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MAKING AN INDEPENDENT MMO
THE ALBION ONLINE STORY
DAVID SALZ (DAVID@SANDBOX-INTERACTIVE.COM)
ROBIN HENKYS (ROBIN@SANDBOX-INTERACTIVE.COM)
WHO ARE WE?
 David Salz, CTO and co-founder of Sandbox Interactive
 18 years in game development
 Founder of Indie-Studio Bitfield & BitEngine (only commercial engine
for Nintendo DS)
 Robin Henkys, CEO & Game Director
 11 years in game development
 Previously worked on Drakensang Party RPGs and was the lead designer
on Drakensang Online, a hack & slay MMO
WHO IS SANDBOX INTERACTIVE?
 An independent game developer
founded in 2012
 Based in Berlin, Germany
 Employs 30 full time on-site plus
another 15-20 part time Freelancers
worldwide
 Exists to develop, market and
distribute Albion Online
WHAT IS ALBION ONLINE?
 Independent MMORPG
 privately funded and self-published!
 > 500.000 players
 Open Beta in 2016, Release in 2017, Steam-Release in 2018
 Sandbox, Full-Loot, PvP and Guild-heavy
 One World (like Eve Online)
 Cross-platform (PC/Mac/Linux/Android/iOS)
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
FOUNDING THE COMPANY
 External investor with game idea
 Good budget, but way too small for the suggested scope
 Won the pitch!
 Suggested inexpensive prototype
 Modesty and honesty pays off!
 good: used an existing indie team as a starting point of the team
 already existing network was invaluable!
GETTING STARTED
 core team had never done an online game...
 (but lots of experience otherwise)
 got external coaches with relevant experience!
 picked proven technology / middleware
 (a first for all of us!)
 made some hard choices in game design to avoid production risks
 simple art style (small team, small budget, performance considerations)
 loading screens instead of streaming world
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
MIDDLEWARE
 Unity3D (starting w/ 3.5 in 2012, trying to always use the latest
stable)
 Photon (Cross-Platform Networking library and server framework)
 using C# on client and server (with lots of shared code)
 Cassandra  high-performance NoSQL in-memory database
 offers horizontal scaling!
 Postgres  best (feature-wise) free SQL DB
KEEPING CONTROL OF THE TECHNOLOGY
 good: used only minimal feature set of engine, network middleware
 kept Unity completely out of server! (way too slow, way to unreliable!)
 fully functional "command line" client that works without Unity (also
allows bots, easy load tests etc.)
 wrote key components ourselves:
 level loading, collision, pathfinding, AI, complete server structure etc.
 using Unity for Graphics, Animation, Visual Effects, UI, Input handling
 good compromise between using an engine and roll-our-own!
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
Making an independend MMO - The Albion Online Story
PROTOTYPE & REFINANCE
 Initial Prototype proved ability of the team
 Led to additional investment & continued dev into Alpha
 This was a change to the original plan
COMMUNITY BUILDING
 involved large guilds in the development process at a very early stage
 tested early builds with closed user groups in 2-4 week "alpha" test
sessions
 offered special rewards such as custom guild logos etc.
 invaluable feedback
 became the seed of our community with long reaching loyalty
Making an independend MMO - The Albion Online Story
KEEPING DESIGN ON TRACK
 Took radical design decisions based on the idea that these would have
emotional resonance
 Set these design decisions as immoveable pillars and stuck with them:
 All items player crafted
 Full Loot PvP
 You are what you wear (no classes)
 No item teleportation
 This worked: with a radical promises we got a lot of attention and by
delivering on them in Alpha we built our early access program
SCALING WITH SUCCESS
 Original production value and scope were based on budget
 Early Access success lead to an increase in scope and
production value
 This lead to further growth
 In the end achieved 3-4x the original budget production value
through early access until launch
WILD GROWTH
 Wrote a novel with british author Peter Newman
 Novel flopped, but the story development was very valueable to guide
content production
 Orchestral Soundtrack
 We also run our own regular AlbionTV stream which follows the
developing player
Making an independend MMO - The Albion Online Story
MARKETING & PUBLISHING YOUR OWN
MMO
 Marketing
 Youtube, Twitch, High quality preview videos
 Distribution
 Outsourced web development  expensive & made integration harder
LAUNCH BILD
TECH FAILS #1
 at one point, we had all buildings disappear in a closed alpha...
 ... which turned out to be a Cassandra bug (secondary index lost)
 "bleeding edge" open source technology is dangerous.
 Even release builds can have catastrophic bugs 
 Do long-term testing before phasing a new middleware build into
production!
 Consider using "older" builds where the bugs are already known!
TECH FAILS #2 (A POST-LAUNCH DISASTER)
 After 12-18 hours under full load, Cassandra suddenly became
unresponsive for 5-8 minutes, killing the game
 Unable to fix this for > 2 weeks 
 solution: get a consultant  move from Windows to Linux (like everyone
else)
 problem was disc IO bottleneck between Cassandra and Windows RAID
controller driver
 Try to use technology the same way everyone else is using it!
DDOS ATTACKS
 Researched DDos protection ahead of launch
 Very expensive
 Technologically complicated (requires own AS, own IP range, BGP
routers)
 takes months to implement
  so lets not do this
DDOS ATTACKS
 Got blackmailed and attacked
 > 4 weeks, > 60 Gbps attacks
 Sleepless nights, upset community
 burned through first mitigation provider (cheap is sometimes too
cheap)
 Then got (expensive) external help
 Should have done this earlier!
INTERMISSION: DDOS MITIGATION
Game Server
Game Server
Game Server
Router
THE INTERNET
Criminals live
here
(customers,
too)
Our Data Center
Public
IP Range
Clean Traffic
Attack Traffic
ReturnTraffic
INTERMISSION: DDOS MITIGATION
Game Server
Game Server
Game Server
Router
Router
THE INTERNET
Criminals live
here
(customers,
too)
Scrubbing
Center
Attack Traffic
gets filtered
out
Our Data Center
Anti-DDos-
Provider
Public
IP Range
Clean Traffic
Attack Traffic
Clean Traffic
Delivered via
GRE Tunnel
Redundant
Routers
(Fail-Over)
ReturnTraffic
Routers switch
Public IP Range
between our DC
and Scrubbing
Center via BGP
protocol
BUSINESS LESSONS
 When we launched and sold hundreds of thousands of games, we
were a company of almost 60 employees
 6 months later we had to make the decision to scale the team to the
actual player base
 Learning: When scaling up a niche game, remember youre still in a
niche
 Just because a lot of people project their dreams into your MMO
doesnt mean they will play it- those people you designed the game
for will play it.
Making an independend MMO - The Albion Online Story
THE BETA FACTOR
 All throughout development we were discussing how big the
impact of the game being in beta would be on player retention
 The argument was that players would not grind during a beta if
they knew progress would be wiped
 Learning: Live player curve behaved very similar to Beta player
curve
DESIGN LESSONS
 Surprisingly successful with our unemotional design approach
following game theory and market logic
 Free Market & Game Theory works until it gets emotional.
 Personal design lesson: WoWification isnt everything.
CONCLUSIONS
 Niche MMOs can work!
 Early access can help you to build a much better product than
you can originally afford
 Dont get carried away by your own success
 Middleware and clever use of tech is good, but dont ever cut
DDOS protection on an MMO
THANK YOU!
Questions?
David Salz (david@sandbox-interactive.com)
Robin Henkys (robin@sandbox-interactive.com)

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Making an independend MMO - The Albion Online Story

  • 1. MAKING AN INDEPENDENT MMO THE ALBION ONLINE STORY DAVID SALZ (DAVID@SANDBOX-INTERACTIVE.COM) ROBIN HENKYS (ROBIN@SANDBOX-INTERACTIVE.COM)
  • 2. WHO ARE WE? David Salz, CTO and co-founder of Sandbox Interactive 18 years in game development Founder of Indie-Studio Bitfield & BitEngine (only commercial engine for Nintendo DS) Robin Henkys, CEO & Game Director 11 years in game development Previously worked on Drakensang Party RPGs and was the lead designer on Drakensang Online, a hack & slay MMO
  • 3. WHO IS SANDBOX INTERACTIVE? An independent game developer founded in 2012 Based in Berlin, Germany Employs 30 full time on-site plus another 15-20 part time Freelancers worldwide Exists to develop, market and distribute Albion Online
  • 4. WHAT IS ALBION ONLINE? Independent MMORPG privately funded and self-published! > 500.000 players Open Beta in 2016, Release in 2017, Steam-Release in 2018 Sandbox, Full-Loot, PvP and Guild-heavy One World (like Eve Online) Cross-platform (PC/Mac/Linux/Android/iOS)
  • 13. FOUNDING THE COMPANY External investor with game idea Good budget, but way too small for the suggested scope Won the pitch! Suggested inexpensive prototype Modesty and honesty pays off! good: used an existing indie team as a starting point of the team already existing network was invaluable!
  • 14. GETTING STARTED core team had never done an online game... (but lots of experience otherwise) got external coaches with relevant experience! picked proven technology / middleware (a first for all of us!) made some hard choices in game design to avoid production risks simple art style (small team, small budget, performance considerations) loading screens instead of streaming world
  • 18. MIDDLEWARE Unity3D (starting w/ 3.5 in 2012, trying to always use the latest stable) Photon (Cross-Platform Networking library and server framework) using C# on client and server (with lots of shared code) Cassandra high-performance NoSQL in-memory database offers horizontal scaling! Postgres best (feature-wise) free SQL DB
  • 19. KEEPING CONTROL OF THE TECHNOLOGY good: used only minimal feature set of engine, network middleware kept Unity completely out of server! (way too slow, way to unreliable!) fully functional "command line" client that works without Unity (also allows bots, easy load tests etc.) wrote key components ourselves: level loading, collision, pathfinding, AI, complete server structure etc. using Unity for Graphics, Animation, Visual Effects, UI, Input handling good compromise between using an engine and roll-our-own!
  • 23. PROTOTYPE & REFINANCE Initial Prototype proved ability of the team Led to additional investment & continued dev into Alpha This was a change to the original plan
  • 24. COMMUNITY BUILDING involved large guilds in the development process at a very early stage tested early builds with closed user groups in 2-4 week "alpha" test sessions offered special rewards such as custom guild logos etc. invaluable feedback became the seed of our community with long reaching loyalty
  • 26. KEEPING DESIGN ON TRACK Took radical design decisions based on the idea that these would have emotional resonance Set these design decisions as immoveable pillars and stuck with them: All items player crafted Full Loot PvP You are what you wear (no classes) No item teleportation This worked: with a radical promises we got a lot of attention and by delivering on them in Alpha we built our early access program
  • 27. SCALING WITH SUCCESS Original production value and scope were based on budget Early Access success lead to an increase in scope and production value This lead to further growth In the end achieved 3-4x the original budget production value through early access until launch
  • 28. WILD GROWTH Wrote a novel with british author Peter Newman Novel flopped, but the story development was very valueable to guide content production Orchestral Soundtrack We also run our own regular AlbionTV stream which follows the developing player
  • 30. MARKETING & PUBLISHING YOUR OWN MMO Marketing Youtube, Twitch, High quality preview videos Distribution Outsourced web development expensive & made integration harder
  • 32. TECH FAILS #1 at one point, we had all buildings disappear in a closed alpha... ... which turned out to be a Cassandra bug (secondary index lost) "bleeding edge" open source technology is dangerous. Even release builds can have catastrophic bugs Do long-term testing before phasing a new middleware build into production! Consider using "older" builds where the bugs are already known!
  • 33. TECH FAILS #2 (A POST-LAUNCH DISASTER) After 12-18 hours under full load, Cassandra suddenly became unresponsive for 5-8 minutes, killing the game Unable to fix this for > 2 weeks solution: get a consultant move from Windows to Linux (like everyone else) problem was disc IO bottleneck between Cassandra and Windows RAID controller driver Try to use technology the same way everyone else is using it!
  • 34. DDOS ATTACKS Researched DDos protection ahead of launch Very expensive Technologically complicated (requires own AS, own IP range, BGP routers) takes months to implement so lets not do this
  • 35. DDOS ATTACKS Got blackmailed and attacked > 4 weeks, > 60 Gbps attacks Sleepless nights, upset community burned through first mitigation provider (cheap is sometimes too cheap) Then got (expensive) external help Should have done this earlier!
  • 36. INTERMISSION: DDOS MITIGATION Game Server Game Server Game Server Router THE INTERNET Criminals live here (customers, too) Our Data Center Public IP Range Clean Traffic Attack Traffic ReturnTraffic
  • 37. INTERMISSION: DDOS MITIGATION Game Server Game Server Game Server Router Router THE INTERNET Criminals live here (customers, too) Scrubbing Center Attack Traffic gets filtered out Our Data Center Anti-DDos- Provider Public IP Range Clean Traffic Attack Traffic Clean Traffic Delivered via GRE Tunnel Redundant Routers (Fail-Over) ReturnTraffic Routers switch Public IP Range between our DC and Scrubbing Center via BGP protocol
  • 38. BUSINESS LESSONS When we launched and sold hundreds of thousands of games, we were a company of almost 60 employees 6 months later we had to make the decision to scale the team to the actual player base Learning: When scaling up a niche game, remember youre still in a niche Just because a lot of people project their dreams into your MMO doesnt mean they will play it- those people you designed the game for will play it.
  • 40. THE BETA FACTOR All throughout development we were discussing how big the impact of the game being in beta would be on player retention The argument was that players would not grind during a beta if they knew progress would be wiped Learning: Live player curve behaved very similar to Beta player curve
  • 41. DESIGN LESSONS Surprisingly successful with our unemotional design approach following game theory and market logic Free Market & Game Theory works until it gets emotional. Personal design lesson: WoWification isnt everything.
  • 42. CONCLUSIONS Niche MMOs can work! Early access can help you to build a much better product than you can originally afford Dont get carried away by your own success Middleware and clever use of tech is good, but dont ever cut DDOS protection on an MMO
  • 43. THANK YOU! Questions? David Salz (david@sandbox-interactive.com) Robin Henkys (robin@sandbox-interactive.com)