Now that I look back on it, the number of brothers operating in the British
computer games world in the '80s seems rather unusual. Ultimate Play The Game
(now known as Rare)--the company almost single-handedly responsible for doubling
the price of games from £5 to £10 and rumoured delayed Knight Lore for
an entire year because the public wasn't ready for it--were founded by the Stamper
brothers.
I don’t think the Bitmap Brothers were really related though.
The other "big brother" success story from the 80s is Warwickshire-based Codemasters.
Taking perhaps the second-most arrogant name after Ultimate’s, the brothers
Darling founded Codemasters (or Codies to employees) after some successes writing
for the budget Mastertronic label. Helping them in their early days were the
Oliver brothers who supplied several popular games, including the Dizzy
series, which featured a walking egg (and more “yolk folk”) in some classic
flip-screen adventures.
Flash-forward some 15 years or so and Codemasters is now one of the biggest
publisher/developers in the UK and ready to chance their arm at the MMOG world.
Which is, of course, where Stratics’s interest comes in, and I, having returned
to the home country, was tasked with visiting their offices and getting a preview
of their upcoming Dragon Empires.
So it was, after a journey of some five hours (the result of the inescapable
fact that if you wish to travel between two places in England which are not
within London, you still must pass through London) I stepped from the station
at Leamington Spa to meet Peter Tyson (Calistas) who had kindly offered to drive
me from the station and give me a tour of the offices (with a short stop at
a local pub for a quick lunch).
The offices comprise a pair of unprepossessing buildings near Southam in Warwickshire
surrounded by a car park. The first, where most of the administrative staff
seems based and where I signed the non-disclosure agreement covering my visit,
was almost maze-like in complexity. The second, where the games are coded, was
more open-plan and where we sat at Peter’s desk for a quick demo of the current
client.
Unfortunately, being a community manager means getting the suckiest PC going
and, as a result, the client crashed before we got going. Given that Peter might
reasonably be expected to show off the game to many people I think this is a
sorry state of affairs and fans of Dragon Empires should immediately
start a petition to get Peter a better PC.
We decamped to another PC for the demo instead which was running the latest
build. At this fairly early stage of development there are many features missing
from the client so I’ll not mention those-–except to note that I do hope the
characters will be clothed in the game proper. The uninhibited avatar fits nicely
into the world though and when he encountered rough foliage he could be seen
reaching up to push the bushes out of the way. It was possible to reach the
top of a nearby mountain (a process which should be slower and involve more
climbing later) where the flow of time was speeded up to show the clouds scudding
by below.
For the next demo we moved over to another corner of the office to see the
“World Editor.” This is the interface used to “paint” the world with the various
environments players will encounter. It is in effect a fully 3D view of the
world through which a designer can move freely or switch to walk mode to get
an idea of what it will look like for a player. At any time the section of landscape
in view can be raised, lowered or flattened and various textures can be painted
onto it. The textures are less a flat image than a complete environment-–plant
and tree models are included in the effect and these are procedurally placed
so that an area remains the same. Textures can be layered too, so that an area
of pine trees could be placed and then given a further snow texture to make
them look more alpine.
Of note too here is the weather system. Each area has it’s own settings for
humidity, wind speed and temperature. These can combine to trigger localised
rain and snow, including effective blizzards. Water in the area is also affected;
at one point with humidity up to 100% and precipitation at its highest point
the sea was doing a good impression of a roiling ocean. In calmer times the
water is equally impressive, reflecting the surroundings realistically. These
effects will come at a price though-–expect a top-notch card to manage them,
although Codemasters do not anticipate requiring a T&L card just to play.
Graphics are the most immediate of draws to a game, but there needs to be
some gameplay behind it, so we next moved to discussing the AI of the monsters
in the game. Most MMOGs have a spawn system of some sort and DE is no different.
What’s been added, though, is the ability to have the spawn points adjust in
position or size over time. For example, a spawn point for a pack of wolves
could be set to move east over time to give a migratory route and to expand
during the night to give the effect of the wolves sheltering during the day
and ranging out to hunt under cover of darkness. Other features include the
ability to vary spawning in several areas according to the success achieved
by the spawnees so the more kills they get in a particular area will draw more
spawns from less successful areas (where they’re getting killed more–-a natural
result of over-hunting).
The creatures themselves can be smarter than the average bear. They all have
a memory of who’s done what to them and some can have larger memories than others,
which should provide for interesting tactics depending on the abilities of the
creatures. Not that the memory is purely about who hit them, it also takes into
account colours and other stimuli. So if you’re about to wander past a normally
quiescent creature you may find that your red armour reminds it of the red armour
worn by the person who gave it a near drubbing a few minutes ago and it’ll not
be happy to be reminded. The opposite effect offers some intriguing possibilities
too-–how do you catch a creature that wants to always run away? Plans for sound
and line of sight to be taken into consideration allow that dynamic to be played
out as well as, in dungeons, stealthy movement playing a greater part in adventuring.
From AI we moved onto the focus of player characters. A perennial issue in
MMOGs is individuality and Codemasters is hoping that Empires will provide
the major differences between characters. Character design is somewhat limited,
with three sizes of body and a choice of head and tattoos, but post-creation
changes will be available through both some form of experience gathering and
changes over time and the heads are designed to be uniquely identifiable. Some
high level skills will allow players to take on the form of a creature or even
a tree temporarily. The modelling system behind this is impressive. Instead
of simply wrapping the character model in a new skin, the armour is a separate
model on top of the characters body. This allows the various pieces to move
independently and realistically as the character walks. An example movie I was
shown had the shoulder pads and breastplate sections moving as they would in
reality.
Other movies I saw were of the titular dragons. Or at least one dragon. Though
players won’t probably be directly able to face one of the big five dragons,
they are still likely to encounter them at some point, so the dragons have been
hand-animated (motion capture is difficult-–you can’t fit them in a room and
sticking balls to them is problematic) in various ways to take-off, land or
come to a hover in various ways. Each of the dragons will have its own personality
(and that of their Empire) visible in these mannerisms – the Monkey Empire’s
dragon for example will be more clumsy and fidgety than other dragons.
For a final visual demo, we looked at a mock-up of the user interface which,
as is the style these days, overlays the 3D window. A thin bar occupies two-thirds
of the width of the screen at the top-right showing the players current health
and energy, five icons from the most powerful skills the player possesses and
no less than two XP bars. Intrigued by that, I asked why. The bars represent
your current and your “unlocked” XP. If you’re killed in PvP (and possibly PvE
too), a portion of the unlocked XP will be lost. You can prevent this by returning
to town before you lose it though. There were several movable windows as well.
One contained skill icons whilst the others were there to show how the floating
windows could be combined into one window with a set of tabs to switch between
them.
To end the tour I sat down with Peter for a few more questions. Sadly for
some members of the Stratics staff, I have to report there are no plans for
Dragon Empires to have either fezzes or underwater cities [Must give
Peter more cookies--Editor]. However, they do plan to have an extensive crafting
system powering the economy. Crafting starts with resources such as coal or
iron. These are converted into precursors like steel, which are, in turn, used
to make items like swords. To facilitate the sale of the resources players will
sell to a central repository in cities that will then supply the people who’ve
bid on buy that particular resource in order of how much they were willing to
pay. This lets players pay above the average and be guaranteed a supply, or
below and get less but make more profit from it. Sales of finished items are
handled in a similar manner; again items are sold to a central agency in the
cities from where other players can browse and purchase, the seller then being
credited.
We wrapped up the day with a discussion of the administrative side of things.
Codemasters expects to have GMs situated on both sides of the Atlantic as well
as a system of volunteer players. As a British company, they don’t expect to
see the same problems that affected US companies from using volunteers in game
but are aware of the issues. In any case they hope to supply both volunteers
and GMs with fairly hefty powers, including the ability for the GMs to set their
own spawn points. They are also confident that macroing will not be a problem
in the game nor will third party hacks; though they have thought about providing
a certification program similar to Ultima Online's for useful and balanced
programs.
That about wrapped things up and, after dropping off my badge at reception,
Peter drove me back to the station to begin my journey home. I left intrigued
by Codemasters' vision for the game and hopeful for its future.