May 2002

A CHAT WITH ELONKA DUNIN

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.

In this interview, Melanie chats up Elonka Dunin, Executive Producer and General Manager of Online Community at Simutronics Corporation (www.play.net), a pioneer in the field of massively multiplayer games. Before joining the world of games, Elonka studied Astronomy at UCLA, and then joined the United States Air Force where she worked on the SR-71 and U-2 reconnaissance aircraft. Elonka has been with Simutronics since the early days when she helped the CEO shift the base of operations from his bedroom in his parents' home to an apartment loft in St. Charles, Missouri. Today, Simutronics is, as named in 1999 by Inc., one of the fastest growing privately-held companies in the United States. In addition to her duties overseeing a team of hundreds, Elonka serves on the IGDA’s Online Games Steering Committee. On the personal side, Elonka’s interest in cryptography became an award-winning talent when, in 2000, she became the first person to crack the PhreakNIC Code, a puzzle that had remained unsolved for a year. Her code-cracking skills did not go unnoticed by others. Elonka has been invited to give talks to a variety of investigators ranging from the FBI to the Secret Service. She also speaks several languages and has visited every continent, including Antarctica.

Okay!

MC: The story of the Garriott brothers in their parents’ garage has become the stuff of game industry lore, but as I read about the early days of Simutronics, you certainly give them a run for their money. Tell me more about how the company got its start and the kinds of games you make.

ED: Simutronics was originally the brain-child of David Whatley. As a teenager, he'd been big into the old BBS days and had even written some Fantasy Game BBS software that he sold all over the world, and he did this all from his parents' home. He’d also gotten involved as a player in some of the early multiplayer games that were out there such as Sceptre and Island of Kesmai, and, like many others who play these games, he thought to himself, "I can do this too." So in 1987, at the age of 21, he founded Simutronics Corporation with Tom and Susan Zelinski. Along with one other programmer, Tom Tayon, they released two multiplayer games on the Genie online service: the medieval fantasy RPG GemStone and the "wizards in team combat" game Orb Wars.

I came from a much more diverse background. I was -- and am -- a lifelong gamer, but I'd held a variety of different jobs ranging from a USAF avionics technician, to an English teacher in Brazil, to a computer programmer in Colorado, to a very highly-paid legal secretary in Los Angeles. I heard of Simutronics originally because I was a player of GemStone. It was an immediate connection for me -- I'd played many other games, both single- and multi-player, computer and tabletop, but the very first day I logged into GS2, I had this weird sense like, "I'm home." So in 1990 when Simutronics had its first-ever player convention, called "GemCon" in St. Louis, I was one of the players that made the trek out to meet the makers of the game. David and I hit it off immediately, as we had very similar world-views on a lot of things. A month later I moved to St. Louis, and together we moved Simutronics’ base operations from his parents' home, to an apartment loft, and eventually to our current location in a 10,000 square-foot office building, where David has one corner office and I have the other.

The next game that we released after GemStone was the 3D CyberStrike, a multiplayer mech "take control of the city" game, which was state-of-the-art for online games when it came out in 1993. It got lots of attention and praise, and Computer Gaming World magazine actually created a new category in their "Game of the Year" awards, just so they could give an award to CyberStrike. It was the first game ever to win "Online Game of the Year." And we just kept growing from there.

Within the next couple years we'd hired Neil Harris as our VP of Marketing, plus another couple of programmers, and we actually had our first real office. It was a converted house in an area of town that was being turned from residential into business space. A real estate developer had bought two beautiful old homes next to each other, built a connection in between them and then a second story up on top, and turned the whole thing into office space. We started off on that top floor, and then as we grew we moved down into the first floor as well, and also took over the basement where we kept our game servers. Eventually we outgrew the building and so we moved into a "real" 10,000 square-foot office building where we still are today. But sometimes I miss the old location, because it had a lot of character. My personal office had been the original front room of the house that was there before, so I had stone walls, stained glass in the windows, and even a working fireplace. It was small, but, wow, did it have personality!

In terms of other games in our product line, most of the ones that we’ve released run on our text-based IFE (Interactive Fiction Engine), such as Modus Operandi, which has actually kind of changed its genre over the years, from a Caribbean island "murder mystery" game to its current status which is more of a modern day vacation/adventure with some "X-Files" mixed in.  We also got the license from Universal Studios to do a game based on the popular TV shows, Hercules & Xena: Alliance of Heroes.  And we have other "instances" or "shards" of our biggest games, GemStone III and DragonRealms, with different community dynamics.  For example, we have "Platinum" versions of those games where customers can pay a little more per month in order to have a separate -- and much quieter -- game world, where it’s easier to get to know everyone who plays. We’ve also just opened a new "PvP" version of DragonRealms called "The Fallen" a few months ago, which is a "no rules" server. It’s been an interesting experiment, since rather than starting a brand new community, it’s one that’s been seeded with a large percentage of our existing DragonRealms customers. So they already have a tightly knit community, and the customers themselves, since they’re already "socialized," are working hard to establish control of the new environment, and not just let the grief players run amok. It’s fascinating to watch, especially since we don’t really have to do anything. We just set up the world, and then step back and watch what happens.

I also have to mention with a note of pride that our flagship game, GemStone III, is still going strong and is one of our largest products. We’ve got customers in that game who have been with us for over a decade. In fact, GemStone III just celebrated its 12-year anniversary this year, which, among commercial MMORPGs, makes it the longest-running persistent world, in the world!

MC:  At this year’s GDC, Western Illinois had a booth to encourage game companies to locate there. Maryland did the same. Missouri isn’t exactly considered a hotbed of game development. Has your location been a help or hindrance? Did you ever consider relocating and what has made you stay rooted in Missouri?

ED: Well, we never really needed to relocate anywhere, because we were an internet company. We didn’t have to be geographically "near" other companies or customers, since we already had access to everyone via cyberspace. Plus, the lower cost of living in Missouri has definitely been a help over the years. We can stretch a dollar much further here than on either of the coasts. As for "not being a hotbed" of game development, it all depends on your point of view.  Aside from Simutronics, we also have PopTop Software here, and John Ratcliff, designer of such games as 688 Attack Sub and Seawolf (and currently working on Verant's Planetside).

Silicon Valley wasn't always a technical mecca -- a few companies got going there, and then it hit critical mass and kept growing. I see St. Louis as having the same possibilities as Austin, which wasn't previously a "big game development town", but sure is now. So, here in St. Louis, it was pretty much just Simutronics and PopTop and John Ratcliff, but then Verant came and opened up an office here, and we're looking to start a new IGDA chapter in St. Louis as well, so I anticipate quite a bit of continued growth over the next few years.

MC: While Simutronics was a pioneer in the MMOG world and has been around for 15 years, many people in the industry may not be aware of you perhaps because, with the exception of CyberStrike, an action game with 3D graphics, your games are entirely text-based. And, yet, according to a report by Media Metrix in 1999, no other on-line pursuit came close to the kinds of minutes your average player was spending on your games. In fact, I recall reading that the average player spent about 38 hours every month playing a Simutronics game. What’s the secret to creating that level of player interest?

ED: An incredibly strong sense of community, combined with compelling gameplay that always has the possibility of something new, each time you play. We've got an enormous team of GameMasters who are enabled with an extremely versatile and easy to change game engine, so each day you login, there's a good chance you're going to run into something new, and then need the help of your friends to deal with it. I've always been proud of that aspect of our multiplayer games. Instead of the game always pitting player against player, our games are more cooperative. The game sets up challenges to be overcome, and then players need to work together, each contributing their own unique skills, to cooperatively achieve common goals. That's powerful stuff that really intensifies the bonds between people, and gives them a sense of feeling needed, so they want to come back and be with their friends.

MC: Does Simutronics see itself moving toward more 3D games or is the "if it ain’t broke, don’t fix it" philosophy guiding the way?

ED: We've always been into 3D. In fact, our game CyberStrike, which came out in 1993, was state of the art in that it had 3D graphics for an online game. There was nothing else like it at that time.  Since then we've released CyberStrike 2, which also has some great 3D graphics. And on the MMORPG front, we're moving forward with our game Hero's Journey.  It's been a dream of ours for over a decade, but we never had the right mix of team, technology, and resources to implement the vision. But it's a game that someday we will release, and with all our experience, it's going to be awesome!

MC: In a recent NY Times article, the question posed was whether realism was taking the fun out of games. The author heralded "the great achievement" of Nintendo's game designer, Shigeru Miyamoto and the "Mario" games which put aside the ambition of realism, and instead create an elaborate world with its own regulations and peculiarities that the player would probe, gradually discovering its secrets. The article also noted that "something odd has taken place along with technological progress. Technology is not altogether welcomed by the games themselves." The article cites Oddworld: Munch's Oddysee for Xbox where an endangered species is being rescued and medieval machines abound -- power is won through communal chant. Is the industry coming back around to the strength of story over eye-candy or is that jumping the gun a bit?

ED: I think there's always room for both. We're in the entertainment industry, and asking people to pick one type of game is like asking them to pick their one favorite music CD -- at different times, they're in moods for different types of entertainment experiences. Now, having said that, there is a customer expectation for a certain amount of eye candy on certain platforms. If someone is used to a certain type of graphical game, then the next game they buy will probably have to have something comparable in terms of visual experience, in order for them to still feel they've gotten value for their money. On the other hand though, consumers have shown an obvious willingness to forego cool graphics as long as the game is compelling. For example, look at Pokemon and the Nintendo Gameboy games. They're enormously popular, even though their graphics are at a very simple level that would be completely unacceptable for high-end PC games. And of course, look at our own games. Though we won awards for the cool graphics of CyberStrike's 3D world, and got lots of press write-ups, our most popular games then, and now, continue to be our text-based MMORPGs. Many of our customers argue that the most awesome graphics in the world can't compete with the power of their own imaginations and the images that they come up with from our text-based worlds. So, when it comes down to it, the game is always more important than the graphics. The coolest cutscenes in the world won't save a boring game.

MC: With regard to "communal chant," I know Simutronics set up a Crisis Center the day after the September 11 attacks to offer information and updates for the members of the online communities, tell me more about that.

ED: I am extremely proud of the Crisis Center that we set up right after the attacks. We posted the status of every one of our customers that we heard of who was in the affected areas. Hundreds of reports streamed in to a special address we set up, as countless members of our community assisted in either reporting the names of people who were missing, or tracking down the status of those that no one had heard from yet. You can see our crisis page at http://crisis.play.net. We also set up a special program for our community members who were in the military, telling them that we'd keep an eye on their accounts for them in case they were called away suddenly to service because of the events of 9/11. We told them that we'd even suspend billing on their accounts so they wouldn't be charged, but that we'd still keep their characters safe for them while they were gone, so it would be one less thing that they'd have to worry about while overseas.

And for anyone in our company who had doubts about whether "working on games" was important during that time of crisis, I told them that the players who were logging in to our games during that time were not just looking for entertainment. They were looking for community, and, more importantly, for continuity. If we were to shut our games down during those first days, it would just be one more point of confusion in all this chaos. But by doing our jobs, keeping the games running and the worlds stable, we were giving many of our customers a stable point of reference. Many of them came together in the virtual worlds of our games, to gather in the towns and share their grief. So we kept doing our jobs, and did our best to maintain this sense of continuity in our own corner of this world. That was one of the best ways that we could help.

In terms of the Crisis Center, I didn’t see any other MMORPG doing what we did, and it really brought home to me just how tightly-knit our community is - and that, quite frankly, is one of the reasons I credit for why Simutronics is still here, while most of our early competitors are no more.

MC: While we’re on that subject, what other reasons do you credit for Simutronics’ continued success?

ED: (1) A small but very diverse management team. The fast growth of cyberspace definitely kept throwing bizarre challenges at us, so we had to be pretty fast on our feet to survive. But because we always stayed independent, we were able to make quick changes to adapt. Also, because we had very diverse skills, there was always someone on the team who could brainstorm a way to deal with the latest crisis. The diversity did lead to conflict at times, which we got through with varying degrees of success, but ultimately the chemistry kept us going. (2) We have a very dedicated and extraordinarily talented team of offsite GameMasters, who we empower with enormous creative control over the game worlds -- so when large changes were needed, we could quickly mobilize a larger team to distribute the work and get things done very rapidly. We didn't have the "development bottleneck" that other companies did, where every change to the games needed to be done by the main office. We can push the authority and responsibility down to the team-members who are on the front line with the customers. And (3) An intuitive understanding that it's not just about offering games as products, but that it's just as important to offer a high degree of service to our customers. Via our message boards, our customer service team, our annual convention SimuCon, the various forums in the games themselves and even our support of the fan websites that our customers create, it's never been about just Simutronics providing games that "those customers" play, but has always been about a high level of communication between both us and our players. That synergy has always guided our development.

MC: Several years ago I saw some comedian do a bit about how he was sitting on his couch eating chips and flipping the remote when he came across some footage of an armless man playing the guitar with his feet, and all the comedian could think was, "I suck." When I look over all your accomplishments, all I can think is "I suck." Most of us have seen A Beautiful Mind and the portrayal of cryptography and John Nash’s code-breaking, so I have a basic idea about cryptography -- thank you, Ron Howard -- but can you tell me a bit more about it and breaking the PhreakNIC Code?

ED: I've just always been fascinated by puzzles and codes and different methods of communication, ever since I was a little kid. My interest manifested in different ways, ranging from being fascinated by jigsaw puzzles (so my mother tells me) when I was a toddler, to when I borrowed a book on codes that an older boy in the neighborhood had, to one day when I saw some other kids using sign language at school, and, when they didn't want to teach it to me (it was their secret language), I went home, pulled out the Encyclopedia, and taught it to myself.

Anyway, I'd heard about this uncracked "hacker" code challenge through one of the sci-fi conventions that I occasionally speak at such as Dragon*Con in Atlanta. I decided to take a look at the code one weekend, and then I just got really obsessed and couldn't put it down.  It was something that hadn't been solved in a year of many other people trying to solve it, so I knew it was going to be hard. But for some reason, I was convinced that I had the right skillset to be successful where the others had not. It pretty much consumed me for several days, but I was successful, and cracked it open. It was formed sort of like one of those puzzle boxes where you open one part, and then inside there’s another part to solve. It had a little bit of everything, from simple substitution ciphers all the way up to some state-of-the-art stuff such as PGP and steganography.

In total, there were about twelve different types of cryptographic systems that I had to wade through, to get to the center. There was an amusing surprise there though, because the code's author had not made the assumption that a woman might be the one to solve the code. So there was some sexist stuff in there. For example, to announce my win, I was supposed to post a cryptic message to a particular hacker mailing list, with a haiku or sonnet that explained something -- well, I won't go into the exact details, but it was very specific, and described something both a bit crude, and something that someone of my gender would probably not be doing. So, after having solved the code, I was faced with another challenge, of how to post a haiku that fit the requirements, and yet still do it in a somewhat classy way. But I like the solution that I came up with, and you can see it at my personal website if you want (http://elonka.com).  I also wrote an entire tutorial on how I'd cracked the code, and explained the various cryptographic techniques involved. I had a lot of fun with the tutorial, as I put in a lot of counter-culture and hacker "in-jokes", and even hid another puzzle or two within my website and tutorial.  I really had a blast with the entire process. Aside from just cracking the code, I won a free trip to a hacker-con, got free drinks and t-shirts and stuff and basically got a VIP treatment, or about as VIP as the hacker scene ever gets.

Since then, I've cracked a few other hacker code challenges. Also, after September 11th, I contacted the local FBI because I was wondering if my crypto "skillz" would be useful at all to help in the search for terrorists. I was as eager as everyone else to use all my skills and experience to track down whoever had been involved with the atrocities of September 11th. The FBI took me up on my offer, not to crack al Qaeda codes in particular, but they did ask me to come help educate other government investigators about cryptography and steganography.  So I've given talks to all kinds of investigators, ranging from FBI agents to Secret Service to Postal Inspectors and Customs agents. Maybe it'll be helpful in the war on terrorism, and maybe not, but everyone's been learning something, and it's been a very rewarding feeling for me, to have a sense that I'm using some of the skills that I've gained to give something back to the community.

Continued>>>

 

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