Hi
everyone, welcome to the first installment
of the HinterWars development team
blog where we hope to give you an
insight into our work and the evolution
of the game as we take it from idea
to reality.
Let’s
start by talking the unique nature
of this beast. HinterWars has been
billed as an MMOG for mobiles phone
and PCs, but I’d like to provide
a little more detail here.
We are aware
of other approaches where the main
bulk of the game world is accessible
only on the PC and the mobile client
basically exposes a small portion
of that world to the mobile player.
What we are
trying to provide here is probably
the world’s first seamless
gameplay experience across two very
distinct platforms. That means regardless
of whether you are playing the game
via a mobile handset or a PC, every
single element of the experience
is available to you, in real-time.
In order to meet this goal, we’ve
had to make some very interesting
game design decisions which we will
get into in the coming updates.
And having
said that much, it’s time
to get back to working on the game
itself. Stay tuned for the next
update, where I’ll point out
how in some ways an MMOG on a mobile
phone is a paradox.
Victor Ho
Technical Manager
Activate Interactive
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HinterWars Blog 2_19
July 2005 |
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Hi everyone,
we are back for another update.
When we began
designing this MMOG to provide seamless
gameplay between mobiles phones
and PCs, my first thoughts were
about how the uniqueness of the
mobile platform would affect the
player’s experience.
Think about
the conventional design of an MMORPG
for a second, it almost seems to
go against the grain of conventional
wisdom of how to design a mobile
game.
Think about
it….
Mobile phones
as game platforms are greatly limited
in storage capacity. MMORPGs however
boast data sizes several magnitudes
over normal PC titles.
Games that
are played on a mobile phone are
designed for what we term low player
commitment. This means games designed
for mobile phones need to provide
the player with a rewarding experience
in the space of 2 to 3 minutes,
that’s about all the time
a player can commit to the game
before his bus comes, his date arrives
or he’s reached his stop.
MMORPGs on the other hand provide
for extremely long hours of play,
allowing the players to spend hours
on end exploring the depths of what
the game world has to offer.
While the
differences are more than a little
challenging to reconcile design
wise, to say the least, there is
one synergistic element to this
cross-platform concept that makes
this project irresistible to both
the team and to a lot of MMOG fans
as well.
That element
is connectivity.
The game
never leaves you. Imagine being
able to connect to the game and
advance your progress while on the
move. For hard core players out
that, play time has now been extended.
For those of you who’ve never
had the time to get into an MMOG,
it’s now going to be possible….
This entry
is getting a bit long, so I leave
off here. Next time, I’ll
touch on some of the design decisions
we made and how they serve to reconcile
the differences I mentioned earlier
and in the process, I’ll mostly
likely end up giving you a peek
at what playing Hinterwars is like.
Until then…
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HinterWars Blog 3_10
Aug 2005 |
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When we last
left off, I was talking about the
connectivity element being a key
distinguishing feature of HinterWars.
This time round let’s talk
about some of the design issues
we’ve to solve in our design.
The first
problems we tackled were those of
the mobile platform’s hardware
limitations. Limited memory, storage
and bandwidth are chief concerns
since these three aspects are fully
exploited on the PC to give the
vast worlds and epic experience
that are the staple, as well as
distinguishing factor of the MMORPG
genre.
So after
a lot of head scratching, here are
what we eventually came out with:
The HinterWars
game world is divided into zones
that we call colonies, and players
will move between zones to interact
with each other. We intentionally
keep the number of players-per-zone
low for a number of reasons.
Firstly,
the amount of player and zone data
can be kept to a manageable size.
Secondly, the amount of data that
needs to be sent over the network
is also reduced. Thirdly, the player
will feel less overwhelmed while
trying to keep up with interactions
occurring within the zone.
Limited bandwidth
also affected our design of HinterWars’
combat gameplay. Combat is one of
the main aspects of the game experience
since it is through combat that
the players reap rewards that allow
them to progress further with the
game. And since it’s such
an essential part of the game, we
didn’t want limited and sometimes
unavailable bandwidth to mar a player’s
fun.
There’s
nothing more frustrating as playing
a masterful game only to be defeated
by a lag or a lousy connection.
It kills immersion and frustrates
the player no end because he’s
been presented with a problem that
no amount of skillful gameplay can
remedy.
To this end,
we made our combat turn-based and
aimed to make skill play out in
the dimensions of tactics rather
than twitch reflex.
So now we’ve
got a design that addresses the
memory and bandwidth limitations.
Storage limitations of the mobile
platform, on the other hand, continue
to be a problem we have to contend
for the rest of project. We are
pushing the envelope and trying
to be real smart about where and
how we store our data, but it’s
still something we keep at the back
of our minds as we progress with
the game development.
And that’s
the first bunch of issues we worked
through and that’s also all
the time and space for this entry.
Next time I’ll carry on with
description of how we hope to get
around the low commitment level
on the mobile platform.
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HinterWars Blog 4_2
Sep 2005 |
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The design
concepts I’ll be musing on
today take a little more than the
space of a single blog entry to
expound on, so what follows might
seem conceptually sketchy. You been
forewarned!
When people are on the move, the
dynamics of their entertainment
is very different from what they
might do when lounging around at
home. Their attention span is short,
subjected to a large variety of
distractions. Their bus came, they
reached the head of the taxi queue,
an incoming call, well you get the
idea.
So how do we ensure that they can
still enjoy a game like HinterWars
while on the move? The main problem
we are basically trying to solve
is the impact of player distraction,
and we did two things to address
this problem.
First of all, we’ve kept all
the play areas spatially small.
That means no crossing of vast landscapes
to get from one point to another.
What we’ve essentially done
here is make it easy for people
to get into the game, so even if
you’ve got only 10 minutes
to spare, you could be in the thick
of combat two minutes into the game.
Secondly, as mentioned in our previous
blog entry, we’ve gone with
turn based combat. This decision
also works into helping to make
the game more forgiving towards
players who get easily distracted.
If you find yourself interrupted
while facing off with some monsters,
the game will simply stop at your
turn and wait for you to continue
from where you left off. This would
not be possible if we had gone with
a real time type twitch game approach
to combat.
There is still a caveat of course.
In a multiplayer game where everyone
takes turns, waiting on someone’s
turn for duration longer than normal
can get boring very quickly. To
get around this, each combat turn
in HinterWars has a time limit,
so that no one person “hijacks”
the game by holding on their turn.
The downside is that you could have
a legitimate interruption outside
the game, and if it lasts too long,
the game still does continue without
you.
Game design is a series of trade-offs,
and in this case we decided that
helping the majority of the players
in combat to have an enjoyable experience
outweighed the need to be completely
tolerant of players who get called
away from the game.
I hope to show other examples of
game design trade-offs in future
entries of this blog.
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