Showing posts with label HeroEngine. Show all posts
Showing posts with label HeroEngine. Show all posts

Friday, 11 February 2011

Timeline 12: The Great Hyperspace War

oh boy, this is going to be a big one (as in lots of text). We've got interviews, videos, lots and lots of developer quotes and a brand new timeline. So trap in and hold on to your wookiees.

Today's Friday update is another entry by Jedi Master Gnost-Dural as he looks at the Great Hyperspace War and where it all went wrong. Here is the official news:
Over the millennia, the Galactic Republic has faced no greater threat to its existence than the brutal invasion instigated by Sith Lord Naga Sadow. It was a time in history when the original Sith Empire had reached the height of its power, and the Republic was poorly prepared for a conflict of such magnitude. Master Gnost-Dural looks back at the Great Hyperspace War and identifies the controversial decision that drove the Sith into exile and set the stage for the Empire’s campaign of vengeance against the Republic.

BTC 1347 – When two hyperspace explorers stumbled onto the remote world of Korriban, they never could have guessed the chain of events they were setting into motion. Over the previous centuries, the Sith Empire had grown in size and strength, and Korriban was the very heart of its dominion. The reigning Sith Lord, Marka Ragnos, had just died, sparking a brutal power struggle between rivals Ludo Kressh and Naga Sadow. The explorers’ arrival marked the first contact between the Republic and the Sith Empire, and it created at an opportunity to end the power struggle. Naga Sadow seized the moment and rallied the Sith for a pre-emptive strike against the Republic under his leadership. The ensuing series of battles saw the Republic nearly destroyed, but Naga Sadow’s machinations ultimately backfired, and the Republic drove the Sith back to Korriban. The Supreme Chancellor then directed Republic forces to ensure the Sith never returned… by annihilating their civilization entirely—a move which would ultimately come back to haunt the Republic centuries later…

Watch the latest Timeline holorecord, The Great Hyperspace War , narrated by actor Lance Henriksen.


You can also download a high resolution version of this video.
I quite like this update. It tells some of a period I'm not all that familiar with (in fact we'll continue to have that as we go further and further back in history), dealing with a major event that probably most everyone in the galaxy would know about by now (and thus helpful in roleplaying) and keeping plenty of mystery in place for the game itself. And it shows the Republic as capable of not only making big mistakes, but also being aware of this (or at least the Jedi are aware of it as per Gnost-Dural's observations).

Read on after the break for the full transcript of the timeline update, an interview concerning crew skills, an update on the HeroEngine and a couple of bits from the Dice Summit. And a whole load of developer quotes from the forums.

Wednesday, 17 February 2010

HeroEngine Developer Simutronics Reorganizes

Gamasutra is reporting that Simutronics, who developed HeroEngine which, in turn, is being used by BioWare in Star Wars: The Old Republic, is reorganizing to support the growth of their engine business:
Simutronics, the company behind the HeroEngine that's used in MMOs including BioWare's upcoming The Old Republic, has reorganized in order to support growth of its engine business.

[Simutronics], founded in 1987, will now be home to two new divisions: HeroEngine and Simutronics Games. The company promoted Neil Harris to president of HeroEngine, overlooking licensee support, and Herb Marselas as VP of engineering. CEO David Whatley is taking over as president of Simutronics Games.

HeroEngine is used by a wide range of customers, including large and small studios that make anything from games to government applications, Simutronics said in a statement. Aside from BioWare's highly-anticipated MMORPG Star Wars: The Old Republic, HeroEngine is also licensed by Zenimax Online Studios, the sibling studio to Oblivion developer Bethesda Softworks that's working on an unannounced online game.

Marselas said the company is currently hiring. A statement said that due to new licensees, Simutronics will be expanding its development teams near Washington, D.C. and St. Louis, MO.

HeroEngine's website said the engine features live collaborative development via online, real-time game creation that offers instant feedback, and middleware that includes SpeedTree, FaceGen, Scaleform GFx and others.

The HeroEngine was originally developed by Simutronics for the MMORPG Hero's Journey, which has been in development for several years and has yet to receive a firm release date. Simutronics is also the developer of games including GemStone IV, DragonRealms, Modus Operandi, Alliance of Heroes, and CyberStrike 2.

The Simutronics Games division will focus on social networks and iPhone game development, the company said. "I've always had a passion for creating games, and our new corporate structure lets us take what we've learned over the past two decades and focus exclusively on applying it to new gaming platforms," said Simutronics Games president Whatley.
That unannounced MMO that Zenimax Online Studios is working on is rumored to be Elder Scrolls Online.

Whether this reorganization will have any effect on SWTOR is the question. Possibly the reorganization will allow Simutronics to give BioWare more support with the engine if they need it. But it's nice to hear that the engine is doing well enough to warrant the reorganization. And perhaps Simutronics will finally manage to finish Hero's Journey; I think it's been in development for over ten years now.


[link] to news report at Gamasutra.

Thursday, 14 May 2009

MMO Gamer Interviews Simultronics CEO David Whatley

Another bit of news today. Though it's about two weeks old I just noticed (thanks to a post on the forums) an interview with Simutronics CEO David Whatley on HeroEngine (which is used to power Star Wars: The Old Republic).

It's a quite interesting read, giving a little more insight into the engine. Though it also talks a bit about the game they're developing with it themselves, namely Hero's Journey, even that can be an interesting reference to see some of the things that can be done with it.

Here's an excerpt:
The MMO Gamer: So, you mentioned storytelling in that last answer, and to drag you off topic a bit here, that’s a subject very near and dear to my heart, being a writer.

Storytelling, from my vantage point, is something sorely lacking in MMOs these days. What does HeroEngine bring to the writer and designer to allow them to tell a story within an MMO framework?

David Whatley: Well, we’ve worked really hard in our Hero’s Journey design to create a method for developing unique storylines that are personalized to your character. One of the ways we do that is first we have quests that feature elaborate branching story lines, so there are always decisions to be made.

Do I go left? Do I go right? Do I give the item, do I not give the item? That kind of thing, rather than just following what you’re told to do. And whether you do something, or don’t something, or one of three or five different choices, they’re all valid. Or as I like to say, failure is an option.

It’s okay to fail a quest because that just leads down a different road. Now, the problem with that is that that creates a need to develop way more content than if you just have a linear quest line. Or two or three linear quest lines. Because every branch means that you now need to develop that branch.

To get around that we built a way of branching quests that tie back into themselves. And HeroEngine gave us the tools to be able to do this sort of thing. On top of that, we layered a special system which we call “quest tokens” it’s kind of an inventory system but you never see these items.

They are things that are recorded on your character that have influence later quests. One good example of that is the “nemesis quest token.” What happens is in some point of your life you’re going to come across a boss creature, and you’ll start fighting it, and there will be some randomness about it but it will decide that guy is your nemesis.

From this point on, you’re gonna be seeing him over and over again. And what’ll happen is later on there’ll be a quest that says “Insert Nemesis Here, if he has Nemesis Token” and what’ll happen is he’ll show up in that quest, and every time he’s more powerful than he was the last time, and he’ll be calling you out and stuff like that, and he’ll always make this grand escape right before you kill him.

Then, somewhere near the end of the end game you’ll get an opportunity to take him down or not in the final confrontation. That’s just one example of the things we do with the quest tokens.

It also does Fable-like stuff where you know, it’s keeping track of characters’ predispositions towards you and can cause quests to branch one way or the other.

I think there’s a fair amount of innovation in this system but really its the gestalt that matters, the gestalt of all these things that makes it interesting.

The HeroEngine is really great at allowing for this kind of innovation because as a tool set it allows you to develop specialized tool for your game and your game only, and what we did with Hero’s Journey is we created a very elaborate quest system that lets designers go in and specify stuff at this level of detail, all parametrically with dialog and drop down boxes and never have to get their hands into scripting, because it can all be done with very elaborate specifications.
When he talks in this bit about how they're using the HeroEngine to tell their stories he's talking about things specific to Hero's Journey. But it sounds like things that I can most definitely see BioWare doing, and some of their comments hint at just that (such as their comment that when you have to make choices there isn't a save button to be able to go back to and change your mind later). And when he says a little further down the line that "I know that some of our licensees have duplicated some aspects of it when they are designing their own system. In fact, we allow licensees to use Hero’s Journey as a reference implementation." it wouldn't surprise me if he's referring to BioWare as one of those licensees.

Of course, the question is how do you teach people that they don't just have to do what they're told, how to let them know that it's alright to fail? I know that in Age of Conan whenever you turn in a quest that has you collect certain items you get a pop-up asking you whether you want to turn them in or not. That always confused me, because I wouldn't even consider not turning them in (and don't think I've ever even tried in close to a year now; in part because I fully expect the dialog to just end and reset back to the beginning offering me again the next time I try).

There is also the risk that if people fail and they can't try again because the story moved on then they'll be left dissatisfied. In Age of Conan, again, there was one quest where you had to talk to a couple of guys. I hadn't even read the quest description (as I never needed to in the previous hundreds of quests and they're not that compelling). But when talking to the first guy (just clicking through the dialog) I suddenly got a message that the quest had failed... and I couldn't pick it up to try again. That left me very upset. Though in fairness in Age of Conan the story didn't continue after that. Even so, for failure to mean something it needs to be a bad thing, which in turn is not likely to make people happy. Do people really want to struggle to undo their earlier errors, making things harder as a consequence, or do they just want to try again?

As such it's quite possible that BioWare won't take branching storylines to quite that level and will, instead, approach it more in the same way as we're used from them in their previous games. I'd expect more cases where they clearly present to you that you're making a choice where the options are all roughly equally valid (even if the distinction would just be between good and evil). We will see.

There are a few other interesting comments in the article as well, such as the one that suggests that MMOs are all very similar these days because of WoW's success and, in the light of that, investors being less willing to accept more risky designs (even if such a thing is probably needed to truly have a chance of rising above WoW's success). People tend to prefer things with higher certainty over things with a chance of a higher reward.

Anyway, can recommend reading the interview and gain a little insight into the engine behind BioWare's MMO.

Wednesday, 1 April 2009

Massively Article on HeroEngine

Massively.com has a rather short article about HeroEngine up, the engine used to power BioWare's Star Wars: The Old Republic.

As I said it's short, but it gives a nice, general overview of the engine. More details of course on the HeroEngine website. Here's an excerpt from the article:
Developers have said that it feels like playing an MMO while building an MMO. Developers can take control of characters and actually move around the world in the exact way a player would, letting them experience the game first hand without inserting any guesswork. A developer can even switch between developer mode and client mode at will, so they can play what they've just created to check for bugs right on the spot.
On an unrelated note, I've put a gadget with external links up on the blog (right above the list of tags to the right). Might add a section with links to fansites too at some point.

Tuesday, 24 March 2009

Gamasutra: Simutronics' HeroEngine Adds Large Single-Shard Capabilities

As I said in the previous blog entry, it's GDC and that can mean lots of news. Such as this one.

Gamasutra reports that Simutronics, developers of HeroEngine which in turn is being used by BioWare to create Star Wars: The Old Republic, will now support large single-shard capabilities. This means that, potentially, they might be able to run Star Wars: The Old Republic on a single shard (i.e. one 'server') or have only a few large shards (instead of dozens of shards making it impossible to connect with friends already playing).

Here's the news report:
Simutronics has announced that its HeroEngine MMO development platform now supports more than 100,000 concurrent users on a single shard.

The company refers to it as its "Seamless World" technology, and says it allows developers to connect several areas to create one large space without boundaries.

"There is no limit on how large a single seamless world can be," Simutronics explains, adding that the worlds themselves can be instanced as needed for specific requirements. HeroEngine is currently being used by BioWare on its Star Wars: The Old Republic MMO.

Simutronics also says it will continue developing scalability features between worlds to increase the maximum capacity per shard over time.

At the same time, the company's also added Linux server support for HeroEngine -- noting that both Windows and Linux servers are interoperable within the same environment.

Finally, the latest version of HeroEngine adds Autodesk Maya 2009 support and content packages for publishing via LivePush so that players can deploy content updates without ending their session.

"Creative visionaries are no longer bound by arbitrary limits on the size of their virtual worlds or how areas in those worlds can connect together”, said Simutronics CEO and HeroEngine Architect David Whatley. "And, they can choose to run their virtual worlds on Windows or Linux, or any combination, in order to meet their cost and performance goals."
Of course, there's no guarantee that BioWare will actually use these capabilities or, if they use them, that they'll use them to run just a single shard. But personally I do greatly hope that they will just have a single shard because these shard divisions that MMOs usually have are not only stupid, they're also damaging to the community. And if there's one thing all MMOs live on then it's their communities.

So here's hoping that they'll just have one shard now that HeroEngine seemingly supports it.

Monday, 15 December 2008

SW:TOR HeroEngine Interview

TenTonHammer has an interview up with Simutronic's Neil Harris. Simutronic is the company that created HeroEngine, which is being used by BioWare to create Star Wars: The Old Republic.

It's a decent interview and sheds a little more light on why BioWare chose HeroEngine for their game. It doesn't really give any further details about the game, but it does hint at the possibility of live updating of the game and streaming content (I'd imagine in many ways like how Guild Wars streams its content).

Anyway, here's a snippet:
There were a couple of reasons why they decided to go with our engine. First, we've known Gordon Walton a long time and has worked around us for quite a while. He's been around the online games industry since the 90s, as have we. At the time, they also had two employees that were former employees of ours and we had a unique way to build games that is core to the functionality of the HeroEngine and those guys got it right away and wanted to have access to that kind of methodology. We showed the engine to them - just as friends - at a show, and they said, "Hey, we want that too." That's really how we ended up working with them.
It's nice to hear that things have been going so well for Simutronic and that BioWare seems to be at the forefront of that success.