News Review 64

This Will Never Work

Welcome to the year 2000 2010. As you know, our Big Plan is to bring the best elements of the first-person shooter massively multiplayer online game genre to the console platform.

I know, you’ve heard this before. I know you are not impressed, because every time you hear this it either never happens, or you get a weak port of an otherwise excellent PC title that does not feel at all like a true console game, and then the publisher expresses amazement that it was not successful and blames the console platform. It happens every time, and now “they” are saying that FPS MMO games are just simply better suited to the PC, and that console developers should just give up and go build more Tomb Raider and Madden sequels.

We hear you, console fans. But this time it’s going to be different, because we are willing to chart a bold course and develop an FPS MMO specifically for consoles, which will allow us to take advantage of the unique features of the platform and give you a true console experience. The pundits still say we’re crazy, and that it will never work. I guess we’ll be able to look back in ten years and know who was right.

So, let’s talk about some of these “unique features” of a console FPS MMO…

Okay, that was a bit snarky, but the parallels are striking. I can’t tell you how many industry insiders “just know” that MMOs won’t work on consoles. They also “just knew” that FPS games would not work on console *cough* Halo *cough*, and they “just knew” that any game that required an accessory would fail *cough* Guitar Hero *cough*.

The problem, of course, is that they are looking at it through the lens of the games they can see today, rather than the games that might be designed differently tomorrow. Does anyone really believe you can take a game like World of Warcraft, polished though it may be, and port it to the Xbox 360 or Playstation 3 and have a great game experience? Of course not. A great console MMO will require rethinking the fundamentals, starting with the user interface and all the way through the core combat mechanics, social infrastructure, avatar control, world interaction, and sense of pacing and scale.

More importantly, it’s not just about solving problems; it’s about taking advantage of opportunities.

Here are some opportunities we see for MMOs on consoles. These aren’t necessarily things you can only do on consoles (although many of them are), but they are instead things that are expected by console gamers and naturally supported by the platform hardware. We’ll be exploring these in greater depth in future articles. Take a look,

ponder, and feel free to share your own thoughts on the best ways to leverage the console gaming experience into the world of MMOs.


Social Gaming (No Really)

Everyone knows that MMOs are social games, right? So why do so many people associate MMOs with the stereotype of the loner 30-something guy who spends all day in his mom’s basement surrounded by old pizza boxes? (C’mon man, that’s not us. It’s our roommate’s house, and we throw the pizza boxes out every day.) In some respects MMOs can actually be antisocial, because the PC is usually in an isolated room of the house, and because you can’t easily share the experience with your roommates, friends, or family unless they bring their gaming PCs into the same room.

By contrast, game consoles are often connected to large-screen TVs in the family room, which makes it easier and more fun to invite friends and family to jump into a game and play with you. A well designed multiplayer console game, such as Lego Star Wars or Lego Indiana Jones, provides a contextual split-screen view and makes it easy for friends to join you with easy drop-in/drop-out play.

Imagine if we could bring that to the MMO world. Imagine tossing a controller to a friend so she can quickly login with her character and join you wherever you are, right on the same screen. Or perhaps she logs in with one of your characters so you can show her around the game. Either way, it adds a new dimension to the “social” aspect of MMOs.

Freedom of Movement

Remember your first few hours with Super Mario Bros., and how the controller seemed to disappear from your hand? You became one with Mario; you stopped thinking about controlling him; he was simply an extension of your will. That’s some beautiful console mojo, and something we hope to achieve in our MMOZ. Leaving behind the mouse and keyboard for the console controller gives us an opportunity to make it fun to just move through the world.

Okay, we’re not going to achieve Super Mario Bros. perfection, but we can get damn close.

Visceral Hand-to-Hand Combat

Click target. Click attack skill. Wait. Click heal skill. Click area-of-effect skill. Click new target. Click ranged attack skill. Power players: Click target. Press ’2′. Wait. Press ’5′. Press ’6′. Wait. Click new target.

Okay, it’s not that bad, but it would never fly in a console game, so it won’t fly in a console MMO. We want to get in there and mix it up with the zombie hordes. We want to fight with crowbars, chains, spoons, and, well, banjos. We want the action to be in our face, hot, and bloody.

This is tough to pull off in an MMO, because you have to consider latency when designing your combat system. Having said that, we have to do it. This will be part design magic, and part technical magic, but rest assured that making a combat system that feels more like a console than an MMO is one of our top priorities.

Vehicle Combat

You’ll be fighting for survival surrounded by the abandoned products of 21st century civilization. Will there be cars, motorcycles, and trucks? Of course. Should you be able to drive them, crash them, and splatter zombies with them? Yes, please.

Destructible Environments

Would you accept anything less? Neither would we.

Fun With Physics

You may have noticed that zombies are kind of stupid. Sure, they can rip out your beating heart and eat it in front of you if you let them get you cornered. Or if they sneak up on you at night. Or if there are just too many of them… But they still behave according to known, or at least discoverable, rules, and you should be able to have fun exploiting those rules.

Building traps from objects you find in the world (yes, including crates, but probably not pressure plates), or channeling the shambling hordes through your murder holes and across your cleverly (or even poorly) concealed pits is part of the fun. By integrating physics not only for combat and vehicles, but also for the way the zombies interact with the environment, we can give you the power to use the environment to your advantage when fending off an attack.

Invisible Interface

I’m sure you’ve seen worst-case-scenario examples of MMO user interfaces that are cluttered with countless rows of buttons, status bars, notification windows, chat messages, and icon docks. (I wish I could post an image here, but our lawyers would probably shoot me.) This is one of the main reasons that hybrid games attempting to play well on both PC and console often fail. In general, console gamers expect interfaces to be more transparent and to “get out of the way” of the game world. Moving into the console world allows us to rethink the MMO user interface and design something that is leaner, lighter, and less intrusive.

Voice Chat

We often hear that the biggest design challenge to MMOs on console is the lack of a keyboard. It’s true that people are accustomed to chatting by text, and that there is a certain comfort in the anonymity that a text communication interface provides. However, we view the fact that real-time voice chat is both ubiquitous and expected on the console platform to be a huge opportunity to bring new community and teamwork dynamics into the MMO genre. A challenging opportunity, to be sure — do you really want the badass ex-Marine in your party to sound like a 13-year-old? — but we have some good ideas about how to solve those challenges. In any case, voice chat is the gold standard in the console world, so you can bet we’ll make good use of it.

This is by no means a comprehensive list of console-speicific features, but it’s a good start. We are excited to have the opportunity to rethink the MMO from the ground up so that it is, before any other consideration, an excellent console game.

We’d love to hear your ideas as well. Tell us what you’d love to see in a console MMO!

Next up: Zombies.


Any games mentioned in this article not owned by Undead Labs are trademarks of their respective owners. No endorsement, sponsorship, or affiliation between those companies and Undead Labs is intended. Please don’t sue us kthx.

  1. Researcher: Anto
    Date Recorded: June 4, 2010 at 5:57 pm

    I’m not trying to burst your bubble, because I very much look forward to the release of this magnificent game, but Sony Online Entertainment has already made an MMO for the PS2; remember Everquest Online Adventures? So, to all you nay-sayers, HA! It can, has, and will again be done. I also hope it doesn’t take you guys 10 years to finish it, I don’t think I can wait that long! I’m expecting a full scale zombie apocalypse in 2012, and, well, why dismember zombies on a TV screen when I can go out and kill them in real life?

  2. Researcher: Polkm
    Date Recorded: June 4, 2010 at 6:08 pm

    When making the User interface please think to yourself “is this necessary?”, instead of having a crazy huge complex menu for buying weapons hows about you just have no menu at all. Just look at the gun you want, pick it up, and bring it to the cashier. This is just an example you might not even have shops in your game, but its a good example of how to evolve away from any menus at all.

  3. Researcher: DAVEoftheDEAD
    Date Recorded: June 4, 2010 at 6:11 pm

    Sounds like a bang up job! I still would like to see a garbage can used as a shield and a baseballbat as my sword. or a basball bat with knives in it.

    If your making a city can we hop from roof to top to roof top to avoid the horde? and enter these building to raid them?
    How about sewer systems?
    I know it’s a zombie game but having a a mission where you goto hospitals and/or the mall to hunt a muntant zombie and bring its head to the market for money.

  4. Researcher: Lennon V C
    Date Recorded: June 4, 2010 at 6:41 pm

    Awesome Jeff lots of new info and graphics. Time to update mmozed’s wiki

  5. Researcher: Bizket
    Date Recorded: June 4, 2010 at 6:43 pm

    I am really *very* excited about the possibilities for this game. I have been following the MMO market for a long time now and eagerly await decent console MMO’s. I am currently tempted to buy a PS3 just so I can try out DCUO. I am eagerly awaiting more news about your game!

  6. Researcher: frankichiro
    Date Recorded: June 4, 2010 at 6:51 pm

    I feel very excited about this, and I’m eagerly following all of your updates! I know it’s a long way to go, but I can’t wait to see some gameplay videos. I’m convinced that they will be awesome!

    One thing I’d like to comment on, when it comes to keyboard versus controller, is the huge advantage a controller gives for character movement. In fighting games for instance, or sport games like SSX, or adventure games like Zelda or God of War; there’s just no comparison. A controller lets you be acrobatic, and more connected to your character. You are a puppeteer rather than a commander, and it’s a huge difference.

    Obviously, one could connect a controller to a PC as well, but for some reason that’s just as awkward as connecting a keyboard and mouse to a console. While both options are possible, I prefer to think of it as a cultural thing, rather than just a hardware issue. It’s a difference in standards, not in possibilities, and I think you are approaching this project from the right angle. I appreciate your perspective and ambitions very much!

  7. Researcher: Mike Hillyer
    Date Recorded: June 4, 2010 at 7:18 pm

    What I’d like to see is a complete shift away from traditional traffic areas. One thing I’ve never liked about many MMOs is that the world is too static. For example, you have a town in zone X permanently under repair from an invasion.

    Imagine instead the world is a recreation of a dense city, say Manhattan, in a downtown grid. Now at each end you have safe zones, fixed and permanent and likely where players begin their lives.

    Outside of those two safe zones everything is fluid, without the traditional concept of towns and fortresses that exist in most MMOs. Players group together, close off an area and clear it of zombies. Someone with build skills starts walling off the access points while his friends watch his back and bring in more materials.

    Once the area has been zombie free for long enough, it becomes a safe zone. It appears on navigation maps and NPC trainers/traders start moving to the area (likely giving someone an escort job in the process).

    In return for their efforts the holders of the safe zone can choose to either charge an access fee (think bartertown in Thunderdome) and/or they can take a percentage of the trade that occurs in the safe zone.

    Over time it will get more and more difficult to hold the safe zone due to the attention it attracts, eventually it gets overrun and everyone moves on to the next zone, making the world more dynamic.

  8. Researcher: Fatbird3
    Date Recorded: June 4, 2010 at 7:30 pm

    Oh my god.

    I love you. Well not actually, but this sounds absolutely excellent.

  9. Researcher: Mike Hillyer
    Date Recorded: June 4, 2010 at 7:56 pm

    Polkm: One thing to consider is that you’re not dealing with a one-way buying experience. If this is a survival game it will involve a lot of scavenging and gathering of items that you trade for items that you need.

    If it was one-way trade you could look at something like GTA4 where you walk around the shop, stop in front of something you want and push a button to buy it. You could still have such an approach, with a stop at the shopkeeper to sell something, but that would involve a menu and at that point you might as well buy while you are selling. Think Fallout 3 where you sell what you don’t want and buy what you do, all from a pretty straightforward interface when it comes to a console controller.

  10. Researcher: frankichiro
    Date Recorded: June 4, 2010 at 8:28 pm

    What Mike Hillyer said sounds pretty good!

    I wonder though if it’s possible to make a game with as little information as possible of what’s going on in the world. For example, you could have a map, but it doesn’t update automatically. You need to explore and keep track of changes on your own. Kind of like Silent Hill 2, but with a more dynamic landscape. Also, you might not even have a map until you find one. Steal it from a bus stop perhaps? Now, where do you find a compass?

    Communication between players should only be possible if you’re within an audible distance, or have acces to some type of communication system. You could put up signs, write on walls, or transmit messages by radio, but only people who find the right frequency will hear it.

    Also, as your HP decreases, your character could become slower, weaker and less accurate. Remember cardio! Maybe this could be indicated without a health bar?