Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:608  Guilds:3,083
Members:1,602,071  Online:0
Guests:0  Posts:4,856,037
Wizard101 (W101)
KingsIsle Entertainment | Play Now
MMORPG | Genre:Fantasy | Status:Final  (rel 09/02/08)  | Pub:KingsIsle Entertainment
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:$09.95
Desktop Client | System Req: PC | ESRB:E10+Out of date info? Let us know!

Wizard101 Dev Journals: From Shadowbane to Wizard 101, Part Two

KingsIsle Entertainment's Josef Hall writes this developer journal continuing his series that compares Shadowbane, his last project and Wizard 101, his current project. While there are many differences between the two, there are also similarities.

By Guest Writer on November 17, 2009

From Shadowbane to Wizard101 - the lessons I've learned developing two MMOs and spending nearly a decade in the online game space.

As the Senior Director of Software Engineering at KingsIsle Entertainment, the independent developer behind Wizard101, I have a lot to say about MMO technology (and game technology in general). Before I dive into those details, I wanted to focus on a few higher level lessons - the ones I consider most important to the success of a project. In this installment, I'll cover the lessons we learned the hard way and the scars to show for it. I've divided them into three major areas: Vision and Focus, Quality and Polish, and Pushing Beyond Expectations.

Vision and Focus

Every game starts with a Vision.

No, wait. Let's be more specific. Every successful game starts with a Vision. Having a strong Vision is not a guarantee of success - not by a long shot - but NOT having one is a pretty clear indicator that you're headed for disaster.

Case in point: Wizard101 and Shadowbane. Both had very clear, definable visions. Both games started with two things: an idea that could be easily explained, and a core team that was passionate about playing that Vision. Many times, on both projects but especially on Wizard, I heard people saying that the project "knows what it wants to be". This is beyond critical. Does that mean that every detail of the game is known before hand? Absolutely not. Does that mean you won't discover a more compelling emergent type of game play as you are working towards your goal? Again, no. But if you don't have a clear Vision to start with, then you can quickly find yourself wandering aimlessly and losing the next most important factor: Focus (aka Scope).

Let's take each game in turn.

Shadowbane. Vision? Check! Focus/Scope? Not so much. Honestly, we were all over the map. It's not that we didn't pick a few key areas in which to innovate, it's that we weren't willing to make the hard choices that followed. Here are a few of the areas that were innovative (or at least challenging):

  • Dynamic World (build your own city, practically ANYWHERE in the 3D world. Pick a spot and flatten the terrain. Then layout your city walls, shops, houses, buildings, guard towers, patrol paths for your AI defenders, etc)
  • Political map that updates in real time, as player cities are created and destroyed
  • Flexible hierarchy system for guild management and oaths of fealty
  • Non-humanoid player characters, flying characters
  • Real-time multi-fractal terrain generation, so that an entire world could be generated with a few seed values. (UGH.)
  • Massively, multi-threaded server architecture (ONE server for each realm)
  • Seamless world, NO zoning, ever, etc.

In and of themselves, these ideas were innovative, compelling, interesting and... risky. Very, very risky. Because this is on top of the normal "heavy lifting" that is expected of an MMO: classes, races, leveling, inventory, spells, skills, attributes, death & respawning, trading, patching, etc., ad infinitum. Combine this with an inexperienced and underfunded team and you've got trouble brewing. Many experienced MMO teams aren't able to capture the magic even on their second try. First time out of the gate? Don't try and change the world (which, ironically, was Shadowbane's tagline).

Attempting to innovate in too many areas is probably more risky than not innovating at all. Wizard101 has its own share of innovation. In particular, the turn-based, collectible card, cinematic combat system (wow, that's a mouthful) worked out beautifully. Highly risky? Yes. But it paid off. How? By focusing our efforts on a controlled scope and polishing a smaller number of systems to perfection we were able to achieve a much higher level of quality in less time. Our game design team, lead by James Nance, deserves some major kudos here. As we brought on many experienced game developers, they were frequently stunned by the willingness of the design team to say simply say "No" to feature creep, or to make a small design compromise if it would greatly reduce code complexity. This is another critical point. Stay focused on what is fun to the end user, and don't get hung-up on details that in the end will have very little qualitative impact on the game experience. Risk where you have to. Don't go the Shadowbane route, decide that nothing is good enough and try to reinvent everything. You don't have time to redo everything... and if you try, you'll likely come up short in every area.

Pages(2): 1 2

More Wizard101 Features:

Wizard101 - The New World of Avalon General Article added on Monday April 09
Wizard101 - Zafaria Preview Preview added on Friday December 02
Wizard101 - Zafaria Trailer Shows Off Wild Side Media added on Wednesday November 30

More Dev Journals:

Divina - Unique Guild Domain System Dev Journal added on Saturday May 12
TERA - Final Thoughts Before Launch Dev Journal added on Thursday April 26
TERA - The Labyrinth of Terror Dev Journal added on Wednesday April 25

More Features:

Developer Perspectives - Closing Time Column added on Friday June 01
Aion - The Aion 3.0 Review Review added on Thursday May 31
 
 
 
Leave this field empty
Post Your Comment:
Our Rating
8.5
User Rating: 8.1
Popular Features:
The List : 5 Ways MMOs Will Survive Column added on Monday May 28
MMOs these days are having a hard time...some of them anyway. Studios are closing. Developers... Read More
Diablo 3 : Review-in-Progress Part Two General Article added on Friday May 25
After 12 years was Diablo III worth it? That's far too loaded a question to... Read More
Star Wars: The Old Republic : Will TOR Adopt ‘Mega Servers’? Column added on Tuesday May 29
Will Star Wars: The Old Republic go the route of DC Universe Online and implement... Read More
The Secret World : The Melee Skills Interview Interview added on Monday May 28
We sat down with Funcom's Martin Bruusgard to talk about the melee skills in The... Read More
Rift : Conquest Preview and Impressions Preview added on Wednesday May 30
Last week, Trion Worlds revealed some of the first information about Rift's upcoming 3-faction PvP... Read More
Latest News:
Wizard101 : Avalon Deployed Reported on May 02, 2012
KingsIsle has announced that the latest world, Avalon, is now officially live on all Wizard101... Read More
Wizard101 : The New World of Avalon Reported on Apr 09, 2012
KingsIsle is taking players of its flagship title, Wizard101, to new worlds with the coming... Read More
Wizard101 : Ninja Lore Game Pack Brings New Spells Reported on Mar 06, 2012
KingsIsle is adding some whimsical new content including spells, robes, and swords to Wizard101 via... Read More
Wizard101 : Friendship Festival Begins Reported on Feb 01, 2012
The latest Ravenwood Bulletin for Wizard101 has been posted with the news that the annual... Read More
Wizard101 : Charity Chrismoose Arrives Reported on Dec 09, 2011
KingsIsle is once again raising money for a pair of Texas-based children's charities with the... Read More

Advertisement