Could Improbable Technology Make Massive Virtual Worlds Possible?

I have just read an article on Endgadget : Better than ‘Destiny’: Studios now make massive games in just months. The article centres around technology from a company called Improbable and this sounds very interesting indeed. The CEO of Improbable, Herman Narula, is quoted in that article as saying :

It’s about having no game server. What you’ve always seen has been game worlds where there’s one server for one region and another server for another region, these very neat lines. And the servers are actually just the same game engine that’s running on your computer. … But what if you didn’t do that? What if, instead of that, actually you had thousands of tiny, very limited processors — call them mini servers, like a swarm of insects? And what if, instead of having boundaries, actually they all moved around many, many times a second, migrating to deal with simulation in a particular area? And they’re all able to work together to model a world much bigger than any one of them could understand.

Whereas the focus in the articles I’ve read on the Improbable technology have been about games, I’m pretty sure these concepts could also apply to virtual worlds. Indeed one of Improbable’s employees, Dave Hillier, once worked on Second Life, so the company have someone with knowledge of virtual worlds on the team.

The Endgadget article explains a little bit more about what Improbable is and isn’t :

Improbable isn’t just a series of servers. It’s cloud-based, but it’s not cloud rendering; it’s almost an operating system. It follows in the fresh footsteps of other studios crafting large worlds with just a few people.

What they seem to be talking about is a potentially huge world that reacts in a permanent fashion to player actions, talking about the game Worlds Adift, the article states :

the game world reacts in permanent, persistent ways to players’ movements. Build an airship and drop a boulder overboard, knocking down trees and crushing players below. Come back to that same bit of land months later, and those trees will still be knocked over, perhaps with other plants growing around them, or with other players harvesting them for resources. Real persistence, real in-game consequences to physical actions. This impacts not only mechanical moments, but also the story that Worlds Adrift tells.

Those are the sort of concepts that make me ponder whether this sort of technology would be suitable for a virtual world environment, because in virtual worlds, especially user content generated worlds, changes are largely persistent.

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An Interview With MadPea Games Regarding Creating Games Inside Second Life

Madpea Cinema

I should point out here that I have no affiliation with MadPea Games, other than that I bug Kess Crystal for information. However I find myself sat in a chair watching images of previous MadPea Games productions, which are being displayed to me on a screen.

I’m in a cinema at the new home of MadPea Games in Second Life, Kess Crystal has been eyeing me suspiciously. I’m awaiting news from the great storyteller herself, Kiana Writer. In a somewhatWizard Of Oz moment, the curtain twitches and a voice booms out “What do you want to know?

Well let’s start with an easy question, I think to myself and then ask when did you first start creating games in Second Life?

Our first game came out in 2008, about 8 months after I joined Second Life.” replies the voice.

I feel a little more comfortable now, although Kess Crystal is making damn sure I don’t see what’s behind the curtain. Next I ponder on an issue that many people may have pondered, Second Life does not have a reputation for being a platform where interactive games thrive, what made MadPea Games decide Second Life was a suitable platform for games?

I never thought that “Oh, SL is suitable for games!” Most of all, I’m a storyteller and I saw Second Life as a platform where I could bring life to my stories. I was utterly surprised when I saw people actually enjoying them and my hunger started to grow to make the stories into games. 

That still applies to our games. The storyline and narrative are the most important part of the adventure,” replies the voice of Kiana Writer.

Next a very important question, thought I, what is the process for developing a game for Second Life? (Do MadPea Games write the story first and then develop the game)?

The curtain twitches, and then I hear “It all starts with an idea or often a dream I have. Sometimes it’s just a vague idea like with BURIED that I started building with Axiomatic and the story was born during that process. I never think “What would people like?” It’s like a nagging idea that takes hold of my brain and keeps growing and growing, with characters starting to talk to me and I just need to let them loose.

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MadPea Games History Trail Shows That Games Can Be Developed Within Second Life

MadPea Games New Home

Fans of computer games are seeing a lot of news coming out of the Game Developers Conference 2015 this week. Linden Lab aren’t there, as far as I know. They have been there before. However Second Life isn’t widely known for games of the interactive sort. Having said that, there are games within Second Life and MadPea Games are one of the best known developers of games within Second Life.

Start Of The History Trail

MadPea Games have also moved into a new home, on the Consignment sim which they share with Wavie Haller’s Consignment brand. This is a sensible arrangement as the two brands have been collaborating on recent projects such as Buried and Blood Letters.

However one very fascinating aspect of this collaboration is the introduction of a history trail on the sim. The trail contains signposts of previous MadPea Games productions, which when touched, give you a brief glimpse of a moment of MadPea Games history in local chat along with links to youTube videos of their work and a real sense that games can be developed within the virtual world of Second Life.

Respite

For a start there are a lot of signs. They are extremely informative and inform the trailblazing explorer of such matters as :

Before MadPea we were known as Beyond Imagination and brought our first game out in February 2008 called Where the Hell is Harvey Wayne? It was one of the rare grid-wide hunts back in the day, leading to a full sim with puzzles and ciphers to solve.

Since 2008 MadPea have introduced plenty more games and interactive experiences. They have also moved to different places and collaborated with plenty of other brands.

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More Good News For Indie Game Devs – Unity 5 Personal Edition Is Free

Following on from yesterday’s good news for indie game developers that Unreal Engine is now free, with 5% royalties if you reach over$3,000 in sales per quarter, Unity have now announced that Unity 5 is out and the personal edition is free and there are no royalties. Although if your game or app reaches a sales figure of over $100,000 you are expected to upgrade to pro, and to be fair, you should be able to afford to do that if your sales are in that region!

Now for those who are thinking that there has long been a free version of Unity, that’s true, but with Unity 5 a lot of those old restrictions have been removed to make this the most powerful free release of Unity to date :

UNITY 5 PERSONAL EDITION: ALL ENGINE FEATURES & ALL PLATFORMS

Aspiring developers everywhere: Get ready for Unity 5 Personal Edition, the new free version of the best development platform for creating multiplatform 2D/3D games and interactive experiences.

Unity 5 Personal Edition includes all engine features: everything that’s new in Unity 5, all the top-tier features from previous releases that are loved by the pros, and deployment to all platforms (with the new Personal Edition splash screen).

The pro version, which still costs $75.00 a month (based on a 12 month contract) or $1,500 for a perpetual licence still has more features, but they are now with regards to cloud options, analytics, prioritised bug reporting etc. rather than extra game development features. I’m not suggesting the pro features aren’t worthwhile, but the free version is now a very powerful choice.

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Great News For Indie Game Developers – Unreal Engine 4 Now Free To Use

Unreal Engine 4, the powerful game development suite has opened up a whole lot of new avenues for developers, especially for indie developers. This is because Unreal Engine 4 is now free to use, with a 5% royalty payment due if your game or app reaches a sales figure of $3,000 a quarter.

This is quite an impressive development and really does put creative tools in the hands of pretty much anyone who wants to give them a whirl. Bear in mind that there are still plenty of skills required to actually develop something with Unreal Engine 4.

Unreal Engine 4 can be used to develop apps across a range of platforms. For example you may want to develop a 2D game for mobile, or you may choose to develop a 3D blockbuster for a PC or console.

The website informs us :

USE FOR FREE

We give you everything so you can build anything. You get all tools, all features, all platforms, all source code, complete projects, sample content, regular updates and bug fixes.

I can’t see any obvious traps, this does indeed look like the real deal.

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