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Interviews LWM meets Chris DiBona
An Interview from the Future of Rekonstruction
By: Dee-Ann LeBlanc
Dec. 22, 2003 12:00 AM
Four hundred years from now, Earth is a shadow of her former self. On August 24th, 2202, a near calamitous strike from a planetary fragment sent 12 billion souls into backup and made extinct hundreds of thousands of animal and plant species. So begins Rekonstruction from Damage Studios, the first massively multiplayer online game (MMOG) that is designed to support over 1,000,000 concurrent users. Dee-Ann LeBlanc, LWM's gaming indusry editor, recently had the chance to discuss Rekonstruction with Chris DiBona, cofounder of both Konstrux Technologies and Damage Studios. LWM: When people hear the name Chris
DiBona, it's usually in the context of Slashdot or one of a dozen other Linux
writing or techie venues. Looking through your "About Me" page there's nothing
in here that screams, "This man will cofound a gaming company one day." Is it
every little boy's dream to build (or is it play?) games for a living? How did
you end up here? When Tony and I first talked, I was still working for Slashdot as an editor, which is a pretty fun thing, and I think that I was pretty good at that. I had posted some 700+ stories and written about 300 polls for the site over the year I had worked there. I have to admit I thought that I was getting a little burned out on the highly event-driven nature of working for Slashdot, so when this opportunity presented itself, I was poised to take it seriously. Running a game company really hadn't been on my short list of "Things to do after VA/OSDN," but when I realized some of the people I could get involved in the project and the exciting technical and marketing challenge that creating and attracting subscribers to such a game represents, I really had to do it in the end. LWM: Tell us a bit about this MMORPG
(massively multiplayer online role-playing game). Where will it fit in the
market amongst its projected competitors? As to the market for such a game, we are marketing Rekonstruction to the hard-core MMORPG player; specifically those who we feel are not currently being served well in the science fiction genre. There are a great number of fantasy MMORPGs out there, and while we felt we could compete adequately in that space, we felt that the fantasy thing had basically been done and will be a mess for newcomers for some time. Also, no one has done a near-term (in science fiction terms, 400 years in the future is still pretty near term) science fiction MMORPG, with the few offerings being tens of thousands of years in the future, so their worlds end up being really just fantasy MMORPGs with lasers or space operas. We also think that using Earth as the playing surface brings with it some real affinity for our future subscribers and allows us to perhaps further blur the lines between reality and the game world than we would otherwise be able to. I think that people will identify more with San Francisco in Rekonstruction than Rubi-ka (in Anarchy Online) or Norrath (Everquest), and this will anchor their myth in the real world in a way that others can't currently do. I don't really think you want me to go into my annoying lecture on how narrative for MMORPGs is completely different than for first person shooters or real-time strategy games or regular fiction, but designing an overall narrative is something that we take very seriously. We see it as being one of the key differentiators for Rekonstruction. LWM: In the non-MMORPG world, the
games with thriving communities are driven by the ability to do Mods and apply
other customizations (such as supplying graphics for logos, textures for
clothes, and so on). No one has done this in the MMORPG market yet (that I'm
aware of). Have you considered it? At launch we will provide the ability for the players to create new settlements, create new teleportation links, and more. LWM: How are you working to appeal to
more than just the teenage male demographic? Recent surveys point out that
adults - and even women as an individual group - play games more than
boys, and yet everyone's aiming for that one demographic. Please tell me there
won't be overly anatomically "correct" females and Ken doll males (who are
anything but anatomically correct). Character model creation is actually a very exciting area in MMORPGs today; for instance, the things you can do now for facial and other expressions are pretty neat. I remember telling our concept artist just a month ago "be sure to give me a fat blacksmith looking fellow," but that's another story. LWM: What is the game play going to be
like? What kinds of in-game activities will characters be able to do, and
advance by? Many people in MMORPGs like a heavy social component, for example.
Game balance has proven a huge problem in many of the MMORPGs I've tried.
Usually the only effective way to advance is by killing things or going on
endless, repetitive quests, no matter how much thought the developers tried to
put into offering crafting skills and so on. As to advancement without combat, we'll offer ways to accomplish this, but Rekonstruction is a game, and character advancement will be an important part of it. LWM: I've read some fascinating papers
on "game economy." How do you intend to tackle the many problems that come in
here, like in-game inflation and devaluation, and out-of-game people selling
characters and more on eBay? LWM: You say that you're using solely
Linux on the back end. How did you come to that decision? Was it a no-brainer
for you since you've got so much experience in Linux? Have other MMORPGs done
this before? LWM: How are you implementing the back
end? Clusters? Server farm? COWs? LWM: Your site says that the whiz-bang
feature is going to be the ability to support one million concurrent users. What
is required to accomplish this? We really want a game without artificial boundaries for the players, so providing them with a seamless experience is very important to us; having many shards we think detracts from the playability of a game and restricts the possibility of growth. LWM: Are you talking about on a single
server, or on a massive collection of separated world servers? Will players be
able to interact among folks on the other servers? LWM: You say that there will be a
Linux client, but not immediately. Could you explain the decision process that
forces this approach, and what specific issues you expect to face when porting
the client to Linux? The other problem with Linux and gaming is sound - I wish that Linux sound was better. That said, we clearly are all Linux people, so we want to support Linux, despite the financial and marketing realities of gamers on Linux, so we likely will. it's a matter of time and how successful the game is on other platforms. LWM: Numbers are starting to show that
Linux might be gaining over the Macintosh in desktop use. If the gain continues,
will you reverse the OS X and Linux client rollouts? (Or at least consider
it?) LWM: Will the OS X and Linux clients
cost extra? If you mean, will they eventually all ship on the same DVD? Maybe. If you mean, will users be able to download the Linux or Mac part of the client if they have already bought the Windows DVD? Then likely. One thing to point out - our game will likely ship with too much data to allow for a download, so no matter what, people will have to order a copy of the game from their retailer or from our Web site. LWM: What lessons have you learned
from studying what other people have done, both in MMORPGs in general and in
anything involving Linux and games? Reader Feedback: Page 1 of 1
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