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Ultimate Game Design : Building game worlds

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uilding monotonous and tiresome <strong>game</strong>play tasks. Personally, I don’t want to<br />

spend hundreds of hours achieving the simplest of tasks or climbing a never-ending<br />

ranking ladder with my character. As MMOGs continue to attract more mainstream<br />

players with busy and hurried lives, the demands for visible <strong>game</strong> progress in shorter<br />

time periods is bound to increase. If you are willing to commit 40–60 hours playing<br />

an MMOG per week, that’s fine, but many players want the MMOG experience<br />

without the 40–60 hour weekly commitment. The MMOG design that caters to this<br />

reality will probably find a large audience.<br />

Player Dropout/Lost Connections<br />

Player dropout due to lost physical connections between a player’s PC and the <strong>game</strong><br />

server must be considered. Sudden exits from the <strong>game</strong>, caused perhaps by the player<br />

suddenly turning off the PC or a local power outage, affect character data and de<br />

pendencies between players within the MMOG world. If you were playing a significant<br />

role in collaborating with other players performing some deed or action and suddenly<br />

drop out, play is obviously going to be affected adversely both for you and your peers.<br />

Your design and technical team will have to tackle the following questions:<br />

� What will your <strong>game</strong> do if a packet is dropped?<br />

� What will your <strong>game</strong> do if packets are received out of sequence?<br />

� What will your <strong>game</strong> do if a player’s computer suddenly loses power?<br />

� What will your <strong>game</strong> do if one of the <strong>game</strong> servers goes down during play?<br />

� How will your <strong>game</strong> verify that players are running the official <strong>game</strong> client,<br />

and not a hacked client that gives them perfect aim or some other unfair<br />

advantage?<br />

Network protocols for MMOGs frequently use UDP rather than TCP. In short,<br />

your design must account for these potentialities with rapid and exhaustive saves of<br />

character information and careful analysis of in-<strong>game</strong> player-to-player dependencies.<br />

Notice that most successful MMOGs account for this fact by limiting extreme<br />

player-to-player dependencies. If a player drops out while banding together to kill a<br />

monster horde, it has some negative impact to be sure, but if a player drops out in an<br />

MMOG sports title, it can be devastating to the play experience (for example, the<br />

pitcher in a baseball <strong>game</strong> drops out mid-inning, mid-pitch).<br />

MMOG Play Mechanics<br />

C H A P T E R 8<br />

When it comes down to building play mechanics for the MMOG, designers have to<br />

constantly weigh an intended play effect with “big” problems like latency. You can’t<br />

199<br />

<strong>Design</strong> Considerations for Massively Multiplayer Multiplayer Online <strong>Game</strong>s

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