IGDA Persistent Worlds White Paper Released 72
Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference."
Re:Good way.... (Score:1, Interesting)
This will give people who wish to develop MMORPG, MUD...etc. but are just starting out the ability to see what has been succesful in the past. How much to charge per month, where they can release the games and be succesful.
If you want to develop an MMORPG, which im sure a lot of people do because they sure seem like cash cows.
I think this is a good idea because im sure the MMORPG world is going to get even bigger and better.
Ability to ignore (Score:3, Informative)
That's in the white paper, right?
RIGHT!
Re:I hate pdf. (Score:2, Informative)
An HTML version would have been nice, but it's not completely unexpected to see something like this as a PDF.
Re:I hate pdf. (Score:1)
i tried to find it but google hasn't cached the pdf yet. (i tried the search string whitepaper filetype:pdf site:igda.org and it came up with nothing)
you could try digging through this search string though:
http://www.google.com/search?hl=en&lr=&safe=off&c2 coff=1&q=filetype%3Apdf+site%3Aigda.org&btnG=Searc h [google.com]
WoW (Score:1, Interesting)
Re:WoW (Score:1)
Re:WoW (Score:2)
Re:WoW (Score:2)
Re:WoW (Score:1)
Re:WoW (Score:1)
Bruce
http://www.mmogchart.com/
Re:WoW (Score:1)
Bruce
Re:WoW (Score:1)
Yeah, okee (Score:5, Funny)
Reason number 11: There ain't enough room for both of us. You just might take business away from EQ, and we'd have to send an army of IP lawyers to bring you down.
Re:Yeah, okee (Score:2)
Reason 12 - We know we just rely on a huge marketing budget to make our games profitable. If people were to start coming out with MMORPGs that were actually FUN to play, we'd be screwed.
Re:Yeah, okee (Score:2)
Or, worst of all:
Some young wiseguy would figure out how to build a distributed MMORPG server, p2p-style. Imagine if there would be no need for massive central servers anymore - people could play for free !
Hmm... All it really takes is dividing the gameworld into regions, assigning a region to a bunch of machines, and some way of verifying that those machines don't cheat (that everyone follows the same rules). Then just migrate people from machine to machine, and make the area division algorithm so that
Re:Yeah, okee (Score:1)
It could work.
Re:Yeah, okee (Score:2)
That was reason number 10, not 11.
Massively Multiplayer Online Games (Score:3, Insightful)
MMOGs are addictive. The psychological gratifications that normally stem from social interactions in meatspace can be obtained through these online games. Similar gratifications can also be acheived in these games. Consider the team who works on a space probe, launches it and is able to explore a new world. Teams in these games band together to overcome challenges and are rewarded mostly only by the accomplishment. This was my favorite part of Everquest and, in my personal opinion, the redeeming factor of these games. Many who ascend to this level of gameplay eventually become distraught, though. It is my observation that these people don't hate the game. Rather, they are no longer challenged and are no longer exposed to this very satisfying "team accomplishment gratification." They all eventually try other games, find themselves unimpressed by the already-been-done game mechanics and discontinue play of the new game. Many game developers realize that there will always be a 'casual' gamer to cater to in order to secure profit. However, if they only cater to these casual masses their game will just be another lump in the pile. If you please these "hardcore" players who want to be challenged you will be rewarded with their loyalty. Your success as a game designer/developer is only limited by your imagination in game mechanics.
Re:Massively Multiplayer Online Games (Score:1)
Re:Massively Multiplayer Online Games (Score:1)
Gordon Walton.. Customers come first (Score:1, Insightful)
"Is there any upside here? NO," Walton grunts. It's simply a necessary (and frustrating) expense.
Supporting the "customer" should NEVER be a frustrating expense. Supporting your customer, Mr Walton, should be your main concern in EVERY business.
When are companies going to learn that across the whole market, CUSTOMERS COME FIRST and are not there to be bled dry and fobbed o
Re:Gordon Walton.. Customers come first (Score:1)
Re:Gordon Walton.. Customers come first (Score:4, Informative)
"'Is there any upside here? NO,' Walton grunts. It's simply a necessary (and frustrating) expense."
Is in reference to having to retain lawyers to fight the lawsuits that are filed against the company. It is NOT in reference to customer service.
Its a big problem in that industry. (Score:2)
Game companies, especially mmorpg style, lose all their credibility when they claim they can track someone duping or exploiting but say they cannot refund you items lost to bugs because they cannot believe you.
It is a "we don't give a shit - we're gods in our ivo
Re:Its a big problem in that industry. (Score:1)
And in some cases, the company does not bother to fix the bug when it becomes obvious and the customers complain.
Example: Neocron, which is otherwise a really cool game, but the continuing lack of QA really hurts.
Re:Gordon Walton.. Customers come first (Score:3, Interesting)
These are the most complex computer games currently being devised. Balancing all the issues and features involved to try to produce something that feels fair to all players has got to rank up there with some
Re:Gordon Walton.. Customers come first (Score:2)
Let people donate a part of their in-game money to a bounty against the offending player. The bounty gets big enough, a bounty hunter goes after the creep. To prevent abuses, whenever you donate to a
Re:Gordon Walton.. Customers come first (Score:2, Insightful)
Joe Griefer griefs Newbie Dude. Newbie Dude puts bounty on Joe Griefer. Bill Cohort is a friend of Joe Griefer. Joe Griefer flies a newbie ship, drops all his equipment or just picks a generally convenient time to die and lets Bill Cohort kill him. Bill Cohort and Joe Griefer split the bounty.
There are certain situations which eliminate this problem, but it is not a very flexible system and thus not widely applicable.
~Lake
Re:Gordon Walton.. Customers come first (Score:4, Informative)
then he goes on to the next reason, which is that you need to retain a lot of good lawyers to run a mmog. it discusses lawsuits in small claims courts from players regarding hacking, cheating, etc. as well as the commonly disputed issue of who owns all of the virtual stuff. in the game.
in short, retaining lawyers is a necessary (and frustrating) expense, not supporting the customer...
Re:Gordon Walton.. Customers come first (Score:1)
Walton says that customer service is the MOST important thing you can do.
Later, he says that the is no upside to HIRING LAWYERS to defend yourself from frivolous lawsuits, something that I challenge anyone to deny.
If you win, you've 'bullied your customers', you lose, well, "you lose". Either way, you're paying the lawyers.
Again, he doesn't say that there is no upside to customer service.
Re:Gordon Walton.. Customers come first (Score:2)
What he's basically saying is this: "Customer support is essential with on line gaming because we can't get away with fobbing them off (like you can in other sectors of industry who don't talk to each other). So don't you bother doing it either because its far too expensive for the likes of you".
Both statements of which I find objectionable, and what my post was about.
He's moaning about the cost of providing support!! Whether or not law
Re:Gordon Walton.. Customers come first (Score:2)
"Is there any upside here? NO," Walton grunts. It's simply a necessary (and frustrating) expense. refers to keeping a team of LAWYERS, not customer service!
Argh (Score:3, Interesting)
I would consider playing an MMOG if it had a "single-ish" mode. I don't want to be disturbed by others, 90% of them are children anyway. Unfortuantely, they are necessary to support MMOGs as the primary clientelle.
Skimming that paper made me dislike MMOGs even more. Bravo, if that was the intent.
Re:Argh (Score:3, Insightful)
These games are created for people who WANT to play with 10,000 others on a server. They want to be in a guild and want to group while doing things within the game. While some soloability is usually put int
Re:Argh (Score:1)
Fortunately, there are a few on the horizon (Dungeon Siege 2, Elder Scrolls IV...) that are not MMOG.
Re:Argh (Score:1)
Re:Argh (Score:2)
I'd like to see MMORPGs offer one or more premium shards (at 2x or 3x the subscription cost) which run on faster hardware, do not allow minors (as best as can be enforced), and have faster customer support response.
I like having a lot of people around, I just want an option to dilute the idiot concentration.
Re:Argh (Score:1)
No, I won't recommend Final Fantasy. But I will recommend Shin Megami Tensei: Nocturne, for PS2. Good story. If you've played any of the Persona games (PS 1), then you'll be comforted to know this is by the same people who did that.
Just avoid Square Enix and you should be fine, when it comes to console RPGs....
Re:Argh (Score:2)
Guild Wars (Score:1)
You meet other players at towns and outposts (each mission start at an outpost), as well as at the PvP area
I like the Top Ten Reasons NOT to... (Score:3, Insightful)
more charts for those that like charts (Score:5, Informative)
Mailing Lists (Score:3, Funny)
Pros:
* They are free...
* You get to choose from a multitude of roles: "programmer", "translator", "artist", "docwriter"
* as in all MMORPGs you get to make new friends.
* you get to use really big tools like Google and SF.net
* sometimes you might even get a real job out of this game where someone pays you to play all day.
Cons:
* graphical quality varies with the level/character...
* some level/character combinations might be a little bit boring
thesis project from 1999 (Score:3, Interesting)
My undergrad thesis with a colleague of mine, back in 1999, was essentially a very, very simple realisation of persistent worlds. We created a three-dimensional version of Pong where all activity in one-half of the arena (in our case it was a cube) was handled by one machine. The other half was, obviously, processed on the second machine. The communication between hosts only consisted of periodic heartbeats and the movement deltas of the paddles. Rendering, I/O, physics and the predictive calculations were all done locally (i.e., the machine on which the person was controlling his/her paddle). When we took one machine offline, the user on the still-active machine was notified but was permitted to simply bounce the sphere against the interior of the cube until he/she got bored.
Our game was written in C using Mesa [mesa3d.org] (a 3D graphics library with an API which is very similar to that of OpenGL). Our development machines were IBM boxes running RedHat Linux 5.x. We got the rendering code all working on Solaris machines too. For networking we used UDP and referred to the Stevens book alot.
The ultimate goal of our humble project was to split our arena into octants. Once all eight (8) machines were online we would remove N < 8 machines from the cluster and see how the remaining machines handled the loss of nodes. Because the network is no longer receiving heartbeats from a given machine, another machine would take responsibility and inherit all the process duties thereafter. Ideally, this transfer of duties is totally transparent to all who are watching and/or playing the game.
What drove our desire investigate persistent worlds back in 1999 was my interest in Quake 2 CTF and deathmatch. To hop from one server to the next the user had to explicity exit the server and reconnect to another. I would have preferred if I could seemlessly "walk through a doorway in the game world" and find myself in a different environment. In the background, of course, all network traffic came from a totally different host running a Quake 2 CTF / deathmatch server.
Re:thesis project from 1999 (Score:1)
Re:thesis project from 1999 (Score:1)
Upon graduation in early 2000, my career path steered me away from everything remotely associated with the project. As the years went on I really wanted to revisit my thesis at the Masters level and do things properly. The undergrad thesis was more of a hack really but we did learn, from a hands-on approach, how to tackle some network communication issues which I'm sure online games of 2005 already have addressed.
Our heartbeat was fixed at 20Hz (i.e., twenty times a second, a host would essentially br
Waiting for 8 years now! (Score:1)
I started playing Ultima Online in 1997 and have quit and returned 3 different times (currently playing). I've tried Motor City Online (defunct), Ascheron's Call (Micro Crap!), Star Wars Galaxies (pretty cool) and so on.
What needs to be understood is that when people invest a lot of time, money and energy in a game they want it to be gratifying. The problem is that when they find something like that it makes it very hard to
It'sa so-so paper (Score:2)
There are many serious omissions. Issues like "how do we fill up a big world with content", "how do we keep everybody from piling up in the good areas", as well as the critical "what can people do in the world" are unaddressed.
Re:It'sa so-so paper (Score:2, Informative)
And yes, there are ommissions. Volunteer to contribute to the update and next year's paper!
I'm not sure what you mean about naive economic discussion, though.
Oh God No! (Score:2)
I'm in the midst of coding a small graphical mud as a hobby, just to play with some new ideas and exercize my code skills.
Part of that mud will be a persistant world.
I can see someone reading this whitepaper, patenting something as blatently obvious as "persistant world through database storage" and suing me.
Oh well, if it involves computers, it must be revolutionary, right?
(Do other fields get patents as blatently obvious as IT? "Mechanism to attach widget arm to wodget flapper with chain" pa