Delays, Thoughts about Launches, and Some Icons

My regular job — the one I’ve been doing half-time — has had a crisis and I’ve had to switch back to doing it full time while we deal with an emergency. This will probably delay my plans for 3-5 weeks, I’m guessing. Frustrating, but the up-side is that afterwards, I will be able to take a chunk of time and work just on the MMO for several weeks. Working full time on the game is much more efficient than part-time work on it, so this delay has a silver lining.

Lessons from Star Corsairs

Dave Toulouse’s discussion of his indie Flash MMO “Star Corsairs” was informative. He shared sales and distribution numbers for it here.

In a nutshell, he worked on it for 5 months, launched the game with the last remains of his savings, and then promoted it hard for two weeks. He earned $273.31 in those two weeks, which wasn’t enough to keep him fed, so he’s had to go get a day job. He’s still hopeful it will pick up more steam as time goes on, but he couldn’t wait any longer.

The lessons seem to be:

  • It’s really hard to get attention for your indie MMO
  • You’d better plan on having the game live for a while, because at first it’s not going to have many players

I admit I haven’t paid a ton of attention to the publicity aspect of my MMO yet — I mean, this blog has kind of become a publicity blog in its own way, but aside from that, maybe I should start doing promotional efforts more aggressively right now. That feels like a whole separate job that I don’t know how to do (and don’t have time to do), though. I’ll be thinking about that aspect of the game.

Lessons from Lego Universe

I played Lego Universe for a few hours, and it seemed pretty nice. It didn’t quite hit all my buttons to make me pay for it, but I think it’s a pretty tight game. So I was surprised to hear it was going away. It just went free-to-play in August! They spent millions on this game, and they have 2 million sign ups, but they weren’t able to figure out a satisfactory revenue model for their target audience. The shuttering of Lego Universe means over 130 people are losing their jobs, too.

The game had an unfortunate development history, but I didn’t know any of that history when I played it: it just felt like a pretty decent little MMO. I didn’t realize an entire 130-person studio was riding on its success. So it feels like another game like Tabula Rasa: the final game may not have been a million-dollars-a-month moneygasm, but I’m sure they were making more money from it than it cost to run the servers and keep a small support team on it. But they needed the game to pay for 130 peoples’ salaries, plus pay back the millions they spent developing it. In the end I think it’s a lot less about the game, and more about how it just cost too much to make and run.

The lessons there seem to be:

  • Don’t overspend/overstaff your MMO
  • Don’t take too long developing it
  • Find a way to earn money from your target audience

Pre-Alpha 1 Comes When?

I think both of these games’ lessons point out that I need to get something playable ASAP. I’m supposed to be testing this month with “Pre-Alpha 1″, which I scrambled to get working by the end of October. Now this emergency has pulled me away from the game entirely for a few weeks, so I guess Pre-Alpha 1 will be in November instead.

I also worry that Pre-Alpha 1 is not “playable” enough. I’ve been so focused on making sure the server architecture works that the content isn’t organized yet. So it’s basically a tech demo, with various vendors and items and monsters and quests lying about, ready to be used to test bits of the technology. It’s not really a game at all yet — more like a big pile of game parts that haven’t been quite assembled together.

The #1 goal of Pre-Alpha 1 is to make sure my server technology is stable, but in order to do that I need a dozen players logged in, all at once, playing for over an hour. If I need people playing the game for an hour, it stands to reason I need at least an hours’ worth of gameplay! I actually have that much content, more or less — I just don’t have it all connected and glued together. So if I just connect some of the quests and pieces a little bit, I think I can get that working. Hopefully that will happen by early next month, but it will depend on when I can get back to work on it.

Art Diary

Although I’m not coding on the game this week, some of the art I’ve ordered is coming in. Check out these combat ability icons. They’re being created at 64 x 64 pixel resolution, but are also designed to be legible at 32 x 32. That way, if you have a gigantic screen, you can see them in big-size, but in a little window, they’re half-size.

It can be very tricky to get icons that look good at both 32 x 32 and 64 x 64 — you need a balance of legibility (so it’s understandable at small size) and detail (so it looks good at large size). So I’m very happy with the look of these so far. Here’s just a couple (mixed and matched from different combat styles):

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Words of Power

[This post is about 'Project Gorgon', an MMO in development.]

I needed something for the Lore skill to do. It’s a prerequisite skill (meaning lots of skills will require it), but it felt stupid without a job of its own, too.  So I decided they could research Words of Power. These seem pretty fun so far.

Words of Power are randomly-generated sequences of phonemes. (For example, ‘Twimjot’, ‘Fledbydpal’, or ‘Chruggomdye’. The’re gibberish, but not completely random letters, so you can kind of figure out how they would be pronounced.) To use a word of power, you just type it into the chat window. When spoken aloud, the word’s power is triggered and the word is used up, replaced with a new word. Words of Power only ever work once.

If you have a high Lore skill, you can research Words of Power via the crafting system. When you attempt the research, you can choose items to sacrifice. The more valuable the sacrificed items, the bigger your chance of success. If the recipe works, you discover one of the current words, along with an explanation of what it does. Their effects range from strong buffs to potent debuffs to killing yourself instantly, turning into a harmless animal, and a large number of other random effects. I’ve only implemented a few effects so far, but I intend for this to be one of the dumping grounds for any crazy effects I think up.

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WoW Removed Talent Trees

Today’s Blizzcon announced many exciting things, including the removal of one of vanilla WoW’s crown jewels, the talent tree system. Completely gone. You now pick a “spec” and then get to pick one talent every 15 levels. No more points, no more trees.

I remember it being so damned impressive when the game started. Obviously many choices were crap. Obviously there would be a few “correct” builds and most other setups would be rendered moot. But it still made me feel invested in my character as I leveled, even after we knew the “correct” choice. Now all those choices are gone. Except every 15 levels, when you will pick the one correct choice (as soon as min-maxers figure out what it is for you). This is a total misstep and the wrong thing to be working on.

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AC2 on The Game Archaeologist

Justin “Syp” Olivetti at Massively interviewed Eric about his experiences on Asheron’s Call 2.

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Pot-Luck Dinners and Dungeon Sushi

I’m working on some very simple content for the pre-alpha build. Today I added potatoes and onions for the Gardening skill. Now I’m taking a quick break before diving into the Cooking skill. I figured I’d talk about the brainstorming process a little.

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Early prep for newbies

Getting people started in an MMO is the hardest part. Their first hour has to be informative but also incredibly entertaining, and it has to set expectations for the entire game, too, so they know why they should stick around. That’s a really tall order!

And the annoying part is that you have to do most of it last. It’s got to be really detailed, which means the rest of the games details need to be sorted out first.

But you can’t put the whole newbie experience off! You have to plan the technical parts early or you may not be able to add them later.

When I started this project, I had three technical goals for the newbie experience.

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Project Gorgon Screenshot Diary #1, take 2

(Apparently if you don’t have a Google+ account those pictures can’t be seen? What the heck is up with that?! Guess I’ll do it the old fashioned way… click to enlarge the images.)

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Project Gorgon Screenshot Diary #1

Another week of MMO development has come to a close! Things are changing really fast now, so I wanted to take some quick screenshots to capture the current moment for posterity. This is all taken from a 5 minute excursion through “ForestArea1″, one of the alpha-test areas.

View the Google+ gallery here.

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Minimizing Tedium: Not Always Straightforward

A couple weeks back I talked about how you can pick two combat roles at once in my MMO, and switch them out in town. A comment from David Grundy:

Interesting on the role switching. But, why only “whenever they’re in town”?

Why create an artificial barrier to a player doing something that you as a designer want them to do? I think the question to ask yourself is; do you want players to switch roles pretty easily so that they can contribute in different situations; the answer you’ve put above sounds pretty much like an emphatic yes. Next question, do you want to create an un-fun, time-consuming and ultimately pointless mechanic for the player to be able to do this?

That’s a fair question. Who on earth will enjoy running back to town to switch classes? Nobody. So why make them do it?

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The first exploiter?

No real post this week — I just had a very productive week of development but now I have to switch gears to non-MMO stuff for a week… will be back to the MMO next week!

In the mean time, here’s a quick MMO update I made on Google+. The graphics are in low-res mode, and yes, that’s a wolf diving through the air in a very unlikely (buggy) manner. But things are coming along!

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