As I’m sure you’re aware, there is actually a lot more to developing an MMO than simply sitting around, playing games, and bullshitting about what would be cool. Okay, so we do a fair amount of that, but designers and writers have other duties as well. We have meetings. We create and update internal wikis. We proofread. We put together design documents. You get the picture…
And, things go wrong in these arenas as well.
One of those other duties (which I must admit I really quite enjoy) is showing off your game for prospective publishers, potential investors, and interested (and sometimes not-so-interested) press.
While I was working on Pirates of the Burning Sea, we did a one-day whirlwind tour of some of the major press in New York. These were serious new outlets—AOL, CNN, Newsweek, Playboy, etc… Big players who reach millions of viewers/readers/players—and they only give space to the top handful of games.
I can think of two other meetings over the course of that development cycle that were as big as this trip. One wouldn’t happen for another four months—a surprise pitch to the head of Sony Pictures at E3, back before SOE became part of SCEA. The other was almost a year earlier, when we were shopping the game to prospective publishers, before we had agreed to work with Sony.
In other words, this press tour was important for us, and we knew it.
By “us” I mean Rusty William—the CEO of Flying Lab Software and my stalwart demoing partner through every one of these tough meetings—and Susan Lusty, our PR juggernaut. (Yes, that is her real name. And yes, she is a juggernaut in that she is very, very good at her job.)
In order to actually demo an MMO, you have to run both a client and a server. You can do this with a dual-core machine (and we do a lot of developing this way, so we can test our changes before we check them in to the real game), but with a laptop this often produces less-than-ideal results. Oftentimes there is a lot of lag, so to remedy this, we bring two laptops and run one as the server and the other as the client. On this particular trip, to save space, instead of bringing two full-fledged laptops, we brought one bad-ass machine and this tiny little UMPC, a 9-inch touch screen laptop that has most of the functionality of a regular laptop. We used the UMPC as the server, and it worked like a charm.
Inside MTV, we set up in a conference room overlooking the Hudson River. Posters of Sting and Madonna looked down on us as we began our pitch. Everything seemed to be going fine. The guy was an avid gamer and pirate fan, so we were all getting along well. Everyone was smiling and having a good time, when suddenly the screen started to wobble.
The video card had gone out, right in the middle of our pitch. If you’re old enough to remember what it was like to try to tune your television with rabbit ears and having a difficult time getting your favorite channel to come in clearly, then you have a pretty good idea what our game looked like. We had managed to get through character creation without a problem, then this. If we’d had another laptop, we could have just swapped the two and run the client on the other one, but the UMPC didn’t have a keyboard and Pirates hadn’t been developed as a touch-screen game.
We had scheduled some time for lunch between meetings, which we instead used to run to the local electronics store and buy a new laptop. That accomplished, we still needed to put the client on the new machine, which was going to take some time.
Our next appointment was with Newsweek, so we made our way to the tiny, stark marble lobby of their high-rise building, sat down on the floor, and got to work. Now remember, this was only a few years after September 11th, and New York was still on high alert. They didn’t really take too kindly to a couple of guys with a bunch of high-tech equipment camping out in their lobby and poking wires into things. And we were asked, politely but firmly, to “please leave.”
That’s when Susan “juggernaut” Lusty got on the phone. With a bunch of quick talking and a fair amount of effort trying to calm the security team in the lobby, we were eventually escorted to a storage closet inside the Newsweek offices, where we were allowed to finish our file transfers. While Rusty was busy doing the technical work, Susan and I made conversation with the columnist we had barged in on nearly an hour early.
This is the part of game development that they never list in a job description. How to entertain someone—whom you’ve just met, who knows you’re stalling, and in this case was one of the smartest people I had ever encountered—long enough to let your boss, who’s in the storage closet, fix the laptop so you can give a successful demo and hopefully get an article written about your game.
Try summarizing that for your resume.
The final appointment of the day was supposed to be at AOL. But the person we were meeting had a lunch appointment that went long. Our options were to cancel the meeting, or come find her in downtown Manhattan.
We met her at the restaurant, and I actually had to get on my belly and slide under a table in order to plug the laptop in, which was only slightly more fun than having a cavity filled.
The woman we were demoing for didn’t seem at all interested in the game. She barely raised an eyebrow at character creation (something that had received a great reaction from nearly everyone we’d shown the game to), and to be honest I wouldn’t have pegged her as someone who knew the difference between an Xbox and a Playstation, let alone someone who would be interested in an MMO.
But other than having to rub my body all over the high-traffic floor of a New York restaurant, covered in who knows what, the demo went off without another hitch. And to our surprise, she wrote a terrific preview piece. I guess you can’t judge a gamer by her cover, eh?
All told, I think we gave eight pitches that day. A couple of them went off perfectly. Most of them had some sort of minor emergency we had to overcome. In the end, we did all right. These sorts of things happen all the time in this industry, but it’s difficult to translate the skills necessary for survival into line items in a job posting. Then again, how do you know you’re going to have to ask someone to climb around on the floor to plug in a demo machine? Or, perhaps fend off a surly security guard who thinks your bundle of wires may be a bomb?
I guess you don’t. So instead, you advertise for people to come play games and bullshit about cool design ideas, and you hope they don’t mind getting their hands dirty.
About 20 years ago, I had a student working for me at MIT, and I gave him the job of setting up a new computer. As he surfaced from the tangle of cords, he asked, "How senior do you have to be to stop crawling under desks in this business." Everyone in the office just laughed...
Still crawling under desks, nearly 30 years later! (And really, I've never learned to like it, but at least now people don't expect me to wear pantyhose while I do it...)
Yrs,
Shava
Good article -- made me smile. It's hard as hell to really sum up a job in a description and most jobs that you actually *can* do that properly are really boring. I'm career IT and my job description changes on a weekly basis. :)
Great article.
I actually kinda like crawling under desks and setting up my PC though. I guess it's kinda a second nature now, having visited quite some LAN parties and still going to a few every year.
It's nice to read a little bit about the history of PotBS too.
Wow man that's sounds just as fun as our 1st ever presentation at DragonCon last year for FOA....what a mess, missing badges..can't find the contact...cell phone dead..shift of presentation slides...overrunning our alloted time since we were late due to the badge issue.. :D
Luckily for us, your CEO Russ at Pirates had his presentation just after us, that was a close one and he was cool with it. We stayed and had some conversations with your guys just after....good pointers for us for this year since we're heading back on the road...
Cheers for the article..
Now this is a great "behind the scenes of the MMO industry" type article I look forward to reading. Great job. These are the stories and on-goings that you just dont get to read on the publishers website, or companies main site.
Cheers. Keep em coming.
I've spent almost 20 years in software sales ('enterprise' software, in my case) and this blog gives me flashbacks. I've been in a sub-basement at 3am, I've been in a trailer in the dead of winter, and I've even once spent 70 straight hours (no sleep) getting ready for a demo. It all makes you appreciate your 'regular' work that much more. And I wouldn't trade it for anything.
Thanks that was good read and memories... ;)
hmm, I understand what your saying in this article Jess, but I think you will find that in any job you need to do things which dont exactly come under your job description. Its certainly not a special requirment of a dev.
What amazes me is that a dev team will literally bend over backwards to show off their product to prospective publishers, fixing any problem immediatly, but when the game is released and there is a public out cry about some feature which they feel mislead over, the devs are nowhere to be seen "too busy to comment", where is your resourcefullness then? why are paying customers not treated the same ? why are they so low class and useless that they dont deserve to suddenly have something prioritised?
Guildwars "alliance battles" is a classic example. Everyone was excited for months and months about forming an alliance and fighting other alliances... only to realise that it was nothing of the sort! it was a battle between randomly selected people who could barley even communicate with each other... Even today, Alliance battles have nothing to do with alliances.
Also in guildwars we screamed and screamed for years about storage space.. only now I see extra storage has been given. Yes there were other requests which were fixed, and Areanet were very good at responding to certain things, But the biggest and most obvious problems appear to be ignored.
Its not just guildwars, Every mmo i play has the same problem... Eve online, Vanguard, AoC, to name but a few where I have painful memories.
Yes, devs eventually 'get around to it' but usually this is only because they suddenly realise everyone has stopped playing and its a bit too late.
Sorry Jess, nothing personal.
It's been like this since 2004, when the champion of MMORPGs came out, when no other dev/title could pull off what this one MMORPG did... get them off the other games to come on their game and keep them there. You see it's very funny... I don't really wanna give credit to Blizzard because I have some gripes but when you look at other games (which I have tried and tried to play) you just can't get away from the fact that: Blizzard gets the job done. But why? Simply because they don't go around months and months before the release of a product to advertise the crap out of the "amazing features" while only showing the candy.
Most MMORPGs of 2004-2009 have failed because of technical issues. Everyone on every forum I have seen on AoC, for instance, was banishing this game from their mind because of the technical issues... you just couldn't play this game right it was way too bugged for way too many people. We're not in 1997 anymore, people could live through EverQuest bugs... why? Because the game was special, unique, if you wanted to quit because you weren't satisfied... but still wanted a 3d experience, you couldn't... there was nothing else. People now want end products as advertised and sadly, devs will do anything to show all the "GREAT STUFF" this title has to offer yet in their minds, wishing to god it "doesn't crash like it usually does". And what happens, the "low class" customer actually gets awful end product or a release candidate and SOMETIMES, a BETA...
This is why I will always respect Blizzard, they made their money. They don't need to beg over a publisher that we all know ;) WILL rush them into release. Trust me I know how hard it is to a publisher to release late but hell, if the title looks promising, and people are getting hyped, what's the difference in offering a crappy build now or later really? If the hype's killed now or later, you'll still quit.
I enjoyed reading this article and hope I am not too off-topic.
Mike.
Decent article. Cool.