
May 2004
Editor's Note:
Marc Mencher will be moderating a panel at E3
on industry hiring trends -- On the Front Lines of Tomorrow’s Games:
Trends in the Hiring Trenches -- Thursday, May 13,
3:30 PM - 4:30 PM --
Room 404AB
Be sure to check the
E3 site
or expo materials for any time or room changes.
THE FUTURE OF GAME DEVELOPMENT:
NEW SKILLS AND NEW ATTITUDES
PART 2: MMOGs
By Marc Mencher, Christopher Klug, and Glen Van Datta
As games gravitate online, integrate the use of new
peripherals, and are programmed for a wider array of
platforms, the skill sets required to build and market
those games will, in many respects, differ greatly from
past and present skill set expectations. Whether you are
currently working in the industry and want to try your
hand at online games, or you’re brand new and looking to
get into the business, you need to know the skills
required to build the next generation of games. This
series of articles will address what you need to know,
how you go about acquiring that knowledge, and how best
to apply it to your career.
The industry has come a long way in a short period of
time, and advances and changes continue to happen at an
ever-increasing pace, but with a little effort and
direction you can definitely keep up. This second part
in the series will overview online, massively
multiplayer or persistent world games, collectively
referred to as MMOG (Massively Multiplayer Online Game)
or MMP (Massively Multiplayer) for the purposes of this
article, another "hot" area of game development today.
With tips on what skills you need to know and go-to
resources, the following information should help you get
your own skill set up to par.
MMOGs
Why is this a "hot area"?
And what makes online MMOG development different from
console or PC – "box" – development?
With millions of players worldwide online playing
MMOGs such as Everquest or Ultima Online
at almost any given moment on any given day, their
popularity with consumers is undeniable. And so goes
their popularity with developers. In September 2003, the
inaugural Austin Game Conference devoted the bulk of its
conference tracks to MMOG issues: Online Tech, Online
Design, Online Services, and Online Production. Further,
this area of game development has become a Game
Developers Conference (GDC) staple.
On virtually the opposite end of the game development
spectrum from mobile game development, as discussed in
Part 1 of this series which holds the appeal of a
smaller team size, budget, and development cycle, MMOG
development requires a very large infrastructure.
While there are smaller developers creating and
maintaining relatively successful MMOGs such as
Palestar’s Dark Space and Yohoho Puzzle
Pirates created by Daniel James, in an interview
with Jeff Anderson, President and CEO of Turbine
Software, developers of the Asheron’s Call online
games, as well as Middle Earth Online and
Dungeons & Dragons Online, Anderson explained the
challenge:
"It is awfully difficult these days to compete
on the MMP front. The funding necessary to make a
market-relevant online world is pretty large – probably
in the eight figures. That makes it very hard for small
developers to enter the MMP category. However, I think
there is hope. I would encourage them to stay away from
the big world games and focus instead on a different
online experience. For example, I like the work that
Daniel James is doing on Puzzle Pirates. In my
mind, the challenge is whether these lighter online
games can build and sustain a profitable subscription
base. Only time will tell, but I wish them a lot of
luck."
Indeed, in David Michael’s, The Indie Game
Development Survival Guide, the author suggests that
"MMPs are, for the short term at least, well outside the
scope that most indies should tackle."
So, what does this mean for you? In short, MMOGs, for
the most part, require big teams and those jobs are
typically going to be with big developers who, in theory
at least, should have nicely-sized hiring budgets.
As indicated in the GDC lecture "Creating the Right
Mix of Static Versus Dynamic Content in a Massively
Multiplayer Game" by Rich Vogel, Executive Producer,
Sony Online Entertainment, "the challenges for
developing MMOG content are huge. Unlike single player
games where you have on average 40-60 hours of game play
for one person, MMOGs need on the order of 3 to 6 months
of content to support several thousand players. The
average MMOG takes three years to develop with teams up
to 65 plus people. Every year the bar gets set higher
and higher."
Are MMOGs games or a new kind of broadcast
entertainment?
Audiences tuning into Sunday night’s episode of "The
Sopranos" would be shocked if, instead of the opening
sequence of a new epsiode, all they had to look at was a
blank TV screen with the following text: "We apologize
but tonight’s Sopranos patch won’t be delivered. At 2am
today, we encountered a serious bug with our script that
Q/A hadn’t caught previously and we’re all sitting in
the sound stage re-recording the dialogue as you watch
this message. Hopefully, we’ll be delivering this patch
tomorrow night, but certainly you’ll see it sometime
before the end of the week. We hope. Thanks for your
patience." Absurd, right? A disaster, right? But MMOGs
do this kind of thing on a regular basis. It is an
insult to the subscribers. Patrons of HBO wouldn’t stand
for it.
A "live" product such as an online game requires
continuous uninterrupted service. Therefore, the
architecture of the game itself and the development
process for the game must be treated differently from
the traditional wild "willy nilly" world of normal game
development. With a boxed game, if the product does not
ship on time, or the code is not precisely commented, or
at the last minute some functionality of the game must
be cut, any of these events could elicit an
industry-relative shrug of the shoulders, followed by a
collective yawn. For an MMOG, however, it could mean a
very rocky launch, intermittent updates, delays with
expansion packs, and uncounted lost subscribers and
revenue.
EA’s experience with The Sims Online
demonstrates that anything in the technical environment
that is not carefully architected may cause problems
later for the user and the company. Here, EA took a
traditional box game, which was not designed for a MMOG
environment, and tried to leverage the original game
code for MMOG play by adding many new features on top of
the existing product.
This wasn’t so much of a problem in the continuing
series of The Sims add-ons, because the type of
stresses put on the game architecture were pretty much
the same in a single-user environment regardless of
which add-on they might be playing. But in an online
environment, with a large engineering team and live
deadlines to meet, any deep-seated problem encountered
by the user base needed to be fixed ASAP. And because
the legacy code base had not been engineered for online
play, when problems arose, EA could not easily bug fix
or solve issues quickly since the retrofitting of the
box code made it difficult to trace the problems within
the game and fix them. What appeared to save money
initially by re-using old code caused problems down the
road.
In addition to budgetary and technical issue
differences, there are also certain "mindset"
differences between MMOG and box development. With a
traditional box game if the product does not release on
time, a new date is set. But for a MMOG, where people
are paying a monthly service fee, the "just set a new
date" option is not acceptable and will lead to loss of
consumers and revenue.
People who pay a service fee expect service. Other
industries such as banking or broadcasting are all about
delivering product on time to the consumer. Millions of
ATMs work 24/7. This 24/7 service environment
differentiates MMOG development considerably from the
traditional box development environment, as does the
purpose of a "patch". For a box game, a patch is a fix,
but for a MMOG, a "patch" is really an opportunity for a
value-add. An opportunity to deliver additional content,
gameplay, and make tangible improvements to the game.
Marketing departments understand this very well, but the
technical teams are grappling with the changes this
mindset demands. Perhaps the skills learned in your
first job out of school working for a bank might be more
applicable in the game industry than you imagined at the
time.
Are You Ready for This World?
MMOGs typically allow for hundreds, if not
thousands, to occupy the same play area. These
persistent world games have the play area affected by
the players and preserved over time, such that changes
made today will be visible in future play sessions.
Development of these games is characterized by large,
multi-disciplinary teams, and the vast majority run with
a client/server architecture.
Since MMOGs are a live and 24/7 service oriented
product, they require different kinds of talent, outside
the "normal" scope of traditional game development which
has no need for major client/server architecture. MMOG
developers need skilled people who can work on databases
such as Oracle, Sybase, SQL, Informix, Versant,
Gemstone. They need people who can perform database
administration functions such as security, stored
procedures, trigger function, preventive maintenance,
sizing, and planning. They require Network
Administrators responsible for implementing the network,
Systems Analysts, and Network Engineers who can deal
with communication protocols involved in those networks.
Skills in DOS, UNIX, and Windows NT are important here,
as well as people who can work with Multiplayer Network
Servers, Clients, Networking Protocol, Client/Server
Integration, API Design, Synchronization, Collisions,
Player Validation, Protocols, Latency, Integration, and
Gaming Lobbies.
Got all that?
In short, much MMOG development falls outside the
realm of "normal" game development as potentially more
money and support will be needed after the title
launch versus before the title launch. This means
the operations teams, or "administrators", must be
top-notch and play key rolls in game development and
production. This also means that "normal" IT folks will
not make the cut.
>>>>> CONTINUED page 1 |
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