Talk at devcom game developer conference in Cologne, August 2018. Discusses the design, development and operation of the MMORPG Albion Online.
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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