Gamemaking

Wherein I talk about games I am making

Sep 302021
 

Last week I wrote about the challenges of moving art between virtual worlds – especially the long-standing dream of moving avatars across wildly different worlds and experiences.

Something I didn’t touch on is whether this is a dream you actually want.

Chasing the wrong dreams

There are a lot of things people assume they want out of a metaverse which don’t really hold up under close scrutiny.

Do you really want to move your avatar between a fantasy world and a gritty noir world set in the Prohibition era? Even if it shatters all immersion when you head into a speakeasy and someone casts a fireball spell at you?

Do you really want to be in a ten thousand person battle with the latest weapons technology if it means you get headshot by a sniper a mile away that you never got to see, dodge, or avoid in any way?

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Sep 232021
 

Diagram one: the client and the server

Apparently, our recent articles have caused a bit of a stir. It’s been gratifying to see so many folks commenting and weighing in on what we have planned, and the metaverse in general.. One thing that’s really struck me is  the enthusiasm for the reinvention of online world technology. Whether a particular commenter is focused on decentralization, player ownership, or user creativity, there’s clearly a lot of interest in new ways of doing things.

In my experience, whenever we are exploring new ways to approach old concepts, it’s important to look backwards at the ways things have been done before. A lot of these dreams aren’t new, after all. They’ve been around since the early days of online worlds. So why is it that some of them, such as decentralization, haven’t come to pass already?

The answer lies in the nitty gritty details of actual implementation. A lot of big dreams crash and burn when they meet reality – and some of our most cherished hopes for virtual worlds have pretty big technical barriers.

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 Comments Off on How Virtual Worlds Work, part one

But First, the Game

 Posted by (Visited 6004 times)  Game talk, Gamemaking  Tagged with: , ,
Sep 162021
 

In the last couple of articles, I might have spent too much time talking about big buzzwords – metaverse this and persistent state technology that. I get it, it can be confusing!

If I were to start throwing around even more technical stuff – like, how we drive Node.js from our highly-optimized C# server backend to implement a TypeScript-based scripting environment so gameplay code can be reloaded without a build or restart – well, plenty of people’s eyes might glaze over.

So instead, I want to talk about why our overall tech approach makes for better lives for our developers and better games for our players.

A fundamental truth

To make better games, we need to enable developers to iterate faster.

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Sep 092021
 

Last week, I talked about “metaverse,” the hype around it, and how much of what people dream about is actually stuff online worlds have done for many years now. I ended the article on a bit of a tease, promising that I would talk about what we are doing.

I won’t tease this time.

We have built a metaverse platform.

Wait, did you say “have built?” Past tense?

Oh, it’s not done. We’re probably going to be working on this for years. But I say “built” because, well, we have the basics of this stuff working. 

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May 312018
 

POSTMORTEMS book coverMy new book Postmortems is now available at various booksellers. The print edition ships on the 26th. Various sites may have the ebook already, some may not just yet.

This is the first volume of a projected three that gather together many of the essays and writings that I have been sharing on this blog over the last several decades. This book focuses specifically on games I have worked on, from LegendMUD up through social games, and is a book of design history, lessons learned, and anecdotes. Richard Garriott was kind enough to write a foreword for the book.

It’s not a memoir or tell-all; the focus is on game design and game history. There’s still nowhere near enough material out there in print covering things like the history and evolution of online worlds (MUDs especially), in-depth dives into decisions made in games by the people who made them, and detailed breakdowns of how they worked. So I hope that this will be useful to scholars and designers, and that players might find it a fascinating glimpse behind the scenes. Just don’t expect salacious stories and secrets.

Those of you who have been reading the blog for a while will find much in there that is familiar; if you have ever wanted the SWG postmortem series in book form, here it is in expanded form. If you have ever wished that the various articles on the UO design were gathered together, here they are, along with new chapters covering things like all the things we tried doing to curb excessive playerkilling. If you ever wondered what happened with Metaplace, this is how you find out, as there’s a new and extensive postmortem. Many blog commenters make cameos in footnotes.

The contents: Continue reading »