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Games Entertainment

The Challenges of Making a Multiplayer Game 342

PokeBlor writes: "Arena.net has an article by Patrick Wyatt, a Blizzard ex, that goes into depth about the creation of multiplayer games, ranging from replayability to lag. He uses good examples from Starcraft and Warcraft 2, two games that Wyatt was a designer on."
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The Challenges of Making a Multiplayer Game

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  • Avoid lag?! (Score:3, Funny)

    by MrFredBloggs ( 529276 ) on Monday February 25, 2002 @01:21PM (#3065625) Homepage
    Thats pretty amusing, seeing how Blizzard has to sue people to stop them using their own lag-free networks cos the official ones suck so much!
    • Re:Avoid lag?! (Score:4, Insightful)

      by Telastyn ( 206146 ) on Monday February 25, 2002 @01:31PM (#3065682)
      I wouldn't say suck really. They're just overutilized. I'd also assume they come under attack fairly often.

      When you get a few hundred thousand users on a server it's going to slow down, no matter the code or connection... While 3rd party server apps might be faster for small groups, I doubt they will be as fast as the 'official' server on compriable equipment with a few hundred thousand users. And if it is faster, I'd be suspicious about what features/preventative measures were not included to get the speed gains.

    • Re:Avoid lag?! (Score:3, Informative)

      by Gailin ( 138488 )
      Off Topic:

      Figured I would post the email that I received from a Blizzard employee in response to the letter I wrote them regarding bnetd

      Hello.

      Certain programs have been developed that allow users to bypass Battle.net's
      CD-key-authentication process. Although these programs might have been made
      with good intentions, they directly promote software piracy by allowing
      users who have illegitimately obtained our games to play them as if they'd
      been legitimately purchased. Furthermore, because these programs allow
      access without a CD key, they render malicious users unaccountable, thereby
      eliminating Blizzard's ability to protect legitimate consumers. Therefore,
      Blizzard has taken an aggressive stance opposing the use of these programs.

      Please take a moment to read through our FAQ regarding these issues at
      http://www.battle.net/support/emulationfaq.sht ml if you have any questions
      or concerns about Blizzard's stance on software piracy.

      {WR655}

      Thank you for your email,
      Kenny Z.
      Technical Support
      Blizzard Entertainment
      PS. If you plan to reply to this message, please include all previous
      messages between us.
      • Maybe Blizzard should create a CD key server that third party game servers could connect to for authentication. It seeems like that would be more desireable for Blizzard. That would take some of the heat off of their servers (by allowing the third party servers), and provide cd key checking. Then they could just crack down on servers that don't do the checking.

        >Thank you for your email,
        >Kenny Z.

        I wonder if he's related to Kenny G?
    • Avoid lag?! (Score:3, Insightful)

      by jxqvg ( 472961 )
      Seems to me you're blaming the developers for what the legal department and the marketing folks are doing. How many Blizzard designers do you think really care which network the gamers use, as long as they play the game?
  • What about a rating (Score:5, Interesting)

    by asmithmd1 ( 239950 ) on Monday February 25, 2002 @01:27PM (#3065657) Homepage Journal
    The article doesn't mention cheating or a peer rating system like Ebay. This is something an online gaming community can add so that when you are tring to find a partner you have some idea how he has behaved in the past

    • The way cheating is handled in chess.net is that an account is marked as an abused after a couple instances of cheating. Of course people can and do create new accounts, but it is at least something.
    • I've considered this in the past, and I think it would really help a game like Starcraft where there are many hackers out to spoil everyones fun (most notably using the dreaded 'map hack' which reveals all hidden terrain). Some sort of a system where players who suspect another player can make an 'accusation' which will stay on the opposing players record for X amount of time. Only one accusation per player of course, and perhaps some way of preventing all of a players buddies from making accusations because their friend said to (this is a little more tricky...)

      What appeals to me most about this is that it's ultimately the community spirit working against cheaters as opposed to trying to stay ahead of them technologically (we've all seen how well that works)
      • by Klatma ( 302045 )

        Its not that tricky to keep all of someones friends from giving one guy a bad rating. You must have actually played a game with the player before you can rate the player.

        This system sounds appealing to me. I could see someone who is accused of cheating because he clobbers everyone, and know that it will be a challenge to beat this guy, because he is either really good or he cheats. So then I can either accept a challenging game or not play against this person.

        But it is so easy to sign up for accounts on most systems that if someone is accused of cheating too much they can just create a new account and start with a fresh rating. But overall a system like this would be good.

    • You have a great idea here. I stopped playing Starcraft/Broodwar against anonymous vermin a long time ago because some d00d thought that after we had destroyed the enemy that I was the enemy. I beat his ass so bad he dropped, but it still didn't do much for the feeling that this punk thought he could beat my ass after being my _buddy_. That crap does not fly in my book, so I only play with honorable people. The same stuff happened to my wife, and she found the whole online sc/bw scene repugnant and hasn't bothered going back.

      In general, there's a whole asshole brigade of young online gamers who don't feel their online actions matter. That is a bad attitude, and a terrible way to conduct oneself.

      The merit of a such a system lies in how identities are tied to a CD-Key. So if someone is an asshole, their bad karma is going to tail them unless they pay Blizzard and their Vivendi handlers for another chance at redemption. Sure there should be some kind of amnesty plan, but the whole system is going to require some kind of lock-step policing; a policy which would automatically invalidate bogus ratings. So that at the end of the game, when you're looking at the "Save Replay", or "Exit" options, there would be another, "Rate Players", which would bring up an interface that would include all of the MEAT players you just threw down with, some simple radio buttons for each (rate the behavior of your friends/opponents --based on the Alliance status when the game concluded) with 1 to 5 (1 being fscking sphincter to 5 being excellent), and a 255 character "comment" field, suitable for nice words like, "turncoat,cheating, bastard".

      In the end, with a free service, and a very non-free implementation cost, to Blizzard, the ends are probably not worth the cost to implement. This is to be expected, and maybe there's a niche here for a 3rd. party to step in and provide a most excellent service which arbitrates the honor of people who would feel better about getting into a game with someone who is really interested in a "3 vs. 3 CPU!!!" instead of "1 vs. 2 vs. 3 CPU!!!", or the ever popular variant "2 cheaters vs. 1 pigeon", or the "Newbie!" games.

      Hey, where's a venture capitalist when you need them!!!?

  • My comment.. (Score:4, Insightful)

    by WndrBr3d ( 219963 ) on Monday February 25, 2002 @01:27PM (#3065658) Homepage Journal
    I find that todays game players are spoiled and demand more and more from a game in both graphics and robustness.

    You can always judge the quality of a game player by asking if they have ever used a MUD. I honestly think this is a genres of Multiplayer gaming which has been tossed to the wayside by 13 year olds who have never heard of a BBS and want to push the limits of their new GeForce4 as to show off to their friends.

    Talk about robustness, anyone who can remember MajorMUD or Tele-Arena know what I'm talking about.

    I just honestly think game makers need to look back and reignite the Text Based RPG craze. I honestly feel there's money to be made in it.
    • Re:My comment.. (Score:5, Insightful)

      by alen ( 225700 ) on Monday February 25, 2002 @01:33PM (#3065696)
      Only reason text based was popular was because there wasn't enough horse power for graphics. It was the quality of the game that made it poular. There were probably a few bad text based games. Just like today's graphically rich games. There are good and bad, just like in all products. Text based isn't better than graphics. And what's wrong with trying to see what your new $300 video card is capable of? Some of us can't wait for the day when game graphics will be indistinguishable from real life.
      • Re:My comment.. (Score:2, Insightful)

        by WndrBr3d ( 219963 )
        Many of todays game makers have tried to pack the robustness of old Text Based games into a graphcial interface but they're failed miserably. There's only so much you can do with the mouse.

        Give me text commands anyday.
      • by October_30th ( 531777 ) on Monday February 25, 2002 @01:45PM (#3065765) Homepage Journal
        Ultima series was not exactly a multiplayer game, but I think it serves as an excellent example of how a brilliant game is destroyed by demands for "realistic" graphics.

        With bare-minimum graphics like Ultima III on C64 all the action took place in your own mind -- the best virtual reality/graphics engine ever developed.

        When the series moved onto a sort of 3d graphics in Ultima VI the whole atmosphere changed. Suddenly you had these STUPID, squeaky-clean looking characters on the screen instead of the rough bunch of veterans you always had imagined. All the monsters were pitiful caricatures of the nightmares I had fought in the earlier Ultima episodes. In short, the whole game was fucked up because you were being forcefed the (annoying) vision of the game developers.

        game graphics will be indistinguishable from real life

        Sigh. And what's the point in that when the purpose of the games is to help you to spend some time away from the reality!?

        • Two points (Score:3, Insightful)

          by Galvatron ( 115029 )
          First of all, wrt the Ultima series, are you sure it was the good graphics that ruined it? After all, very few series stay good over long periods of time, they have a tendancy to get worse with each successive game/movie/book/whatever. There are notable exceptions, but claiming that Ultima XXII would kick ass today if they had just kept making games for the C64 seems pretty silly.

          The point of game graphics indistinguishable from real life is to make your escape from reality more complete. Just because it LOOKS like real life doesn't mean it has to PLAY like real life. Just look at ID Software's games (from Wolf 3D to Q3A) for an example of games that have gotten progressively more realistic looking without becoming anything more like real life.

      • You could try to make the same analogy between books and television -- but as you can tell, books are still fairly popular.

        Text based isn't better than graphics.

        The original poster didn't say that they were. He just said that he thought that there was a still a decent market for them, and I think that he's probably right.

      • Re:My comment.. (Score:2, Interesting)

        by Ixohoxi ( 170656 )
        You don't even realize that you are agreeing with him, 100%, do you? Game quality was essential when the focus WAS the game. Now the focus is usually the graphics first, then network play, then the gameplay. The games that get the awards are the ones who don't exactly follow that recipe.

        Games these days are quite like women. They keep getting prettier, but not necessarily any better; they may provide more stimulus, but that doesn't guarantee more pleasure. Just some free association there... take offense only if you're the offensive type.

        And speaking of the ladies, I know why you can't wait for the day when graphics are indistinguishable from real life... you naughty little boy. Get a real life, don't rely on graphics to make it look like you have one. "And what's wrong with trying to see what your new $300 video card is capable of?" Are you by chance the exact 14 year-old the previous poster was referring to?

      • and some of us like to use our imagination. not leave it to the game developer's art department.

        I still love q3 and rtcw, but I still love to fire up Supernova and Zork! It's all about personal preference... don't just assume text games are all worse-off than their graphical counterparts.

        Sure, 3D effect-laden graphics that need the Ti4600 to run are certainly far more popular, but don't generalize so much
    • bah, I was around when MUDs were fairly popular. I never played one. Never. They did not appeal to me. The days of text gaming ended w/my Vic20 and the cartridge of Dracula's Dungeon.

      Granted, I don't show off my GeForce4 b/c I don't own one (I don't play anything except Quake1CTF and due to extremely high ping times for some reason *cough* woh.rr.com *cough* I can't even do that).

      But how the hell could you compare gaming of yester-millenium to games of today?

      I am waiting for broadband GT3. Now that would be fucking sweet.

      Just my worthless .02
      • If, by GT3 you mean Gran Turismo, then wait patiently for about a year and a half...

        GT4 has been officially announced and will be network-ready (it replaces the GTN expansion) and will ship in Japan mid-2003 and will probably be in North American hands a few months later.

        GT4 is said to include variable weather and time as well as new tracks from China and somewhere I can't recall at the moment. All this I got from my latest PSM2 maazine.

        There's also going to be a PC GT as well.

        GTRacer
        - Time to subscribe to broadband, no?

        • very very nice. I look forward to it.

          Not terribly impressed w/GT3's handling but I assume that will improve in GT4.

          I have been playing GT1 for years, just got GT3 this past December. I will patiently wait for GT4 :)
    • by No Such Agency ( 136681 ) <abmackay AT gmail DOT com> on Monday February 25, 2002 @01:51PM (#3065804)
      Don't be a MUD snob. I know it's difficult, we are all snobs about something, but it's not a 13 year old's fault if they haven't played some ancient text game that you liked so much. Hell, I've never played a MUD (I'm 27yo), though I've heard some were *great*. But they weren't necessarily good because they didn't rely on graphics. They were good, because like some cutting edge 3D games, they were designed and coded with care and concern for gameplay.
    • Sigh. I miss the old days of playing Galactic Warzone [thebbs.org]. It wasn't widely played, but it blew Tradewars away completely.

      Does anyone remember a game called Omega as well? It was like Ultima with ASCII graphics, where you could traverse the actual world, not just the dungeons. One of the coolest (and most frustrating features) was that after the sun went down, the ghosts of the monsters you killed came looking for you again.

      Now THAT was gameplay :)
    • I don't know if spoiled is quite it. More to the point, I think some games spend too much attention on graphics, sounds, special effects, and not enough on making a good, playable game. That's true of all game genres, not just multi-player online games.

      If you're looking for a MUD, even a text-based one, they're still out there:

      • NetHack [nethack.org] - successor to Rogue, the granddaddy of them all
      • Falcon's Eye [www.hut.fi] - a graphical version of NetHack
      • Wyvern [cabochon.com] - a Java/Jython MUD with graphics
      If what you're looking for isn't listed, check out the The MUD Connector [mudconnector.com]
    • Re:My comment.. (Score:2, Interesting)

      by EvilKat ( 561696 )
      Frankly, I would like to see some multiplayer graphical games out there that take the concepts presented in text-based games and make them available in an image-based form. Things like, allowing private individuals to design worlds and host games (without having to pay the company except to buy a copy of the game), setting up the rules and scripts/code the way they want it for their domain, being able to add areas onto the worldmap as they wish, just like in text-based RPGs, being able to make players apply for characters, so that you don't just get the trigger-happy PKers, the ability for admin who are not employed by any software company to boot/fire undesirables from the game (the ones that are ruining it for everyone else)... What I'd like to see is a graphical game which centers more on roleplay and less on getting stats/artifacts/levels-up. But then, I've always been big on MUSHes (RP-centered text-based games). I guess I just wish someone would make a graphical version of PennMUSH. :)
    • Re:My comment.. (Score:4, Interesting)

      by Zathrus ( 232140 ) on Monday February 25, 2002 @03:02PM (#3066226) Homepage
      And what's wrong with demanding more robustness and graphics from modern games? Oh, that's right, you have fallen into the delusion that text based games are inherently better than their graphical counterparts. The belief that there will never again be as good of an adventure game as Zork (or Dungeon for that matter), that text MUDs were the apex of the ORPG genre, and that first person shooters are inherently sucky.

      Of course, we will ignore the thousands upon thousands of MUDs, text-based adventure games, and so forth that outright sucked because they didn't have a cohesive world, storyline, had a broken interface, impossible-to-decipher riddles, broken code, or any one of a number of other issues. Clearly the fact that successful games usually had all of the above in working order doesn't mean anything.

      Do you work for Hollywood? You know, that group of "big brains" that thinks the next Big Thing is to make computer generated movies, since Pixar and Dreamworks have been so successful (and thus ignoring that Toy Story, Bug's Life, Shrek, and Monster's, Inc. succeeded due to a combination of script, acting, direction, AND technology; not technology alone).

      Yes, I played a text mud long, long ago. And found it boring and uninteresting. I quit after a couple weeks at best. Verant, on the other hand, has commanded $10/mo from me for nearly three years because EverQuest, despite it's flaws, has proved to be enjoyable for the most part. There are tons of things in EQ that annoy me, but the good bits outweigh the bad most of the time (and when they don't, I take a break, as I'm doing currently).

      Future MMORPG designers not only have to get the carrot-stick model right (which is pretty much the only thing I think Verant did), but also incorporate a rich world, an intriguing storyline (as much as you can given the MM part), a good interface, and a rich graphical world. Oh, and yes, it'll have to be robust too. Or you'll have to have deep pockets to run in the red until it becomes robust (c.f. Anarchy Online - I hear it doesn't suck rocks now. I don't care to find out.)

      And, slightly offtopic, but one of the biggest challenges they'll find is convincing jaded MMORPG players to come to them. I know that after playing EQ I have no desire to play another MMORPG, since I understand exactly how much of a time investment it implies.
  • I was planning BlackNova Traders... there's a couple of points that aren't covered in a lot of game design books (a lot of which think everything is either RTS or FPS).
  • by SilentChris ( 452960 ) on Monday February 25, 2002 @01:31PM (#3065685) Homepage
    I remember trying to do a simple multiplayer turn-based game in CS class a few years ago (a Risk clone) and even that was hard. Creating the network tools by hand, it was a challenge to get the server to properly handle the back and forth timing required (send move request, wait for request, take in request/send out another one?) I can just imagine a realtime game where every second counts.

    Although, I don't think some of the algorhythms in place right now for latency (for example, Quake III Arena) are much better. I don't think it's fair to allow the computer to "judge" modem players' moves, and try to determine "if" the player would have got the hit. Not only is this unfair to the player (when they get to a real LAN tournament they'll be roasted), it's also unfair to the vet with a decent connection, because the newbie in essense gets a free hit. I would propose figuring out better ways to communicate over the network instead of trying to second guess the players' moves with algorhythms.

    • Lag. (Score:3, Insightful)

      I don't think it's fair to allow the computer to "judge" modem players' moves, and try to determine "if" the player would have got the hit. Not only is this unfair to the player (when they get to a real LAN tournament they'll be roasted), it's also unfair to the vet with a decent connection, because the newbie in essense gets a free hit. I would propose figuring out better ways to communicate over the network instead of trying to second guess the players' moves with algorhythms.

      If my connection to a game is rotten, there's nothing the game client or the game server can do about it.

      If you're only getting 4 updates a second from the server, your client *has* to guess what the other players are doing until the server tells it what really happens, because the alternative is to have a 4 FPS update.

      Likewise, if the server only gets 4 updates per second from your client, it *has* to guess what you want to do, because it can't read your mind. Most servers guess that you'll keep holding down the keys that you were holding when it last heard from you, which is a tolerable solution. What would you prefer them to do?

      The networking code in most games is already as good as it can be. The interpolation code tends to vary from game to game, but the effects are usually the same.
    • algorhythm: a computer process making a computation that must be done repetively over a fixed period of time.
  • cheating (Score:5, Interesting)

    by asv108 ( 141455 ) <asv@noSPam.ivoss.com> on Monday February 25, 2002 @01:33PM (#3065694) Homepage Journal
    I think the number one problem with online games is cheating. There have been countless times where I have been totally addicted to a game, and then a cheat ruins all the fun. People play online games because it is so much more exciting to compete against a real person. If the game becomes unbalanced, players will either move on to another game or use the cheat themselves.
    • I am sure you are talking about when people hack the program or break there word on the rules of the game. But some people accuse other for cheating for playing with a different stradigy. I have been accused for cheating because in StarCraft I didn't build any fighting units (except for cannons) and snuk in a Probe and build cannons around his base. So if there is a way to stop cheator it can also be a way to give an advantage to Sore loosers who rather unplug thier computer then admit defete.
      • I would just accuse you of being dumb actually, and your opponent was even dumber. I reserve the word "cheating" for people who actually hack the client or the protocol and give themselves an unfair adavantage. Like the old "high lag multiple refund bug" lots of RTSes suffered from (and some still do).
      • Please learn to spell, your post actually hurt my brain. [dictionary.com]

        You don't cheat, you just suck ass at starcraft. Big difference. You may want to actually learn to play and join some newbie games so you can actually enjoy the game. The problem with people like you is that you don't actually take the time to learn the game but you just play with cheap tactics that really screw the game up and don't make it any fun. Any 2 bit chimp can build cannons up in someones base -- it's no fun. Most people should be able to stop it, but it offsets the game... you are the same type of people who rush in with SCVs right in the beginning.

        This is actually covered in the article somewhat, which is making the game fun and balanced. You need to make it so it has an easy learning curve, but something that doesn't allow "bitch tactics" but still will allow other rush tactics. Same thing with War2 and the lumber mill in front of the gold mine...
    • or.. they could become better than those w/the cheats. Like people who use bots in Quake yet players still beat them.

      Just takes time and skill.
      • That's a bit much though. If you aren't some world class Quake player, having some bot using lamer always shoot you with the railgun the first time your model's clipping plane is in sight (then calling you a "fag") just isn't very fun.
      • I like to annoy cheaters in Half-Life TFC. Most common (or most obvious) is the auto aim or auto trigger cheats that net a sniper a headshot every time. I'll switch teams and play something really spammy like a demoman or soldier and bounce my new cheating teammate all over the place. If he switches teams so do I. If he switches characters he's suddenly lost most of his advantage (auto aim does wonders with the shotgun but isn't the instant death that the sniper deals). I've run more cheaters off that way than any other.

        still ruins the game though.

    • I think the number one problem with online games is cheating.
      And the number one reason for that is underestimation of the number one security rule, i.e. Never trust the client. The reason for that, I believe, is trying to get better performance at the cost of security, but with online multiplayer games, the risk can be often to high.
      • And the number one reason for that is underestimation of the number one security rule, i.e. Never trust the client.

        No doubt that most network game designers need to read some good network programming books (or just Stevens), but even if games had a 100% solid protocol you'd still have auto-aimers in FPS games. I'm sure there are plenty of other cheats that don't involve taking advantage of the network.

        • Re:cheating (Score:3, Interesting)

          even if games had a 100% solid protocol you'd still have auto-aimers in FPS games.
          Of course, but this is the kind of cheat which will always be possible. That is because of the nature of the problem. Shooting to the target is the kind of problem which is better solved by the machine than by a human.

          I would solve it in a different way: characters could be set to automatically aim to the enemies (as an integral part of the game, not as a cheat) but when he shoots, the decision if the target was hit is made by the server, depending on many factors (like if the character and target are running, if the character is tired, hurt, far from target, etc.). It would not only solve the auto-aim cheat problem, but would also make the game more realistic.

          My point is that when you have online multiplayer game, where people from the whole planet play the game on their own computers, the only sane assumption is that sooner or later (usually sooner than expected) someone will use a hacked client. So if you don't want cheats, you can't depend on strictly manual skills, which would be extremely easy for a machine, like aiming to targets. Otherwise, you'll have big trouble when someone finally learns your protocol or alters the client binary. That could mean the end of fun for many people and an endless fight against cheaters for the game developers.

          I like the idea of WorldForge [worldforge.org] project, which I think will be introduced with Mason [worldforge.org] and Werewolf [worldforge.org], i.e. to integrate into the game the AI scripting of PCs with identical possibilities as the AI of NPCs. There'll be lots of ready to use scripts and some GUI script builder, as well as a possibility to write the scripts (currently in Python). So you'll be able to program your character to always run away when he's attacked by someone taller than him, or otherwise always instantly hit the offender in the face. But also more general tasks, like eat when he's hungry, buy food when he has no food, find food when he has no money, etc. That way when you don't play the game, your character can still do something useful, unlike most of MMORPGs where the character usually just stands still or disappear. Thanks to that, there's no point in cheating with the client by e.g. setting your character to automatically train his skills for many hours, because everyone can easily program his character to do the same, probably with just few clicks in the GUI.

          Check out the Cyphesis [worldforge.org], WorldForge AI/ALife engine. There's still not much of documentation, so the Cyphesis source code [dyndns.org] is the best reference.

          So that's about the client itself. On the other hand, from the side of network protocol and the clean client-server architecture, the client never gets to much info, and it's never trusted to make any decisions, other than just send to the server what the character wants to do (not even what he actually does, just what he wants). I'll quote part of the Atlas [worldforge.org] protocol summary, my emphasis:

          Atlas is standard protocol between server and client. It should work with simple/complicated server and simple/complicated client and with all combinations. ASCII version will use XML.

          Server might be thought as body for character and client might be thought as mind for character and protocol is neurons connecting these.

          Features

          • Flexible and transparently extensible
          • Works at the same time with old and new clients
          • Initially XML used for easy debugging and later optimized binary format.
          • Transmits only changed information and server doesn't need reveal any more it wants. Usually assumption is made that clients are hacked and thus are not trustworthy.

          See also the Atlas Tutorial [worldforge.org]. The standard implementation of Atlas is Atlas-C++ [worldforge.org], the source code [dyndns.org] of which can be great for anyone who wants to learn multiplayer games related network programming, and high quality network programming in general. For more about Atlas, check out the Battleplan [worldforge.org] and protocols at worldforge.org [worldforge.org] mailing list (see the archives of scripting@ [worldforge.org] for discussion before 1999, and protocols@ [worldforge.org] for later and actual discussion).

          So, the point is that not trusting the client is the fundamental aspect of game design, not just a feature to be added later. There are and will be games [worldforge.org] designed around open protocols (where you can easily read and change the client-server traffic in both ways), free software clients (which you can easily change), and servers (which you can easily read and find out how they work), but those games won't have problems with cheating because of their design, not because of security through obscurity like in most of games today.

          That's why I always talk about WorldForge [worldforge.org] when there's a discussion about multiplayer games design, security and cheats - these folks do it exactly the way how it should be done.

    • Re:cheating (Score:3, Informative)

      by FortKnox ( 169099 )
      At the bottom of the article:

      We hope you have enjoyed this article. Check back in March for our upcoming article on one of the most controversial issues in Internet gaming today: Dealing with Online Cheating.

  • by Rayonic ( 462789 ) on Monday February 25, 2002 @01:33PM (#3065695) Homepage Journal
    If you look at all the most popular online games that have at least a little bit of depth, they all have one thing in common: Tweaking.

    Also known as Nerfing, Rebalancing, etc. Every major game I can think of off the top of my head - Starcraft, Everquest, Diablo II, Counterstrike, Anarchy Online - has undergone significant and major changes since it's release, and I'm not just talking about bug fixes. Seems no matter how big or bad your beta test is, you will need to make changes to it after the fact.

    Seems like making an online game is an ornery task. Then when you finally do ship it, you're only halfway done.
    • This doesn't just apply to games. At least 1/2 the advice give, plus the above about tweaking, apply to every system. Not the specifics obviously, but the underlying message, which is to understand your users, especially the new ones. Give them an enviroment where they can do things in different ways to get the results. Give them an enviroment which appears responsive and accurate, even if it's not actually possible to do so.
  • by artemis67 ( 93453 )
    ...that I've yet come across is Verant's first venture online, Tanarus [tanarus.com]. This game has been around since 1997, and still has a remarkable amount of playability despite it's age. It used to be funded through subscriptions, but I think the tech industry's economies of scale (and the success of EQ) have significantly slashed the cost to run the servers, so now they offer it free.

    Being a tank game, lag is not as much of an issue as it would be in Quake or Half-Life (though people still complain). There is a strong sense of community that keeps this game going.
  • by Navius Eurisko ( 322438 ) on Monday February 25, 2002 @01:35PM (#3065708)
    for multiplayer games. I must be missing something? The only social interaction I see in the B.net chatrooms are:

    ANYONE HAVE A DOOMSLAYER SWOARD?!?!?!? WILL MAKE TRADEZ!!! PLZ RESPOND!!! PLZ RESPOND!!!

    Anyone have stuff for n00b??????

    1 w311 ownz all yuo!!!!!

    Not the type of social interaction most people usually think about.
  • by JJ ( 29711 ) on Monday February 25, 2002 @01:38PM (#3065722) Homepage Journal
    its the AI that determines how good the game is. Getting this right is plenty difficult. I always play a game single player first. I often find the AI gives the best hints of how to proceed and then I move up to multi-player.
    • I'd be careful with that strategy. Frequently the AI does a lot of really stupid things in games, and is only a challenge because it "cheats". Starcraft's AI is like that, it only plays as well as a middle "rush" player. IE a player of average skills that likes to rush, the thing is, the AI in Starcraft always knows what you are doing (it will almost always rush expansions for example) and it is very easily bamboozled by experianced players (who attack the weakened main base).

      Generally, the more complex a game is the worse the AI is as a teacher.
  • by Shiny Metal S. ( 544229 ) on Monday February 25, 2002 @01:38PM (#3065725) Homepage
    Arena.net has an article [...] that goes into depth about the creation of multiplayer games, ranging from replayability to lag.
    I don't know any better place to learn about the creation of multiplayer games than The WorldForge Project [worldforge.org]. See the Development Area [worldforge.org] and read about their protocols [worldforge.org], servers [worldforge.org], clients [worldforge.org] and take a look at their libraries [worldforge.org]. You can find more info (if it's still not enough) on the mailing lists [worldforge.org]. WorldForge [worldforge.org] is exactly where I would start looking for any serious info about multiplayer games development. It's free software, read the source and you'll know much more than you need.
  • cool. (Score:5, Funny)

    by Wakko Warner ( 324 ) on Monday February 25, 2002 @01:39PM (#3065729) Homepage Journal
    Does he go into how to sue people who clone your game servers? Cause that's an important area of Blizzard's business right now too.

    - A.P.
    • I think Blizzard is within its rights to try to stop these emulators.

      First off, B.Net is a free service run at Blizzard's expense. The only catch is that you need a licensed copy of the game to connect to it. Second, they already have basic LAN connectivity (which doesn't require valid CD key's btw) for LAN parties and office shenanigans. Finally, they've been relatively responsive to upgrades to improve connectivity.

      The use of B.Net ensures that everyone's patched to the same level and you don't have to worry about compromised servers trying to hack your client. Sure you need a licensed copy of StarCraft or other, but that's pretty small compared to the others with monthly access fees.
  • If you're planning to make a multiplayergame, or even a site that has something to do with the subject:
    you definitely dont want to make a site that is only browseable with some fancy browsers that support CSS.(NS 6.x+, IE whatever).
    Cant believe this arena.net crap not letting people read the article with good'ol Netscape 4.76.. Even some plain text would have satisfied me but now I only get to read the "upgrade your browsers and come back". Yeah, very likely.
    Hope they werent trying to sell anything because this is not the way.

    /T
  • Other article (Score:5, Interesting)

    by delta407 ( 518868 ) <slashdotNO@SPAMlerfjhax.com> on Monday February 25, 2002 @01:42PM (#3065742) Homepage

    There's another article that sounds similar about is written by Peter Lincroft entitled The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter [gamasutra.com] back when multiplayer games were not plentiful.

    It's interesting reading, including "Lesson four: UDP is better than TCP, but it still sucks" and "Lesson five: Whenever you think the Internet can't get any worse, it gets worse". It's good stuff.

  • This article should be mandatory reading for game designers everywhere. It seems that more and more games are coming out with gratuitous multiplayer functionality just to sell copies. The criteria in this article should be a pre-release checklist for any game including a multiplayer option.

    There are certain games whose genre or interface makes multiplayer functionality completely cumbersome to the point of being unplayable. The Baldur's Gate series comes to mind as beautiful single-player games with horribly implemented multiplayer modes... IMO of course.

    I'm a fan of multiplayer when multiplayer works, but I won't be a party to Monkey Island on Kali.
  • 3D multiplaying (Score:2, Insightful)

    by Orre ( 452514 )
    I don't think this is off topic (maybe a little). In some games you are somewhat free to build a personality with skins and so on. I hope this will evolve because I think that it is a nice feature. I found a protocol that delivers many 3D features in a compact way. The protocol has a design that enables loading up objects with shape and behavior.

    The protocol is called Verse [sourceforge.net] and is a network protocol, for three-dimensional, client/server graphic - Quote: "A typical way to communicate in Verse is to let clients upload or use existing objects as avatars, and then communicate by moving and animating these avatar objects".
  • by stevarooski ( 121971 ) on Monday February 25, 2002 @01:47PM (#3065777) Homepage
    . . . or if it is, its very subtly so and outside the range of your average player. The article makes a great statement as to the importance of balance, and this is exactly what turned me off StarCraft.

    Every time I played on Battle.net, anyone with half a brain simply played the Zerg and rushed the hell out of everyone else. Usually, the Zerg won. In a war of 'resource command' it would seem that those who can expand the fastest would win.

    Just to convince people I'm not blowing hot air, look at the StarCraft Season III Ladder Tournement results [battle.net] and count the occurances of Zerg versus occurances of other races. By my count, of the top players, there was 1 instance of Humans, 2 of Protoss, and 21 people playing the Zerg.
    • Certainly the zergling rush is the easiest good strategy, but it isn't the only valid one, or even the best. If the zerg don't win early, they're in a lot of trouble - it's hard for them to match up with the powerful late-game units other races have.

      (Also remember your workers can attack if ordered; this is surprisingly useful in thwarting the early zergling rush!)

      The map makes a big difference; in a highly constricted map, the rush is a lot harder. On an island map they're in deep trouble.
  • by Guru1 ( 521726 ) on Monday February 25, 2002 @01:50PM (#3065796)
    It wasn't until we changed from Warcraft's "unit equivalence" to StarCraft's "race equivalence" that we were able to correct the most egregious play imbalance issues.

    I find this to be a very important statement he made in regards to the development of multiplayer and RTS games. After warcraft, the piles of RTS games that came out all had some thing in common. A few races (or civs, etc) that had different units that all did basically the same thing.. the "ranged unit" the "fast unit" the "strong unit that is really expensive", etc. Other than some small games that didn't really make it off the ground, Starcraft was the first mainstream game that said "this race can do this and this other race is completely different". I believe that Starcraft is replayed so often because there is an incredible amount of flexability with each race and when combined with fighting against another diverse race, it creates an incredible amount of possibilities.

    What makes this a great money maker for games such as Diablo and Starcraft (if they'd get off their buttocks), is that they can reuse the same engine they already had written, code in another race (or couple classes as in Diablo II LoD), and have people scrambling to buy it, since it adds an exponential amount of excitement to the game. If Starcraft added one single race (sold at the price of $25 in stores), I would instantly buy it.. not only would I be able to learn all about the new "Dotslash" race, but I would be able to figure out piles of strategies about how to fight Dotslashes with Terrans, or Protoss.. Just as the message boards are filled with people asking how to fight Druids with Necromancers, etc etc.

    The game industry needs to focus more on additions to their games, instead of starting from scratch every single time. Not only would the players be happier, but I imagine the pocketbooks of the game makers would be happy as well.

    Dave
    • I think Command and Conquor would be the first Mainstream game where the sides weren't mirror images of each other. Starcraft was the first game to get it right with 3 races though, which was mindblowing at the time, especially since the races _are_ so different.
    • While Baldur's Gate isn't an RTS or anything they do almost exactly as you suggest and release different games all based on the same engine. If you play Planescape:Torment or Icewind Dale everything but the graphics and command frame are pretty much identical with maybe a few improvements or tweaks here and there. Tales of Sword Coast and Heart of Winter were just a couple of additional maps on top of the original game. I think the problem with adding a new race to games like Starcraft and Diablo is they are balanced from the beginning. While the three races of Starcraft play differently they balance out in the end because you adjust to strategy or play style to suit a specific race. Adding a new one in the middle throws that system out of whack for a very long time because you've changed the dynamics of the whole game. Even in Diablo the added characters were justy cheap additions which combined traits of different classes into a new character, the new amalgam didn't really have a big advantage over any of the original classes for the most part. Expansions get really critically reviewed when they change every aspect of the game rather than just providing a little extra play time for those who've already been at it for a while.
    • What you've just described is basically the style of table top wargames, especially ones from Games Workshop [games-workshop.com] different races have different abilities. The only drawback to this type of system is for the game designers to make each new race super powerful in comparison to make it atractive for purchase. The games do turn out to be pretty well balanced, despite cry's to the contrary, a good player will usually win over a bad one regardless of the armies involved.


      This concept fleshed out in a computer game would be EXCELLENT. Not only do the gamers win, but the publishers have a way to make a good profit off of coninuing a game's expansion. Consider a computer version of a table top wargame, once the initial engine is written there is little work involved in creating new races, weapons, equipment, vehicles, powers, ect. Rather than spending several years in developement of the sequel release an expansion pack for $20 several times a year. Rather than wait four years to collect $50 for the sequel collect $200 or so for all of the expansions. A new compatible version of the engine could be released every couple of years at that point to keep up with technology.

    • the new "Dotslash" race

      No, I'm sorry but the "Dotslash" race is intrinsicly unbalanced. The Dotslash Effect incapacitates any target enemy.

      -
  • by evand ( 2571 )

    Seeing as my using OmniWeb [omnigroup.com] to view arena.net resulted in a quick glance at the requested page (which looked fine) and then a bounce to ArenaNet Error: Unsupported Browser [arena.net], I thought I'd respond in kind (note: I didn't actually send HTML email; I had to replace some of the hyphen characters with just bolding the topics so that I wouldn't get blocked by the lameness filter):


    To: webmaster@arena.net
    Subject: ArenaNet Error: Unsupported Webmaster

    Why am I getting this instead of a friendly, congratulatory email?

    You are here because the webmaster you are using is apparently too lazy to create pages that work in most browsers, regardless of their support for the full HTML 4.0 specification, including Cascading Style Sheets (CSS).

    Most likely, you're losing a decent hunk of viewers because of this.


    Why does that matter?

    In the pursuit of giving web surfers the kind of experience that you want them to have, as opposed to simply letting them control the experience for themselves (as would tend to be suggested by the HTML and CSS standards), you tried to use the best technology available, which I heartily commend. HTML 4.0 and CSS are examples of some of the best and most widespread standards-based technology available for presenting interactive media to the world. However, you have decided that, rather than simply using these technologies and letting the user decide if and how to implement them on the client-side, your webserver will detect browsers that you haven't tested with and will send the user of said browser to a completely useless page rather than actually delivering the content that the user requested.


    What should I do?

    If your webmaster can't figure out how to get pages to display at all in browsers other than those created by Netscape and Microsoft, you might want to hire a better one.

    If you are running a smart webmaster who has simply gone astray from the vision of the web, you will want to either ask them to change their policies or follow the advice above.

  • Aggressive play (Score:3, Insightful)

    by Broccolist ( 52333 ) on Monday February 25, 2002 @02:21PM (#3065973)
    That was a bit of a disappointing article. I was expecting some major insights from a developer of such great games, but he mostly just reiterated banalities that any long-time gamer is aware of.

    But I would add one more crucial point: gameplay should be fast-paced and aggressive. Sitting in your base and defending against unsuccessful attacks is just boring. In Warcraft 2, defending almost never worked and attacking was always to your benefit. The result was an edge-of-your-seat game where, among skilled players, every unit you pumped out was immediately sent to the battlefield and you were constantly trying to stop one of your bases from being trashed. I have yet to see an RTS which, all balance issues aside, is just plain more exciting than a good game of multiplayer War2. This is why I continue to consider it the greatest RTS ever made.

    But Blizzard seems to have lost sight of this in later games. In Starcraft, sitting in your base and defending actually works, which makes for terribly boring games. Am I the only one who finds that games after Quake 1/Warcraft 2 have subtly become more and more slow-paced and boring?

    Frankly, I would object to the "balance" business, which seems to be taken for granted by all game developers nowadays. Of course, games should be mostly balanced, but saying that ideally a game should be 100% balanced is going too far. A bit of imbalance serves to focalize the players' energies. E.g., in the original Quake, the most important thing was to control the rocket launcher and red armor, and this made for exciting games where players desperately vied for control of the key resources. In later Quakes, you can just pick up any weapon, since they're all just as good.

    In sum, I don't think "balance" is the holy grail modern developers make it out to be. IMHO, the attitude of "balance above all" epitomizes all that's wrong with modern games. If a bit of imbalance is necessary to make a game that's more aggressive, fast-paced and fun, I say game developers shouldn't be afraid to sacrifice the principle.

    • Re:Aggressive play (Score:2, Insightful)

      by o6dukeleto ( 561764 )
      In response to Balance: I would say the importance of play balance is directly proportional to the amount of time it takes to play a different side effectivly. In the case of FPS such as CS, a little imbalance is probably ok. As all I have to do, is switch sides. Some people even like to play the underdog. In the case of most MMORPGs, I would say imbalance can cause a lot of problems. The reason for this is that people spend hours, days, months, years on particalar characters, and to play another character takes a hugh investment. Therefore people will become disenchanted because of the time investment. Importance of balance is directly proportional to the time required to play a different side.
  • I'm running an older browser on a 4-year-old sgi. It sees stylesheets just fine, but I get this bizarre error page everytime I load arena.net.

    In fact, [and this is the annoying bit] during the 2 second meta-refresh pause, my browser acutally loads the page. But since it could not display just the right version of Arial, I could not view the page for long.

    I'm sure the article is very interesting. I thought of loading on the laptop sitting behind me, but since they're being so snotty about it I think I'll pass.
  • Game Design (Score:4, Interesting)

    by Continental Drift ( 262986 ) <slashdotNO@SPAMbrightestbulb.net> on Monday February 25, 2002 @02:42PM (#3066120) Homepage
    I've designed many non-computer games for a few years now, and I see all the same issues [wunderland.com] discussed in this article that we've seen in face-to-face multi-player games. He covers the basics quite well. There are two aspects that he does not discuss which I believe are important.

    First, good games are cohesive. The rules and the plot and the mechanics should flow together. The fundamental structure should dictate the higher behaviors in the game. This creates a game world that makes sense and learning a few basic guidelines are all that you need to get started.

    Second, many games with three or more players and player interaction can suffer from petty diplomacy. If someone gets ahead in the game, other players can take time to squash the leader. If bad enough, there is a disincentive to get ahead. Balancing this problem can be quite tricky, and I would like to see more discussion about how designers deal with it on-line. IRL, we use hidden information, randomness, or high complexity to keep petty diplomacy from breaking a game.

    Still, a good article, and it distills years of game design experience very well.
  • I find I have zero interest in MMO games. I diddled around in EQ when it first came out, and UO when it first came out, and cancelled both quickly. I've since realized that the key problem I had with both games is an inherent problem in all MMO games: You're just a small cog in a huge machine, with no compelling reason to exist in the world.

    After running around killing bats for a while in EQ this realization hit me - my character could come, go, exist, or not and nothing really changes in the world. It just doesn't matter. This is by necessity - the game cannot make anything pivotal happen based on my character, 'cause it can't assume I'll be around or even that I'll exist (as a player).

    So, what you wind up with is a bunch of folks running around killing things and so on, but really to no purpose at all ultimately.

    yeah, you can gain levels and become some 50th level powerhouse, but who cares? There are hundreds of others just like you. You might even go out with some buddies and kill some big thing like a dragon or whatnot, but who cares? It'll just respawn in a while anyway. The world is essentially unchanged. It just winds up feeling so pointless.

    I guess I've just been bred on single-person games that make you feel like you're truly at the center of the universe (such as Deus Ex, where you literally save reality). Even Half-life, which arguably has a lot going on besides your own sorry butt's survival, makes you feel like you're right in the middle of the action all the time. I guess I'm just spoiled that way.

    I find in the MMO games I'm just wandering around in a very static world wondering what vermin to kill next or whatever - it's all quite boring really. I suppose guilds might help to some extent, in that they present a nice social environment of bonding, etc, but you really just click the futility up a notch: instead of simply having a character that doesn't matter to the world at all, you have a whole guild that really could exist or not and nothing would really change.

    I've read that games like DAOC have a multi-year storyline that will play out some kind of plot, but again, I'd imagine that for 99% of the "population," it just won't matter what they do, find, or accomplish.

    • the key problem I had with both games is an inherent problem in all MMO games: You're just a small cog in a huge machine, with no compelling reason to exist in the world.

      instead of simply having a character that doesn't matter to the world at all, you have a whole guild that really could exist or not and nothing would really change.

      I'd imagine that for 99% of the "population," it just won't matter what they do, find, or accomplish.

      eeriely like real life, huh?
      • Exactly! That's really my point: I want my game experiences to be much more centered around me. It gives me more incentive to continue and complete whatever it is I'm trying to do if I think that the whole deal hinges on my actions. Sure, sometimes in real life there are actions I take or things I do that have larger impacts on the world or folks around me, but for the most part my day-to-day life isn't really epic in nature (frankly, to be honest, I can't think of any period of my life I'd call "epic" in nature :) . Thus, the games fill in some of that gap and let you live "larger than life" for a while. These multiplayer online games do not, and thus have no appeal to me.

        So, from the standpoint of challenge to game makers, I'd posit this one: how can you cater to millions of players, yet have each one feel they have a large part in what's going on and that their actions actually matter in some non-trivial way?

    • Check out the game that I'm project lead for, Magicosm, at http://www.cosmgame.com

      While obviously we can't let everyone actually save the game world (since if you failed it would mean the end of the game for everyone else ;), you can create your own village, expand to become a country, build buildings within your area, declare laws in your ruled area, drive away or attract local monsters, run a newspaper, etc., all of which have lasting impact on the game world.

      The game is not available yet, but we will be showing it at the Game Developer's Conference (Sun is sponsoring us). At a guess, I would say we will be releasing in about a year and a half.

      Unfortunately, what we will be showing at the GDC will look more like an EQ clone than anything, but that's because we have the infrastructure done but not all of the game mechanics, and because of the superficial nature of what you can show at a conference to people passing by.
  • One of the issues, particularly with twitch games, but also others as well, is that some players have less lag than others.

    I simply think that the server should be able to set a minimum lag for the players, and if a player is well below that, the server should introduce extra artificial lag- upto the minimum atleast.

    I mean, if you're 3l337 it won't make any difference right? ;-)

    The other advantage is to the developer- if there are some serious playability issues when the lag reaches a certain threshold, the designers can find this out during testing.

    I've actually been on servers that work the other way- if your link starts to lag for a few tens of seconds, you get booted. That really sucks big time. Like you've done something wrong, you deserve to lose the frags you built up, because someone else did an ftp download? Uh huh. That makes sense.

  • Is that as a player I want to explore different aspects of the game, go through a lot of different character classes. I also don't want to keep restarting a new character every time I want to change classes. In games like Diablo, where you have a finite world (in duration as well as space) that is reset every time you have a new game and your character has no real social identity with other players, it's not a big deal to kill an old character and start a new one.

    However in a persistant world, I might want to have my character go through a great deal many careers, while at the same time keeping the same character, that I am interacting with other players with. I don't want to have to tell my friends that I'm now character Y instead of character X.

    While obviously games are an escape from reality in some sense, there is one thing from them I wouldn't mind seeing taken. The opportunity to learn new skills while letting old skills decay. Or the ability to sacrifice old skills, deliberately weakening my character, so I can have more room to learn new skills and powers more cheaply.

    Once I'm done with a magician, I might decide to turn my character into a fighter and let their magical skills decay. In time I might move on to a cleric and let the sword and related skills rot. All the time I'm still character X even if my profession changes.

    Of course to properly handle this you need a point-based system or something like the upcoming Dungeon Seige, where characters simply grow in whatever skills they use. Levelling becomes a thing of the past. I do not consider this a bad thing. Levels are just a game mechanic device to regulate advancement. There are countless pen and paper RPGs that find the concept of levels nonsensical.

    The power cap is annoying to powergamers who want godlike levels of power, but some may find it more of a challenge to grow in power within the limits of the game. It also reduces the power spectrum spread that a MMORPG has to encompass. Once players reach the power cap, it all comes down to optimization within that level, and because they can drop a few points here and add a few there they can tinker with their characters endlessly.

    Ideally a game should have more things for the players to do than grow in power endlessly. Or they can allow for 'king of the hill' advancement. You can give great swords of power out that every player will want. All of a sudden, hanging onto a weapon like that becomes the challenge. You can give social ranks based on peer acclaim that will grant extra power to a character. All of a sudden, players worry about the support of their peers and they risk the chance of dropping in power.

    That's something you can do in a persistant world game, let characters drop in power and give them a chance to regain what they have lost, not to mention keeping them less complacent about what they have. This adds to the replayability without the need to start a new character. They can build characters that have real history to them. Some of the most famous people in history, such as Napoleon, had drops as well as rises.

    Of course for games like Diablo I/II, where you have a world with a finite plotlength as well as finite size, you might as well go for the oneshot player system. I'm talking about games like Everquest and Dark Age of Camelot where you have a world that you play a prolonged part of.

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