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Ultimate Game Design : Building game worlds

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

First, this is not a licensed title. There is no Major League Baseball Player’s Association<br />

(MLBPA) license attached to this <strong>game</strong>. As you might figure, these licenses<br />

are cost-prohibitive to say the very least. Several high-profile baseball titles by large<br />

<strong>game</strong> publishers pay for these licenses for their franchise baseball titles. The resultant<br />

effect is that UBO cannot use well-known players, teams, or stadiums in the title.<br />

Many players take access to these factors as a given for single- or two-player <strong>game</strong>s.<br />

However, this is an MMOG title. Part of the fantasy in playing the <strong>game</strong> is to<br />

role-play up your own characters into the big leagues. In the recent past, if you made<br />

a solid <strong>game</strong>, titles could perform quite well without the “license factor.” Today, for<br />

many reasons, this just doesn’t seem to be the case.<br />

<strong>Building</strong> a 3-D <strong>game</strong> engine with sophisticated client/server architecture capable<br />

of handling synchronized real-time baseball events proved, not surprisingly, to be a<br />

Herculean undertaking. Resolving latency under different player connection scenarios<br />

was the premiere issue. Of course, we also had to build in all of the <strong>game</strong> functionality<br />

recognized as the rules and play of baseball.<br />

Pure engine development costs were sizeable, and the heavy support and maintenance<br />

costs put further pressure on budget details. Sony’s Everquest and Microsoft’s<br />

Asheron’s Call have Sony and Microsoft behind them. This makes it extremely difficult<br />

for the independent developer to compete in this area, and extremely risky for everyone<br />

but the largest of publishers capable of taking multimillion dollar charges against<br />

their bottom lines.<br />

For many reasons, including cost, development of the <strong>game</strong> engine was done in<br />

Korea. This created many production challenges, language barriers, and localization<br />

factors for a <strong>game</strong> destined to be deployed in the United States. Note that<br />

sending entire <strong>game</strong> titles overseas for development is a trend on the rise. This can<br />

be compared with sending animation projects around the world in an effort to<br />

save production costs.<br />

Remote development is always a challenge, even with experienced teams, clear<br />

goals, and adequate resource support. It can be done successfully, but regularly<br />

involves significant challenges. However, when trying to innovate an entirely new title,<br />

it becomes a decent burden. I would not recommend remote development on such<br />

an innovative title, in a new content category, even for a team with solid MMOG<br />

creation experience.<br />

Since the developers of UBO had enough challenge on their hands just implementing<br />

the basics for such an aggressive title, tools implementation tended to suffer.<br />

Without great tools, or great and constant programming resources, the play of your<br />

<strong>game</strong> will suffer. Plenty of necessary tool modifications were planned, but those<br />

plans were left on the backburner as more pressing mainline engine challenges would<br />

not relent.<br />

In terms of resources, MMOG development is not for the faint of heart. After<br />

all, the MMOG is the most complex and sophisticated kind of gaming experience<br />

207<br />

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

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