gamebunny:
To
begin, can you give us a brief paragraph describing your game and
where you currently stand in production?
Stephanie Shaver
(HERO'S JOURNEY):
Hero's Journey is a massively
multiplayer fantasy game set in Elanthia, the same world setting
we've used for two of our other games (DragonRealms and GemStone
IV). Our design philosophy is "less tedium, more fun" and
also "customizing stuff is super awesome!"
Production-wise,
the best I can say is that I come in every day and work with a small
team of dedicated, hard-working people who all want to see this game
completed and released. Because Simutronics is not under the gun of
a deadline imposed by investors or publishers, we have the luxury of
setting out own release dates and our own production cycle. Blessing
and curse, all rolled into one.
Daniel McMillan
(FRONTIER 1859):
My drive is to build a world where players actions will
affect and change something about the world around them. Since more
and more people are going to play MMOs, I want to see players
be able to accomplish more in the time they are on rather than
spend their real-life away on a static world with extraneous interactivity potential. I guess you
might say in that respect, I am taking responsibility for what I am
designing.
Frontier 1859 MMORPG
will be an authentic wilderness survival game set in the
American Great Basin country, Western Nevada, during the historic
era of silver-mining, conflict, and settlement. After players learn
how to survive, they can begin claiming land, building towns, and
eventually monopolizing. Native American tribes will already occupy
the territory when emigrants trespass. Participants will be
expected to camp and build settlements that can potentially
translate into Boomtowns.
Since I've funded it straight out of my pocket thus far, the project
is currently in pre-production, and the community continues to grow.
I know that it has been a long and slow process, but I've been open
and honest with the public all along, and have really taken the
time with the community to hash through the pros and cons of
the features.
Christophe Watkins
(FALLEN EARTH):
Fallen Earth is set approximately 150 years in the future. Several
factors including global political tensions, genetic manipulation
abuses, and a deadly pandemic virus all culminate in a rapid
downward spiral for the human race. Players enter the world well
after the “Fall.” The society has had some time to reorganize,
but it is no better off for that organization. What remains of the
populace is ideologically, spiritually, and even genetically split.
The players’ jobs will be to evaluate the situation and progress
along a path that they believe has the best chance for allowing the
human race to survive. This may mean giving up all attempts at
rebuilding civilization opting instead for growth in spirituality,
or it may mean desperately seeking any and all pieces of old
technologies so that the world can be rebuilt as it was. Or maybe
something in between.
As
to the status of the game, we are polishing and adjusting gameplay
and adding features as needed. Most of the difficult work is behind
us.
Brian 'Psychochild'
Green (MERIDIAN
59):
Meridian
59 is a classic online RPG. The
game was originally developed by an independent studio which was
later acquired by The 3DO Company. It
was commercially launched by The 3DO Company in 1996 and ran until
late 2000, when 3DO shut it down. Near
Death Studios, Inc. purchased the rights to the game in 2001 and
commercially relaunched the game in 2002.
Depending on who you ask,
Meridian
59 is often considered the first of the modern MMORPGs; it was the
game that transitioned from games on networks that charged per the
hour to games available in retail that charged a monthly
subscription fee. The game has
now been running for many years in both the
U.S.
and
Germany
and has many fans all over the world.
Meridian
59 is a swords-and-sorcery themed game with a heavy focus on player
vs. player (PvP) combat. The
game specializes in fast advancement and strong community in a very
flexible skill-based system. Other
PvP-focused games have been inspired by
Meridian
59. The game’s age means
that it has dated graphics and an unfriendly newbie experience, but
the games’ ages also means that it is very stable and practically
bug free. People who stick
with the game will find a deeply rewarding game that rewards skill
and knowledge as much as time invested in the character.
gamebunny:
Why
the creation of a PC MMO? Why not a single-player title, console or
handheld game?
Stephanie Shaver
(HERO'S JOURNEY):
Simutronics is exclusively an MMO company. We've
been doing it for over fifteen years. We started for the sole
purpose of making multiplayer games, and that's what we do.
Daniel McMillan
(FRONTIER 1859):
Actually, Frontier 1859 should have a console version as well
as a 'day planner" for use on mobile.
Christophe Watkins
(FALLEN EARTH):
When
we started Icarus, we really felt that the next major wave in gaming
would be online. We felt that with our knowledge in making online
games and the extensive penetration of broadband and faster
machines, there would be an opportunity to create an online game
with the production values of a standalone game and the compelling
entertainment value of an online game.
Brian 'Psychochild'
Green (MERIDIAN
59):
I worked on
Meridian
59 while working
at 3DO. I felt the game offers
a lot of features you still won’t find in other more modern games.
The focus on very balanced PvP is rare in the industry.
I was glad to be able to purchase
Meridian
59 with Rob
‘Q’ Ellis II and relaunch it for others to enjoy.
But,
before we purchased
Meridian
59,
our company intended to create other online games.
Why PC online games? Because
I feel games are social in nature. There
are things you can do in an online game that you can’t do in a
single-player title. Socialization,
cooperation, competition, all the things that make interacting with
other players more interesting. You
get some of this in other media, but only online games really take
advantage of it. It’s quite
different playing with four or five good friends in your party than
playing with two or three of your friends sitting around a TV.
Not to say one is better than the other, but I have more
experience developing PC online games.
gamebunny:
Would
you agree that massively multiplayer games are more difficult to
develop than any other?
Stephanie Shaver
(HERO'S JOURNEY):
Absolutely, and I suspect it's got to do with the lengthy
development cycle. I have friends in the industry who started out
doing MMOs who have sworn they'll never work on them again simply
because they take so long. You need a good team and a good,
solid plan to make an MMO today. Without both, you're screwed.
Daniel McMillan
(FRONTIER 1859):
Every product will have its own set of bunnies to iron out - more or
less, but speaking about my own, I would say that when your looking
at overhead, and long-range staff/passion burn-out - the incentives
need scalability as much as the game does.
Much of the content
in Frontier 1859 must be created and maintained by players rather
than developers. So our greatest workload is in creating solid and
secure user-friendly editors, and the most interactive environment
ever created for a MMORPG. Another is that our design-directive
needs to fully-utilize people together from various time-zones. So
one of my solutions will enable people to feel like they are a part
of a Tribe or Secret Society and make contributions towards their
communities no matter what time zone they occupy. On top of all of
this, I've always thought that an MMO needs to operate like a theme
park, with solid customer service, safety measures to thwart
addiction and harassment, and advertising that is pertinent to
audience interests.
Christophe Watkins
(FALLEN EARTH):
Yes,
undoubtedly more difficult. The challenge is that you have all the
problems of a standalone game plus you have the challenges of making
it work over the internet, dealing with scaling issues of hundreds
of thousands of users, keeping players entertained for years instead
of hours, creating massive and interesting worlds, handling
nonlinear game progression, and of course dealing with the host of
player to player interaction issues.
Brian 'Psychochild'
Green (MERIDIAN
59):
The individual pieces required in the development of an online RPG
like
Meridian
59 are not really very different than the pieces of developing any
other game. Controls, UI,
artwork, graphics engine, network code, server, databases, writing,
gameplay, billing; most of these elements are found in other types
of games. What makes it harder
is that you have to implement every single one of these pieces to a
very high degree of quality. A
traditional game can focus on a great single-player experience and
have simple deathmatch multiplayer experiences.
Online games can’t rely on a single-player experience to
carry the game: every single piece must be the best quality.
If your graphics engine isn’t as pretty as everyone else,
if your network code is laggy, if your server is unstable, if your
gameplay is boring, if any part fails then the whole game suffers.
And this is just considering things on the technical side.
To give an analogy, traditional single-player games are like
juggling 3 balls. Creating a
game with a multiplayer server that players host is like juggling 5
balls. Creating an online RPG
is like juggling 10 balls; maybe 9 balls and a chainsaw.
But, anyway, it’s tough to keep all the little pieces
running smoothly all at once.
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