MASSIVELY MULTIPLAYER ONLINE GAMES 151
a higher resolution, because you know that the rendering limits of the game
will allow some combination of character models and environmental assets to
be displayed at the same time. In an MMO, rendering issues must be kept in
mind, because you will need to decide how to deal with a mass number of play-
ers on screen at a single time. For instance, how will the game render 50 players,
weapon effects, pets, and weather conditions all being displayed simultaneously
during a full-scale battle? Using character models and art assets that contain a low
polygon count and level of detail (LOD) helps the game render more easily. It is
a common pitfall for developers new to MMOs to create highly detailed charac-
ters and environments that look great when there are only one or two players on
screen, but then the game crashes when more people enter the game.
A project that gets involved too early with mass producing art assets, with-
out accurately measuring and continually evaluating the rendering specifica-
tions such as the number of objects in view, polygon counts, draw calls, and
so on will often turn into a situation where later on the assets must be cleaned
up via intensive and visually impactful LOD passes. It is important to define
at least rough art targets early in the process by creating prototype zones that
include all of the key situations that may occur in an area—for example, charac-
ters monsters that spawn in, environmental textures, and level clutter—so that
you can get an idea of what early efforts must be taken to either improve the
renderer or set guidelines for scenes and zones.
It is critical to have an understanding of how the game environment is laid
out as well. MMOs use instanced areas to deal with population congestion. These
are maps or zones, like a dungeon, that spawn on a server specifically for a player
or a single group of players. Decide what will be instanced, what won’t, and a
general idea of how many assets can be instanced in a space. Overall, you want to
iterate on test areas until you have a good idea of texture resolution, number of
objects in view, particle budgets, and so on, always keeping in mind that 50 play-
ers in the scene will impact your budgets. Also, lay out which areas of the game
are towns, open spaces (no buildings), and community spaces (town halls, banks,
and other places where large groups of player may congregate). Another chal-
lenge is that the content is vast, as in tremendously deep. The game will include
objects, animals, clutter, terrain types, multiple weather systems, and different
types of architectures. In addition to these assets that are used to build a level,
the game will also include NPCs, particle systems, skill systems, craft systems,
special combat effects, animations, and so on.
Production Team
You will encounter many of the same challenges when building an MMO devel-
opment team as you do when building other teams, but there are a few things
to consider when putting together the team. Like any game, it is very important