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Building the LEGO MMO

Gamasutra has a lengthy interview with NetDevil's Ryan Seabury, creative director for LEGO Universe, which is due to launch next month. He talks about some of the difficulties in graphically optimizing a game with so many discrete, interactive objects, and mentions that they'll be keeping an eye out for inappropriate contructs to avoid problems similar to those that cropped up with Spore. "One thing we can say is when you build models you have your own property, and you can share that if you want to. If you share something publicly, it will be monitored by a human before it's seen by other people." Seabury also explains their desire to keep the game simple, using players' creativity as a driving force, as well as NetDevil's decision to stay away from a micro-transaction business model.

10 of 116 comments (clear)

  1. Re:I want a ninja level... by Hognoxious · · Score: 5, Informative

    As all parents know, anything made of Lego works as a caltrop. A guided caltrop that homes in on bare feet.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  2. Offensive content ... or not by zoward · · Score: 4, Informative

    "Giant lego penises": while it seems like a foregone conclusion that this will eventually happen, I played pretty extensively in the beta for over two months and never saw anything offensive. The areas where you can free build are human-checked before they are open to the general public. Chat is limited to a pre-defined dictionary list. Every name you type in for either yourself or your pets is human-checked for offensiveness or trademark violation before it is approved. Hopefully I'm not overstepping the bounds of their NDA by saying all this - my point is that I had no qualms about letting my 7-year-old play unattended. And that's saying a lot for an MMO.

    --
    "Can't you see that everyone is buying station wagons?"
    1. Re:Offensive content ... or not by LordLucless · · Score: 4, Insightful

      Hey, I played lego heaps when I was a kid - and we had no chat, or public areas to share the creation in. If the game is close enough to the real thing, the censorship will be a non-issue. Of course, I doubt it will be - tactile sensation and physical objects aren't replacable by images.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    2. Re:Offensive content ... or not by dangitman · · Score: 4, Insightful

      It's hyper-censored in the sense that everything is checked before it's let loose on the general public. But it's not meant to be extremely restrictive.

      Except that it is. The chat system is so restricted that it's almost impossible to communicate. It's actually forbidden to say phrases in chat that actually appear in chat generated by the game itself! It's so bad that I feel it's dangerous to children's development. I'd rather have it uncensored, than have children think that this kind of out-of-control censorship is an acceptable model.

      --
      ... and then they built the supercollider.
  3. Minecraft is already doign this by emj · · Score: 3, Insightful
    1. Re:Minecraft is already doign this by Supurcell · · Score: 5, Funny

      I just started playing Minecraft two weeks ago. Last weekend I joined my first public server with a buddy of mine. Fantastic creations as far as the eye could see; monstrous spires that tickled the clouds and pyramids made of solid gold. That's when my friend turned to me and asked what we should make. I told him we should build a penis.

  4. Complexity of block rendering. by Nursie · · Score: 4, Insightful

    "As a comparison, a two by eight LEGO plate brick, a very simple brick, is about twice the polygons of say, a World of Warcraft avatar."

    Eh?

    Ur doin it wrong?

    Maybe they're not, and I'm sure that they know what they're talking about after such a long dev cycle, but that just doesn't seem right to me.

  5. The Lego MMO is Utterly Shit by dangitman · · Score: 3, Interesting

    I got the feeling playing it that the developers just aren't competent. Sure, it was a Beta, but it was horrifically bad.

    As I noted up-thread, the "child friendly" measures are so out of control that they offend the intelligence of even the most stupid people. It's almost an insult to humanity and the wonderful vehicle of verbal communication we have evolved. It's absolutely an insult to the spirit of Lego. I wonder if the upper levels of management have any idea how this game is dragging the good name of Lego through the sewer. It is absolutely antithetical to what Lego represents to many of us: creativity, fun, ingenuity and quality.

    You can actually type improperly-spelled gibberish into the chat system, and it will allow this through, before it allows a properly spelled polite sentence. And it gets crazier. You can't even give this feedback and register your objection on the game's forums, because they have a ridiculous character limit, and anything meaningful that is said will be censored. Absolutely horrific.

    --
    ... and then they built the supercollider.
    1. Re:The Lego MMO is Utterly Shit by Bieeanda · · Score: 3, Insightful

      It's Netdevil. They've had one game go into beta and fail, then years later go beta, go live, and fail, and years later have plans to go live again (namely, Jumpgate and Jumpgate Evolution). Their other 'big' game, Auto Assault, limped along for about a year after launch. How they got a license like LEGO, with that pedigree, is a mystery.

  6. Re:Sounds more like sheer incompetence by damien_kane · · Score: 3, Insightful

    I mean, let's do some maths. The bulk probably goes into the nubs on the brick. Let's make the cylinder actually a 16 sided prism, which from my experience looks smoothly round even for a gun barrel or polearm shaft you're seeing in first person. That's 32 triangles for the cylinder. The top is 16 triangles (think dividing by lines from the centre to the corners.) Let's round the transition nicely from sides to top, for which actually three steps of increasing slope is more than enough. (Heck, at the size of those even one is enough, but let's be generous.) That's 3x32 more triangles for that. Grand total: 80 triangles.

    But wait, we have to do the hole on the other side too, and let's do it at the same level of detail. (Although here that rounded transition is really overkill with 3 segments, but ok.) So it's another 80, for a total of 160 per nub.

    A two by eight brick is 16 such nubs, for a total of 16, which needs 2560 triangles. Add a few more for the plate and you're still under 3000.

    It doesn't sound like you included the hollow cylinders [ ($length - 1) * ($width - 1) ] times, for a 2x8 brick that's 7 hollow-cylinders. These take a lot more polygons than the solid nubs at the top.
    Add in the LEGO logo on each nub, as raised text, and you've added a lot more polygons.
    From TFA, though, a lot of this extra is taken out when the finished model is sent to their modelling cluster for general display, as the top nodes used in connections can be removed and the bottom cylinders which are completely hidden can also e removed, as well as those partially hidden can have upwards of half of thier polygons also factored out of the equation, but to show the lego as it would look IRL there's a lot more than just a simple set of 5 planes and a bunch of nubs.
    Finally, get into the more complex lego pieces, such as much of the Technic line, and you take the above and add in further complexity to your models.

    Again, a lot of that complexity is removed when the finished product is shared with the world, however to be "correct" (and the LEGO people can be rather pendantic), those extra details need to be there in the original build. If it were my property, I'd ensure it was.