News
News Archives

Features
Previews

World List

Links

Contact Us

Rants
Comix
Join the Crew

 

  gamebunny Indie Developer Roundtable Q&A - Part 2  

 

Last week we gathered together a batch of choice indie developers from Simutronics, Near Death, Cosmic Origins and Icarus Studios and asked them some stunningly insightful (well!) questions on creating MMOs. Today we bring you the second, and final part of our conversation. If you missed Part 1, you may want to start there. 

To refresh your memories, our four indie warriors are:

Stephanie Shaver, Simutronics, HERO'S JOURNEY
Daniel McMillan, Cosmic Origins, FRONTIER 1859
Christophe Watkins, Icarus Studios, FALLEN EARTH
Brian 'Psychochild' Green, Near Death Studios, MERIDIAN 59                   

...Now, back to our show already in-progress!

gamebunny: 
Looking at the positive side of things – what is the best thing about being a smaller company and/or indie developer?

Stephanie Shaver (HERO'S JOURNEY):
A few days ago I'd have told you maneuverability, but Monday and Tuesday we had another small company show up to look at HeroEngine. To make a long story short, we all had a hell of a good time together, and it reminded me of something I sometimes forget...the camaraderie.

I can talk to and interact with anyone and everyone in my company about what they do. If a tree doesn't look right, I can probably find the artist who changed it and, if he isn't under crushing deadlines, get him to fix it. We socialize together, some of us live together, and we're a very tight-knit group. Some people are extremely comfortable with this. Some move on. It's not for everyone. But for the few of us who like it, it's a very enjoyable experience. It's also a form of maneuverability, so I guess that is my answer after all.

Daniel McMillan (FRONTIER 1859):
A little extra creative freedom, hiring lots of women developers, and a potential Monthly Revenue Sharing Plan.

Christophe Watkins (FALLEN EARTH):
I think the best thing about being small is that we have great flexibility. We can go in any direction we want, add whatever features we want, follow whatever storyline we like, and then quickly discard whatever we don’t think is working. We can be very adaptive and ground breaking when we want to be. We have had a number of great features that have evolved during the process.

Brian 'Psychochild' Green (MERIDIAN 59):
In a word: freedom. If you aren’t doing what you want, you’re wasting your time as an indie developer and would be better collecting a stable paycheck at a more stable company. Of course, you have less resources at your disposal to realize your dream in your game, so there’s always trade-offs. You just have to realize that there are limits to your ambitions.

For example, I enjoy focusing on the PvP aspects of Meridian 59, something that few other games dare to focus on. I really enjoy balancing the gameplay to make sure there are plenty of options in the game. I also work hard to close loopholes in the game that give unfair advantages to some people. It’s very challenging, but it’s really fun; I also enjoy getting in and playing my own game when I get a chance. Sure, the PvP focus means the game will always be a niche product, but it’s nice to be able to do something different than trying to make a clone of the market leader.

gamebunny:
How important is having gorgeous graphics? Can you get by without them in today’s market?

Stephanie Shaver (HERO'S JOURNEY):
I'm going to be honest here: I think the graphics of most MMOs are flat, jagged, and ugly. However, the same games that I think look uglier than a chimpanzee in high heels and a prom dress have also made enough money to buy a small island kingdom in the pacific, so what do I know?

I think more important in an MMO is consistency. You have to present a united, consistent front when you're building your game. People will pick up on that. They may not realize it's happening, but they will.

Daniel McMillan (FRONTIER 1859):
I think that all games should have the best graphics possible with regard to their theme and frame-rate.

Christophe Watkins (FALLEN EARTH):
I don’t know if gorgeous is the right word, but there’s definitely a lower limit to what players will accept. And that lower limit is pretty darn high. I think you need great graphics to get players to try your game long enough to get hooked on the gameplay. So yes, you need great artwork; otherwise people won’t even give you a chance. That being said, there are still a couple of hundred thousand players of the original EQ that continue to play it even though the artwork is dated.

Brian 'Psychochild' Green (MERIDIAN 59):
It’s a simple fact: your game will be judged by the graphics. People will say, “Gameplay is more important than graphics!” but few people really act on this statement. Most people are used to judging the merit of a game based on screenshots on the back of a box, and many are turned off by graphics that don’t look superb. A game with poor graphics in a store usually means that the game was shoveled out the door with poor quality. Unfortunately, this means that there are many people who deny themselves a quality, fun indie game because the graphics are not as pretty as in other games. In indie games the graphics usually reflect a choice to focus limited resources more on gameplay. Really, once people are honest with themselves, the graphics really do not matter once you get into the meat of the game. Even an extremely pretty game like World of Warcraft eventually lost the novelty that made the graphics so awesome. Eventually the graphics became commonplace and are not a determination in the enjoyment of the game.

For indie games, this can be a large challenge to overcome the stigma. Programmers are always willing to help out, but quality art requires a real budget, and finding quality artists can be a challenge. The costs to implement a new fully 3D engine in a game like Meridian 59 to replace the 2.5D engine wouldn’t necessarily bankrupt the company; we were able to rewrite the rendering engine with some cheap help from a great developer. The cost to replace all the existing art with 3D models, animation, skins, etc, would likely cost more than the game has made in the past 4 years. And while it’s nice for people to volunteer to add to the game, most volunteers don’t have the skills and abilities necessary to produce the level of quality people expect from modern games; the few that are able to do quality work probably won’t be giving it away for free for very long.

gamebunny:
There’s a 10-ton-gorilla of an MMO called World of Warcraft which currently dominates the North American MMO market. Your thoughts please on Blizzard’s mega-successful game - Is it good for the industry as a whole? Has it set a new bar which must reached by all future MMOs?

Stephanie Shaver (HERO'S JOURNEY):
WoW is awesome for the industry, the same way Harry Potter and Peter Jackson opened the floodgates for fantasy in cinema. WoW has made a new wave of MMO players out of people who previously did not play those games. Those players are potential customers and playmates.

Blizzard did with WoW what it does with every product: it took a game style, and improved on the game mechanics. Everything WoW has done has been done in other games. The key is that WoW said, "Hey, that thing where you sit around staring at a spellbook for five minutes? Yeah, that's dumb and boring. Let's not do that."

We'll never have the advertising budget they have. We don't have their rabid fanbase. We don't have Scott Kurtz and the Penny Arcade dudes calling us up at 3 A.M. and breathing heavy into the phone receiver. But we do have an intense desire to make a fun, easy to play game. So long as we get the word out and stay true to our design philosophy, we'll do all right. Of course, we wouldn't mind WoW's numbers....

Daniel McMillan (FRONTIER 1859):
Blizzard took everything that worked in EQ and DAOC and glorified it with gorgeous graphics and simplistic control. (My own household has a level 60, and three near level 30 alts). It's simply a great game for a new generation of players, and the grind is more reasonable than any before it.

Is it good for the industry as a whole? Let me do a little biz-math for you. There are 40 million broadband users in the US alone (and growing) and then there are at least that many in the UK, plus the Asian market is at least 120 Million. This does not include Germany, Spain, France, New Zealand, Russia and the Netherlands (where many of our visitors come from). Therefore, "WoW" - while having set new records is still a mere scratch on the surface when you realize the market - but personally, I think It's great because it is garnering many next-generation of players around the world who will eventually be looking for a new fix.

Christophe Watkins (FALLEN EARTH):
There’s no doubt World of Warcraft is good for the industry as a whole. It has convincingly answered the question: “if everyone is playing EQ, is there anyone left to play any other game?” There are 6 million more people playing online games than there were when we started so we are thrilled that Warcraft is out there.

Warcraft has raised the bar that needs to be reached. But if you look at the MMO’s in development, it’s fairly clear that people are not just trying to make a bunch of Warcraft clones. There are plenty of innovative developers out there simply working on their own thing. There are so many ways to do MMO’s with regard to gameplay, role-playing, community, art style, and genre that even though Warcraft has raised bars for online games, other games may be so different that some of those bars become obscured by innovations in other areas. In the end, it’ll be up to players to decide if the new games cut the mustard or if they just don’t have what it takes for the Warcraft players or the console players, or even the never-been-gamers to try something new.

Brian 'Psychochild' Green (MERIDIAN 59):
It’s funny that people always seem to think that there’s only one market in online games. It’s like saying that all restaurants are competing with each other. Why open a restaurant when McDonald’s serves billions and billions of people every day? Well, sometimes people want something more than a burger. I’m sure the largest McDonald’s restaurant serves more customers in one day than the sushi shop down the street sees in a week. Yet, when I want good sushi I go to the sushi restaurant, not to McDonald’s.

Don’t get me wrong, WoW is a great game and I enjoyed it myself for several months. I’m happy that the game has enjoyed tremendous success worldwide. But, when I want pulse-pounding, adrenaline-soaked PvP that doesn’t rely on a static class system for balance, I prefer to go play Meridian 59. And, that’s the whole point of an indie game: to offer something that the more “mass-market” games can’t or won’t offer. If your indie game can’t offer something unique, then there’s little point in hoping for it to succeed commercially.

 

That's all she wrote, folks. A huge thanks to all the roundtable participants!

If you'd like further info about our dev pals, their companies and games - hit the links below:

Stephanie Shaver, Simutronics, HERO'S JOURNEY
Daniel McMillan, Cosmic Origins, FRONTIER 1859
Christophe Watkins, Icarus Studios, FALLEN EARTH
Brian 'Psychochild' Green, Near Death Studios, MERIDIAN 59

Interviewer: David 'spridal' Moore. © 2006 gamebunny.com. 05.May.06

 

Return to News

 

 

All games © by their respective owners. All rights reserved.

Site Contents ©2006 moorentertainment