Rude Q&A
A ‘Rude Q&A’ is a document you create in consultation with your PR team in the days leading up to a big news announcement to help prepare for the questions you hope you never get asked. These are the questions you dread, because they usually touch on sensitive subjects like release dates, pricing, competitors, platform support, or (shudder) preferences for fast or slow zombies. It’s good to be prepared for these questions so you don’t look like a complete jerk when they are asked, because even if you are not a jerk, fumbling around with the answer or (worse) trying to evade the question can sure make you look like one.
In keeping with PR tradition, we prepared a Rude Q&A for the big news today about our collaboration with Microsoft to create a new zombie-survival franchise for the Xbox 360 platform. This is a super secret document with every question we hope we don’t get asked, and we’re supposed to study it and be prepared to answer the questions if they are asked.
But our Rude Q&A has honest answers to honest questions. So to hell with secrecy; instead we’re just going to post it to our website and share it with you.
FOR INTERNAL USE ONLY
Did Microsoft purchase Undead Labs?
No, they just own our souls.
Kidding! Seriously, Undead Labs remains an independent studio, in full creative control of the games we make. That said, I wasn’t BSing when I said we are excited to work directly with Microsoft on this project. Over the past year we were approached by numerous publishers expressing an interest in partnering with Undead Labs. Not surprisingly, many of them were MMO industry publishers who were drawn to the team’s track record in that industry, and while they were excited to work with our team, most of them wanted us to work on yet another World of Warcraft clone.
Does this mean that your games will exclusively be Xbox 360? No chance for PS3?
Somehow we don’t think our publisher would be too excited about a PS3 title… That aside, the real issue for us is focus. Look, we love the Xbox 360 — right along with 50 million or so other gamers around the world — but the PS3 is undoubtedly great gaming kit too. This isn’t a religious issue for us; we simply want to focus our time, energy, and resources on doing one thing and doing it exceedingly well. Cross-platform development, particularly when you’re pushing technical boundaries as hard we intend to, is complicated and time consuming, and we’d rather focus on gameplay and polish. Focusing on a single platform — particularly one that has a thriving online community — allows us to stay focused on making a great game, rather than wading through the technical and business challenges of supporting multiple platforms.
What about PC? Can’t you just make it cross platform?
I know that many people are somewhat baffled by our insistence that we don’t intend to release on PC as well as console. Why would we create an online world game and then not make it available to the millions of PC gamers out there currently playing online world games? The truth is that we love the PC as a gaming platform. We’d damn sure better, too, because most of us owe our careers and livelihoods to the PC gaming community. The PC platform has tons of excellent online games, and it continues to be a great platform for online innovation. That said, most of us have been working together on the PC platform for a long time — some of us for as long as 15 years — and we’re simply ready to take on a new challenge. In this case, that challenge is building a new class of online world games for console gamers.
We’re not trying to “Change the MMO industry forevar!!” or make that case that the console is a superior gaming platform for online worlds or any other kind of game. We just love console games, and we love online world games, and we are passionate about bringing the best elements of both of those genres together into something new and cool.
Why do you use “online world game” now instead of “MMO”?
We feel that “MMO” has become highly associated with a specific game design template, and we don’t want people to assume that’s the kind of game we are making.
Don’t get me wrong: I truly love fantasy RPGs, and many of us here at the Lab have been making them for a long time. The problem is that “MMO” no longer conveys a set of design tools or technologies that enable play in an online world; instead it conveys “a game like World of Warcraft.” I’m sure that’s great if you’re Blizzard, but if you’re trying to make a truly innovative MMO experience you wind up spending more time explaining what your game is not, rather than what it is.
We are still creating the game we set out to create: an awesome zombie-survival online world game for console gamers. But rather than describing it as an MMO — and having to explain all the ways that it’s not really like the typical boilerplate MMO — we now describe it simply as an online world game, which says just what we want to say, and no more.
What’s the difference between Class3 and Class4?
‘Class3′ is the codename for the ambitious zombie-survival open world game currently under development at Undead Labs for release as an Xbox LIVE Arcade title. ‘Class4′ is the codename for the subsequent zombie-survival online world game that we will develop by building on the Class3 platform. In other words, Class3 runs on your Xbox 360 and supports 1-2 players via Xbox LIVE or on the same screen, while Class4 will provide a much larger server-hosted world for thousands of simultaneous players.
Why are you developing an Xbox LIVE Arcade game first?
We want to make games that are fun. That sounds like an obvious statement, but you’d be surprised at how often that isn’t the primary goal in today’s game industry. Instead, you might hear, “Look how much money Zynga is making! We want to make a Facebook game!!” or “Have you seen Apple stock? We want to make an iPhone game!”

Those are fine goals, but it’s not enough to define a platform or technology and jump into development. You have to know how to make a fun game if you’re going to be successful, and we want to make damn sure we make a fun zombie-survival game before we get too far down the path toward a full online world game.
A big part of determining whether a game is fun is asking gamers to play it and listening to what they like and don’t like. As a full online world game, Class4 is a massive undertaking, so we want to get the core gameplay mechanics in place and deliver a tight, fun game experience with Class3 and let our player community guide our efforts as we move forward into the full online world experience.
Plus, we’ll get to put a great game into your hands far sooner than if we’d focused on developing Class4 from the beginning…
Dammit, didn’t I just say, “far sooner”? And wasn’t that enough?
It’s always nice to say “when it’s ready,” but that phrase has been getting thrown around a lot these days — often for purposes other than expressing a true commitment to quality — and basically means “no comment.” I’ll instead say that we have an ambitious schedule and a disciplined development process, and we’re serious about getting Class3 into your hands quickly. That said, we can’t commit to date at this point.
Do I need an Xbox LIVE membership to play Class3?
The publishing details aren’t finalized, and I’ll defer to Microsoft to deliver the official word, but I think it’s a safe bet to say that yes, you’ll need an Xbox LIVE membership to play the game, and you’ll probably need an Xbox LIVE Gold membership to host or join other players over the Xbox LIVE network.
It’s just far too early to tell. Class3 is undoubtedly among the most ambitious Xbox LIVE Arcade titles ever undertaken, but it’s still an Xbox LIVE Arcade game, so that should give you sense of the bounds.
How long will it take to finish Class4 after Class3 is released?
One of our goals with Class3 is to create the core gameplay and world interaction mechanics that will form the foundation of the Class4 experience. This will allow us to focus on the online world components of Class4, including content scope and scale, server and client technology, and player community features. Since we will already have a solid game foundation and a fully developed game world, Class4 development should be very efficient compared to an online world game being built from the ground up. We anticipate that using Class3 as a foundation will cut our development time in half.
Will Class4 be a subscription game?
This is of course a lengthy discussion that we’ll need to undertake with our publisher, so I don’t have a definitive answer, but I can give you some insight into the way we currently think about this.
The current dominant business models for online world games — subscriptions and micro-transactions — each solve a set of problems at the cost of creating new ones.
I’ve previously expressed that while the subscription model is not exactly loved by the gaming community, it does have the benefit of being a simple, clear, and above-the-table contract between gamers and the publisher. Each month, the game either earns your business or it doesn’t. The developers have a singular goal: ensure that the game is fun enough to keep people playing. I like the clarity and purity of that model, and I like that it keeps designers doing what designers should be doing: creating fun. On the other hand, subscriptions are yet another monthly bill to pay, which ranks right up there with rent and car payments as an effective joy kill.
Existing micro-transaction models make it easy to get into a game and let you pay as you go, but I’ve also seen them cause game designers to spend their time focusing on things other than making a fun game, such as channeling players through in-game stores or creating escalating pricing structures for in-game items. I also dislike the slippery slope of what is defined as something you purchase versus something that is a core element of the game experience. We see the phrase “free-to-play” kicked around a lot these days, and some of these games are good games, but we all know that nothing is truly free to play; they are simply blurring the line between playing and paying.
Both models have their strengths, but I’m hopeful that we can also find a way to avoid some of the weaknesses. I’ve challenged our designers to think through the concerns I’ve raised with these business models and be ready to work with me on some new ideas. We may not be able to satisfy everyone on this issue, but perhaps we can get close.





@emily
when u say class 4 will host a world for thousands of simultaneous players are we talking age of conan/dcuo type of servers or are they gonna be more like all points bulletin type of servers. also have u guys thought about adding keyboard and mouse support because if u did i think it would draw a lot of pc gamers to this game.
never played conan or dcuo so i cant really say yay or ney but i heard conan is pretty sick. anyway i think apb kind of servers would fit this game, you dont want too many people in the same world as you because it is a survival mmorpg but it will also depend on how big this game is going to be map wise. i just cant wait for class 3 to come out to hold me over untill class 4 comes out. oh while i’m thinking about it i also think class 3 should be 2-4 player coop if you guys could make that little adjustment that would be awsome because i know i got atleast 3 other people that will be wanting me to play with them when class3 launches.
SPLIT-SCREEN PLAY?! Thank you so much, too many console games have abandoned this wonderful design element.
Split-screen!!!! Hopefully Class 4 has it too.
So I misread on MMOZED… thinking Class 3 was out on XBLA >_< and may have broken a few driving laws…
STILL PUMPED!
MMOZED crew is gonna be beast…. I’m going to do everything I can to make sure we’re “All Alive Welcome” like the ship picture… rather than other methods haha
I’ve never been this excited for anything in my life
!!
PS: ZedHunnyBunny in the future? hahah dedicated to all my MMOZED and UL friends
Ooohh Sneaky UL… you guys added a “reply” feature
Tricky tricky
Me gusta mi amigos
Yeah, the reply feature is awesome! It’s my new favorite thing
i dont know how i feel about the subscription or microtransactions, why does every MMO have to have more transactions after the purchase of the initial game? 360 owners already pay a subscription fee for Gold, and on top of the class3+class4 purchase, gamers are going to be running up a decent bill just to play this game.
This is great you guys. Don’t stop. Don’t lose faith. Microsoft may want a subscription plan, even with their $60 yearly plan, but that’s worth it. Everyone here wants what you have. I haven’t seen one (educated) comment that would buy this.
But to be honest, I do spend $60 a year. Add $9.99 or 800 MS points a month, and that’s about $180 a year. Plus the first $60 for the new game, that’s $240 for the first year…
But I’m going to play 149.99 for a Skyrim edition game (no I haven’t heard any news about it, but we all know it exists), so I’d probably pay for this.
I’ve been an AVID zombie fan for years and truly love all zombie video games and this would be an EXCELLENT edition to the recent zombie resurgence! Bring on the zombies!!!
Yep was intrigued when i read about this game on joystiq and needed to find out more info so far looks great! Cant wait to barricade myself in a stadium
Couple of things:
1) Talking about Class 3 and Class 4 here – sort of implies that there was a Class 1 and a Class 2, maybe Class 1 was the design doc and Class 2 the prototype to get the contract to develop Class 3? Quite interested in the history behind this.
2) Thinking of micropayment options, maybe following the Second Life model would work, in that people who wanted to setup and design compounds etc for survivors would be able to pay to effectively build these whereas they’d still need survivors to use their compounds represented by free-to-play people who may only be in and out anyway. Figure in “safe” compounds having stores or shops or workshops where people can pay to say build guns/swords/bullets out of scrap, and players can pay to buy these. So if you want a quick blast, you can wander around, pick up makeshift weapons and have fun that way, but if you want to get into it you’ll contribute to a community, gather resources for a shop to work with and get paid (in game currency) for it which can be used to buy the made weapons – or you can short circuit the resource-gathering process by paying real world currency to gain in-game currency…
I would suggest you pick up a copy of the ‘Zombie Survival Guide’ by Max Brooks. In it he describes 4 classes of zombie outbreaks, 1 being least severe and 4 being a global outbreak. I assume this is how they got the name.
My concern is the level of guild/outfit support. Obviously this wont be an issue with Class 3, but a major one with Class 4. As the developers have stated, one of the major choices is the decision to go it alone or band together with your fellow survivors to try and rebuild. I know if my gaming outfit were to get involved in this game, we would like to see a fair amount of attention paid to that aspect of the game play.
I cannot wait to see what the game will turn out to be. At first I read “Class3 runs on your Xbox 360 and supports 1-2 players via Xbox LIVE or on the same screen,” as a bad thing, for a second. And than I reread the statement and the vision at hand and I am thinking that will be a great way to start.
I imagine me and my best friend playing the game over XBLA and I am thinking wow, what a great bonding experience and it will be less cumbersome than a large scale MMO right out the gate. Getting a feel for what is to come with Class4 via Class3, also giving feedback over the forums as we all play Class3 will be great in building a stronger Class4.
From the looks of it, Class3 will be more of “Beta”, now take that word lightly because it is a full Arcade title and it will probably be great. But to learn and understand where they want to go is a great feature to have and for the community to partake in this journey of MMOZ greatness will be very cool!
Cant wait UndeadLabs
You have my “Dying” Support!