Jul 032024
 

Over the years, I’ve tried many ways of making living worlds. This video here explains how we are doing it on Stars Reach. Which you can now wishlist on Steam.

The Living World of Stars Reach

As you can see if you watch the video, we’re already pulling off something a bit unusual: modelling a world at MMO scale using cellular automata. What that means: we know the humidity, the temperature, the material, the viscosity, the adhesion, for every cubic meter of the world.

In gameplay terms, it means that you can dig a pond, fill it with water, watch the plants around it green up, watch the dirt in the pond turn to mud, get slowed down by the mud when you trod through it, watch the pond freeze over in the winter and slip and slide when you walk on it.

It means you can drown a monster who breaks through the ice. You can heat up the pond and watch it turn to steam, and float away. That’s OK — it’ll precipitate somewhere else.

Everything does what you expect it to do. Which sounds sort of ordinary, until you realize it’s also kind of magical.

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Mailbag: Parts of an MMO

 Posted by (Visited 15015 times)  Game talk, Mailbag  Tagged with: , ,
Nov 132018
 

Hello Mr. Koster! I have a school project that requires the input of an expert like yourself. I know you usually don’t reply to students, but hopefully you’ll reply to me. I am currently working on the concept for a open-world MMO and wondering if you can help me out. I know your major works are Star Wars Galaxies and the Ultima series, but my game is still a MMO. It’s just more like DC Universe Online. Basically, I’d just like to know what major things should be included in MMos and Open-World games. Do you have any knowledge that might help?

I spent about an hour doing a quickie list off the top of my head. It’s not exhaustive, just stuff that occurred to me as I ran down a mental checklist. I know it’s not exhaustive because in past years when I’ve done similar outlines (which I can’t lay hands on now) they were twice as long.

But maybe this will be helpful, and convey some sense of the scale of what you need to worry about. Important note: I didn’t even get to the stuff that only lives on the client. This is only the stuff that lives on the game server side.

You might want to look at Insubstantial Pageants, a book I started and never finished on MMO design, and of course Dr Richard Bartle’s Designing Virtual Worlds[affiliate link] has an exhaustive amount of material on the subject.

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Apr 272015
 

 

This is the last post on SWG for, well, a while. I am sure there are plenty of other things to say and more questions that could be answered, but… it feels like a natural stopping point. I must say, the response to these essays has astonished me. Here’s hoping you’ll all care as deeply about the next game I make…

Why now?

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I’ve gotten a lot of questions as to why I am writing this series of posts about Star Wars Galaxies now. Do I have something to sell?

No, I don’t have anything to sell. This past week was the fifteenth anniversary of that small SWG team first forming in Austin, refugees from Origin. We were a bit over a half dozen. It’s also ten years since the NGE, and in the last few years, we have seen a lot of changes for a lot of parties involved. I was asked some questions by a former player, and for once, it just felt like the time to answer them.

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So, was it a failure?

Well yes, of course. And also, no. It depends how you ask the question. There are a lot of assumptions out there about how the game did, particularly in its original form. So, let’s start by tackling some of those:

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Apr 222015
 

 

 

Last time, I talked about the basic skill and economic infrastructure that Star Wars Galaxies provided. Fundamentally, these were about equality. They made the different roles played by players have the same standing in the game. However, it’s still a game, after all — players are going to engage in radically different sorts of activities, probably some will be more fun than others, and nobody is going to just “work a job” for their leisure time.

femcharsswgjpgThere was every expectation that combat was still going to be at the heart of the game. Few social MMOs were out there at the time, though they were achieving impressive numbers. Second Life did not yet exist when we began (they actually came to visit me at the office during the early development of SWG, to talk social design and tech). The skills and actions available were dominated by fighting, and this was by and large what the market expected.

However, we could still try to reinvent what people thought fighting meant. In the classic Diku model that players were used to, you basically had classes that were alternate types of damage-dealers. Some dealt it fast, some slow. Some could take a lot of hits, some only a few. Today we think of these as tanks and nukers. The lone support class was the healer type, who basically replenished the combatants so that they could keep going: basically, an indirect damage-dealer more than someone who actually healed.

Given our emphasis on making a social web, we needed to think in terms of different kinds of support.

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Apr 212015
 

Once upon a time you could drop things on the ground. It’s one of the first things a baby does, one of the most human things to do. You pick something up, drop it somewhere else. You build piles. Piles turn into houses. They turn into furniture. They turn into gathering places, into churches, into seats of civilizations. Dropping stuff on the ground is pretty important to who we are.

swg player city Solace

In the last post, I talked about the technical underpinnings that allowed us to provide a dynamic environment in SWG. But really, all that was in service of something bigger: having a living society. One of the challenges in creating online worlds is that societies are powerfully shaped by the environment they are in. A static, unchanging world will inevitably give rise to certain sorts of behaviors: spawn camping, for example. Players flow like water around gameplay obstacles; if a game doesn’t offer them the ability to run a shop, they’ll set up their character as a bot and sit online for hours to replace the system — or rather, the standard human social structure — that is commerce.

A lot of MMO design, especially in the last decade, has been about preventing behaviors, rather than enabling them.

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