May 2004

Cont'd from page 2

THE FUTURE OF GAME DEVELOPMENT: NEW SKILLS AND NEW ATTITUDES
PART 2: MMOGs

By Marc Mencher, Christopher Klug, and Glen Van Datta

CONCLUSION

While game players may not relish this comparison, there are many parallels between production of, and audience development and retention for, television soap operas and MMOGs. Along with intense fan loyalty, a reluctance to switch from their original product, and marketing that is viral in nature with fans of the genre communicating with other fans, content creation is also of a magnitude larger than other comparable programming in the field. Soap operas need five one-hour scripts ready for shooting per week, and in one month of broadcast equal the content created for a typical hour-long TV show in a full season. Similarly while typical games need enough content to fill forty hours of a gamer’s life, MMOGs need to entertain for four to six months. It is this ongoing and, indeed, "massive" need for content creation that effects virtually every aspect of virtually every job in MMOG development.

As with any area of game development, it takes more than programmers, artists and designers to make a game. It takes producers, QA, business development, among many other, but massively multiplayer online game development differs from "box" development in three other key areas: Architecture and development environment/press, support services, and unique skills sought (such as those database-related).

At the end of the day, however, no matter what your area of expertise, hiring managers are looking for people who work hard, but efficiently, communicate well and who will operate as part of a team. They also want those people who are motivated and whom they can trust. Yes, there are specific technical skills you must possess and tools you must use, but, as in all game development, it are these non-technical qualities that may prove to be among your most important skills if you want to make MMOGs.

RESOURCES

By its very ongoing nature, MMOG development is constantly evolving. While there are loads of sites devoted to MMOGs, few are dedicated to developer issues. However, there are a number of books currently on the market, and coming later this year that should provide a wealth of information. Plus, just remember to keep checking current job postings even if you’re not looking for a job right now, it’s wise to stay abreast of current skill requirements.

Developing Online Games: An Insider's Guide (New Riders)
by Jessica Mulligan and Bridgette Patrovsky
(March 2003)

Online Game Interactivity Theory (Charles River Media)
by Markus Friedl
(October 2002)

Practical Grid Computing for Massively Multiplayer Games (Charles River Media)
by David Levine, Mark Wirt, Barry Whitebook
(September 2004)

ABOUT THE AUTHORS

Marc Mencher
A specialist in game industry careers, Marc Mencher has helped thousands of job seekers land jobs with the hottest gaming companies. Before joining GameRecruiter.com he worked for game companies such as Spectrum Holobyte, Microprose and 3DO. Marc served as President of the International Game Developers Network, then as an advising board member for the following year. He has spoken and held roundtables at several Game Developers Conferences, is a regular speaker at International Game Developers Association (IGDA) events around the country, was a featured panelist at E3 2002, and will serve as a panel moderator at E3 2004. In addition to representing the game industry’s hottest talent, Marc also volunteers his time as a career coach for graduates from Full Sail Real World Education, helping them land their first game industry jobs. His articles have been featured in GIGnews, Gamasutra, and GameWEEK. Currently, he is working with the IGDA on chapter development and Games-Florida, a non-profit organization formed with the intent of nurturing and expanding the interactive multi-media industry in the state of Florida. He has also served as a Technical Advisor and Executive Producer for several recently released PC games.

Christopher Klug
Christopher Klug has worked in the entertainment field for 25 years. While he has designed games in many genres, the common thread has remained high quality work. Over one dozen games Klug designed or for which he served as Creative Director have won or been nominated for key industry awards awards. Combining experience as a writer, designer and visual artist with intimate knowledge of MMORPG development as well as PC, N64 and PlayStation design, Klug brings a unique, focused blend of talent and creativity to computer and console games. Klug’s game credits include: Earth & Beyond, Deep Space 9: Dominion Wars, Aidyn Chronicles: First Mage, Duke Nukem: Time to Kill, James Bond 007 (RPG), just to name a few. Now at Carnegie Mellon University, Klug serves on the faculty their Entertainment Technology Center’s game design and development program.

Glen Van Datta
Glen received his bachelor's degree in Electrical Engineering at Washington State University in 1985. He worked in real time embedded systems research at Boeing for 9 years, specializing in robotics and image processing. Before leaving Boeing, he was a lead engineer on the Boeing 777 primary flight computer. Glen left Boeing in 1995 to co-found RTIME, Inc. RTIME received numerous DARPA contracts relating to Internet simulations and built a commercial networking SDK used by over 45 titles. In August 2000, RTIME was acquired by SCEA and was renamed SCE-RT(tm) with Glen as the Director. SCE-RT(tm) provides an extensive networking SDK. SCE-RT is currently used in over 60 production and develop titles for SCEA world wide.

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