Overly Optimistic?
I just had someone post a comment on the blog about my overly optimistic view of my new project. I figured I would post my answers so everyone else interested could read them as well.
>>overly optimistic/ambitious?
That's not an unfair assessment. However, I do have confidence in a few things. I'm confident that I can do this project; based on the fact that I have successfully completed similar projects in the past, more than once.
I am also confident that I am managing technical risk.
For example, one of my first requirements is not to get even any game play working. My first requirement is to get a server written that can manage 1,000 simultaneous connections and to test it with bot scripts which actually create 1,000 connections and move characters around the world.
The 'M' in MMO stands for 'massive' and if I can't achieve that, then nothing about the game client really matters.
The key to success, in my view, is to provide a unique truly massive gaming experience; the kind you could only ever get, to date, from 'Planetside' and do better. Having been the lead software engineer on 'Planetside' I would like to think I know a little bit about this.
>>have you already prioritized a list of features so that you know what to drop when you don't meet deadlines?
Yes. I'm using Agile/Scrum methodology and Rally to track everything.
>>(and have designed play tests to know that these features aren't make-or-break?)
Well, we aren't doing the project that way. This project will be in a continuous state of open beta from the day we have enough server infrastructure in place and two people can walk around the game world. The game will never officially 'ship' in that sense; but rather features will continuously be added, and game design refined through play test over time.
This is the only way any truly successful multiplayer game gets developed. If you do not always have a playable game, during the entire development process, you are taking an absurd risk in my opinion.
And, while we will never officially 'ship' the game, we will officially start charging people money for beta testing.
However, even then we have a lot of flexibility. One of the key things to test is the monetization of the game, and what works best. So monetization will be play tested and balanced just like everything else.
My design is that, from the stand point of the game mechanics, you will never play the game for 'free'. What will be free are credits to play the game, which I will hand out with abandon to anyone who is willing to help us test and tune the development process.
Once the game reaches a level that it is truly fun to play, and I feel worth charging money for, at that point I will just stop giving away so many free credits.
For example, let's say you want to beta test. Well, I can give you a $100 worth of credits to play the game (enough credits to play the game a ridiculous number of hours for five months).
Once those credits run out, if that guy is still in beta test, he is going to want some more credits to keep playing the game.
If I haven't created a game that is enough fun to accomplish this, then I will have failed.
However, this game is starting with a known, proven, and completely addictive game design. So, my confidence level is fairly high that I can find a decent sized group of people who will enjoy playing it and be willing to pay a modest amount of money for the privilege. I'm not talking about charging them some absurd amount of money in subscription fees, or annoying the shit out of them with micro-transactions and/or advertising. My initial plan is simply to charge very modest some of money per time played. Something roughly on the order of 25 cents for half an hour. But, this too, is all subject to change, refinement, and tuning as testing plays out.
This game is going to provide a unique gaming experience you simply cannot get anywhere else in any other form.
>>anyway, good luck with it all! Keen to see your demo in 2 weeks
Thanks, looking forward to getting it out!



4 Comments:
At 11:59 AM,
Chad Austin said…
A defining characteristic of entrepreneurs is that they're overly optimistic! Steve Jobs said once he's successful because he doesn't know when to quit. Keep it up, I'm excited to see how this effort goes!
At 2:53 PM,
Bryce said…
Anybody who can program well can make a game by themself. Just like anyone who can write well can make a good novel. You just have to put in the time and effort, which at first is easy because games are cool but in the long run even if you are no stranger to hard work it turns out to be a lot harder than working with a boss checking in every couple days (and really that's why they get big money, it's a lot of toil to keep projects rolling). Once you mentally adjust to it being a long term thing it becomes easy and fun again or anyway that has been my experience.
Your approach is good, too. Exactly how anybody should approach any complex, exploratory project. I feel like too many of the new 'paradigms' for software engineering are geared too much to having something to show your boss or client than actually making quality doftware.
At 8:32 PM,
Alistair said…
Starting with 1,000 concurrent users is the best way to get started. A number of large studios working on MMO's have run into this problem many months or years into development.
Can you tell us a bit more about Rally? We currently use Acunote and while we're happy with it, we're always looking for better solutions if they exist.
At 9:23 PM,
John said…
I can only give Rally a very mixed review. Architecturally it us really solid: however they should have hired a fucking user interface designer because the GUI is a god awful piece of fucking shit which pisses me off and drives me crazy.
Given that rather negative review you might well wondrous why I'm using it. I'm using it because my employer uses the product and regardless of the shitty GUI I'm now already trained on it.
It is an exceptional product; my objections are purely with the shitty UI which you get used to after a while.
John
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