's a little story behind it, sure, but it's mostly irrelevant. The leveling treadmill is there, but it's vastly shorter, because the real point is the far-sighted goal of world domination. You could say they strategically opted out of storylines (though they do exist).

      Anyway, this isn't an advertisement. Things can be fun without the traditional storytelling approach the works so well in single-player though. I think EverQuest is a good example of why it usually doesn't make a lot of sense to try to extend that to MMORPGs.

      --

      /syle

    3. Re:The Big Problem by Gutboy · · Score: 2, Insightful

      Give us a storyline that we actually run into! Not just something that'll unfold as news updates every month.

      EverQuest tried a small sample of letting the players change the world. Ok, so those 40-60 people went and changed the world. The 20,000+ other people then bitched that the world has been changed, and they didn't get to do it.

    4. Re:The Big Problem by Lightwarrior · · Score: 3, Interesting

      Play Shadowbane, and make your own plot.
      Stop laughing, I'm serious. What more do you want from a MMORPG than to influence the rise and fall of nations? Leveling isn't a chore, it serves as an introduction to the game. Once you join a guild, you're taking part in your nation's saga.

      Let me give you an example:
      A guild of which I was briefly a part was at war with a bigger, more powerful guild. There were many nights where our armies met on the rolling plains and sparse woodlands around our city. We were routed, time and time again, until we were forced to become allied with a different rival nation. Together, we turned the tides of battle - now we take the battle to them.

      It's not about levels, money, war, or diplomacy - it's about all of them. Being skilled at some of those four will make up for deficiencies in others.

      And take the reviews you read with a grain of salt. The review I read at Gamespot made me wonder if he was playing a different game.

      -lw

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    5. Re:The Big Problem by secolactico · · Score: 4, Insightful

      I seriously doubt you can get a decent storyline in a multiplayer game. At least, one that's involving.

      Sure you are paying $10 - $20 each month, but so is everybody else. When every one gets to be a super powerful mage that gets to save the world from evil "forces from the north", it kind of loses its appeal.

      Instead, everything is reduced to competition: who can level faster so they can kill more monster so they can level even more!

      And who cares about a quest where you have to slay the dragon that's ravaging the countryside? It will re-spawn a couple of minutes later so someone else can do it!

      You want storylines? Buy an solo game. The last game with a good storyline I played was "The Longest Journey". I'm partial to adveture games more than FPS and RTS, so YMMV.

      --
      No sig
    6. Re:The Big Problem by Anonymous Coward · · Score: 3, Insightful

      The MU* community solved this one a long time ago. There used to be plenty (and still are a few) MU*s which could boast rich, involving storylines.

      The problem is that the MMORPG developers think of their job as developing a fancy virtual world engine for people to go ape in. This is like a MU* administrator thinking that their job is to write LPMUD or TinyMUSH, rather than work on their actual game content.

      Which leads to an interesting point: this is a book about game design, written by programmers/designers. Maybe the kind of people who are best at doing the story thing are the artists, whom the review noted are the content people. So this gripe against storylines in MMORPGs may be misdirected.

      At least from my own experience designing the occasional RP MU*, I find the best approach isn't to design a story, but to create situations where the players can tell the story themselves. The medium is multiplayer, and you can't dictate that people follow your carefully-crafted, meticulously-written script, no matter how good it is. I could see disaster looming for Earth & Beyond when I figured out what approach they were taking.

      If you're interested in having a story told to you, then I agree that a single player game is probably a better bargain. And that isn't necessarily a bad thing. If you're interested in telling a group story with thousands of other people, then hopefully there'll be a MMORPG for you, eventually.

      Don't get me wrong, the game administrators have a part to play in pushing a particular story branch along, to keep a sense of direction to the game events. But if you're asking that they provide you with single player-like plot development in a massively multiplayer game... well, keep dreaming.

  9. MUDs by FortKnox · · Score: 4, Insightful

    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!
    1. Re:MUDs by syle · · Score: 4, Insightful

      I was right with you until you suggested using the MUD engine to drive the real thing. Forget it; write the real thing from scratch. MUDs just aren't designed to provide the scalability that real MMORPGs require. 2,000 people on one server sending only text? Sure. But in the real world, you'd want 2,000 people spread over 30 servers sending a lot more, and the players moving dynamically between servers. No freely available and well tested MUD base today (Circle, LP, etc) allows anything like that. You'll spend more time converting the prototype into a real engine than you would writing a real engine from scratch.

      --

      /syle

  10. Jessica Mulligan at Themis Group by Allen+Varney · · Score: 4, Interesting

    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.

    1. Re:Jessica Mulligan at Themis Group by lightspawn · · Score: 4, Interesting

      There seems to be a pattern here:

      Jessica Mulligan
      Dani Bunten Berry
      Jamie Fenton

      I hope I'm don't come off as intolerant, but this got me thinking: Is this a coincidence? Or maybe it's just that video game programmers (or programmers in general) tend to be dissatisfied with their lives, and thus more likely to try something extreme?

    2. Re:Jessica Mulligan at Themis Group by Zathrus · · Score: 2, Funny

      I hope I'm don't come off as intolerant, but this got me thinking: Is this a coincidence? Or maybe it's just that video game programmers (or programmers in general) tend to be dissatisfied with their lives, and thus more likely to try something extreme?

      Yes, we're sure to see Joan Carmack in a decade or so.

    3. Re:Jessica Mulligan at Themis Group by Anonymous Coward · · Score: 2, Insightful

      I didn't just wake up one day and say "Gee, I think I want to be a girl instead". It's something that many of us spend half a lifetime denying or fighting with. Consequently, many of us spend/spent considerable amounts of time alone or online with our computers. Furthermore, with all that internal struggle going on, quite a few of us tended toward under-developed social skills.

      Online, you can create a persona for yourself that is not dependant on your physical appearance. Being online (role-playing in games or just in chat rooms) was an escape from the unpleasant reality of one's gender dysphoria.

      If there is a pattern, that's it...

      The truth however, is that there are a lot of us out there - Some of us "Made the change" rather young in life (I was 21 when I had my surgery - yeah boys, don't think about it too much or you'll have sympathy pains) and you might work or go to school with one of us and never even know.

      Actually, I'll be the first one to admit that those women you linked to are/were far more brave than I am. At least they didn't author their games as "Anonymous Coward"

    4. Re:Jessica Mulligan at Themis Group by 0x00000dcc · · Score: 2, Funny
      I guess they all took mulligans on their birth-assigned sex.

      I kill me.

      --

      -- (Score:i, Imaginary)

  11. Quickly deploying underpaid games? by Gizzmonic · · Score: 2, Insightful

    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)
  12. as they journey from ... by burgburgburg · · Score: 3, Funny
    "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"

    You realize what this means? I've been playing /., and I still have at least two years left.

  13. Irony by moc.tfosorcimgllib · · Score: 3, Funny

    Am I the only person that finds irony in the last name "Mulligan" for an author of game design books?

  14. Not quite by 0x0d0a · · Score: 4, Informative

    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.

    1. Re:Not quite by unclethursday · · Score: 2, Funny
      I agree that it is very uncommon for women to enjoy violent games, but I do remember one Quake goddess from high school...

      Yeah, I know a few Girl GamerZ who can kick serious ass in FPS and RTS games.

      This past New Year's I saw the side of a few girls I didn't even know existed. All of them attractive and in their 20's...playing Grand Theft Auto: Vice City. Their sole intent in playing? To kill as many people as possible, in as many ways as possible.

      One girl found the 'bail' button while driving, so she would purposefully wreck her car until it was on fire, then aim at a large group of pedestrians, at full speed, and bail. I've never heard such gleeful laughter.

      And she seemed like such a nice, sweet girl otherwise. I guess I'll just have to keep my hand on the door latch if I ever drive with her. ;-

      Uncle Thursday
      ---Attracted to Women GamerZ...especially Geek Women GamerZ---

    2. Re:Not quite by 0x00000dcc · · Score: 3, Interesting
      I've learned my lesson on underestimating women in the geek realms. Example: My sister, who looks like computers would be the last thing on her mind (tall, blond, tan, etc.) actually asked me the other night how letters are represented by ones and zeros. I was busting at the seams, busting out the ascii charts and translating her name to binary and hex for her. And she was genuinely interested!

      And NO, you may not have her either.

      --

      -- (Score:i, Imaginary)

  15. Required Reading by jpmahala · · Score: 3, Insightful



    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...;)

  16. Richard Bartle, Players Who Suit MUDs by Drey · · Score: 4, Informative
    If anyone cares to read the original article discussing the types of MUD players (which does translate to other online games), Richard Bartle's paper "Players Who Suit MUDs" can be read here:

    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.

  17. I think MMORPGs are a bad idea. by thatguywhoiam · · Score: 4, Insightful
    And I'll tell you why.

    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.
    1. Re:I think MMORPGs are a bad idea. by Tackhead · · Score: 4, Insightful
      > 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.

      /me screams through the flames "the Heretic speaks the truth!"

      The best "multiplayer" RPGs, plot-wise, were the single-player Wizardry series. One player commands six people. The first week, it always seems weird - these guys are cannon fodder, these guys are generic spellcasters. The second week, it sorta gels that they're working together. Fred's the guy who's mean with the sword, Zapp's workin' on the polearm. By the end of the third week, all six have their own (imaginary) personalities and the party just wouldn't be the same without 'em.

      If I'm gonna play an online multiplayer RPG, let it be with three of my friends from meatspace, the four of us taking on the world, to emerge as heroes a month later... only to re-roll and do it all over again as another party if the adventure was good enough the first time.

      The idea of being an anonymous luzer scraping out a living killing orcs in a vast countryside teeming with 100,000 other anonymous orc-killing luzers... shit, if I wanted that, I'd play The Sims Online... or I'd just drop the RPGing and stick to real life.

    2. Re:I think MMORPGs are a bad idea. by Dracos · · Score: 2, Insightful
      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.

      Finally, someone on /. who isn't pixel-blinded as to the definition of "RPG".

      "MMORPG" is a misnomer at best, and really dilutes the meaning of its "RPG" element. I've said it before and I'll repeat it here: Quake + character.creation != RPG. Unless the R stands for "roll", not "role" (well, in software is should probably stand for "random()").

      Online games do have a certain number of "role" players, many of which cast "role" aside in order to keep up with the advancement rates of the Quake-boys: the roll-players who do nothing that doesn't advance their character; the social voids that play 22 hours a day, even after the novelty wears off.

      The social hierarchy in online games simply isn't sophisticated enough. Most involve a very small number of (semi)-automated NPC's, versus thousands of PC's. Almost every one of those NPC's has a specific purpose, most likely to feed some part of the player driven economy. There are no common folk for the sake of having common folk. When was the last time you walked into a village in an online game and saw children? Farmers? The butcher's wife? If you did, they were there only to support a non-essential sub plot (quest).

      Offline games haven't even truly achieved this yet, but the Elder Scrolls games come close.

      An RPG is a social event. Face to face. There's no substitute for that, no matter how much bandwidth is burned for audio and video. Sitting at a table, you and your friends accomplish something together. "Grouping" in an online game is a flimsy facsimile of this. There's also the tactility of tossing dice (which most players of online games would only find distracting, if they could actually get past the concept of having to do simple math for themselves). Finally, the thing most people don't understand about a true RPG, is that there is no concrete definition of winning, therefore people don't see the point of playing. The reasons for playing are:

      1. Being there
      2. Having fun
      3. Working together
      4. Escapism
      5. Exercising the imagination

      Now, any MMORPG could provide these, except #1 and #5. Why? There is no "there" in an online game: it's virtual. If you can see and hear everything, you don't have to imagine it.

      All this rambling to get to imagination: that' the key. Online games deprecate your imagination, instead of nourishing it.

  18. Re:The Slashdot Game by Drey · · Score: 2, Informative
    I realize you're joking but....

    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.

  19. What language? by Angst+Badger · · Score: 4, Insightful

    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.
    1. Re:What language? by Fnkmaster · · Score: 3, Interesting
      Well, I can understand the confusion. Even C++ isn't always C++. I mean, the difference between a full-fledged Stroustrop-complete C++ program and a simplified, Java-style object-oriented C++ API is large. I can actually read and follow the latter - the former is still a bit of a mystery to me (who learned C++ back in the day before it became such a broad, all-encompassing language, and didn't really touch it again for quite a few years).


      So I don't know if I'd say that C and C++ are totally different languages, just that C++ in its entirety is such a complex language that there are many stylistic variations possible that result in greatly different program structure. C certainly has different stylistic variations possible too, but not to the same extent, and clearly structuring a program in C and in C++ usually result in fairly different designs and solutions, though it doesn't have to be that way (object-ish C programming is certainly possible).


      I think it's fair to say that somebody exposed to all of these stylistic variations is able to better pick and choose the appropriate techniques for the job at hand, and equally importantly, is able to pick up and read a much wider variety of code than your average schmoe who claims to be a "C/C++" programmer.

    2. Re:What language? by revery · · Score: 2, Funny

      C++ also includes tail recursion, standard temples,

      I stopped worshipping at the standard temples long ago. They take anybody... ;)

  20. I didn't even ask (yet)!!! by unclethursday · · Score: 2, Funny
    And NO, you may not have her either.

    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!---

  21. Agreed by unclethursday · · Score: 2, Funny
    Let's get a new ZORK game out!

    Who's with me?

    Anyone?

    Hello? Is anyone there?

    Uncle Thursday
    --Listening to the crickets chirp.---

  22. Jessica Mulligan Article by MCS · · Score: 2, Interesting

    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.

  23. The four player types by alansz · · Score: 3, Informative

    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.

  24. Re:Yes, it's just you. by GlassHeart · · Score: 2, Informative
    it's basicly the same syntax. If you understand C++ [...], you're going to grok C

    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:

    char *a = new char; /* correct C++ */
    char *b = malloc(1); /* correct C */
    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?