GDC is fast approaching! I am only doing a five minute talk this year (much like last year!). But boy, I have a big stage for it. Instead of a regular keynote, GDC is doing a Flash Backward “keynote” where a bunch of veteran devs will share the stage giving a history of the last thirty years of game making… and I’m very honored to share the stage with a bunch of amazing people.
Victor Kislyi explaining how World of Tanks came to be
The entire incredible story of Richard Garriott
John Romero and the birth of the online FPS
Jason Kapalka explaining how PopCap was built
Ian Bogost being, well, Ian
And way more… Funcom, Supercell, CCP, King, ng:moco… with a foreword by Dr Richard Bartle.
My own chapter starts clear back with MUDs, and goes up through departing Disney, including the business saga of Metaplace. The book has an emphasis on the business side of things, more so than the design side, so it often gets into telling the nitty-gritty stories of how companies get built and manage to stay alive.
This is the last post on SWG for, well, a while. I am sure there are plenty of other things to say and more questions that could be answered, but… it feels like a natural stopping point. I must say, the response to these essays has astonished me. Here’s hoping you’ll all care as deeply about the next game I make…
I’ve gotten a lot of questions as to why I am writing this series of posts about Star Wars Galaxies now. Do I have something to sell?
No, I don’t have anything to sell. This past week was the fifteenth anniversary of that small SWG team first forming in Austin, refugees from Origin. We were a bit over a half dozen. It’s also ten years since the NGE, and in the last few years, we have seen a lot of changes for a lot of parties involved. I was asked some questions by a former player, and for once, it just felt like the time to answer them.
So, was it a failure?
Well yes, of course. And also, no. It depends how you ask the question. There are a lot of assumptions out there about how the game did, particularly in its original form. So, let’s start by tackling some of those:
Last time, I talked about the basic skill and economic infrastructure that Star Wars Galaxies provided. Fundamentally, these were about equality. They made the different roles played by players have the same standing in the game. However, it’s still a game, after all — players are going to engage in radically different sorts of activities, probably some will be more fun than others, and nobody is going to just “work a job” for their leisure time.
There was every expectation that combat was still going to be at the heart of the game. Few social MMOs were out there at the time, though they were achieving impressive numbers. Second Life did not yet exist when we began (they actually came to visit me at the office during the early development of SWG, to talk social design and tech). The skills and actions available were dominated by fighting, and this was by and large what the market expected.
However, we could still try to reinvent what people thought fighting meant. In the classic Diku model that players were used to, you basically had classes that were alternate types of damage-dealers. Some dealt it fast, some slow. Some could take a lot of hits, some only a few. Today we think of these as tanks and nukers. The lone support class was the healer type, who basically replenished the combatants so that they could keep going: basically, an indirect damage-dealer more than someone who actually healed.
Given our emphasis on making a social web, we needed to think in terms of different kinds of support.
Once upon a time you could drop things on the ground. It’s one of the first things a baby does, one of the most human things to do. You pick something up, drop it somewhere else. You build piles. Piles turn into houses. They turn into furniture. They turn into gathering places, into churches, into seats of civilizations. Dropping stuff on the ground is pretty important to who we are.
In the last post, I talked about the technical underpinnings that allowed us to provide a dynamic environment in SWG. But really, all that was in service of something bigger: having a living society. One of the challenges in creating online worlds is that societies are powerfully shaped by the environment they are in. A static, unchanging world will inevitably give rise to certain sorts of behaviors: spawn camping, for example. Players flow like water around gameplay obstacles; if a game doesn’t offer them the ability to run a shop, they’ll set up their character as a bot and sit online for hours to replace the system — or rather, the standard human social structure — that is commerce.
A lot of MMO design, especially in the last decade, has been about preventing behaviors, rather than enabling them.