The State of the MMO: Building a World, Part 1
In the first part of an ongoing series, multiple MMOG developers dissect the creative effort that goes into building a persistent world.
This is the nitty gritty of world design. There are artists to consult, assets to request, and considerations that the uninitiated would never stop to consider. Chris Pierson at Turbine laid out the process in plain terms, and even then, it was clear that a staggering amount of effort and teamwork goes into crafting a digital paradise.
"To do a chunk of a world, I figure out what needs to go where, in a very broad sense, by painting over a scaled map of the area in Photoshop," Pierson says. "Once that's done I'll use licensed terrain-building software to block out and develop a basic heightmap, while also figuring out what biomes we're going to need, requesting the necessary assets (trees, rocks, ruins, waterfalls, etc.) from our art studio, and deciding what existing assets we can use as placeholders for both ground textures and scenery. I check out the heightmap in the engine and iterate a bunch of times over several weeks, adjusting stuff here and there, then divide the world-chunk into smaller pieces and doing a more detailed pass on each of these in turn within our worldbuilder tool. By the time this is done, the piece will have a first pass on texturing and scenery-asset placement done, at which point I (and whoever might have been doing it with me, because I always have some help) hand the piece over to whoever our lead has assigned to that piece. They then polish the region and build out the towns, monster camps, and other details, and just keep refining until we hit deadline. Along the way our requested assets come in from art, and we incorporate those as we go (as well as making suggestions for polish)."
As you can imagine, there are a lot of kinks that must be ironed out. These kinks aren't necessarily bugs, but entire game systems that might not turn out as intended, or that don't work harmoniously with other aspects of the design. ArenaNet's Annie VanderMeer Mitsoda knows a thing or two about ideas that just don't work the way they were meant to. "When we were working on actually starting to build out personal story content, and looking back on early drafts for missions that were written before the other systems really came online, there was more than once that we went 'Whoa, okay, this isn't going to work!' Or we'd implement it and it wasn't nearly as fun as we thought it would be."
Mitsoda's colleague, Steve Hwang, offers a specific example of a system that just wasn't working. "At one point in development, to make the world feel alive, dynamic events were visible to players from a very long distance. This had the effect of cluttering the compass with icons and players would often see an event and head to it, but because it was so far away they wouldn't arrive in time, or would show up just as the event ended, which was disappointing to players."
I think I want a mix of 'yeah, that's what I thought that looked like' and 'so that's what that looked like,' with a dash of 'holy shit' mixed in now and then.
Almost everyone we spoke to agreed that the key to success was remaining flexible--and to be ready to throw an idea out if it wasn't working, no matter how much you adore it. "One of the largest adventure zones in the game, for example--the Besieged Farmlands in Transylvania--was built and rebuilt from scratch three times before we landed on what we have today," says Funcom's Ragnar Tornquist. "Gameplay changes, performance issues, art direction, testing and feedback--all of it affects the world we've built, and we need to be very flexible. It's dangerous to get too invested in how things look, and a willingness to change and discard and redo is something we instill in everyone."
At ArenaNet, Kim Kirsch echoed Tornquist's sentiments. "When you build something, it's easy to fall in love with some tricky thing you came up with on the backend, or to miss the fact that you aren't explaining or messaging things properly because you already know how everything works. The ability to put yourself in the shoes of the player, and the ability to receive and use feedback, are irreplaceable things that every developer should be mindful of."
Each developer made vast changes to their worlds over the course of development, either throwing out entire areas, or redesigning them so drastically that they took on new properties. Not every region you explore in Star Wars: The Old Republic is the same as when it started, for instance. Says James Ohlen: "The first world we built, Korriban, probably went through the most revision. Initial builds were too claustrophobic and felt more like a fantasy world than a Star Wars world. The final version that appears in the game has more open spaces and feels like it belongs in the Star Wars universe."
These steps are only the beginning to creating an online world, and our world designers had a lot more to say. Next week, the developers talk about first impressions, and taking old fantasy standards and making them new again. We also get a peek into the future. Could there yet be an Anarchy Online 2 in the future? Ragnar Tornquist gives us the scoop.





