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Multiverse Developer Newsletter |
Volume I, Issue 4In this edition:
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Corey's Column: Sound and Fury-- Notes from E3The Electronic Entertainment Expo--E3--has once again come and gone, leaving in its wake ringing eardrums, the lingering odor of stale sweat, and a vague sense of having been mugged. But I love it. E3 is a hoot. Everyone should see it at least once. If you've never been, it's a multi-gazillion-dollar assault on the senses where every game company tries to convince journalists and retailers that their impending game is the Next Big Thing. It was a great show for Multiverse. CEO Bill Turpin spoke compellingly on a panel about the future of MMOGs--check out the writeup at http://www.gamasutra.com/e32006/news.php?story=9248 Besides Bill's panel, we spent most of our time in back-to-back-to-back meetings. It's incredibly gratifying to see the way the game industry has responded to Multiverse. Not only are the independent developers excited by what we're building, but so are some surprisingly large companies. Happily, we did have a bit of time to play some of the actual games being previewed. We saw some good ones, but I have to say, in the MMOG space, I wasn't impressed with many of them. Mostly, it was a sea of Guild Wars clones--massively multiplayer lobbies that lead to sparsely populated instanced areas where you play the "real" game. I like Guild Wars, but I'm dying to see the nascent virtual world industry do new things--to at least try to live up to its potential. I don't really blame those studios, though. The huge cost of creating an MMOG--pre-Multiverse, naturally ;) --forces publishers to make very conservative bets. So instead of radically new gameplay and genres, you get a rehash of what we've already seen, with maybe just a few small features tweaked. Obviously, it's our mission to change all that. By changing the economics of making virtual worlds, we're making it feasible for developers like you to take risks, to dare and make the worlds that that we've never seen before. Next year, I'm really looking forward to shaking things up with some of our first customers. I hope you'll join us there. —Corey Corey Bridges
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Multiverse and you at the Austin Games Conference Multiverse is a proud supporter of this year's Austin
Game Conference, August 6-8, which promises to be even more outstanding
than previous years: current Keynote speakers are Rob Pardo, Blizzard
Entertainment's VP of Game Design, and Science Fiction author Vernor Vinge.
As always, the top online-game industry professionals will attend to discuss
their craft. If you want to make virtual worlds, this is THE show to attend.
This year's theme is "Brave New Worlds", a nod not just to the
virtual worlds that people like you are making, but also to the new crop
of independent designers and creators breaking into the brave new world
of the game industry. Multiverse will have a special lecture session where
we show how our technology works. Plus, our own Corey Bridges and Ron
Meiners will also be speaking on industry discussion panels. To learn
more and to register, go to: http://www.gameconference.com
See you there! Discuss this article in the forums |
Guest Column: The Future of MMOGsby Patrick Hamilton and Jeff Newcomb, Wardog StudiosThis month we'll be starting a new feature, a column by a member of
our Developer community. Our first column is by a consistently strong
forum presence, Patrick Hamilton along with Jeff Newcomb of Wardog Studios. Persistent world online gaming is in its infancy. The current player base is a fraction of the expected player base in 2012 as today's console gamers grow up and China enters the market full force. Developing a game system means creating a service to support the player base of the future. Independent developers today may be the giants of tomorrow, but they must plan for that success. To become the giants of tomorrow, developers need to peer into the future, anticipate the merging of technologies and to logically integrate those anticipated realities into their games. As today's console players age and enter the PC gaming marketplace, they will be more apt to play a game that incorporates the other luxuries of their lives, such as MP3 players, cell phones, instant messaging, email and more accepting of in-game advertisement. According to Nielsen Entertainment, young people are spending less time watching TV and more time playing online computer games. In 2002, males age 18 to 34 spent an equal amount of time of watching TV programs and playing computer games. In 2004, TV viewing in the same group declined by 12%. Successful developers will be those that blend TV entertainment with their game systems. That's not to say existing TV shows need to be made into games, but developers should have their games marketable for a TV audience. So much of popular gaming depends on storyline, especially overseas. Television, movies and books will be crucial to providing that background for new titles. Online Role-Playing Games (RPG) and other media need to form a symbiotic relationship to support one another. Online RPGs provide the interaction, while conventional media programs provide information and passive entertainment. With this support, advertisers will have confidence in sponsoring both a game and a TV show. The Force of Arms project is expecting to implement monthly online live-action video episodes with the scripts being derived from the actions and game play of players. These video segments are geared to help maintain player retention and a proof-of-concept of TV-Game relationship. Video production can be expensive, though. One method for keeping the cost down is by working with the video production department of local colleges. With plans to merge additional content from e-books, cellular text messaging and interactive embedded advertising, Force of Arms will enter the "new future" with Multiverse, with eyes wide open and ears to the ground. For independent developers, Multiverse represents limitless opportunities. With flexibility and scalability, it is the clay that any team of talented, dedicated people can mold into a niche market dominating game. Built in a modular fashion with an eye to the future, developers will be able to mold their games to meet the challenges of gaming in 2007 and beyond, be they cost, technology or massive subscription levels. Online RPGs are evolving game systems and are following the history of tabletop RPGs. Build the core system and they will come. Keep up the pace, apply other forms of media and they will stay. —Jeff Newcomb & Patrick Hamilton Wardog Studios is entering the online 3D gaming market with the Sci-Fi
mechanized game, Force of Arms (FOA). FOA has been in development for
two years and will incorporate additional forms of media entertainment
and business practices. Wardog Studios is a corporation located in sunny
San Diego, California, USA. The team members are professionals of the
computer field and recognize the potential niche markets and revenue that
online entertainment systems will provide. If you'd like to contribute a column for a future issue, please drop
us a line to discuss it. Discuss this article in the forums |
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Tech Corner: The Collision Detection Systemby David Stryker, Multiverse Engineering TeamIn the coming weeks we'll be rolling out our collision detection system, so we asked David Stryker, who's been working on this core element of the platform, to discuss it. The Multiverse MMOG platform is designed to provide the full range of infrastructure required for game development. An important element of that infrastructure is the mechanism to detect when a moving object, such as an avatar or vehicle, collides with objects in the environment, such as trees, boulders, walls, furniture, or other moving objects. The Multiverse Collision Detection system provides the power to model arbitrary moving objects and obstacles, and efficiently determine collisions even in very large environments. Objects Supported
Where Do Obstacles Come From? Minimizing CPU and Memory Load The Multiverse Collision API
Avoiding Punch-Through Summary Discuss this article in the forums |
| Found in the Forums:
"Well, for me I'm looking at the bigger picture... I'm trying to create a gaming community instead of just a single game. For the players I'm trying to create a sense of community & give them a certain amount of identity so that no matter what kind of gameplay they are partaking in they will still feel a part of something much bigger. And for the developers I'm trying to create a place where they can utilize & share common resources & tools to create games for this gathered community of players. For me whether or not a character only uses the same name or the same avatar, or any combination thereof, would still be more up to either the players or the developers depending on the style of games they create, but having that ability would be a plus to players where it makes sense, & sharing resources etc. & being able to aim your games at a larger player base to start with is definitely a plus for developers." —ToppDog, Multiverse Developers Forums |
Copyright 2006, The Multiverse Network, Inc.