BC Wars, The Prehistoric MMO
BC Wars - The Prehistoric MMORPG
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November 7, 2007
Pi Story - Developer Diary #5 - Game Design Team
 

"What does it take to make an online game?"

If you are in the game industry, you must have been asked this question at some point or another. While I cannot answer for the programming or operation side, what comes to mind for me, especially during the later parts of development (testing and debugging) is this:

Me holding on to a single string and trying to untangle it from a giant ball of yarn.

A game is a complex and complicated mesh of logic, equations, algorithms and text. For example, to complete a simple concept such as "hit Monster X and inflict damage (insert number)" means that you have to consider the following values and numbers.

1. Distance: possible distance for the damage to take place, you must set a numerical value for the distance. It would seem silly for a character to be able to inflict damage to a monster while standing 200 yards away, unless he/she has a long range weapon. And that gets even more complicated.

2. Level of the character: we have to create an equation that calculates the damage to the monster based on the character's level

3. Level of the monster: if the monster's level is high, it will naturally receive less damage. But how much is less? What is the number? Another equation to be written.

4. Attack Rate: yet another equation/algorithm that has to be calculated depending on the level/skill/SP of the character. Among other things.

5. Defense: How much defense are you going to give the monster or the character (when the monster fights back)? Yet another value that must be calculated every time.

6. Weapons: weapons have to be balanced, but how much? A level 1 sword will obviously do less damage than a level 20 bow, but by how much? And how will we adjust one equation to fit all weapons?

These are just some examples of things that have to be defined, but there are still a number of values to be considered, including properties, defensive properties, criticals, etc. etc. And on top of that, these equations have to be put into the game, tested, and adjusted for game balancing. Each of these equations are directly related to each other and intertwined in a very confusing tangle. To change one number means that all other numbers may have to be changed again. Too often we run into problems when we fix one part of the equation only to create two more problems in another part of the game system.

Added to this is the fact that we have to convert and localize the game into other languages, and you have a new set of problems. Sometimes the new text is longer than the original text in Korean, and can't fit into the same space. Then we have to rewrite the text or figure out ways to make the space bigger. Common phrases or words used by gamers in one language doesn't always translate over to another language. Korean games know what KIN is, but not many US gamers will recognize what that means. On the flip side, most Koreans have no idea what ROFL or LMAO stands for. So the language for the game has to be rewritten to fit the "lingo" of the game players.

All in all, this just means one thing…more and more sleepless nights and weekends for us developers of Pi Story. Going back to the original question of "What does it take to make an online game?" My answer would be, "Lots and lots of aspirin, caffeine, and calculators."

 
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