Rekonstruction Interview
2003-04-01
Rekonstruction is a new online
game being developed by a new game developer studio. It has
set some tentative goals, so when we had the chance we asked
Chris DiBona for more info.
RPGDot: Who is Chris DiBona and why is he into developing
an online game?
Chris: I am a co-founder of the company
Damage Studios, but I should point out that I am only one
of the many people who are making this company and this game
happen; it's not the Chris DiBona show but the Damage Studios
show.
In thinking about why we are doing it, a lot of things come
to mind. There are so many reasons for the founding of Damage
and the creation of Rekonstruction. Many of our employees
and the founders all worked together at a previous company,
and we really wanted to work together again, but nothing really
coalesced until my partners and I started discussing online
games. We thought that if we could bring our large systems
background and merge it with some high end graphics and content
talent that we could do some pretty terrific online games.
We also felt that this was a company that we could attract
some funding to. Developing games sounded like a worthy challenge
for us.
It was also new. While bored isn’t the right word to
describe how we felt about the systems work we had been doing,
we were all ready for a change of pace. We have all been playing
games for most of our natural lives, with a wide variety of
likes and dislikes (with no lack of opinions on that front)
which is where the impetus for creating a game came from.
RPGDot: What can you tell us about Damage Studios?
Chris: Well, in addition to what I have
already noted above, Damage is a San Francisco based studio
concentrating on the production of the MMOG Rekonstruction.
It was incorporated in October of 2002 and Rekonstruction
(our first game) is slated to debut in fall of 2004.
RPGDot: Could you tell us what Rekonstruction is about?
Chris: Rekonstruction is set on Earth in
the year 2404, (take today + 400 years to get the in-game
date) 200 years after a near extinction level event has dealt
a punishing blow to the human and animal population of earth.
I don’t really want to give away too much of the outline,
but in short, players in Rekonstruction are those people who
walked the earth 400 years ago who are being reconstituted
from personality backup to rebuild and reestablish civilization
on the planet.
RPGDot: What is Rekonstruction not?
Chris: Rekonstruction is not a twitch game,
even though combat should feel immediate enough.
It is not a linear game so much as it is a sandbox.
It is not targeted solely at interpersonal interaction like
The Sims Online or There. We do have all kinds of social structures
(many of which we feel are quite innovative), but it is a
game you play with and against other people first and foremost.
It isn’t fantasy and it isn’t set in the old
west, or the Barbary Coast, or in Prehistoric times. (Not
that any of these genres are bad. It’s just not what
Rekonstruction is.)
There isn’t a facility for leaving earth’s orbit
currently.
Also, see some of the next questions for more on what Rekonstruction
is or is not.
RPGDot: Claiming to be able to handle 1.000.000 people
online at the time is a very tentative goal. Why do you think
you will be able to achieve these numbers?
Chris: We believe we have come up with an
innovative server architecture that allows for all players
to play on one world without fragmentation. Damage Employees
bring experience dealing with high-availability large-scale
applications to the gaming space, and have actually built
systems which are much larger and have many more users than
any MMOG (including lineage) currently enjoys. So we are confident
we can accomplish this task for Rekonstruction.
The thing about the million number is that it is our way
of saying we are designing an architecture without population
limits. In reality, it's not as if we are going to have 1m
signups the day Rekonstruction goes gold. What's interesting
is that since we are not going to have shards that artificially
limit world size, players will start feeling the impact of
this architectural advantage nearly immediately. On EQ, for
instance, you have some 32 shards, of which a simultaneous
cross shard population record of something like 110k users
was recently announced. The simple division applied would
give you a shard population of approximately 3.5k players
at any one time. Eagle eyed gamers will recognize this as
the population estimates for each of Star Wars Galaxies 10
worlds. (see http://www.swgalaxies.net/articles/article.php3?article_id=5)
For Rekonstruction, this means population-wise we will start
having a world that will have more simultaneous players once
we achieve approximately 30k signups, a population we should
reach pretty much immediately. That said, since Rekonstruction
is a one to one representation of earth, this will be felt
mostly in the cities and other population centers.
The bifurcation of worlds introduces all kinds of problems
affecting not only population but also social interactions,
the online economy and narrative. This is not to say that
games like EQ and the rest aren't fun, as we think they are,
but we can only imagine how much more fun they could be if
their simultaneous in-game populations were measured in the
tens or hundreds of thousands and not the thousands.
RPGDot: To be able to have this amount of people running
around you will need a BIG world. How will you scale the world
to keep them all happy? And how do you make sure the lag isn't
killing them?
Chris: Lag is something we always talk about,
but honestly it's more a last mile problem for Damage. We
really believe that we have the lag problem on the server
licked, and we're now looking to address the geographical
problems upon release. This will likely be a bigger problem
for players in different countries at least in the beginning.
The lower bound for speed of light terrestrial global transmission
(furthest interaction from Sweden to Australia for instance)
is around 130ms, which does not take into account router delays
and such. This would be a big problem in a twitch game, but
we’re not that, so we have a little more wiggle room
there. Until we have session servers and leased lines to foreign
countries it’ll be not as fun for a Swede to interact
with an Australian, but that will get better with time. When
we officially launch in the EU and Australia, the game play
for those countries and amongst those countries should be
pretty snappy. We’re very good at this kind of planning,
though, so it’s not a huge problem.
Scale is a different kind of problem for us. Rekonstruction
is -big-, Earth big, 40,000 km in circumference. This means
that gathering points like cities and the paths between cities
become hugely important from a population perspective to maintain
the interactive aspects of the game.
Luckily a lot of room means a lot of room to explore, to homestead
and to seed quests and lots of space for the players to modify
as they see fit. I personally can't wait to see how large
scale inter-guild siege warfare turns out in the game.
RPGDot: "Rekonstruction will allow players to interact
and shape the world in real-time..." That sounds great.
Could you give some examples of how this is done?
Chris: Building, mostly. We'll give players
the ability to create unique (and/or canned) buildings and
constructions. This creates some unique problems, mind you,
especially when you consider the vast differences in how different
countries censor their populations (swastikas and other Nazi
symbolism in Germany, anything Falun Gong in China, DMCA violations
in the US, etc...) and what this means to online carriers.
We're still working out the finer points on earth moving
equipment and where players will be allowed to change the
earth in this manner, this is trickier than you may think
as our world will not segregate pk and non-pk players and
keeping pkers from intimidating non-pkers is non-trivial.
Luckily we have a healthy representation of both ideologies
in the company.
RPGDot: At the time of release, Rekonstruction will
have to get its share in a 'maybe' already crowded market. What
will set the game apart so that it will stand out?
Chris: Well, we think that a lot of things
will make Rekonstruction more interesting to the MMOG player
than both current and upcoming offerings, and it's not any
one thing. We'll have great graphics, a very advanced rendering
engine and a very customizable character creation process
and all that. I could give you a laundry list if you like
(cool combat mechanics, great technology and science models,
and terrific client/server technology to maintain the playability
of it all).
Our narrative too is quite interesting. Currently we've planned
the back-story in detail to about three years post launch.
We'd ideally want to have 3 years of detailed significant
events (or 4 if you count prelaunch years) designed to drive
the games plot forward, thus making the world more interesting
with each passing day and ensuring that the game continues
to feel fresh to the established player and that the newcomers
don't feel like everything cool has already happened.
Designing a game that can stand the test of time is very
difficult, as you have a great number of constituencies to
satisfy. But we’ve got a good handle on a balance that
will attract and retain paying customers.
RPGDot: What aspects of other games do you like and
will 'probably' find its way in Rekonstruction?
Chris: You name it and we've likely considered
it. It's our goal to steal as much as we can that is cool
and leave behind as much lameness as possible. Specifically,
Rekonstruction will be set in near future (400 years) on an
earth beset by global catastrophe. You can look back as far
as you like in the annals of science fiction and fantasy and
find similar stories and plots. When going over some of our
back-story docs with a good friend of mine, he mentioned a
recent science fiction story that resembled one of them. I
was surprised (I should not have been) but I was resigned
long ago that this would happen.
In fact, I have little doubt that we will be the only game
that launches that is using earth as its model. I'm honestly
shocked that other games have not launched with the full earth
as its world. Of course just by saying that I deny the history
of games like nuclear war, civilization, the Seven Cities
of Gold or, looking to board games, everything SSI ever produced,
Diplomacy, etc. That said, I'll be shocked if we are or remain
the only earth based MMOG. Considering that, the only thing
that really matters is this: Will our game be distinctive
and fun to play in the long term for the player. We think
so and we are designing it to be so.
From a global perspective, we expect to be the game that
will have the most distributed global audience as we are going
to actively court and have local, low latency links in the
EU, Japan, South Korea and Australia within a year of domestic
launch. We want Rekonstruction to be the first truly global
game and we have the expertise to make it happen world wide.
RPGDot: In contrast what aspects of other games will
make you throw up and will never make it into Rekonstruction?
Chris: Throw up is a strong world, but here
are some things we're trying to avoid:
- We won't have shards.
- We won't have separate worlds for pk and non-pks.
- We will not be integrating real money into the game.
- You will not be able to buy Rekonstruction money with real
money. Nothing personal against Entropia or others but I'm
not interested in being a money launderer nor am I interested
in paying our lawyers to cover international banking laws
for our game. You don’t need to involve real money for
people to feel very strong personal feelings for their characters’
virtual items. We wish Entropia and There well of course,
but I think that they are insane for adopting this approach.
I just can’t picture people wanting to open a Federal
Reserve account and install SEC, FTC, DOC, and Fair Lending
compliance officers to legally run a MMOG.
- We will not impede extra-game commerce of in game goods.
We will not offer pre-leveled characters for sale.
I could go on forever, but I won’t…
RPGDot: What points of view will the player be able
to choose from?
Chris: Rekonstruction will support both
first and third person views.
RPGDot: And what kind of graphics will the player look
at? Are you using your own engine or will you purchase one?
And what hardware will the player need to have to play the game?
Chris: I cannot answer this fully at this
time, for reasons that will become clear soon enough.
RPGDot: When will we see the first piece of artwork?
Chris: Next month we'll be posting some
concept art for people to check out. We'll also start leaking
out the back-story as well at that time.
RPGDot: What is the current status of the development
and are you still on track for a release in the fall of 2004?
And how big is the crew working on the game?
Chris: We are still on track for release
in the fall of 2004. The crew is still small right now, as
we're in the design/early coding phase of the game. The art
dept. is also fairly small right now. Growing a game company
is tricky as we're trying to balance both funding and measured
growth.
RPGDot: Do you have anything else to add?
Chris: If your readers would like to be
kept abreast of our activities, I'd suggest that they visit
http://damagestudios.com/form.php
and sign up. Joining that mailing list is the only way they
can be guaranteed a spot as a homesteader.
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