Game Developers Agree: Lag Kills Online Multiplayer, Especially When You’Re Trying to Make Products That Rely on Timing-Based CO Skill, Such As Fighting Games

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Game Developers Agree: Lag Kills Online Multiplayer, Especially When You’Re Trying to Make Products That Rely on Timing-Based CO Skill, Such As Fighting Games THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO9 SEPTEMBER 2012 INSIDE: SCALE YOUR SOCIAL GAMES postmortem BER 9 m 24 PIXELJUNK 4AM How do you invent a new musical instrument? PIXELJUNK 4AM turned PS3s everywhere into music-making machines and let players stream E 19 NU their performances worldwide. In this postmortem, lead designer Rowan m Parker walks us through the ups (Move controls, online streaming), the LU o downs (lack of early direction, game/instrument duality), and why you V need to have guts when you’re reinventing interactive music. By Rowan Parker features NTENTS.0912 7 FIGHT THE LAG! Nine out of ten game developers agree: Lag kills online multiplayer, especially when you’re trying to make products that rely on timing-based co skill, such as fighting games. Fighting game community organizer Tony Cannon explains how he built his GGPO netcode to “hide” network latency and make online multiplayer appetizing for even the most picky players. By Tony Cannon 15 SCALE YOUR ONLINE GAME Mobile and social games typically rely on a robust server-side backend—and when your game goes viral, a properly-architected backend is the difference between scaling gracefully and being DDOSed by your own players. Here’s how to avoid being a victim of your own success without blowing up your server bill. By Joel Poloney 20 LEVEL UP YOUR STUDIO Fix your studio’s weakest facet, and it will contribute more to your studio’s overall success than its strongest facet. Production consultant Keith Fuller explains why it’s so important to find and address your studio’s weaknesses in the results of his latest game production survey. By Keith Fuller departments 2 GAMEPLAN By Brandon Sheffield [EDITORIAL] Haters Gonna Hate 4 HEADS UP DISPLAY By Staff [NEWS] The indie-led wrestling genre revival, and games for cats 32 TOOLBOX By Mike De La Flor [REVIEW] Wacom Cintiq 24HD Tablet Review 34 INNER PRODUCT By Alex Darby [PROGRAMMING] Programmers Disassemble! 43 GOOD JOB By Patrick Miller [CAREER] Q&A with Seth Killian, new studios, and who went where 44 PIXEL PUSHER By Steve Theodore [ART] The Chopping Block 46 DESIGN Of THE TIMES By Jason VandenBerghe [DESIGN] The Care Bear Myth 48 GDC NEWS By Staff [NEWS] GDC Online Preview 50 AURAL FIXATION By Damiam Kastbauer [SOUND] Pop Will Eat Itself 51 BUSINEss By Dave Edery [BUSINEss] Free-To-Play Pitfalls 52 EDUCATED PLAY By Patrick Miller [EDUCATION] SOUVENIR 56 ARRESTED DEVELOPMENT By Matthew Wasteland [HUMOR] The Gamemasons www.gdmag.com 1 game developer GAMEgame PLANplaN // BRANDONbraNdoN SHEFFIELDSHeFFIeld magazINe www.gdmag.com UBM LLC. 303 Second Street, Suite 900, South Tower San Francisco, CA 94107 HATERS GONNA HATE t: 415.947.6000 f: 415.947.6090 DEAliNG With CRitiCism, AND WHY PLAYERS loVE to HATE WHAT THEY loVE SUBSCRIPTION SERVICES FOR INFORMATION, ORDER QUESTIONS, AND MASS EFFECT 3 was the cap to a hating on products really works. community, most likely because ADDRESS CHANGES trilogy of games that players had It gets results, or at the very least many in the indie game community t: 800.250.2429 f: 847.763.9606 come to feel emotionally invested reactions, and this has been are making games themselves. e: [email protected] in. They had maintained their absorbed into internet and geek Nobody wants their first big effort www.gdmag.com/contactus characters and character alignment culture at large. stomped on, and so a culture of EDITORIAL through dozens of hours of play, Here’s another recent example support is bred instead of one of PUBLISHER and the internet was rife with in games. Journalist Patrick Klepek negative reinforcement. Simon Carless e: [email protected] speculation about where the story recently lost a close relative, But it’s interesting to watch EDITOR-IN-CHIEF could go. Then they finished the which greatly affected him, and he these indies as they climb. Brandon Sheffield e: [email protected] game—and by gum, some vocal briefly spoke about it publicly. Not Self-starters like Zeboyd Games EdiTOR Patrick Miller e: [email protected] people sure hated that ending. long after, Klepek wrote an article were lauded early on for their MANAGER, PRODUCTION So BioWare read the vitriolic that some people disagreed with, revisionist Japanese-style RPGs, Dan Mallory e: [email protected] comments, listened to the including one person who saw fit to but as soon as they started to ART DIRECTOR petitions, and made a new ending comment, “I’m glad someone close work on a large property (Penny Joseph Mitch e: [email protected] that tried to address some of these to you died.” Arcade’s ON THE RAIN-SLICK CONTRibUTING WRITERS Tony Cannon, Joel Poloney, Rowan Parker, Mike concerns. And guess what? The Klepek was quite affected by PreCIPICE OF DARKNESS: EPISode De La Flor, Alex Darby, Steve Theodore, Jason haters still hated it. We, collectively, this terrible statement, of course, 3), the criticisms and negativity VandenBerghe, Damian Kastbauer, David Edery, have created a game community and wrote about it on his blog. started streaming in. Once you’re Matthew Wasteland that thrives on hate, and Now, I’m not saying he shouldn’t rolling with the big boys, it’s time ADVISORY BOARD sometimes there’s not much you have addressed it, but fewer to get your shields up. Mick West Independent Brad Bulkley Microsoft can do but grow thicker skin. people would write a blog post As an indie, showing your work Clinton Keith Independent about how they had gotten some early and often wins you points Brenda Brathwaite Loot Drop I LOVE TO HATE YOU awesome praise from a random with your friends and your fans, Bijan Forutanpour Sony Online Entertainment The engagement we have with internet denizen. By and large, we and people will be very supportive Mark DeLoura THQ » Carey Chico Globex Studios the community is a double- as an industry reward negative of you. But when you’re BioWare, Mike Acton Insomniac edged sword. It is fantastic (and comments with more attention and you change a character’s armor ADVERTISING SALES necessary) to get fan feedback than we give positive ones. slightly, you’re going to get some and make people feel involved Very often, when I address a praise, and a bunch of hate. And as GLOBAL SALES diRECTOR in a product. But the internet negative sentiment that’s been left I mentioned before, we’re trained Aaron Murawski e: [email protected] t: 415.947.6227 is the “great equalizer,” and on my articles, or levied toward to seek out that hate, and to give it MEdiA ACCOUNT MANAGER WeedSmokeBalls187 now feels his me personally, especially if I do it greater privilege than the love we Jennifer Sulik e: [email protected] voice is as important as that of a directly via email, the person will receive. It’s terribly hard to avoid. t: 415.947.6227 work’s original creator. The ease of backtrack, saying, “Oh my god, I GLOBAL ACCOUNT MANAGER, RECRUITMENT expressing opinion on the internet love your stuff. Thanks for replying. IT’s alIVE! Gina Gross e: [email protected] t: 415.947.6241 makes it easy for everyone to feel I’m sorry if I seemed rude, I was just »This is a monster that we as GLOBAL ACCOUNT MANAGER, EDUCATION their voice is as important as any thinking this and that...” The hate is professionals have bred and Rafael Vallin e: [email protected] other, and the loudest voice will expressed deeply, but is really only allowed to flourish. Community t: 415.947.6223 often become popular opinion. on the surface. It’s born out of a managers have tried to mitigate it ADVERTISING PRODUCTION Then there’s how creators deeper need for connection. with information leaks to fans, and many developers have had blowups PRODUCTION MANAGER react. A comment saying “Wow, People love to hate the things Pete C. Scibilia e: [email protected] I love this!” doesn’t get as much they love. And why not? If they about this very issue. Ignoring t: 516-562-5134 attention as “God, this is terrible.” care about something deeply, any your fans is never the answer, and REPRINTS Everyone, game developers and minor detail will stick in their craw, silencing voices of dissent is not journalists included, responds and they’re more likely to get a very democratic. Wright’S media Jason Pampell e: [email protected] quicker and with greater force response from the people who I don’t think anyone has found t: 877-652-5295 to negative reinforcement than made the thing they like, if they the ultimate answer. My advice is to AUDIENCE DEVELOPMENT positive. The squeaky wheel gets make a stink about it. We reward ignore the hate publicly at first, but the grease, and to a voice that it, directly. discuss it internally to see whether AUdiENCE DEVELOPMENT MANAGER wants to get noticed, that’s a it has merit. If it’s something you Nancy Grant e: [email protected] powerful piece of knowledge. should really address, speak to LiST RENTAL THE POWER OF THE PREVIEW Peter Candito I don’t think this is something »There’s one big exception to this those concerns as though they Specialist Marketing Services people do on purpose, but the haterade trend in games, and were well reasoned and nicely t: 631-787-3008 x 3020 more reactionary statements that’s the indie darlings of the written. But whatever you do, don’t e: [email protected] are made, and actions are taken world.
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