game development

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  • Building a better MMOusetrap: Starting over

    by 
    Dave Moss
    Dave Moss
    01.02.2008

    So I have been talked into starting over an old game I quit over three years ago, deleted all my characters and vowed to never go back. Now, it's taken six months (or more) of convincing and pleading and begging, but the thing that finally sold me was "they made leveling a lot easier, it's not like it used to be." That right there makes FFXI so much more exciting to go and play again, because as anyone who has ever leveled a character to 75 in that game knows, it was a full time job. I didn't want to go and do that all over again, forsaking the other games I play, my real job, family friends, etc etc (because, let's face it, we all do that from time to time, to get that one next level). But with the prospect of the leveling being easier, more casual friendly where it only takes a matter of weeks (or months) instead of years to get to 75 and have some fun, the game just seems, somehow better.So that got me thinking about the other games I had left, and if they had made changes over the years to bring people back. Sure there have been the Resurrection Scrolls, and the Return Home to Vana'diel campaigns, and I'm sure countless others. But I'm not talking about promotions, but actual game changes, to speed up leveling, make crafting less of a headache, and allow people to join in, this late in the game.

  • As the Worlds Turn: Learning from the past

    by 
    Adam Schumacher
    Adam Schumacher
    01.02.2008

    2007, by some accounts, has been one of the best years for video games ever. While most would think of the tremendous console releases, MMOs have also seen their fair share of greatness. However, as the saying goes, you can't win them all. We're going to take a look back at 2007 at some of the higher, and lower, points in MMOs and game development. New Year's is over, so take some aspirin, get yourself a stiff cup of coffee and take a brief stroll through MMO memory lane.

  • As the Worlds Turn: Land of the Free

    by 
    Adam Schumacher
    Adam Schumacher
    12.12.2007

    Free. Everyone likes things that are free. Well, except when it involves a free kick to the twig and berries. These days, free things are often accompanied by plenty of small-type that make it anything but free. Requiring you to sever a limb or to sign over half of your first born does not constitute free. However, there has been a glut of free-to-play MMOs emerging on the market. Some of these have been around for a while that somehow lost the desire to charge people and others have come out of the gate with no fees like a naked hippy at an outdoor music festival. What I'd like to do this week is take a look at some free-to-play games and see what they have to offer in the realm of game design and development. If you're looking for a review or a first-impression on any of these games, you're in the wrong place. There are far more capable people than I who can do just that. So put the wallet away, we're about to go free ... just keep the clothes on.

  • Richard Garriott to speak at GWU on December 10th

    by 
    Chris Chester
    Chris Chester
    12.07.2007

    Just a heads up to any massively multiplayer nuts living in the DC Metro area, Destination Games head honcho and MMO luminary Richard Garriott will be speaking to the DC Chapter of the Association for Computer Machinery on December 10th at George Washington University from 7 to 9 p.m. EST. Garriott will be talking about some of the more technical aspects of modern game development, getting into the nitty gritty of design documentation, programming techniques, and UI creation. The lecture is free, so even if you just want to come to sit and swoon at the infamous Lord British, you're welcomed to do so.Of course, if you're from the other side of the country or just can't make it, you can check back here to Massively where we'll have a write-up of the lecture for your viewing pleasure.

  • As the Worlds Turn: Neverending Stories

    by 
    Adam Schumacher
    Adam Schumacher
    12.06.2007

    Imagine, if you will, the following: In a dimly lit boardroom, a collection of men and women, disheveled and sleep depraved, stare blankly at a room filled with wads and scraps of paper. A broad shouldered man sits alone at the head of the table, the only indication he is there is the low red glow of his cigar. Finally someone speaks. "Ok, how about this? There is this ancient evil that lives ... um ... in a castle and ... ah ... there is a good king who lives in another castle and ... he needs heroes to help defeat this big, bad evil king ... dude." A thick silence falls on the room. Through a puff of gray smoke, "I love it. Let's pump a couple million into this baby. Let's make sure we set up the billing structure and get me some in-game advertising! Let's roll, people!" I confess. That might not be entirely accurate but what role does the story play in our lovely MMO games? It serves as the backdrop for all the contextual details of the game but beyond the introduction movie, what importance or what prominence does the story play in MMOs? We're going to look a few of the more popular MMO games out there and how they deliver the backstory. We'll start with the obvious.

  • Mario Galaxy's Koizumi on getting stories into Mario games

    by 
    JC Fletcher
    JC Fletcher
    12.04.2007

    Chris Kohler conducted a fascinating interview with Super Mario Galaxy director Yoshiaki Koizumi, in which Koizumi revealed the reason for the increase in storyline complexity through Mario (and Zelda) games: himself. He takes a different approach to storytelling in his games from the Miyamoto method, which he describes as providing "a goal" for action and not a narrative. "There's not necessarily a buildup and a resolution of a deeper kind, like you'd find in a novel. It's just a situation that motivates the players." Koizumi's interest in narrative, as contrasted with Miyamoto's sensibilities, has caused him to have to integrate story in unusual, yet organic ways, like the storybook-style presentation of Super Mario Galaxy.He got his start writing game narrative in a rather roundabout way: by writing instruction manuals. In the era of his first game (Link's Awakening), game developers didn't necessarily feel the need to motivate everything, leading explanations up to the people writing the manual. With no existing story in place, "...I ended up making an entire story to go along with the game. The dream, the island, that was all mine." We won't quote too much of it, because you should really go read the whole thing. Game developers are rarely this candid, and nobody ever talks this much about working day-to-day with Shigeru Miyamoto.

  • Popular AI tech throws support behind Wii

    by 
    Jason Dobson
    Jason Dobson
    12.04.2007

    Realism is not the Wii's domain. We've come to terms with this, so much so that our psychiatrist has begun to offer us half-rates for her trouble. Even so, any efforts to help the little console along the path of next-gen righteousness are welcomed. An update today from the AI middleware sleuths at Kynogon is certainly that, as the company has announced support for the Wii, offering their popular AI tech Kynapse to Wii game developers in order to help keep their NPCs from running around all willy-nilly.Kynapse is already used in a number of other titles, both currently available and in production for a variety of platforms, including Crackdown, Alone in the Dark, and the upcoming sequel to Fable, and while no Wii developers have come forward and announced titles they expect to take advantage of the AI solution, Kynogon notes that Kynapse has already been tapped by two different studios for use in upcoming Wii projects. Who knows, maybe someday soon we can quit visiting the shrink altogether.

  • Building a better MMOusetrap: Buildings, barrens and beyond (Part 3)

    by 
    Dave Moss
    Dave Moss
    11.28.2007

    Over the past two weeks I have gone over some of the base elements of architecture in massively multiplayer games. Touching on how architecture can influence a persons time inside a game, as well as how different types of players can actually begin to influence the environment.Once a player leaves the cities with the games, they will begin to encounter more diverse and interesting environments and landscapes. The largest percentage of available space in MMOs is simulated landscape and natural scenery. From toxic-hued forests and jungles, to vast dune seas, and rolling grasslands, all the way out into the vastness of space and although the landscapes in the games oftentimes reflect the vistas we know from the real world, sometimes they are as if they were plucked from the dreams or nightmares of the players. However something separates landscapes in reality from landscapes in video games, and that is the fact that at the end of the day, most of the areas outside the cities in online games, are structured just the same as the cities themselves are.Each area or "zone" is assigned it's own distinct character, and habitat and is assigned a specific level of difficulty. They often have only a few entries and exits, a handful of important landmarks and high walls surround the entire area. In this sense the areas function simply as an exaggerated room, with walls surrounding, one or two doors or windows to get out, and everything within set specifically to function only within that area. Espen Aarseth stated in his Allegories of Space about the game Myst:"What looks like an open area is really a closed labyrinth with a few possible directions..."

  • Building a better MMOusetrap: Buildings, barrens and beyond (Part 2)

    by 
    Dave Moss
    Dave Moss
    11.21.2007

    Last week we started to look at the architecture of MMO cities, and how they can impact game play. How developers use areas like transit zones, to herd the players, even if they players aren't aware. This week we will take a deeper look into the cities themselves, the people that inhabit them, and why.Cities are often looked at in virtual worlds as a type of mall, where you can go and pick up the things you need, trade in or sell the things you don't, and maybe swing by the food court for a bite to eat. As such, players often treat cities very differently; just like malls you have different groups of people who want different things out of the environment. To some, it's a hangout place, the folks who sit around talking with their friends, using yell or in-city channels to spam their personal and most inner thoughts (WTS [Wang] x1 PST). You have those who look at it just like a pit stop, get in, do what you have to do, and get out. And those who abhor the cities entirely and would rather go out of their way to some small outpost just to avoid the unwashed masses, even if it means an extra twenty minutes.I think developers can change this though, making the cities more like the ones we are used to in the real world. Places to rest, refresh, and socialize. In games like FFXI, the cities feel barren and devoid of life, with only the most necessary NPCs around to give out the quest and vendor your unwanted loot. There are frequently more empty, inaccessible buildings than there are ones you can go in. Where the opposite can be said about WoW, where there are countless houses for you to explore (albeit most of them empty), NPCs wandering around with no function other than to sell pie, and more vendors than you can shake a stick at.

  • Building a better MMOusetrap: Buildings, barrens and beyond (Part 1)

    by 
    Dave Moss
    Dave Moss
    11.14.2007

    I spent the last two years living in the UK with an architecture enthusiast, and we often got into debates about the functionality and aesthetics about architecture and design. As such I began doing a bit of personal research on the topic, but filtered it down into a view on my own extra-curricular exploits. It was through this that I found a number of papers related to architectural choices in video games and virtual worlds, some are now a little outdated as they were written in the early days of true 3D gaming, but some hold true even to today. The main point, being that the decisions being made by developers are not simply held to aesthetics, but often have classical themes of architecture and planning intertwined into the building of our online cities. MMO architecture is something I think can define, both the enjoyment, and popularity of the game in the same way that the ease of use of its interface can cause people to love it or leave it. And I think designers and developers are starting to believe this as well, looking at the cities, towns, hamlets and mega-cities of games are starting to feel more like real places instead of just something that serves in game function. This isn't something that is only tied into a single MMO genre either, games such as World of Warcraft, Everquest and Final Fantasy XI all draw on well-known fantasy architectural schemes, City of Heroes/Villains uses a lot of real world and comic influences, and games such as Eve Online tie into popular sci-fi conventions. That being said, these games are not simply drawing from norms, but also are utilizing individual ideas and designs, there are influences of lore and unique design in all of the above mentioned games.

  • Spacetime figures out how to get a game "Made in China"

    by 
    Mike Schramm
    Mike Schramm
    11.13.2007

    Jake Rodgers, the Art Director at Spacetime Studios, which is working on an unnamed space MMO for NCsoft, has an intriguing dev blog up about his trip to China and the process of outsourcing MMO creation over there. The writeup starts out like a travelogue, with anecdotes about how much Shanghai looks like Blade Runner, and how his team couldn't even order food with just English, but later he gets into the nitty gritty of using Chinese artists and companies to help make a massively multiplayer online videogame.Definitely a great read, and some of the pictures he's got up look terrific as well. Unfortunately, it tells us nothing about the game they're working on itself (the concept art is called "[Lonestar]" so do with that what you will), but it's interesting to hear the perspective of someone coordinating high level game development in a global marketplace.[Via GSW]

  • WWDC Video: Unity 2.0 sneak peek

    by 
    Victor Agreda Jr
    Victor Agreda Jr
    07.06.2007

    The gang from Over the Edge gave us a sneak peek of two new features in Unity 2.0: a cool terrain tool and real-time dynamic shadows. Check out the video, but also check out their page of all the other features coming soon to Unity.[Note: we'll have all these WWDC videos available for direct download soon!]

  • Australian game industry accuses gov. of 'serious neglect'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    07.04.2007

    Despite being a country with "different business dynamics," the Australian game industry wants equal treatment to the film industry. The Games Developers' Association of Australia (GDAA) said in a statement, "The videogames industry in Australia is experiencing a serious fiscal inequity and imbalance compared to the film and special effects industry sector ... The Government is guilty of serious neglect of one of the fastest growing industries in the creative and entertainment sector."Apparently the government gave a 40% rebate to film companies and the GDAA wants in on the action. Essentially the GDAA is fighting for the future as they envision around 20,000 people being employed by the game industry by 2010. We're all for a different country's sensibilities being mixed in with the glut of Japanese, American and the few British developed titles. Yes, we know there are American game development divisions in Australia, but that's not the same and we doubt that's what the GDAA is hoping for. We could use some original games brought to us by the country which blessed us with Priscilla: Queen of the Desert, Muriel's Wedding, Strictly Ballroom and (must think of something butch) Mad Max.

  • A quick look at African game development

    by 
    Kyle Orland
    Kyle Orland
    05.15.2007

    Unlike the mysterious PS3 demo Afrika, the continent of Africa doesn't exactly come up much in discussions of modern game development. This could change, though, if any of the African game projects detailed on the White African blog manage to catch on with a worldwide audience.Sure, the provided list of African games is pretty short, and is rendered even shorter when you take out American-made but Africa-themed games like Cabela's African Safari. Still, the fact that these games exist at all is news to us. We're particularly intrigued by Africa an ambitious, stalled MMO project set to take place in a 13th century version of the continent. Here's hoping we'll actually get to play it one of these days.

  • Free Radical interview is both free and radical

    by 
    Kevin Kelly
    Kevin Kelly
    04.02.2007

    Edge has an interview up with Free Radical co-founder Karl Hilton (no relation, we hope) where he discusses enemy AI, game design, and what it's like developing games in the marketplace right now. Particularly eye-opening is the fact that when they developed GoldenEye, their team was about as dozen people. These days, they consist of about 100 people, which is quite a step up in manpower. The most interesting quote comes when he's asked about the full time scriptwriter they have working there. Hilton says, "The success of the Wii has showed how unimportant writing is to a huge chunk of the games market – and that market sector is growing." We'd have to disagree with that. Sure, you don't need a huge screenplay to make Wario Ware: Smooth Moves fun ... but those explanation screens that show you how to do each new move with the controller are extremely well written and funny. Now, if they could just hire Tom Stoppard to rewrite Cooking Mama. They don't drop any new info about Star Wars Battlefront III, but he does talk about HAZE a bit, and it's worth checking out. They also just celebrated their 8th birthday on Friday, which practically makes them wise adults in the game development world.

  • SXSW: Getting Girls Into The Game: Designing and Marketing Games for Female Players

    by 
    Kevin Kelly
    Kevin Kelly
    03.21.2007

    Boyfriends aren't the only ones facing dilemmas. Publishers and developers have been struggling to develop games that appeal to women, because they represent a huge demographic who haven't traditionally been associated with the video game market, and that translates to lost dollars. But how do you begin to approach making a game for girls, or is it even a mistake to set out to do that from the beginning, rather than just making a game that's fun?The panel first asked the question, "What constitutes a female gamer?" Jame Pinckard said, "Women aren't just this monolithic block of 'gamers', they all want different types of games. Just because a Barbie video is made for a 12 year old girl, doesn't mean a 26 year woman has to play it." Sheri Graner Ray took it a step further, adding "There is no definition of a female gamer, and trying to tack a label to them does a disservice. The female gamer is simply a female who plays games. She's just a diverse as any other market out there."

  • SXSW: Serious Games: Can Learning Be Hard Fun?

    by 
    Kevin Kelly
    Kevin Kelly
    03.19.2007

    When you combine the words "serious" "learning" and "hard" in the same sentence, chances are you're going to end up with something that gamers won't like. But that's what the Serious Games Initiative is all about, developing games for "non-entertainment" purposes. Of course, the problem is games for non-entertainment tend to scare people away faster than the phrase "edutainment."That's the main problem facing Serious Games, how do they make it seem like they aren't hiding the broccoli under the meatloaf? All of the games shown off were educational in one form or another, having to do with zapping cancer cells inside the human body, or how to interact with people in the workplace. Seriously, there is a game about the proper way to run a meeting, collaborate with coworkers, and generally function in an office. Too bad it's not running on the Unreal Engine. Zing!

  • Why games suck

    by 
    Jennie Lees
    Jennie Lees
    06.07.2006

    When games suck, we tend to blame the developer. This piece by David A. Rodriguez over at Buzzscope tries to shed some light on the development process behind bad games -- helping us figure out why they suck.As with many things in life, it's all about the money -- those who wield it have ultimate control, regardless of how unreasonable or impractical their desires. Rodriguez has a neat explanation: developers aren't artists, but they're in customer service. Whatever the customer wants, the customer gets. In this case, the customer is often the publisher, who wants to make more money by releasing a game that will sell. So, next time you think about picking up that copy of Crazy Frog Racer, remember this article -- and don't.[Via Eurogamer]

  • Getting a game idea published

    by 
    Jennie Lees
    Jennie Lees
    05.23.2006

    Over at the IGDA, there's some advice for a hobbyist game developer looking to pitch (and protect) a game design. Pitching a random idea for a game to a developer or publisher isn't easy, but there are some solid hints on how to get an idea towards reality: Come up with a demo Attend game industry events to make contacts Read up on the pitching process Pay attention to NDAs Indie game development competitions and pitching opportunities offer a lot of scope for an idea to become an actual game; accessible platforms like Flash and the Xbox Live Arcade add further ways it can happen. One thing's for sure, though -- you have to be serious and committed to make this process work.See also:Advice for wannabe game developersThe life of a lapsed game developer

  • Advice for wannabe game developers

    by 
    Jennie Lees
    Jennie Lees
    05.19.2006

    The days of the bedroom coder are mostly behind us, though casual games and mini-games still provide the opportunity for a single coder to make it big -- not to mention one-man projects like Rag Doll Kung Fu which don't quite fit into the above categories. If you're interested in running your own game development project, Download Squad has some business advice for you. Covering engines, team-building, documentation, project management, testing, marketing and the all-important "making money", this article is a useful starting point and gives a good idea of what's actually involved in a small-scale game development project. Of course, you'll want to do further research before embarking on such a project yourself.