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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Apr 202015
 

This post is dedicated to the memory of John Roy, lead environment artist on Star Wars Galaxies. Help out his family here.

 

Corellia0023Let’s do some math. Let’s say that you need to have a pretty big world: sixteen kilometers on a side, and made out of tiles.

A tile needs to know what texture it is. That’s one byte. Not much, right? You only get 256 tiles on a planet, though, which isn’t a lot.

But wait, we can add some variety there, by putting in some colors. We’re in 3d, right, so we can tint the tiles slightly and get variation. It’s normally three bytes to apply a color, but let’s instead just say that each planet has a fixed list of colors, and you can have 256 of them, and that way each tile can look up into a list of colors and we only need one byte.

Oh, and it’s a 3d game heightfield, so we need to know what the elevation of the tile is! We’ll just say that there are only 256 levels of height, and that way we can keep it at a nice conservative three bytes per tile.

Corellia0004That’s good, because we need a lot of tiles. They’re one meter on a side. So that means that for a planet we need 16,384 just to make one edge. We need 16,384×16,384 to lay down the whole world.

That’s 268,435,456 bytes for this world. Of course, we need ten planets, not one. So, that’s more like 2,684,354,560 bytes. Nobody uses bytes, so that’s 2,621,440k. 2,048mb. 2.56 gigabytes, uncompressed.

That’s… not going to fit on a CD. I mean, that doesn’t include any art yet.

DVD drives weren’t yet widespread in 2003. In fact, taking up 2.5 gigs of space just for maps was unheard of.

Endor0040

The solution to that problem didn’t just let us ship Star Wars Galaxies, it also unlocked everything from player housing to crafting to giant Imperial vs Rebel battles.

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Patent disclaimer

Before you read any farther, you should know that Sony Online actually patented some of the technology that I am going to describe. If you are someone who should not be reading technology patents, you should stop now.

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A Jedi Saga

 Posted by (Visited 48077 times)  Game talk, Gamemaking  Tagged with: , , , ,
Apr 162015
 

SWG postmortem series:

  1. Temporary Enemy Flagging in SWG
  2. A Jedi Saga
  3. SWG’s Dynamic World
  4. Designing a Living Society, part one
  5. Designing a Living Society Part Two
  6. Did it fail?

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Continuing here with the questions that were sent in by Jason Yates! Yesterday it was the TEF system… today it’s Jedi! Some of this stuff has been told before, but it’s actually kind of hard to find it all in one continuous tale. I have to preface this with a huge huge disclaimer, though: it’s been fifteen years since this particular story started, and a dozen since it ended. My memory may well be faulty on many details.

#2 What were the thoughts on Jedi and why were such drastic changes made in patch 9 to the entire system?

-Jason Yates

Yoda_TPM_RotS

Well, my opinion is Jedi are evil. Heh.

You see, Jedi are an immense attractant to players, readers, viewers. As a kid, I too waved around plastic lightsabers (we kept bending them as we struck one another, I am pretty sure my mom got really sick of buying new ones). Who can resist the fantasy of having this awesome sword, effectively magical powers — mind control, telekinesis, telepathy, and more — and of course, the classic Hero’s Journey? I mean, it’s basically an ideal play scenario.

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Nov 212014
 

500px-WOW_logoTen years of World of Warcraft. Well. So many thoughts.

WoW has always been a contradiction of sorts: not the pioneer, but the one that solidified the pattern. Not the experimenter, but the one that reaped the rewards. Not the innovator, but the one that was well-designed, built solidly, and made appealing. It was the MMO that took what has always been there, and delivered it in a package that was truly broadly appealing, enough so to capture the larger gamer audience for the first time.

Don’t get me wrong; that’s not a knock on it. If anything, it’s possibly the biggest game design achievement in all of virtual world history. After all, we’re talking about taking a game skeleton that was at that point already almost a decade and a half old, one which had literally had hundreds of iterations, hundreds of games launched. None of them ever reached that sort of audience, that sort of milestone, that sort of polish level.

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Privateer Online

 Posted by (Visited 17025 times)  Game talk, Gamemaking  Tagged with: , ,
Jun 192014
 

privateeronline7In the wake of the excitement over No Man’s Sky and its procedural worlds, I thought that it might be a good time to tell some of the story around the version of Privateer Online that I worked on, that never saw the light of day.

After I moved off the UO team, I worked on several MMO concepts for Origin. The mandate was explicitly “come up with something that we can make using the UO server and client pretty much intact, without big changes, because we need it quick.” This limited the possible projects enormously, of course.

So I started developing one-sheet concepts that fit the bill. None of them got farther than a few pages, and the idea was to give execs some choices on what we would go make.

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