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Mimesis Online Developer Diary, part
6
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game which transports you to a world where the borders between
reality and illusion do not exist. An unimaginable catastrophe
on a cosmic scale transformed this world, playing havoc with
the natural order of things, twisting everything, even time
itself, wiping out civilisation as we know it. For the Universe
itself, everything changed and nothing changed - a new order
was established, one where entropy rules, without intelligent
beings working to hold it back. The beings who survived the
catastrophe have tried to rebuild their world, each in their
own way. They once again want to enforce on the natural chaos
their order, their ways - authority, money, prejudice, cruelty
and conviction of their own superiority. Once again, they
are showing the unlimited ability of intelligent races to
adapt and survive. The forgotten civilisation is waking up
and slowly but surely emerging as the "new" civilisation
- and how similar it is to the old one.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary Derek Handley shares
with us how P&P Roleplaying helped the development of
Mimesis Online and why there is a lack of headphones in the company.
Part 6. "Gamma Tests"
It's actually very hard to concentrate at the moment. The
weather seems to be getting ready for yet another storm, so
it's dark even though it's not even four in the afternoon,
not to mention close - if I say the air is like jello, I think
you'll get my drift. If that wasn't enough, the music that's
being played right now - well, let's just say that I have
no idea who is responsible for musical instruments being made
to suffer like that, but there should be laws against it.
Now there's an idea - the International Society for the Prevention
of Cruelty to Musical Instruments...the heck with the musical
instruments, what about my ears!
On Headphones...
You may wonder why I'm listening to music I don't like; basically,
everyone has their own air-time to prevent arguments, and
we put a ban on headphones. They cut people off from each
other, and mean you keep having to get people to take them
off - at this stage in the game's development, we need to
be able to confer on a lot of little things. But maybe if
it was just me with headphones, no-one would object...
We're busy as always - what else would you expect, this close
to the Beta Tests? The closeness of the Betas means that a
lot of what we do involves little details, changes, revisions,
things like that. It's harder to see progress during this
phase of the work - we've already seen the PC races on the
landscape, worked through the monster animations and behavior,
seen the special effects - the work we're doing now has much
subtler results.
With the Betas just around the corner, I thought I'd write
about another set of 'Beta Tests', which have been and will
be going on in and out of the studio. They aren't open to
everyone - you'd have to actually work here to take part in
them - and I'm not sure how many other computer game developer's
do this kind of test, but I think it's well worth it. These
unofficial 'Beta Tests' are the Mimesis Online pen-and-paper
roleplaying tests.
This was an idea which Marcin or Artur, I don't remember
who, put forward quite soon after I joined the team, when
I let slip that I do a bit of game mastering in my spare time.
At the time, they were kicking around the idea of doing some
pen-and-paper role-playing - it would be a good way of experimenting
with the format, seeing what works and what doesn't, testing
the balance between the races, and things like that. It would
be a way of looking at the type and style of missions for
the online game - you get the idea. The problem was that no-one
really had the time to spare to prepare the game sessions
- all of the team who could or were willing to run a game
were very tied up at the time. Then I came along.
The decision was a no-brainer - I like running games, and
they want this to be part of my job...didn't take me long
to make up my mind, believe me.
...and P&P Roleplaying
The first game I ran at the company was not set in the Mimesis
universe - at that stage, I was still reading the material
and getting to know the world, and the parameters of the game
were still being defined. So I ran a fairly generic science-fiction
game, the aim of which was to establish one or two groups
of players, get them used to me, and get me used to them.
The adventure involved the characters being sent on a search
and rescue mission to a frozen moon in orbit around a gas
giant. What they didn't suspect was that it was a set-up -
a trap, designed to eliminate one of the team so that what
he knew wouldn't hurt someone else. The team managed to get
through the ambush that was waiting for them by the skin of
their teeth, but in the process they woke something up, something
that no-one knew was there...
It was good fun, and got the guys into the rhythm of play.
There was a big conversation about the fact that if your character
died here, there was no return, no second life, whereas in
computer games you can always try again. Which is the better
solution? How should character death be approached in Mimesis
Online? We decided not to go for the pen-and-paper solution,
although it was close for a while there.
The next step was to try Mimesis itself. I'd gotten through
all the existing material, added some stuff of my own, and
was ready to try. So we went through the character creation
process, and hit an unexpected wall, as it were. A funny problem
- at the time - this was a while ago, remember - the Hirudon
was the best defined of the PC races, having existed the longest.
So, everyone had the clearest picture of the Hirudon. So,
everyone wanted to play a Hirudon...
That didn't last long, and we managed to get two groups together
to start play. At the same time, I tested out some ideas on
the group I play with on Friday evenings. The results of all
these games and 'tests' were looked at from the point of view
of how they could be applied to the game, and, if I say so
myself, we got good use out of those games.
Right now, game sessions at the firm are on hiatus - there's
work to be done, after all, not to mention that the summer
is a time to spend the evenings outside, not around a table.
But we'll come back to playing when the autumn weather rolls
in again. I'll tell you about one or two of those sessions
in later diary entries - consider such stories a 'hints guide'
when you come around to playing the game itself.
Okay, I'm out of time, except for a little request: there
are plenty of topics that I've got planned for future diary
entries, but what would you like to hear about first? What
aspects of the behind the game process interest you most?
Drop me a line at delkruk@thgate.com
and let me know.
Till we meet again, take care.
Derek.
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