widget baron online a multiplayer simulation game karl koscher firat kiyak
DESCRIPTION
Current State of Widget Baron Single player game developed over the summer as a research project Players can explore the city, set up widget shops, and vote on urban policies Game mechanics are a bit weak Multiplayer would dramatically enhance playability Real competition > simulated competition Real economic effectsTRANSCRIPT
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Widget Baron Online
A Multiplayer Simulation Game
Karl KoscherFirat Kiyak
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Widget Baron Online
Multiplayer “tycoon” game based in virtual Seattle
Players compete against each other to create the most profitable widget empire
Urban environment simulated by UrbanSim “a simulation model for integrated planning and
analysis of urban development“ Urban environment influences game
strategies
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Current State of Widget Baron
Single player game developed over the summer as a research project
Players can explore the city, set up widget shops, and vote on urban policies
Game mechanics are a bit weak Multiplayer would dramatically enhance
playability Real competition > simulated competition Real economic effects
![Page 4: Widget Baron Online A Multiplayer Simulation Game Karl Koscher Firat Kiyak](https://reader034.vdocuments.mx/reader034/viewer/2022051008/5a4d1b4c7f8b9ab0599a5f24/html5/thumbnails/4.jpg)
Current State of Widget Baron
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Widget Baron Online
Target audience: casual gamers Target systems:
Mid-to-high level PCs Broadband Internet connection
Benefits: Fun for the user May get players interested in civic issues May get extra publicity for UrbanSim
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Non-goals
Not massively-multiplayer (<100) Not designed for hardcore gamers Not an urban planning tool
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Requirements
10-100 simultaneous players Robust economic model Player interactions and communications Playable on mid-level systems Open source Fun!
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System Architecture
Game server coordinates, simulates economy
Simulation cluster runs UrbanSim May be possible to
distribute to players’ machines!
File server stores UrbanSim run results
Scenario DB maps votes to UrbanSim run data
Game Server
Scenario DB Server
File Server
Simulation Cluster
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Lifecycle Plan – Rough Timeline
Three weeks for basic architecture Network communication Server code
Three weeks for refinement Performance tweaks Game enhancements
Two weeks for beta fixes
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Lifecycle Plan
Support: Code maintenance: open source,
UrbanSim will maintain code Servers: UrbanSim will provide Customer support: Documentation, but
that’s it!
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Risks
A lot of existing C++ code Some well-documented, others not so
much A lot of work
Six weeks is not much time to develop a multiplayer game!
Somewhat dependant on UrbanSim For data from the runs
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However…
We are starting from a “complete” game
Final product would be very polished Opportunity to make a very fun game