Just read this post , it is about the obscure MMO (Uncharted Waters Online) . It has some deep insights onto game dynamics, rarely exposed , particularly for an obscure asian f2p game. What lead me to read is was the mention of UWO as "EvE on the sea" and some think it was superior to potbs .But what matters is not the game , but excellent insights in some consequences extreme optimization and min maxing can lead to if the game is not consciously designed in order to avoid.
The solution to those kind of things are imho simple - let the economy be real. No buying npcs, no npc driven gains or loot drops out of thin air. Don't put artificial systems where the real one would do better. Stable systems are self balancing, they reach equilibrium, unless there is some out of whack mechanics "designed" in. Like all those oodles of money made from NPCs and sunk into equally odious moneysinks !
Among other issues exposed are severe population imbalance, vulnerability to botting and gold sellers in f2p, . Imho everyone thinking about design should ask himself what mechanism I have in place to prevent such things?
Monday, April 25, 2011
Thursday, April 21, 2011
What MMOs are made of part 2
In previous post I covered general architecture for those completely unfamiliar with the subject, in this post I want to cover some alternatives to using licensed engines .
Then there exist many various emulators, which I think deserve special mention as today your best bet to running high population private server is to run an emulator of one of the popular games. UO, Lineage2 and WoW are 3 most popular choices. You get all your assets for free, high quality polished client and name (which can be a curse since original property owners might chase you down and close your server, securing addition financing from investors also looks untenable if emulating is your approach ) .
I am largely unfamiliar with UO and Lineage emulations ,but for UO there are large amount of successful shards. 2d nature of a game and open source clients would allow you considerable extensibility at low costs.
Lineage2 did not look personally attractive to me
WoW
Overall my approach would be to pick most stable client target (woltk ) .Freeze it as a target (wow changes network stack, game mechanics, new content from time to time, so writing for current wow emu is always a moving target). Completely rebrand everything wow related, develop and use as many custom assets as you can (models, menus etc). You would possibly neeed hack the client to provide client UIs hooks for completely new mechanics (and use moddable wow ui to extend it), but again wow is awesome you could do most everything with what is already there.
This for long time looked like a best option to me , but ultimately the biggest problems are the legal threats . There is a way out in case if you can make server popular enough to be able to gather money to get a custom client written. But art assets are still hard and before that you can be shut down at any point ,
You have to stay below radar cause of legal threat but you wont gain popularity (and without popularity there wont be money). .Vicious circle
Complete open source stacks (end to end -including the client and toolset):
Personally I am not comfortable with C++ to a degree of pursuing that pathway. Plus I think there is a lot of legacy approaches and large amount of legacy code. Ryzom is only one truly tested on large scale so I would probably choose it if I had to.
Running out of space , energy and time for this post , but To be Continued in Part 3...
Then there exist many various emulators, which I think deserve special mention as today your best bet to running high population private server is to run an emulator of one of the popular games. UO, Lineage2 and WoW are 3 most popular choices. You get all your assets for free, high quality polished client and name (which can be a curse since original property owners might chase you down and close your server, securing addition financing from investors also looks untenable if emulating is your approach ) .
I am largely unfamiliar with UO and Lineage emulations ,but for UO there are large amount of successful shards. 2d nature of a game and open source clients would allow you considerable extensibility at low costs.
Lineage2 did not look personally attractive to me
WoW
- Arcemu -extensible with external lua http://arcemu.org/
- Trinity . but probably more stable and better performing http://www.trinitycore.org/f/
- WCell- obscure academical emu, but my favourite. Very clean C# architecture. Was not tested on scale but coding with it is a pleasure
- best in the market client, complete with all art assets ,sounds etc
- Best combat mechanics FOR FREE
- Large, active and experienced emu community . tons of already built ready to use turnkey stuff
- Considerable customization options because of very rich feature set of WoW - there is a lot of things WoW already supports which you dont need to code a new, and you can build amazing new gameplay with features already there
- Name recognition
- Coding completely new features could be hard ,Since ultimately you constrained by WoW architecture (which again is pure awesome)
- Name recognition can be a bane as people would expect/perceive you to be first and foremost a "WoW" . If you build innovative game it can be hard to attract right audience
- Blizzard can shut you down
Overall my approach would be to pick most stable client target (woltk ) .Freeze it as a target (wow changes network stack, game mechanics, new content from time to time, so writing for current wow emu is always a moving target). Completely rebrand everything wow related, develop and use as many custom assets as you can (models, menus etc). You would possibly neeed hack the client to provide client UIs hooks for completely new mechanics (and use moddable wow ui to extend it), but again wow is awesome you could do most everything with what is already there.
This for long time looked like a best option to me , but ultimately the biggest problems are the legal threats . There is a way out in case if you can make server popular enough to be able to gather money to get a custom client written. But art assets are still hard and before that you can be shut down at any point ,
You have to stay below radar cause of legal threat but you wont gain popularity (and without popularity there wont be money). .Vicious circle
Complete open source stacks (end to end -including the client and toolset):
- Ryzom (originally commerical game ) http://dev.ryzom.com/
- Planetforge http://www.planeshift.it/
Personally I am not comfortable with C++ to a degree of pursuing that pathway. Plus I think there is a lot of legacy approaches and large amount of legacy code. Ryzom is only one truly tested on large scale so I would probably choose it if I had to.
Running out of space , energy and time for this post , but To be Continued in Part 3...
Friday, April 15, 2011
Rift review
I meant to post this for a long time - was sitting in my draft box for a while . I guess I wanted make a deep insightful post but it never turned into it , so just take it as a regular review :)
I played rift starting in beta 4 all way to 42 . Started release at headstart. I have level 50 rogue(defiant) who ran tier1 experts and level 50 warrior(guardian) plus 3 or so level ~ 10 character I cretead on random servers during long queues on my main one. Time played on all characters ~ 10 days so its definitely not EG style as I seen everything but end game raid:)
Overall
Rift is a diku style thempark most closely related to WoW. It clones wow in all aspects of design including tiny details like inventory, UI etc. Not that its bad thing per se ,especially taking into account that it also copies Blizzard's production qualities - very polished game trough and trough.
The good parts:
The OK Parts:
The awful parts:
Conclusion?
Another wow clone. Nice art , polish, content etc. But nothing new. WoW TBC style without arenas. So stick to WoW if you like themeparks.
I played rift starting in beta 4 all way to 42 . Started release at headstart. I have level 50 rogue(defiant) who ran tier1 experts and level 50 warrior(guardian) plus 3 or so level ~ 10 character I cretead on random servers during long queues on my main one. Time played on all characters ~ 10 days so its definitely not EG style as I seen everything but end game raid:)
Overall
Rift is a diku style thempark most closely related to WoW. It clones wow in all aspects of design including tiny details like inventory, UI etc. Not that its bad thing per se ,especially taking into account that it also copies Blizzard's production qualities - very polished game trough and trough.
The good parts:
- Soul system -yes in those big bold letters. because frankly that is main thing which is any way innovative, which is interesting and which was my main reason to play rift at all. On a surface its not really innovative - you get 4 archetypes (mage,rogue, warrior,cleric) each type gets 3 talent trees just like wow. The difference is that there is 8 of them to chose from and you can mix and match them into 4 roles. You can switch between any of those roles any time out of combat.
From one point of view there is not much difference. - In wow you had pve, pvp and (for some classes) tanking specs . What is different here that system is a lot more flexible - more than one way to skin a cat, generally within one calling there are multiple viable ways to to fulfill roles. You can be paladin ,reaver ,void knight , warlord and any mix of them in between to make a tank spec. Many ways to build dps roles (ranged, melee ,aoe etc)
What is more is that archetypes can fulfill more than one role - rogues can tank and offheal, mages can main heal, clerics can tank ,heal and dps
- Zone design and art - pretty good looking ,enjoyed them .Iron peaks was my favorite
- Polish - good enough that there are no rough edges or bug sticking out .
The OK Parts:
- Quests -generic vanilla wow quality quests
- dungeons - passable
- graphics - good, but nothing spectacular or breathtaking
- Rifts - they happen ,you do them. After 10th or so its jsut another game mechanics which does not have significant impact on experience
The bad parts
- Class balance- I never expected that every soul combination would be balanced , what I expected was reasonable viability of each calling vs another one. As it stands now warrior calling completely shadows every other calling to a ridiculous degree .EDIT after patch 1.1. its the pyro.
The awful parts:
- Realm balance. Probably number one factor in decision not to renew my sub. - They split battlegrounds in 4 server cluster, but never bothered balancing them. So it turns out one side completely dominates another (usually its guardians) .Every pvp designer knows losing is not fun , losing makes people quit, maintain 50% W:L ratio or else players will leave in droves.
- World PvP.
Conclusion?
Another wow clone. Nice art , polish, content etc. But nothing new. WoW TBC style without arenas. So stick to WoW if you like themeparks.
Monday, April 11, 2011
Black Prophecy beta review
Game was very low on my radar as I heard that it was heavily instanced (big no-no for me unless its straight up FPS) . But with Jumpgate: Evolution dead that seems only thing for space sims. Plus World Of tanks is basically same thing (lobby based instance action game) and it was very fun, so I registered for beta and got my invite.
I installed it a couple of weeks ago but only played this weekend . Ended up "nolifing" - was pretty damn addictive .Sunk about 15 hours in it or so .
So first impressions:
Story so far is great and missions are well made. They must run out of content at some point but so far it held well. Multiplayer part lacks many basics ,(such as proper chat ,auction system ,etc) , but its workable You can fly co-op missions(preferable way for leveling , there are open pvp sectors
Points for min-maxers (hard learned after re-rolling my 3d char:
Overall great fun game. Recommend to anyone who likes space sims to play at least 15 lvls. you wont be disappointed - it is a quality space sim game FOR FREE . At least firsts 18 levels- just play it as such.
I am not sure how the Multiplayer/Cash shop part pans out long term ,as of now apparently there is really nothing to do yet at cap. But there are player stations in game already , so it might turn out pretty good (though I wouldn't hold too much hope for that yet - there needs to be a lot more clan content and economy/crafting for that to work )
I installed it a couple of weeks ago but only played this weekend . Ended up "nolifing" - was pretty damn addictive .Sunk about 15 hours in it or so .
So first impressions:
- Old school space sim . Fly your fighter , blow stuff up
- Production values are high (graphics, sound ,cutscenes)
- Multiplayer part is laggy it times
- Damn its fun!
Story so far is great and missions are well made. They must run out of content at some point but so far it held well. Multiplayer part lacks many basics ,(such as proper chat ,auction system ,etc) , but its workable You can fly co-op missions(preferable way for leveling , there are open pvp sectors
Points for min-maxers (hard learned after re-rolling my 3d char:
- There is no respec so you can screw up really easily. Only solution is reroll (but you can create new lvl 6 char if you completed prologue at least once)
- Most effective spec is sink all points in ship/one weapon type,rest spending in hull. Ignore shields completely, only spend 5 points max in engines and only spend 1 point in tactics for each 10 lvls .
- Particle beams rape face.
- Lvl5 engine BP worth a fortune. I sold mine to vendor like a moron :(
- Levels mean a lot and the power curves are insane ( on my lvl 14 I can blow up ppl of lvl 8 or same lvl in suboptimal specs in 3 seconds flat)
- But it still skill based sim - smart flying can win vs superior opponents)
- Best way to lvl 8-16 is run "jump into battle" mission with 2 ppl .~1.6k xp per run
Overall great fun game. Recommend to anyone who likes space sims to play at least 15 lvls. you wont be disappointed - it is a quality space sim game FOR FREE . At least firsts 18 levels- just play it as such.
I am not sure how the Multiplayer/Cash shop part pans out long term ,as of now apparently there is really nothing to do yet at cap. But there are player stations in game already , so it might turn out pretty good (though I wouldn't hold too much hope for that yet - there needs to be a lot more clan content and economy/crafting for that to work )
Thursday, April 7, 2011
What MMOs are made of
There is lots of posts lately about design in MMO blogosphere, there were series covering various aspects at Nils's (combat one I liked the most ) even syncaine posted one. But at the core of every MMO is technology stack. MMOs are a complex software projects (probably one of the most complex as far as software goes) with many interconnected systems
MMO has 2 big parts
Server side in turn typically consists of
Server communicates to client information about actors ( other players ,mobs, script events) , client communicates information about player action (character coordinates and actions).The trickiest part in client-server is designing good system to handle many concurrent players interacting at same ,all with variable amount of latency without artifacts such as lag and rubberbanding. Planetside has probably one of the best examples of network stack as it allowed twitch combat with hundreds of players
Some good read network stack shows some insight on actual implementation :http://unreal.epicgames.com/Network.htm
Some people may think that server is most important part, downplaying the importance of client. But its actually not correct.Client is probably most resources intensive part to develop (art assets ,graphics etc -this is all client side development) and one of most important for success of the game -as its the part players actually interacts with . Server side has to be stable and perform well it is very important and not a trivial problem to solve, and can bury the project if not done right, but on its own even the most perfect server does not make a game
Realistically one cannot make a complete MMO engine from scratch all on its own. Its takes a team of experienced professionals working many years -that means hefty payroll costs .And then comes the content cost (which are typically many more times the engine cost)
What are options for making MMO? - you can take license existing engine (for $$$) then concentrate on creating content and tailoring it to your needs. Typically licensings costs are high though, there are 2 mainstream commerical offerings :
Costs are pretty high and you don't get access to source code unless paying for most expensive licensing options (in a range of hundreds thousands of dollars). Licensing engine is very attractive option as engine is taken care of and one can concentrate on gameplay and content .Downsides are is that you are limited in what you can do by what engine can (or cannot do)
One of the first examples of successfully developing AAA mmo using this approach is DaoC. At that time there was no mmo engines so they used gamebryo game engine with custom tailored network stack and custom server side.
SWTOR uses hero engine, and lobby based world of tanks uses big world. So 3d party engines are certainly proven and mature enough to be a good foundation
Downsides are that there are significant costs upfront, and while it become much more affordable lately it still looks a bit out of reach of small indy teams.Costs keep falling though so one day it could become affordable for basically anyone.
In next post I ll cover the "open sores" side of the equation :)
MMO has 2 big parts
- Client
- Server
- Graphics engine
- UI and controls
- Sound
- Network stack
Server side in turn typically consists of
- Front end (for example load balancer + acct mgmt server .those handle initial logins and directs client to appropriate shard, they do little else.
- Application Servers - those are ones handling the actual game, sometimes its several different type of applications (chat ,combat , scripts (mob and events) ,individual zones)
- Backend storage (typically SQL db servers) - handling long term storage (such as player characters, banks , static zone information etc)
- Various glue in between systems (such as object caching, message transport etc)
Server communicates to client information about actors ( other players ,mobs, script events) , client communicates information about player action (character coordinates and actions).The trickiest part in client-server is designing good system to handle many concurrent players interacting at same ,all with variable amount of latency without artifacts such as lag and rubberbanding. Planetside has probably one of the best examples of network stack as it allowed twitch combat with hundreds of players
Some good read network stack shows some insight on actual implementation :http://unreal.epicgames.com/Network.htm
Some people may think that server is most important part, downplaying the importance of client. But its actually not correct.Client is probably most resources intensive part to develop (art assets ,graphics etc -this is all client side development) and one of most important for success of the game -as its the part players actually interacts with . Server side has to be stable and perform well it is very important and not a trivial problem to solve, and can bury the project if not done right, but on its own even the most perfect server does not make a game
Realistically one cannot make a complete MMO engine from scratch all on its own. Its takes a team of experienced professionals working many years -that means hefty payroll costs .And then comes the content cost (which are typically many more times the engine cost)
What are options for making MMO? - you can take license existing engine (for $$$) then concentrate on creating content and tailoring it to your needs. Typically licensings costs are high though, there are 2 mainstream commerical offerings :
- http://www.bigworldtech.com/index/index.php
- http://www.heroengine.com/
Costs are pretty high and you don't get access to source code unless paying for most expensive licensing options (in a range of hundreds thousands of dollars). Licensing engine is very attractive option as engine is taken care of and one can concentrate on gameplay and content .Downsides are is that you are limited in what you can do by what engine can (or cannot do)
One of the first examples of successfully developing AAA mmo using this approach is DaoC. At that time there was no mmo engines so they used gamebryo game engine with custom tailored network stack and custom server side.
SWTOR uses hero engine, and lobby based world of tanks uses big world. So 3d party engines are certainly proven and mature enough to be a good foundation
Downsides are that there are significant costs upfront, and while it become much more affordable lately it still looks a bit out of reach of small indy teams.Costs keep falling though so one day it could become affordable for basically anyone.
In next post I ll cover the "open sores" side of the equation :)
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