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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.

21 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.---

  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 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."
  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)

  7. 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 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
  8. 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

  9. 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?

  10. 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.

  11. 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.

  12. 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.

  13. 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.