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PAX: The Future of MMORPGs with Roberts & Garriott

2015-03-07
at least 10 15 so it's pretty interesting animals are as industry a jicama different now just ten years ago and everything was trying to be back on the success of something else or see now is revolution of internal where people are remaining online system expansion churches you got a stud a theory successive sailing experience isn't only predict what's happening however there are a bunch of people still baconator trying to predict what's going to happen and that's how do we have here today solicitor countries and we're going to get the right to the industry save us from our hands and then wear it with everything questions for any of you guys the games of the making about games he made the past since a way to it first oh man I know you are mentioned irrelevant I guess cover first time travels and we got the response of founder of our a science and we have richard garriott syringe itself that's what L need some outlet design takes rich okay we start out there with that when you tell us where you think each other is headed home and triangles sure first off amazingly accurate prediction to the teacher promise so yeah probably probably funny it's a bestie and they did we do main things of that record in a future of a necessity I wanna is really resonates present hastily rain shine hello Joe is it really strong emphasis on user-generated so most assets are made on me our users to use fossil evidence awkward it was a good game credit danger bridges so you know that sir all straining I think they really nice here I as of small people allows a huge amount stuff in they would not be there you know it has a new choices or below by outside which lets people get into a situation or equally quickly as our bathing things that they interview you know very common is really where s thank you very much and solo I work for dollars we're making a pattern online it's a fancy sandbox MMO and we are completely focused on community and I think that that's a huge stretch with a lot of parcel since you're rapidly so we raised a little early NOS ok service overcrowded and we are a nation process of iterative development are being all proud we've asked them join us to participate from the very earliest part of our games i'm in helping crap how do you play what woody systems are admitted any word with Avilan and my you simply feedback on me as a building we're going to eat rating and be back online and alternating a prostitute power their strategies employed we start precautious about earlier woman on your say and early roman is an opportunity people that are interested in playing army kind of a very beginning on its evolution it's what we call most men with 90 pots an MVP so it's playable at all the sport functionalities makes but it's got its very beginning stage of iteration so everything to be was a little bit rough and polished and still has that kind of memory on we're a really good suggestion to have a material impact on how to alter the future so the people that are playing right now aren't just playing in development code assignment in order to make that work will be incredibly engaged our community have to work really hard to find all the plays you can to interact with them and I think that's a huge challenge for for anybody was doing them a creative work everybody in this space has ideas really big is the right thing viewing within the rec league with their product and the idea to go out in your community and say we're going to show you how to do this and exceptional me back and then listen to what you say and I shouldn't change it is really challenging and in order to make that I think thatís values you can we have to get as many venues so we're always looking for new ways to find that outreach pointed to make the connection with our our player community really a chain with this big one so I find online it's all about being part of the proud about for troops that happen right now thank you very much John Peters your music all right ah what is really loving people right so feature baby my suspicion is what we're going to see rising to the top is good it's really bad this monster maybe that's how i did it and they like that's good for driving me absolutely gonna be a harissa play together and a lot of age ago that way thinks he'll talk about with the genre in my head to the cross river that's not true at all lechon that's all I saw it's just about behind there's a lot definitely down there may be the definition changing but ultimately people looking for salads laughter that's weird i would say a lot of ones being so obviously a wealthy plants and animals and things i would say one of the transit IC would definitely people drink is sort of like we'll get an traditional fashion white people to say rashmi on my way to play at different levels do different things playing with options where local people or practically walk around the world itself in rats pregnancies potentially interactive the place is also experience I would ever say kind of freedom or some oxy service levels I think future you sing a lot in games in general so to see games will excited I 55 miles it's variously open-world sandbox do what you are play the place out and so the media fashionbag so share that experience with people because the world today is to change too much more immediate of real people to street that game right so people are like greatest thing when we release a new version say a really clever online within 30 bitch see people screaming okay and see how the plan see how they like that you've got all the way she flies you get the sort of consensus of feedback charity I think that things you will be definitely needs of our games tools of paths we go to the church at to incorporate melodies way different formats of time to mommy's not be so seven to one side okay i would say that persons of interest doesn't simply be nice also unnecessary of that really have usually great examples might be sure to automatically messages for you person but its affiliate where's the radio station i could help us also to having a good examples of the way I see all my name's so physically game for future it's sort of not just I don't think you really want to exist Italian single man Harrison games they'll still be fed on her husband also level who wasn't asking and you should be experience for some shared experience how you re so for musicals and the last official stand course mine definitely that I think I got engaged to iterate and possibly try is in CA IRA real gently i proceed when you are willing TV are you jesting say that's really hard to get a chance upon some peanuts after a while or at least the way things are some nice things about Allah games is a lot suppose you can know who's on top keep on iterating on features I think they may be no you guys think all of us is having a process happening the whole game since to getting us feedback rapture I think lot Genesis it will make that there it also said this is really a chat safina love I think gentlemen Jessica happens with your joystick fat side just our necks it's just a guess I wish we could get is composed about see back there said one can see general trends and irritation things will host it is great way to make a game I think being on my last unit is impossible deliver and elastic travel would say is a working creating tools or situated uses people make the game happy responsible for a lot of the trauma so it's always possible bill linear scripted content and how people experience it you never know the classics keep up with my ways so the best thing is i think we square this lightly cell phones also systemic or procedural style design when you create rules the world great let's have lots of things how they interact against each other then you put it out there and then let play themselves you know create actions movements and that itself in fall campaigns calls and that's me a nationalistic sites in car but i think the future of service and atmosphere on citizens just to see what happens when hundreds of thousands of people let loose in polite world I can already see in the forum or you got various groups organizations together make the concentrate on stage girls you know crate-trained empires and just put is well with the ruleset house of it see how I didn't ask about I think that's kind of the potential of you hi girls so I start the avatar and one of the first goals for us to really impassively thought would be the appropriate spiritual successor to our early Earth guilty series about the solo very serious nine where they invented the term at bar that users were with hold on I and then up to the terminal RPGs and so Scotty up to both have hearkened past and making those vestments forward we also create new technologies the mountable aspect of motive another client server we created a new model everyone's computers are part of the server has the surprise simultaneously on their machine it let people play so they're offline was a group people individually than off of those of a work search our subscription fee for into their house and we lower our cost is impossible Boston players we also had to fix some of the things I think went wrong with only names in general especially most you know if the resulting games have very complex user basics you know my name's you have had things I hate attack feeling or besos en casa spell Zeman profit item always been a six letters and I read it use item 11 list oxy me two icons and Isis a huge improvement but I think in order to all people not have copious notes draw a mask we've made not only answer to bring dead I actually think that was rather useful experiences you spend already character creator because you know if it existed in later suits and Allergan haven't we ever played in and all wrong and you sit down we're all in beautiful than you see estimation points overall we talk to you could not think we pissed off get things your quests are anything never take this long senior or the map if all the early map your destination and your peeps serious level gauge to slaughter creek I mean a full description legend it is wrong I didn't did it isn't it help people span the audience but I think we have underestimated the intelligence of our audience and so one thing you want to do is replace those strokes the table attempt at ropes the marriott me better we always so far and innovative drink face combat there's lots you know writing fiction short cut our zoom in my memorized your quickest cycle in most damage over time attention to we do who also believe in things like user created content so we leave in late immunity and early often is my quality and takes money but the power that because we also put crowded money your money we feel this deep obligation to make sure you're providing an entertainment along the way so if it makes you badly you know cuz off you all as must be good for developing the dark and so for 15 months now we released on the third Thursday among the bonus of time and we had shipped to the minute on time 15 months in road and since the people November the infections IRS day seven days a week and we servers in all 50 months publishes and all four months of life service has crashed exactly never and be transaction a lot of it releases the come out and recent weeks you know these things are very being the great god bless a great article single level especially those launch of the spin them my team lightning-caused decision process because we are truly agile development which people talk about a lot and really actually do because we have all of you in there with us on this journey it allows us to make sure mistakes respond your needs and make the end I think will be more fun play and technically a better service for Richard actions have tweet and says okay I guess good questions wits are fighting it now on my phone Gary our man right there you sure he's gonna be staying there too if you start to kind of goes along with leo is also being microphone technology to try to push a short just one I got question email server that and so well for example in contrast to those two things competitions and combat you know when you get to mid new base composition for them to produce complexity people from the boat en pointe claire tell me on skype a fond memory name job alpha and was P word it used to be in Ultima situation to tighten and track out are you you can walk up to the are concurred in a hub you can say they've all been some places it's entirely you can say hello my name is experience what is your name I'm interested in all the beverage but that's a beer on tap return and he will say hello Richard period my name is Thomas the barkeep yes we serve hail and so maybe we don't have a school sentence Arsenal in keywords we're going way that means that we can very true Clues where you're cold go as a moment about the red dress and some see it's not any trouble in engineering ever literally remember that commando reading your journal and there's no class law as after you decide but it looks like it feels like and such that information house conversation sort of our own they come back as opposed to having Shikamaru reset skills and we're using a real time more like a part of that dealing system where if I know how to our tree and some sword if I'm thank the whole marching this group I'll go back and build a deck out of those skills they want to think of hearing combat it will show up a basic on how I've prepared my skills pull that particular mr. Robinson what is your feelings why did you playing are making oyster to the Rose logos did you see I guess how much it crowd funding is doing I mean I have eight ly I mean I owe my son and I think that the attraction because I mean I also fact plenty of other people but the crowd fund is that it's nice if I put my game a hat on I think it's nice and I get to pick and choose the game that I want to see happen and i also like obviously make games so i sort of air into the making of games but i definitely think the people that don't even make games that like to know about making games are these people to watch movies i'd like to know who watched behind with scenes on the end of the DVD and i think that there's something really special about the interaction that you can have between the people making the games of the people playing the games as you're making them they can make a better game now I've never made a game this way before all my old games we've done the traditional way in the publishing system but for me it's way more energizing it to make its way fun I don't know what there's a weird feedback with bag and so I mean I would you know the rest of the panel here could but but for me I actually prefer it as a development methodology I like being open I like sharing things are excited by I like getting the feedback and you know it feels more immediate and instant and closer to what today's world is which is today's world is much more shared and instead of the media and I sort of feel like it is 10 it will prep I'm not saying it'll be the only way but it'll definitely be one of the major waves of games get made in the Opera that's um that's actually folks I kind of want to hear what John and Adam have to say because they're with traditional publisher developer situations will start with Adam and go to John event right and Richard kitchen come into so yeah trove is not crowd funded and you know we are a publisher but we get a lot of benefits I think that you get from crowdfunding you know we did like an early supported program which you know we got a lot of good response to and I think I think speaking what he said that you know one of the primary benefits is the sort of immediacy you know your connection to the customer you know connection to their feedback and their involvement in the development of the project that to me is the most valuable thing from crowdfunding and for you know any developers and small teams you know obviously you can't even do the project without the crowdfunding so it's pretty Tim important in that capacity but you know it's a real boon for I think the development process as well you end up with a much better product and the people who you know particularly that are early supporters are more invested more likely to spread the word to their friends you know they're generally very loyal customers if you don't screw them over so you just don't don't do that you know give them a good game to play and you know reward their early their early support and you know it's just all outside yes me how many times if somebody like a developer spent five or seven years making a game and comes out maybe it's not what somebody wanted you know what I mean it's backfires okay John how do you feel about yeah well it seems like somehow we're good lating crowdfunding with like talking to our fans like we don't you don't need your fans to give you money to talk to them it's great like I don't think crowdfunding is a bad way to be funding but it has nothing to do with how you interact players right like we definitely don't have any guild wars 2 crowdfunding obviously it's a big game at this point but there's we're still here like a show when we come down and we are on Twitch we let go on the twitch streams to talk to our fans and that's we're going up we go on reddit and we post read it you know and it's not like all of a sudden that has to change because we're not proud about it so want to make sure we like separate those two topics yeah really not the same thing right you're talking about difference between crowdfunding and open development just happens that open development happens to go have it has a crowdfunding you can evoke the development without crashing yeah it can be the trend that I was sort of talking tilly's the open development aspect I think is something that you're going to see yeah absolutely would be known like even in its a publishing a crowd from that aspect is the power on the game aside to be able to choose what things are getting made versus is chosen publishing it says I would green like voting on a road map and that kind of thing like what's more important to develop you let the fans shoes essentially yeah well and I'm going to follow you know that I can't tell you how many times we would get to the point of making the next Ultima when my publisher whether it was my brother or electronic arts would come to me and go Richard people are tired of being oriented stuff or talking to orbit people are tying to be tired of being running around as a man in tights this medieval stuff is dead everybody's either watching Star Wars or the matrix why don't you put everybody in trench coats give glasses sunglasses and I want to buy that name and and I'm sending oh I like well face him to that see how future yeah and so what's going on here and so I really do think that the crowdfunding part of it is is important if you know what I have any of you call me to task you commented you call to task we have excess praise please don't lawyer us grow because people will go through the minutiae of what we barber said online or presented dokumenty where I go this is what I paid money for I've been on this as you said it was gonna have pink hats and you're gonna be blue hats I want the pink hats you promised me and and I'd much rather have that because at least as people who care and are playing and did at least buy it is something that we were actually talking about doing even if we might commence with the little details it is such a breath of fresh air not to have to argue with people as to the fundamentals of is your game worthy Ryan you have anything in yeah hey so I want to make fantasy role-playing game NASA multiplier and nobody in the industry none of the people with the money want to fund that game if it wasn't for crowdfunding games like the games that I'm making that Richards making would not be being made right at the end of its cycle it was costing over a hundred and fifty million dollars and five to seven years of time and a team of five hundred to a thousand people to make a triple a few parking them up and they didn't recoup their investments and so nobody will fund them so we want to keep making MMOs we have to find a new way to do it and the success of being able to crowdfund an MMO means there's going to be new MMOs because if there wasn't crowdfunding there wouldn't be any in development right now that's the difference between crowdfunding I'm not proud next question it must be actually kind of want John to start off with that one because you guys did the whole thing where it was you know new content every two weeks for like several muscle design but I since the seventh month yeah so why I mean you have a pretty good idea I mean not surprisingly it creates a little bit of entitlement which is fine but its true like you know and that's a thing that is we're fine people are gonna think everyone here is happy to live with because we know that there are people that are excited about the game but it definitely is it because it's a much more difficult process than what we've ever done before with a live game simply because this year this feedback isn't always from people who are developers they don't understand that sometimes like that thing that sounds like is easy is actually hard sometimes the thing that sounds like it heart is hard it's actually really easy to do why did you give us like why did it take you a year to fix the camera well a 3d math is really hard and cameras are really hard right like how but you guys changed bless this skill lid what one minute well yeah it's like a number in a database and music but they just don't understand that and that's fine but it definitely creates a lot of tension and so you have to work really really hard to kind of keep in communication be open when those people explain why these things take time explain why these things don't take time explain what things were you're capable of doing so it's a lot about just being upfront that that model is created just a need for communication I think basically I don't ask question you're quite your questions more about like what new sort of things can happen in the game because of this loop right not so much what are the challenges of having that constant feedback yeah just how it kind of changes your dynamics developers and farther is there 10 minutes is there something well okay yeah so so so the positive side of it that I will see is that you can react like if you're on a much faster like content opapp cycle and you're getting a video feedback you can actually react and sort of yeah maybe not exactly real time for very close to real time so what the players doing which means that your experience you can sort of Game Master for player base is is much more reactive to what they're doing right so it could be more akin to an old-school Dungeon Master playing D&D seeing what the players are doing and riffing off them and work with them so that's what I actually think the potential of the instant feedback and the quick drops and everything and that's definitely what we plan Utley one star citizen a pretty calm for Richards exactly a lot on board with the others on the same side so talked about it kind of one of the sort of things we think it's cool but that's what's exciting to me because like for what's exciting to me is the energy of the player base and what they do in the groups and you sort of see stuff and I can see what types of look at we try to have a person and you do the community videos and we have the same link we have some we have some people that do this amazingly they take the assets out of our bills and they put these okay this is what it's like to be a pirate reporting to ship well this is what it's like the scavenge stuff and now even on our development side you know we're working on these systems but I can almost oh yeah look at this YouTube video that's exactly the visual of what we're trying to design and so it's a really incredible sort of feedback loop and I think that the more sort of if you can create tools that allow you to sort of change and edit stuff in real time and that really works if you've got more procedural kind of systems for like Howie Rai sort of reaction here it can't just be just simply I like tactical stuff it's sort of more this matter a I where a is have their own goals want to be a you know the top dog pirate or they want to be the best trader and you have all these things that you can basically add on the developers side you can sort of take a few knobs you know turn a few dials and advil elbin in here and all of a sudden you could do something that will react to something you just seem to play a bass ooh I think that will create an experience for the players that will be amazing because then they'll be like oh my god you know it's like all of a sudden my actions and there's a reaction to it and it doesn't feel like you're sort of playing and it was you know that's the old theme park and I'm own kind of trope which is like you build this content it's like really beautifully architected and scripted but it's like you know takes you so long you know you're not going to do another one for another year and it one sort of plays it and they go through it it's why you see world of warcraft it's like the other soaps go off and then there's a new release and in fact up to 10 million they have one runs through all the content and then they wait around for 19 months and then they do it again so i think the real possibility of so that real-time feedback is the ability to to create the world in a way that it feels more alive more reactants the players and therefore I think would be much more sort of compelling in the most experienced and do they want I was curious the challenges development and content and mmos sequel when your new expansion of coming news revisiting storylines and characters and locations that exist our generation so how do you apprised those things originally for an audience that wants both knowledge style I mean it's it it's really a question I think for everyone here could be honest because you know everyone here is working on upon online games there's already lots of online games there's already expectations for what an online game is it just doesn't just apply to up to August making guild wars lon and Gilbert's to like we have expectations for guild wars 2 has all the expectations of guild wars one and all the expectations of wow and all the expectations of Ultima Online like all are heaped upon like you know whatever and that happens to every game as it gets released like you know destiny was supposed to have like do everything that every other game had ever did add better like every that's that's sort of is the general feel right that like every game has all those things heaped upon it and so what you have to do at least I believe is think about what you are trying to do and make the decisions that make like this is what we think is the right direction this is what we think we game that we want to make them game that we think players want to make and we've talked with them and then you work towards that and you have to accept when that's not going to meet their expectations and understand that because we're not meeting those expectations for creating new ones that you didn't think you wanted right so the is there's a balance in there and that's basically what it comes down to it saying anybody else want a mortal enemy oh yeah I I think that it kind of ties in a little bit with the previous question insofar as I think it's a lot easier to work on a game it doesn't have as many expectations is that it's not nearly it's not your mic there's actually like a trash and slowly rolling down okay fix you for good apparently he doesn't realize anyway it's a next job your hero it's not that microphone either anyway there's a certain there's a certain level of freedom that comes along with you know having fewer expectations and you know kind of be able to define your game and a little bit more of a vacuum which is assisted so strongly by the rapid iteration process right like the more quickly you're able to go from you know design decision to implement it in the game and get feedback like the less time at laughs is there the faster you kind of find you know what you're really trying to do is you don't always know you know it's like you have ideas of what's going to be fun you don't know it's not always fun you know your ideas are frequently not fun you have to figure out how to make them fun how to make them work how to you know make them beneficial to the total framework your project and you know the rapid iteration time helps a lot and you know freedom from expectations also helps a lot go ahead yes speed round questions actually we have time because we started like we got time my brother's death roll stars subscriptions be better TV fans and much closer look at how do you okay um we can kind of start with Richard should work our way down sure so by the way I think all of those financial models are acceptable and I expect you'll see most all those continue to exist but at least my feeling is that you know if we do our job right as developers we get the costs of operating the business down as low as possible so that I so that we have our we're open to find the most friendly way to charge people for things so in our case we've specifically worked to get our server and electricity costs down on the back side so that we can run the service perpetually just on a retail sale now as a business we still want to make more money and so we're happy to sell some larger pieces of property which have you know no real influence on gameplay to people who are willing to help support the development of the game as a out of way thank you for for joining us on on the trip but the one we're trying to specifically avoid is the Facebook era constant dribble of real money coins that has to take place to keep the gameplay going for you in any practical sense so that's the only one that I kind of look at is maybe not eat maybe evil might be overstated but at least offensive at least to me almost anything else I think you'll still see a lot of include subscription I think it's perfectly fair so some of me the economic I mean why delicately 2x1 a I just like to be able to generate enough I need to you know keep the server's going and keep developing cool you content but really I sort of look at the model is based on what I would like as a gamer so I just have my own stickam it's not necessarily what other people would like to go but I don't like subscriptions mainly because I've had lots of subscription MMO games that I made for about a month and for that I had a subscription it was keep me going on and come back to it and I just sort of felt like I don't like the obligation of having to pay all the time so I sort of preferred to be in a situation where I you know you have to buy entry because it definitely cost to build something and develop something and have some servers and then after that you know you have some ways to bring more money in but it's sort of more on an optional basis so for instance you know people have time and people have money and some people have lots of time some people have lots of money only willing to trade it off right so I don't want it I don't want to have a game that anyone is disadvantaged by one of the other more like anyone that has too much of one resource should not have an overwhelming advantage over anyone else other than in the particular case of star citizen skill so we're not going to legislate for know if you're too skillful we're going to you you'll be handicapped but in terms of other resources with you know there's lots of people that basically have plenty of time and want to just you know they're just never going to see that they're going to get the base shipping sauces and like all the time in there we have lots of people like that and then there'll be some people that they're got a job when they want to go and do some things and fly a particular ship but they don't have the time to play the game to get to that part of you earn enough money to earn a particular ships and they have the ability to buy some credits and we're limiting it to allow you to buy stuff in game if you want which you're going to have no matter what and every MMO because even if you block it you've still got gold farmers and people still like try even if you prevent people from transferring money between accounts people just say here's my accountant is my login info so that's always going to go so my feeling is if that money is happening I would rather in goes the development of the game supporting the servers and so on else's pocket but I want to do it in a fair basis where there is you know the thing but the biggest thing for me is the game players I don't ever want to feel like I have to do something I don't ever want to feel like I have to pay money to you know get a better experience and you know I don't ever want to have the feeling which I definitely had some MMOs in the past is I don't want to have the base game play beat not on this is definitely old facebook Games's base gameplay is really boring and tedious so you sort of occur even though you don't have to use sort of courage to to spend money i mean from my standpoint you should just play in the basic ship and have a really good time actually playing against feather and gets more money in the game you can upgrade your ship and that's what happened and whether or not the model that we use for star citizen is the right and probably want to I have no idea it is literally the bottle that I want I think it's that as a game player and I'm hoping that it's going to be good enough to label us to continue running the game and the level of mission we are and enablers to continue to add more features with content has go on that's kind of the plan I could be completely wrong maybe we should be non-subscription maybe we should be free to play I have no idea but that's kind of the way I made the choices on star citizen junk and i'll be super quick like for me personally i prefer to pay nothing I don't want you said money on anything I know played a lot of like clash of clans I spent zero on it and then I got tired of waiting you know I just generally don't want to spend anything and I think it's similarly providing something with our philosophy as a company which is being can basically work hard to be everything we spend is convenient or like you know looks customization and avoid making people spend money on gameplay as long as there's no money on gameplay which like it's hard to do you never know what can do a thing you think it wasn't gameplay and then for someone it is but overall this as long as it's not money play I think it's good well I feel like a faucet so my philosophy is that I want my interest to be in line with my players interest and that means I want to earn their money every month and I think that any month when I don't earn their money they shouldn't give me any money and that means I wasn't successful that month but if I'm not getting paid for what I'm doing on a regular basis I'm working for somebody in the future I'm not working for the customers i have right now if all i do is sell my product once and then never generate any additional revenue what that basically means is that i'm saying that all the work i'm really doing the passion that I'm bringing in my product is designed to get you to buy something from me again in the future and I think it's a lot better to say I want you to pay me this month for this one's work I want you to understand that the money that you're putting into my company today is going into the game that you're playing today and maybe that's a subscription maybe that's a micro transaction maybe that's a hybrid between the two but I think it's really important that my interest in my players interests are aligned and those alignments should be making the game as good as we can make it right now and I think that a funding model that involves getting paid regularly is the way that make that happen well I certainly agree with John and I have agree Ryan I think that you know either being paid to win or being perceived as pay to win is a real poison pill for you know your your perception amongst the community amongst your gamer you know your your users your players but you know we all live in the real world right we got to make a dollar of this like somehow or another so you know our games are free to play game we have a game store and you know you're able to get sort of like speed up type stuff right like your current crafting materials things of that nature but you can't get any power out of it that's the important part you know so it is cosmetic it's flash you know mounts wings costumes things of that nature right where it's about sort of status being you know different standing out right spending money to do that but there's a corgi mountain trove just so you know what's a corgis yeah yes yeah we have a whole line of court corgi based mountain our game courses are getting in our office and in all of our trying products excellent probably as a result of that yeah so you just got to make sure that if you do have a shop if you're not running a subscription that it's not things that let you you know skip power game or give you a substantive advantage over people who aren't choosing to spend money all right so real quick questions and real quick answers let's do these as fast we cam it would get to the end of that line before the end yeah speed runner I think it'll last forever I then go alas river next like eight point five years as quick as possible guys let's do that one okay I still sucks and it probably will for a few more iterations yeah I don't think you want two quick outs of my internet the quantity of anything that's going to the pneumatic players you can simulate in real time in one place is by far the biggest technical challenges a lot of things that are beyond just cpu power than 30 back so basic design of the internet itself is actually a real obstacle to that and that's not as easy to fix and you know things you know obviously GPU cpu increasing will be able to render more characters but whether you can transfer that information fast enough that's that's a pretty big challenge there is definitely stuff which Richards doing the cloud we're doing in the cloud where if people shift to using more cloud based computing scalability options then there will be massive gains for it and so it's a really cool tech that like Google and even amazon and everyone is what not to do that and those are the one that I think that's people abrasive that and not designing the old way way an old MMO was made with like metal in your own server room and figuring in a sort of mod distributed basis which should gain talking about the way try to the avatar is distributing between all its players are ways to get the player counter properly in one area in real time in high fidelity I think that's a massive big engineering challenge but you crack and I'll be really good and we know John's answer is math no stay no I mean it's like players in space right like 300 players near each other it's like 300 people sending to 300 right so that's cool 500 players it is 500 players each one has to send it to 500 and I think as bill said you can do the math after that we're so right I'm from speedrun I'm gonna sign are you guys yeah next question to get the mind space how do you do that at them you update all the damn time you know I mean seriously you want to be in people's faces you want to show people what you're making as much as you can all right you want to promote your own your own game as much a you know and that's that's something that I think a lot of Indies run into the problem like they can create a fantastic game and have a real you know hard time marketing it because that's just not their wheelhouse so you know in order to build that mind space like bill just said you just have to be in their face yet the interface push grassroots get people to recruit their friends that's prom on Pat let's give you the kind of short your first boyfriend okay this is it's how do you keep the net neutral really yes keep the net neutral done yeah keep the net neutral quickly quickly biggest challenge the biggest what Dover biggest challenge just as few words as possible managing people for the meeting player expectations yeah that's good what to do goodbye should be a developer giving a short answer it's better from emergent community standpoint to have global brothers at the way wow this is the way of eating dangers in some other games I think there's no need to see more than a hundred strangers around you any one time because they're strangers look at the room right now seriously yeah so that's why I think I think interesting works in that case what we do is try to the avatars we drive a slice we actually look at the fringe graph make sure we don't separate anyway that actually knows anybody from anybody else and then separate them into temporary instances that collapse as soon as the population in sees low enough because again you know sorry I'm insulting anybody but you know most of you I don't know and so if it was if it was other people than those of you they're here now a random other people I wouldn't know the difference except for the people in the front row and so make sure that you keep that persistence for the things I can see and everybody else might as well be an NPC or in a different sense all right we got four more questions its power through give the rest of us some of the money we mow the doubling staff by the way so the question was what do I intend to i have to do with the money well make the best damn space in ever but that's all you need to say what's that when it's ready a very popular answer for us this game good I'll just cuz i think it's the trend and it's just like literally if you if you look at the amount of effort that you have to put into building something of the quality people expect now like you see how much money gets spent in call of duty to do a five hour campaign you know how to do it at that level well gamers don't have any appreciation of like well i saw that in Call of Duty why can't I get that over here in this game that I've got 400 hours of gameplay and so to be able to sort of deliver large amounts of content I think you've got to be smart as a design around engineer figure out how you can get that fidelity but in a way that it's not going to take you four thousand nine years to create so it's definitely a blend of sort of procedural like basically you sort of template stuff up so you definitely design and have artists feel some convention is that in sort of templates and that it's a matter of how you get these templates to work together and then if they put together intelligently they can come up with like huge amounts of variety of content and I think that one of the ways to solve the problem of like really sort of high fidelity and Connecticut MMOs and I will a lot of quality content I will respectfully disagree i'm a little bit of a contrarian I still think procedural stuff is great to give you the baseline of a world that looks like it naturally evolved but i think the custom content as the final step on top of that gives relevance and meaning to the journey there won't come out of procedure up to understand me you did a deal around have a certified gentleman yeah i want to contradict both of you nah just it's about thing because it's about the game right like their trove like obviously it's not about like constructing things right it's a you know crowd like making stuff game like right our game and that's what it's about and so that's like yeah we have those people right and depends on what game you're making yeah it's going to be a fan of Minecraft and go i think i'm going to play guild wars 2 because it's like minecraft so and there's lots of games and people like different kinds of games so yeah alright ma'am it's better be good that's a good one who wants to start that doozy okay so what one improvement you want to make for the social aspect of MMOs to make it about people again people as a group so one things we're doing is we are getting out of the business of competing with the player social and crafting economy everything they're all we put in the game is raw materials and whether it's art music songs stories anything else we're giving the players the tools to be able to do that and share with each other so we're we're stopping we're getting out of the business of competing with them to create epic loot drops or big events and i would say that what I interested in is finding a way for the players to communicate with each other in the game in a much more sort of real and emotional way so like for now it's always been you ok I go on my chat window and i chat to you but you know even if you have a logitech webcam now you can go in there and the logitech webcam can put a silly shark face a monkey face on your face you can actually live track people's faces so there's no reason with today's technology that I can't have my avatar icon sitting at my computer with a webcam on me and I'm talking and you're now i'm taking my voice and filtering it on the other side based on my situation when my location is whether i've got a helmet at are and also animating my avatars face so when I'm talking to you you're actually seeing my avatar talk to you versus you know seeing something a chat window and I think if you can manage to do some more of that kind of stuff then you can have sort of interactions between players and the emotion of it be stronger than has potentially been in the past so Richard talked about like the room full of strangers thing like everyone who's playing an MMO right now like some of the people you're playing with were once strangers to you so I think it's riding that line between making it so that you can interact with your friends and also still making you look for new people to interact with that's probably one of the biggest challenges I think we're on a mission to bring back pvp in a meaningful in a non-toxic way in a way that it's going to make people view it as a normal and accepted part of their game experience that they enjoy because it adds so much risk and danger an interesting human meaningful human interaction in the game experience you know at first I was going to disagree with Ryan but I think about all the dark souls pvp have done and how sticky and engaging that is and you know the sort of good messages that go back and forth when you have a good match and I think he's probably right you know but I mean that's sort of the competitive aspect of you know fair play of kind of being cool with each other but cooperative I think is extremely sticky as well right and so in our game you know people are in clubs which are like our guilds and they do these huge you know collaborative build projects together you know with different roles like Foreman directing the worker bees who might not feel is you know creative or whatever it in you know in terms of positive interaction that's extremely strong you know like people feel really really good about working together in these bills you know same with minecraft and other voxel based games and so you know in terms of cooperative aspect I think that that you know more and better ways to kind of share your creations to get those out through social media you know to stream your creation on Twitch right all that stuff I think will push those things in a positive direction as well all right we are we're done guys I really appreciate y'all
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