Posts tagged Emerald Kingdom
Allow me to infuriate you: Playing is what games are about.
1One of the sticking points from Tuesday’s post has rung a bit harder than most, and as I have thought about it the past few days…I feel it warrants it’s own post.
The original quote was from ApochPiQ’s gamedev.net post. I’ve linked to it in the previous post. The relevant snippet is this though:
Graphics are amazingly critical. If you don’t have a great looking game, don’t expect to attract too many players. The MMO space more than any other genre is dominated by players who are into aesthetics and first impressions. A great game with bad graphics might still get some hardcore fans, but it’ll never compete with a great game with great graphics.
In this one statement, more than anything, is a solid definition of what is wrong with parts of the game industry. Let’s review a game franchise that tragically (In my opinion) went down the “improve the graphics at all costs” road.
Final Fantasy
Let’s face it… Square, whether it was their intention or not turned themselves into less of a game company in favor of becoming more of an interactive movie company. The very RPG elements that made Final Fantasy so highly regarded were, over time, discarded in favor of cut scenes and pretty. This process accelerated with the purchase of their main competitor Enix. Without any serious competition…the games became less than mediocre. Gone are the games which required strategy, planning and thinking. It has recently culminated into people succeeding in FFXIII by doing nothing more than simply pressing X.
Final Fantasy looks very nice. But, I don’t want to play something that amounts to an interactive movie 100% of the time. Call me old school, but I happened to like having to plan out attacks. I can look back and honestly say: I enjoyed a system where I could fail. But those days are mostly gone in the Final Fantasy franchise. I expect them to be completely eradicated with the acquisition by Disney.
Aside from Final Fantasy VII..the first in the modern console era… know what the runner up usually is when it comes to favorite Final Fantasy? 4, 5 or 6. Many people consider Final Fantasy six to be one of the best ever.
The lesson of Final Fantasy is one that should be obvious to every single person who refers to themselves as a game developer or designer…
“Just because you can do a thing, does not necessarily mean you should.”
The most dangerous and wooly thinking comes into play when you start believing that gameplay in a game takes a backseat to graphics. Yes, to some degree you have to design visuals that can give you a suspension of belief. Yes, sometimes that design has to go an extra step and create immersion. But the moment you start to tell yourself graphics are the bigger priority…you’re already in trouble.
We here at Double Cluepon deliberately selected static camera isometric for Emerald Kingdom. We did this for many reasons, but I can tell you right now the primary reason was this: We had game play ideas that precluded the need for bouncy breasts or photorealism. Static camera isometric has been in the spec from day one.
Could we have created an MMO using full 3d? Sure. But the temptation to attain the unattainable when it comes to looks is not something we ever wanted to contend with. We wanted a better, more satisfying challenge. We wanted to challenge ourselves with game play, mechanics, and fun. Graphics can add to the fun, certainly. They should not be discounted. But they should never be at the apex in terms of design and function.
A lot of game companies, especially the AAA title publishers will keep foisting mediocre shovelware games on the public, as long as the public keeps buying them. Sure, Final Fantasy can still sell. But you know what everyone talks about? How cool Super Meat Boy was. What is notch up to with Minecraft? Popcap might get purchased for 1 Billion. Nobody is talking about the cool new battle system in Final Fantasy games. Most of the stuff in Final Fantasy as of late is regurgitated (yet nerfed) elements of titles long past. Nobody talks about the must have innovation in the latest Dead or Alive.
When you start thinking that graphics trump all, you run the risk of ignoring game play. Playing is what games are all about. If you have forgotten this, you need to take a step back and ask yourself some hard questions.
Make no little plans: Why you should explore the improbable & impossible
4“Make no little plans. They have no magic to stir men’s blood and probably will not themselves be realized.”
Daniel Burnham
As many of our readers know, Double Cluepon is based here in Chicago, home to the late Daniel Burnham. We tend to take the spirit of the above quote quite seriously. What’s the point of doing the insignificant or the mundane?
Yet, for all our technological advances, for all the wonder and “what if?” that brought us here there is but one thing in the game industry that is really truly unsettling. The people who find reasons, fair or foul to say “can’t” instead of “can”. We have personally encountered this behavior from the very people who we think should know better. We have encountered teachers and professors who cast a disdainful eye at us when looking at StoryTeller, because we feel that an artist, or a writer should not be *required* to always seek out a programmer to create. We have encountered so called peers who look at us with skepticism and outright scorn when we enthusiastically talk about some of the things we are attempting, and would like to attempt.
There are naysayers in any business. But nowhere can they be so heartbreaking and frustrating as in the game industry. What shocks us more is that these people show a scornful eye at anyone who is enthusiastic about this business’ stock in trade: the ability to imagine a “what if?”. They disdain the very core element of the trait without which they wouldn’t even be here.
Recently, a fellow over on gamedev.net posted this rather silly and contrived article. One of the folks we follow, Over00 made a post on his blog commenting about it. But, I wanted to really address it a bit more point by point. Because this kind of behavior among developers needs to stop. It’s truly bad for business. Game developers, and especially the ones who have a title or two under their belt and thus represent a kind of ambassador for this industry need to shape up or shut up. They need to learn to stop saying “can’t” when “can” will work just as well.
One of the things my dad used to tell me was, when someone begins a debate using semantics, he’s already lost the argument. No place is this truer than with ApochPiQ opening:
MMOs are expected to host dozens of servers running thousands of players apiece. Successful games may be played by over a million people; some notable ones are played by far more than that. Even a low-grade MMO serves a few hundred thousand players.
[..]
This is the root of the problem, here, this “massively” multiplayer business. Because going from just “online” and “multiplayer” all the way up to “massive” is a huge deal.
For one thing, I never realized MMO was an industry standardized term based on actual hard numbers. (READ: It’s not) Massively is a pretty subjective term in and of itself. But, let’s just get down to brass tacks here. A term in many ways is defined by it’s usage. By this definition, only WoW or Everquest (or similar titles) qualify for that supreme monkier “MMO”. But the facts just don’t bear that out. MMO is a generic term, and not a specific one. At it’s peak, the most I ever saw Sage Ocean on Puzzle Pirates hold was about 1100 users. I would also say, Three Rings is an established boutique/niche MMO developer. I mean, the ARPU metrics alone say so. So, I would say that Puzzle Pirates from Three Rings is an MMO, after all…it would seem Google, that barometer of what is and aint seems to think so. As a game designer, one would think you would understand a bit about Dunbar’s Number. I would say as a human being who can keep track of about 148 people…1000 is pretty massive.
So really, the MMORPG moniker is nothing more than a bit of semantics. “Massively” and “scalability” in this sense are not in any way the same thing. In reality, the scalability of any online game is something every aspiring developer should be thinking about in the early stages regardless of the genre he is heading into.
But, let’s get into a few of the other “you can’t do this” arguments…
I will bet you a beer (or suitable beverage of your choice) that you can’t find an MMO with over a million players with a development team of less than 100 people.
See how this fell into the scalability argument…again? In this case, it’s “You can’t do this because you have no scalable staff”. This renders the argument moot, really. Because not every MMO needs to be WoW. Sacred Seasons, Puzzle Pirates, Fairyland..the list goes on. This again is a semantic argument about scale.
I will bet you a second tasty beverage that the average developer working on an MMO has shipped at least 2 games prior to shipping a successful MMO. Many successful MMO titles are even the results of collaborative efforts from dozens of people with prior MMO experience.
Ahh, here we go. We here have seen this one before, many times. You can’t do this because you haven’t paid your dues. That’s what it boils down to. This kind of garbage argument does not belong anywhere in our industry. Not with the technology we have available these days. I can even name an MMO designed by a person who seems to have no prior games: Sacred Seasons, it’s even a flash based MMO.
As incredible as it seems, the semantics, along with the argument get more ridiculous…
Running an MMO is immensely expensive. Internet hosting and server costs alone can be in the tens of thousands of dollars a month range. Buying all the hardware you need to run the game up-front can be well into the millions. You need a dedicated datacenter for the endeavor, with redundant power, fire safety systems, industrial cooling, and hundreds of miles of both copper cabling and fiber optics. A single network switch capable of running an MMO backbone can cost ten grand by itself. And if you want a global reach, you’d better roll out a datacenter on every major continent, at the very least. Three or four per continent is more like it.
Let’s break this down by rejecting his straw man argument of “An MMO is only for millions of users”. Once we get that fallacy out of the way, the rest of this is a great deal of scare tactics. Further diminishing the credibility of the argument being presented. It makes you consider the source. Double Cluepon has created a Flash Socket server that runs and scales pretty well in FreeBSD machines hosted on Xen. Anyone not dealing with virtualization now is already behind the curve. Our server costs right now? About $500 a year. It will go up. We know this, and have planned for it. Not just in the code either. In the budget. Indeed, in our chosen technology, there are even folks who will do a lot of the hosting for you. Sites like Kongregate. The rest of this is just silly. Blizzard may need to run an “MMO Backbone”, but I can tell you right now, there are plenty of boutique and niche MMO’s that don’t need an “MMO Backbone”.
But, let’s go on…
Graphics are amazingly critical. If you don’t have a great looking game, don’t expect to attract too many players. The MMO space more than any other genre is dominated by players who are into aesthetics and first impressions. A great game with bad graphics might still get some hardcore fans, but it’ll never compete with a great game with great graphics.
With this statement, he loses any credibility he may have had left. As he seems to be of the mind that “I work for ArenaNet, makers of Guildwars” so you have to listen to me, let me just deflate that a bit…First off, in my opinion, calling him a game designer might be a stretch. He may write code, but my best guess is, it’s probably in a cube farm. That’s all well and good. But to see the complete fallacy of the above…replace “Graphics” with “Gameplay”….and any real designer will tell you right now the above is a bunch of malarkey. It’s also one of the biggest problems facing the game industry today: shiny vs gameplay. When I look at successful, money making MMO’s…sure, WoW is there. But WoW is a roll up of a lot of other games that came before it. Let’s look at Minecraft, let’s look at Puzzle Pirates, let’s look at the sheer number of isometric MMO’s still rolling out of Asia. I’m still seeing a lot of MMO’s that don’t require serious graphic cards. Many of them which don’t even come close to photo realism. This incessant need for picture perfect graphics is a fallacious argument. It is about, what it’s always been about: the game play. Double Cluepon chose isometric because we could still produce quality looking stuff, but focus more on the game play.
But, it’s par for the course. Just like saying “can’t” where “can” will do nicely.
And we haven’t gotten to the networking side of things yet.
The client side is pretty easy; it just has to connect to a server and spam some packets back and forth. But the server itself is a place of truly dark voodoo.
…and again with the scale argument. It’s really the central idea of his whole post.
At this level, everything becomes important.
…more technical talk, which really is just about establishing his “authority” than actually saying anything useful.
Every single “You can’t make an MMO” article, post, tweet, blog, I have ever seen…seems to come from disillusioned cube farm residents. I am not discounting that an MMO like Guild Wars has millions of lines of code. But just because it does, does not exclude the possible success of others. In other words, just because you did it that way, does not automatically mean someone else CAN’T. Want to play a sharp MMO in 15 seconds? Try Sherwood. (Shockwave based If I recall…perhaps we should ask them about their MMO Backbone?)
This attitude among developers needs to stop. The article by ApochPiQ could have been much more constructive, and still conveyed a bit of the same message. Had he called it “Planning for Scale in online games”, perhaps he would have gotten a bit farther. At the end of the day, the MMORPG, the Persistent World, the MMORTS…they are becoming tangible targets for underground and indie game developers. The numbers (read: facts on the ground) seem to bear out that small MMO’s are collectively bigger than any of the AAA’s. But addressing the game development community as a whole in this way, as if they were a bunch of 16 year old kids on a basement computer with a warez’d copy of RPG Maker is insulting at best. It’s a black eye to our industry at worst.
It needs to stop. This continual attitude of “you cant”, or outright derision toward the dreamers in this industry needs to stop.
Perhaps instead, we should be trying to feed each others dreams. Perhaps instead we should be honestly trying to help each other realize new things, and new ways to play and have fun. Perhaps we all need to do our part to help creative people channel their creativity into works that are fun, works that inspire. You do that not by telling someone you cant, but by telling them how they can.
When it comes to an MMORPG, it does take a lot of hard work. It does take a great deal of creativity. Not always from one person, but certainly a strong and fiercely creative mind. It takes scale, and organization. But it does not need to require 200+ people.
You can make a smaller game, or an MMO, or an RTS. Create! Fill the world with content! But if you want to shout anyone down…shout down the ones telling you something can’t be done. Those people are not patriots of our chosen profession. The designers I admire most are the ones who use “can”, the ones who plug away every day in the trenches of their own code and dog food. The ones who keep trying, and learning, and refining.
If you’re one of these people who feel that it’s your job to do nothing but deride, cop an attitude, and subtly discourage people, do us all a favor: get the hell out of this business, and please don’t look back. You don’t belong here. Your attitude is the antithesis of what brought us all here today: the ability to ask “what if?”, dream of new ideas, and trying like hell to make those ideas come to fruition. People worthy of praise make no little plans, because they don’t stir the blood.
Don’t worry, we will be just fine without you.
The 11th commandment of games.
1EDIT 2:37PM CST: Arislyn also touched on this today as well as Pete Smith of Dragonchasers.
So, as I was hitting my usual sources this morning, I came across this nifty gem of an article. It’s quite good, and you should check it out. It’s definitely on the mark.
However, one of the things I noticed was, it seems to have been written from a mostly FPS point of view. While that is fine and all, one thing that has been missing from lists for games. It’s something near and dear to my heart.
The Eleventh Commandment of Games: Thou shalt include a sandbox mode. Let me be blunt. If there is one thing I hate, it’s being told I cannot have content in a single player game…until some arbitrary point. One thing game developers need to get straight in the head: people play differently, and just because you want them to play one way, does not mean they should be forced to do so.
Some games have a sandbox mode, but only unlock it after completing some other mode, or story mode. Sorry, this does not cut it either. I know one of the reasons you do this is to make the content last longer. Content can be consumed quickly. But, sorry…this does not hold any weight with me either. I paid for the content, sometimes I want to max it up and just play. Outside the norm. It’s how I like to play sometimes. How I like to play is just as valid as how you like to play, or how you think I should play.
I am also looking at you MMORPG’s. You cant allow sandboxing online. I get that. That would be unbalanced. In Emerald Kingdom’s case, we can’t offer story content in a sandbox mode. But you know what? We do intend to offer some sandboxing options. In game. But even if you didnt want to do that, MMO Devs…a local mode would suffice. Something to play with char design, a place you could experiment with char growth. No excuse. None.
Game Developers need to take to heart the very spirit of: once you release something, its no longer completely yours. Stop locking people out of content they have paid you for. Give them the ability for experimental and sandbox play. Stop forcing them to play how you play.
The game industry will be better for it!
Livestream Today. 2:30 PM CST. Come watch!
1EDIT: Livestream is over. You can catch the replay here. A few other things not mentioned, so I will throw them out for curious folks.
StoryTeller is ActionScript3, built in Flex. It makes use of the fantastic as3isolib. It’s packaged and distributed as an AIR Application. Never doubt the power of Flash. =)
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I’ll be doing a livestream today at 2:30 PM. In this livestream, I’ll be demonstrating our tool StoryTeller.
StoryTeller is our toolkit for Emerald Kingdom. I have said many times, you don’t really “write an MMO”….you write tools to create an MMO. StoryTeller is our tool, and our take on how to create worlds. StoryTeller will eventually be Open Sourced, and available to everyone. Combined with our server, SWFConduit (which is already Open Sourced, you can find it here) it will allow people with creativity to develop virtual worlds and games without necessarily needing a programmer, an artist, etc. While those things are surely helpful, they shouldn’t be a an insurmountable barrier to entry.
We here at Double Cluepon think there are a great many creative types who would be doing more in the gaming sphere…if they had tools which allowed them to express their creativity. It’s our hope that SWFConduit and StoryTeller will eventually allow people with creativity to worry less about needing a programmer so they can focus on creating. We are not looking to re-create other servers or other tools. We’re looking to demystify some of the more technical back end elements that keep people from creating…and do so without needing a small fortune to do so.
So, while StoryTeller is still in development, and rough…it’s stable enough that we are using it to create the Alpha world of Emerald Kingdom. That said, we also feel it’s stable enough to show people who are interested in what we are doing. While our developers are working on the Alpha client for the beginning of Alpha Testing….now is the time to give you a peek into our world.
See you there!
More stuff to consume.
0So, a number of little things to eat up.
1) Dylan McHugh, an aspiring journalista, interviewed us last week, and has now produced an article about what a bunch of crazy people we are.
2) Uriel has released some concept art of our bedeckery twins. Smarm does not even begin to cover it.
3) Jocelyn did some work on one of our T-Shirt designs last night on LiveStream. You can see how it’s going so far over on our forums.
4) We actually made a regular blog post yesterday for a change. It’s about Gamification. You should give it a whirl.
And, as if you needed a bit more…for those who have not seen, or if you have not been keeping track:
So, never fear. We’re going, we’re going. As usual, if you have questions, comments or concerns we encourage you to leave them here, but we really encourage you to head over to our forums, make an account and get involved.





