managing the unspeakable - one year of pre-production for the indie-mmorpg
Post on 21-Oct-2014
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Log onto any game-dev forum on the net and check the "new projects" section - you are sure to find hundreds of posts by students and hobbyists trying to recruit about 20 artists and programmers for their revolutionary WoW-Killer-Sandbox-MMORPG. And you will find hundreds of developers mocking them for their blue-eyedness, their ignorance and general stupidity. And those critics are usually right in their scorn as these projects tend to have the life expectancy of a snowball in hell. But what if you really need to make that one game? That big, crazy sandbox MMO? There is a saying in the start-up scene that you should either “go big or go bust”. Have dreams so large that everybody will call you crazy – only then can you create something completely new and change the world. Sebastian and Alex are in the process of doing exactly that. The two-man-team has spent the last 12 months doing pre-production for their time-boxed PvP Sandbox-MMORPG “Das Tal”. They have spent their time interviewing prospective players and gauging their interest. They have created a multitude of prototypes ranging from combat to clans to character development. They did tons of technical evaluation - from scalability to network latency to experimenting with art styles and the game’s pipeline. Now – as they are going to embark on the next step of their games journey – they are going to include you in that ride. You will see the prototypes they made. You will hear about the things they learned. What went right, what went wrong and what can still break the project’s neck. Enjoy the ride.TRANSCRIPT
Managing the UnspeakableOne Year of Pre-Production for the Indie-MMORPG
Quo Vadis
15.04.2014
Who we are
Alexander Zacherl – Founder, Design & Business - Munich Sebastian Dorda – Founder, Development - Munich Michail Mamaschew – Art Direction - Berlin & 4 pre-production team members off-site in Germany & Australia
What we‘re creating: Das Tal
You must be crazy! Why do we do it? Nostalgia / Dissatisfaction / Creative Needs / Destiny / Delusions of
Grandeur / „Think Big if you want to change the world“
Every second 12-year-old „game developer“ wants to make „the next WoW killer“
99.999999% of these projects fail. Even huge developers have failed: Project Copernicus (200m USD) Main Reason for failure: Scope: Size & Features (too much of everything)
Tools to manage risk
We did this and we‘ll talk about it Does anyone want this? -> Validation Board / Interviews / Smoke
Tests Will it be engaging? -> Gameplay Prototyping Can we make it? #1 -> Prototype & Server Tech Evaluation How will it look & feel? -> Setting, Art Style & Visual Design Can we make it? #2 -> Client Tech & Asset Pipeline How long will it take, how much will it cost? -> Budgeting
Validation Gameplay Tech #1 Art Tech #2 Budgeti
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The Validation BoardPro: Structured approach to challenging your assumptionsCon: Setting your success criteria right is hardCon: It can clash with your gut feeling and creative vision – what do you do then?
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Interviews Thesis #1: People Stopped playing Sandbox-MMORPGs because of
adult life time pressure (work, significant others). Method: Ask “Why did you stop playing?“ in Sandbox MMO forums Result: 26% mentioned „not enough time“, 21% mentioned
„grind“
Thesis #2: I want to play again (& I want these features) In-depth interviewed 10 „former players of Sandbox MMOs“ via MMORPG-Forums & circle of former guildmates
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Smoke Tests15% Conversion Rate 10% CR (new) vs. 6% CR (old)
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Combat PrototypeMade with LÖVE (LUA) & NodeJSSupports up to ~10 players in a Arena PvP experienceEvaluates control scheme, line of sight, skills, micro-progressionP2P & no security allows for RAPID prototypingUsability and Performance sucked
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Macro Gameplay PrototypeFirst try: Board Game Failled horribly because of unit
& ressource management & full transparency
Second Try: LÖVE & NodeJS Failed horribly because it would
have required a pretty complex simulation (too much work)
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Network Server Evaluation
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Network Middleware
Which tech is a good fit?
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Style & Setting Visual Design
Uniqueness Belieavability Entertainment Timless Graphics & Modern Gameplay Doable with a few ressouces Easy access (visually & technically)
What we want andWhat we don‘t want
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Geology Cilmate Wildlife Available ressources Causality and interaction
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Creating an environment
Former civilisation Society structure Language & technology Energy sources
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Culture & technology
Less is more Color relationships Fewer FX & pleasing for the eye Visual rhythm
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Color themes and design language
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Architecture Recognizable & functional Aesthetic & entertaining
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Character Design Choise of material Attention to detail Strong silhouette
Visual Design: Why 2D? Nostalgia Personality Quick results & controllability Timless look
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Perspective Unusual perspective No depth Read- & differentiability
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Outlines Hue, saturation & value Emphasis on outlines Nuanced use of techniques Serious & mature look
Final result
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Camera Mapping
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Example Asset
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Depth Effect
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First Blockout
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In-game Test
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Export Projected Blockout
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Paint Over Projected Blockout
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Refine Mesh
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Why?
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Budgeting / Scope Estimation160 ITEMS IN A SPREAD SHEET 2.317 ITEMS IN HANSOFT
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What we have learned so far There are a lot of people out their who want our game! It is doable: A sandbox without quests or PvE = not a lot of art assets Projection Mapping & Humanoids = sane art pipeline Unity & Photon make a proven team for all your MMO needs
Pre-Production will eat up all your time if you let it Proper pre-production is less fun than prototyping / jamming
Where we are right now We have finished pre-pro. We know what to make, how to make it and with whom. Now we need the cash to pay everybody for their work. My current job: investor relations
Thanks & Please Get In Touch Fairytale Distillery UG (haftungsbeschränkt) München, Werk 1
Alexander Zacherl [email protected] +1 (0) 163 685 23 65
Dev-Blog & Forum @ http://das-tal-game.com Steam Greenlight Concepts, IndieDB, FB & Twitter