Bioware takes the shortcut

I wrote recently about the risks of not developing proprietary technology and we have yet another mmorpg studio who wants to cut the time and bypass that level of development that looks now undesirable for just everyone.

Bioware is going to use for its own unannounced mmorpg project the engine of an unreleased other mmorpg coming from a much smaller studio. The press release is kind of amusing:

Simutronics announced today its first licensee for its new HeroEngine, a complete integrated platform for development of massively multiplayer online (MMO) roleplaying games (RPGs).

BioWare Austin will use HeroEngine for development of its new MMO project. This game will be the first project for the new Bioware Austin studio.

To notice that it's not Bioware announcing this, but Simutronics, who probably still couldn't believe that they managed at least to sell their engine, if not their game.

Then there's that suspicious "first project" claim. That I find so irritating because once again we have another mmorpg studios who hasn't even started moving the first steps that already hints about what comes after. It may be stupid, but there's already a quite relevant suspect there.

MMO games are the fastest growing segment of the video games market, with $2 billion in global revenues and growing at a projected $1 billion per year according to DFC Intelligence. Millions of people around the world come together in online games such as World of Warcraft, EverQuest, and Star Wars Galaxies to cooperate and compete with each other.

"At BioWare we selected HeroEngine because it had the most sophisticated and complete development tools available for building an amazing online experience," said Gordon Walton, Co-Studio Director of BioWare Austin. "Our team wanted a great rapid prototyping environment and to work with experienced MMO developers."

The first paragraph here is more interested to hype the market than the specifics of the games made. Kind of fun how SWG was put in there as a legitimate third.

Then there's Gordon Walton, who was behind this choice and that motivates it by saying that they decided to avoid to develop proprietary technology so that they could start working right away on the game itself instead of on the premises for it to happen.

But if *Bioware* doesn't have the resources to develop their own tools and technology, then who should have them? That's the point. Bioware isn't one of those small, amateurish dev studios who are going to tank. You would expect at least a great execution and production value from them. And instead we see them climbing on the shoulders of the much smaller guy.

Yes, it's obvious that as time passes this particular genre will further specialize and fragment (still a negative trend, but kind of unavoidable), but again I say that jumping that level of basic development is a risk. Instead of developing and *pushing* the technology to achieve your goals, you plan your goals around the limits of the technology you have. This isn't positive at all. I'd say that you can start sooner, but you'll also end sooner.

We won't probably see the results of this for some more years, but even in this case I'm quite skeptical and not all that excited about seeing the result. Considering the overall stickiness of those "VIP" developers to a project I'm not even sure if this studio has legs. It smells a lot of "already seen" and "short lived".

This "new" Bioware Austin studio doesn't look like anything new in the mmorpg space (where "new" would be welcome) and instead it looks like it has little to share with the rest of Bioware (that could have been a guarantee of quality). I mean, we were expecting an AAA studio to come in the mmorpg space to build something with a great execution and production value. Where it was Bioware (old) to do something (new) in the mmorpg space. Instead we have a brand new branched studio without experience that has little to share with Bioware's previous track record (new) with a team built of previous mmorpg veterans external to Bioware (old). New and old are inverted there. The point is: what is left of Bioware beside the name?

To consider also that Bioware's games have gone through highs and lows depending on which team was working on them (I'm one of those who loved all the Baldur's Gate-like titles and disliked NWN).

If this announce was their very first move, then forgive me if I don't take it as a positive sign.

It would have been instead quite interesting if they took their Bioware heritage and made some sort of online version of Baldur's Gate, within a PvP world and all rendered in beautiful 2D. Take my old idea:

- We take the 2D Infinity Engine and keep it "as is" to create locations. Then we tweak it so that you don't have just rectangular zones, but instead a seamless world without any zone loading (with UI enhancements to not get lost in perpetual scrolling). All done with "painted" 2D locations, but as a seamless world, like a huge fresco.

- We replace 2D PCs, NPCs and monsters with a layered 3D engine that moves things on top of the 2D backgrounds (which will help to reproduce and detail graphically all the equipment variations and differentiate the characters).

- Ditch the D&D ruleset to start with a new one made from the ground up to be fun and well-paced.

- Develop a completely new character development system that can provide much more personalization. Skill based with loose classes.

That's something I'd definitely play more gladly than another "cutting-edge", recycled 3D engine. And I don't think that Hero's Journey is cutting edge, also.

Re: Bioware takes the shortcut

The Bioware/Heroengine news seems to be getting a lot of attention, but I just don't get it. To me, this is like covering whether a company is going with Maya or 3DSMax to develop their 3D models. Who cares? It's the end results that matter. Same with Bioware. Their MMO will either be successful or it won't, and it won't have a thing to do with whether they bought their engine or wrote it in-house. It's all about gameplay and design. When companies start purchasing gameplay and design, then I think it will be news. But right now I think any criticism of Bioware is just too early.

Re: Bioware takes the shortcut

To me, this is like covering whether a company is going with Maya or 3DSMax to develop their 3D models. Who cares? It's the end results that matter. Same with Bioware. Their MMO will either be successful or it won't, and it won't have a thing to do with whether they bought their engine or wrote it in-house. It's all about gameplay and design.

But gameplay and design are strongly dependent on the technology, that's the point.

any criticism of Bioware is just too early

But the important things happen *now*, while we see the outcome in a few years.

Re: Bioware takes the shortcut

But gameplay and design are strongly dependent on the technology, that's the point.

The engine, as I understand it, is pretty feature complete and highly customizable. I could be wrong. But I don't see how an in-house game engine necessarily has an advantage over a licensed engine. DAoC is a perfect example. Mythic did not write the engine (at least the client side, not sure about server side), they licensed it because quick entry into the market was important to them. And while the DAoC interface is definitely dated by today's standards, it was a much better client than EQ or UO at release. Outsourcing the engine was a major factor in the success of DAoC.

any criticism of Bioware is just too early

But the important things happen *now*, while we see the outcome in a few years.

I'll eat my words if, a few years from now, the failure of this game rests on the fact that they out-sourced the engine. I don't think that will be the case though. The success or failure of this game will depend on marketing and how fun it is to play. Success also might be determined by how quickly they can get it to market. The MMO space is crowded, and it's only going to get more crowded. The time it takes to develop a custom engine might even possibly doom the project.

Re: Bioware takes the shortcut

Just to note: Gordon Walton, Rich Vogel, and Damion Schubert doesn't make for a "Studio without experience."

On liscensing engines: For someone who bangs the drum of deeper gameplay and less buggy games, you seem awful closed to the idea of redirecting resources away from technology development and into those areas.

Are we in the entertainment business, or the technology business? If you want more polys and better shaders at any price, then the price is derivative designs, uninspiring gameplay, and bugs.

--Dave

Re: Bioware takes the shortcut

I imagine his point is that Bioware already has a number of engines (and developers extremely familiar with those engines) which would work just fine for building an MMO with some minor tweaking. Why expend a large chunk of your development budget on someone else's toolkit, and then have to build in-house expertise with that toolkit from scratch to make use of it, when you already own several?

Also, HeroEngine is not just pretty polygons, according to the press release - it is a "complete integrated platform for development of massively multiplayer online (MMO) roleplaying games (RPGs)". I think we're all hoping that Bioware, as an experienced studio with multiple mega-hits, will show us the next revolution in MMORPGs with their much-hyped secret title. If they can do that by using someone else's canned toolkit, it'd be like Andy Warhol showing us the next revolution in art by using an Etch-A-Sketch.

Re: Bioware takes the shortcut

As I said below...none of BioWare's engines can handle the number of connections needed for an MMO. Neither Infiinity or Aurora were built with the database systems in mind that are required to build these types of games.

I think the point is that he really doesn't have any idea what the "engine" for a game really is.

For an MMO the "engine" puts the pixels on the screen, it has some system for taking your 3D models and textures and getting them into the game, it has a database system for keeping track of all of the myriad numbers that make up an MMO and, most importantly, it has the net code that allows 1000's of users to connect simultaneously and play your game. You'll notice that none of those aspects have anything to do with how your game actually plays, that's still up to you to build. So, in this case BioWare decided they'd license the 5 or so years of work that Simutronics has already put into building all of that backend crap so they could focus on creating a fun, compelling, game for people to play. Sounds like a good deal for everyone to me.

Re: Bioware takes the shortcut

none of BioWare's engines can handle the number of connections needed for an MMO

This is obvious - those engines were written with 8 and 64 simultaneous players respectively in mind, and most times the target number was considerably less than that. However, the Infinity engine was also written to host that same game on a Pentium 200MHz (if you were lucky!) and there was no dedicated server app. The Aurora engine had a dedicated server app, but if you look at its interface (at least the one originally supplied by Bioware) it was really intended for a small group to play a single module at a time if they happened to have a spare box sitting around rather than running a full-fledged Persistent World. Having said that, the NWN PW server I occasionally play on often has upwards of 60 simultaneous users with no noticeable lag, and that hardware is not enterprise-grade by any means.

So perhaps my "minor tweaks" comment should be re-written as "write a new network layer with optimizations for dedicated hardware and massive-scale multiple connections" but this could likely be done on a coffee break or two. ;)

Now, as for your idea of HeroEngine being exclusively a graphics/database/networking engine, I would refer you to their website where among other things is mentioned their "revolutionary HeroBlade™ tool" which "allows for large teams to collaborate in real-time" and "give your GameMasters the power to ... run creatures, become NPCs and even orchestrate events in a live game", their "Next Gen Windows Client", and "HeroScript™, a proprietary language built from the ground up for the unique challenges of MMO development".

Of course they are promising "complete creative control", but how could they? The client is pre-written (and Windows-only), which limits the UI to a particular style of gameplay. For example, consider the UI differences between DDO and Eve Online - both MMORPGs, but one very fast-paced, visceral and action-oriented and the other more slow-paced, strategic and cerebral. The toolkit for both content management and interaction - supposedly based on the game client - is also pre-written, which limits the ways your support team and GMs can interact with the game environment. Lastly, the scripting language is pre-defined, and anyone familiar with Aurora modding can testify to the enormous capabilities that were opened up every time Bioware came out with a new patch to NWN with just a few new scripting commands. It is possible that HeroScript™ can be easily extended with new functions, but it will still limit the developer to a certain mode of thinking that may not be a good fit for the game in question.

Aurora had some issues that had to be worked around to run a PW, yes - but that was largely because Aurora was not intended as an engine for a PW. The community did fantastic work with hacking together database bindings and dedicated server improvements, not to speak of the actual custom content added to the game itself. Bioware was late in introducing the server-hopping capabilities that CoPaP, among others, now make use of to mitigate the 64-simul-players issue. If server-hopping and database bindings had been present from the start, there's no telling where Aurora and NWN would have gone in the MMO/PW space, or how that would have affected the industry.

That's the sort of revolution I was hoping for from Bioware with this new project, and which I suspect will not happen partly because of this 3rd-party lock-in process. I hope they prove me wrong.

Re: Bioware takes the shortcut

Why expend a large chunk of your development budget on someone else's toolkit?

There are many benefits to outsourcing, and there are many benefits to outsourcing technology. For example, the cost of a third-party technology investment is outweighed by the benefit of decreased expenditures to be accrued in the long term, including costs related to development, testing, and support.

Re: Bioware takes the shortcut

Just to note: Gordon Walton, Rich Vogel, and Damion Schubert doesn't make for a "Studio without experience."

Yes, that's what I meant. I just didn't find a good way to explain.

Basically those guys bring the "old" where the "new" was instead welcome. While in that team I don't see much of Bioware, which is where the "old" (as a standard of quality) was instead welcome.

Basically I'm advocating for a Bioware studio that is indeed Bioware and NEW to the genre. Instead of a Bioware studio that of Bioware only carries the name and behind which instead hide just the same old faces.

Same guys wearing new hats? I don't buy that.

Are we in the entertainment business, or the technology business?

Entertainment through technology, imho. I like a lot new technology when it is aimed at something. I don't like instead technology without a purpose.

If you remember that last comment you write you know how I really don't care about "cutting-edge", because I consider WoW cutting edge, as I explained. Because it serves a purpose wonderfully. And because they have the most polished engine, despite you and other people dismiss it as trivial just because you think the models have a low polycount.

I can understand if a small company takes that "shortcut" because or you go down that path, or you just sit and stare (actually 90% of the smaller companies are made just of tech guys who have no clue about how to make a game but just finish to develop technology for years, till they give up). But for a bigger studio I think that investing to build your own technology and tools is *required*, not optional. Technology is an "enabler". You can do nothing without it.

So we are always in the same scenario: "I wish this would be possible, but it isn't."

Games should also bring forward that goal. Make possible today what yesterday wasn't. This ALSO happen through development at a low level. As a designer you WANT things to happen. You can workaround the limits to an extent, but this is a race to lower the bar, not to rise it. You continue to amputate your ideas just because you know that things aren't possible with what you have available.

Take my idea on the server distribution. That's just not possible if you don't push the technology yourself. I thought it from the design perspective, to achieve PURE design goals and not to show pretty effects on screen. But it's still not possible if you buy an engine developed by someone else and don't work on that technology by yourself. Take Guild Wars and the way it is built, the whole server infrastructure, the streaming technology and all the rest. That game just couldn't exist if they were going to buy an engine.

To not consider that the great majority of games built on non proprietary technology finish also to be very buggy and with an awful performance because the programmers have no deep knowledge about it and have to adapt to those problem (the original memory leak in DAoC that corrupted the graphic is a perfect example).

In particular for a mmorpg project that is planned to last, not having a direct control over your technology and what is possible to do with it, is already a quite consistent limit. The technology that you develop is a capital, the technology you buy is just an expense.

So you can take the shortcut and arrive sooner to the point. But this also means that what you can do with it is also strongly limited and the technology will become obsolete soon, along with your game. Or you can take the longer and harder path and develop all you need from scratch, tailored exactly around your needs, like a progressive investment that will only show its value in the longer term.

I can see how often you don't have that choice. But I would also assume that the bigger studios have a bit of more freedom.

Re: Bioware takes the shortcut

The Infinity (Baldur's Gate/Torment/Icewind Dale) and Aurora (NeverWinter Nights) engines were both phenomenal, but it seemed in both cases that the community were better able to make use of them than the developer of those same engines were. The real wealth of content available on these engines didn't come out until a few years ago, long after Bioware had lost any remaining interest in their games in favour of new, high-octane console titles.
Perhaps they're not suitable as MMO engines because of this customizability - perhaps too much functionality is laid bare to the end-user. Mind you, I haven't heard of too many exploits in NWN Persistant Worlds, so maybe it's not that much of an issue.
I agree wholeheartedly that at least from a player's perspective, both Infinity and Aurora seem very well suited for new MMOs where the selling point is persistancy, dynamism and community rather than repetitious pseudo-single player slosh with stunning shading effects. For that reason, I'm sure nobody in the industry will actually take it seriously.

Re: Bioware takes the shortcut

Infinity is an extremely outdated engine and the multiplayer code is a mess.

Aurora is still a decent engine and I think you'll see with NWN2 that it can be adapted to give stunning visuals. The problem is that it's just not built to handle persistent worlds. Sure there are persistent world NWN mods out there but just ask the teams behind them how much hacking they had to do to make them work. Even with all of that, beyond 20-30 players they start to bog down.

Re: Bioware takes the shortcut

Infinity is an extremely outdated engine and the multiplayer code is a mess.

Of course you cannot take the multiplayer code of Baldur's Gate to make a MMO, come on. It would be the silliest ideas ever heard.

The press release actually doesn't specify what exactly Bioware bought. If the rendering engine, or the server code. I was planning to write even about that, but I forgot.

My own idea at the bottom was just about the client, that's kind of obvious. And I was assuming that Bioware had enough resources to build their own server code and technology. For sure it doesn't look like a good idea to buy that kind of tech from a company that has NEVER tested it to see if it works.

Re: Bioware takes the shortcut

I'm a Dragonrealms player, so I'm biased, but I think Simutronics is still on the cutting edge of game design. =P Consider this a plug for DR. http://www.play.net/dr/

Re: Bioware takes the shortcut

Interesting. Am not exactly sure how they'd decide this is "the best and fastest option". The only game in existence up to now that actually uses this has been in the making for few years already, and it's launch date remains next year (plus obligatory delays) ... Of course, significant part of this time must've gone into development of engine itself, but it just doesn't make the engine appear as some significant time saver -- if it's indeed fastest thing out there, then you'd think the overall development time of both engine _and_ game together would be significantly shorter than what competition who develops their slower solutions can do.

On top of this, since the engine wasn't yet used in any finished product, it didn't quite undergo any sort of stress-tests that game alpha or beta tests done with large amounts of simultaneous players can provide. So it makes one wonder just how many issues appear once such tests begin, how long it'll take to fix them, and to what effect (certain other engine/game that simply died at this stage comes to mind)

Re: Bioware takes the shortcut

As one of the very FEW people whom have had the experiance of actually using this software let me tell you that it kicks ass. :D

Hmmm...

Does anyone say Counterstrike is a horrible game because it is a MOD of anoether engine? What about the countless HL2 based games released?

No... most of those games get good reviews because the gameplay is good. Gameplay is good because the small mod teams didn't have to worry about building an engine.

For as much love of DAoC you have shown... it amazes me how you can doubt the power of licensing an engine.

Re: Bioware takes the shortcut

Wasn't Counterstrike free?

Re: Bioware takes the shortcut

I agree with you on the 'what technology do we need to build a game.' Similiar to saying 'what words do I need to express this story' rather than 'I have a dictionary what can I write with all the words in it.'

When it comes to game engine's though, i'm not sure the problem lies with licensing an engine instead of developing your own. It seems more like the problem is either, assuming the engine is the be all and end all of what you can do, or the engine isn't flexible enough. The focus for engines should be they can do a lot for you, but ultimately you can still develop your own tools easily. Image just having to re-write the animation engine instead of the whole thing to achieve a gameplay goal. Development time cut, costs cut. Only a good thing.

Re: Bioware made an Intelligent Decision

HeroEngine is a MMO developer's wet dream.

Tools like that aren't made overnight.

The sooner the dev get their hands on powerful tools, the sooner they can make a great, polished game.

Some of the things you want in a powerful MMO tool-kit-arsenal are flexibility, expandability, and convenience.

Oh and you want all of that when you start the project, not later.

Plus with most outsourced stuff, you get updates, added features, and constant improvements.

Its just smart.

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