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:

  • 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!
It is heavily instanced and it does lag pretty bad with more than few players in system. But the feel is of a quality single player  space sim. And it does feel good. Controls are  responsive and flying feels fluid.  Combat is very dynamic (good freespace/privateer/tie-fighter feel)

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
  1. Client
  2. Server
Client is  what players see and interact with.  Your typical game engine with mmo tailored network stack and UI.  All the art assets (maps, texture  ,models,animations)  sit on client as well.  And "Typical game engine":
  • Graphics engine
  • UI and controls
  • Sound
  • Network stack
Single player also have "AI" and game logic scripting. But in MMOs those are done server side. 

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)
All this does not have to be physically separate servers , everything can run on same machine (even the client). Larger installation have more sophistication for purposes of resiliency and load balancing.

       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 :)

Friday, March 25, 2011

Fun things

A quickie:

 Why fun things in mmo get nerfed? Recent example:
-It was fun as hell blowing crap up with sabo
-It was equally fun (even more so) raping face herp derping people in 3 gcds as a champ
-It was fun grabbing 10 mobs and aoe em as reaver/rb spec

Of course we know the answer but perhaps making everyone ridiculously fun is better approach  than making everyone.... erm... nerfed

Take TF2 for example - damn its fun get medic buff and face rape people as heavy. Fun as a demo to throw crap ton of bombs and blow half enemy team up. Fun as a sniper head shot the the medic who has his uber charged and then 2 sec later  snipe his heavy buddy.

Or older example - Counter Strike  - fun is  blast away people with awp in split second precision in sniper duel. Or get that lucky deagle HS vs assault rifle. Or  get behind enemy team and "surprize butseckz"  them with silenced M4 headshots.

It was fun  to saw death and destruction from vehicles in  BF2 , Planetside and so on. God OP THINGS ARE FUN. Make everything OP!

But but that would work since people would  kill big bad arthas/onyxia/whatver in 10 sec flat straight. I blame damn pve and carebears :)

Not to self : consider seriously mmo combat design which are pure unnerfed fun.Overpowered as hell,  full of ridiculous crits, 1 hit wonders and  and exploding bodies. No CC whatsoever -just pure dynamics , positioning and cool looking animations and skills

Wednesday, March 16, 2011

Blogging instead of commenting!

Why I created this blog?

  • I started posting longer and longer comments on other people blogs  to the point of running out of space
  • That was  combined with an urgent need to give my own ideas more space instead of trying to shoe horn them into format of original posts.
  • There is a large stack of scratch like notes in google docs on various aspects of MMO design which I want to get some feedback from other people - nothing exposes flaws in your ideas like other people!
  • I read too many other people blogs on same topic!
  • I want give blogging a try
There are reasons why I shouldn't have:
  • My  English sucks
  • I spend way too much time on the internet
  • I spend way too much time on MMOs