Interesting recaps on WoWs history in China have been posted at two (totally games-unrelated) blogs, written by China-based international lawyer Dan Harris and Dan Maas, head of special effects company, Maas Digital:
“Blizzard had successfully brought WoW into the Chinese market in 2005 through a license agreement with local game developer The9. The relationship turned sour last summer when negotiations to renew the license bogged down in a dispute over division of profits. Blizzard ultimately decided to terminate The9’s license and shift WoW’s China operations to another local company, NetEase. (The9 responded acrimoniously, filing suit against Blizzard and announcing development of its own sword-and-sorcery game called “World of Fight”). WoW was knocked off-line for over three months during the transition, leaving a gigantic vacuum in the market which competitors rushed to fill. Kingsoft, Shanda, and other gaming companies stepped up promotional efforts to lure former WoW players to their own games…“
The punch-line here seems to be that western companies like Blizzard are struggling with an unclear regulatory atmosphere and sharing of revenues, while local developers are thriving on better cultural understanding and other practical advantages (like smoother payment systems, looser regulatory oversight, etc.)
Read the full post after the jump.
Gamesindustry.com has issued another report on MMOs under their Today’s Gamers label. The “Spending & Payment”-report claims that the size of the U.S. MMO-market has reached 46 million players. According to the report, U.S. gamers spent an estimated US$3.8 billion on MMOs during 2009—whereas all large European countries only achieve a combined spending of US$ 800 - 900 million. The survey indicates that the ratio of subscription-based revenue compared to free-2-play-based games is roughly 50:50; that seems to be a phenomenal growth for the free-2-play revenue-model, which can still be considered to be in its infancy in western markets.
The numbers are hard to judge—46 million players seems to be a pretty high value. Nonetheless it is good to see that the international MMO-markets seemingly still grow. Today’s Gamers report notes that further growth might come from countries such as Italy, Spain, Russia, Turkey, Poland and Sweden.
Via Worlds in Motion
Another large, well-renowned virtual world is shuttered next week: There.com, a virtual platform co-developed by Forterra Systems and the U.S. army, and later acquired by Makena Technologies. There attracted large business-partners like Coca-Cola, CosmoGirl, Bebe, K-SWISS, and SPIN.
As CEO Mike Wilson announced, Make will continue with “some exciting educational projects in process, which [it] will continue to service. The entertainment-driven, branded space, though, will close.“ Wilson gives the bad general economical situation as reason for the closure of There.com:
“While our membership numbers and the number of people in the world have continued to grow, there has been a marked decrease in revenue, which, in these economic times, is no surprise… Before the recession hit, we were incredibly confident and all indicators were ‘directionally correct’ and we had every reason to believe growth would continue. But, as many of you know personally, the downturn has been prolonged and severe, and ultimately pervasive.“
According to Alexa (taken with a large grain of salt), There’s traffic spiked during early 2008 and then gradually fell back to a meager daily reach within 2009 and early 2010.
With the closure of large virtual worlds like There and Metaplace and several MMOs changing their revenue-model to free-to-play, the field of online worlds appears to be volatile at the moment.
Information Sercices Group has been commissioned by Popcap Games to perform a survey of the demographics of players of social games. The findings:
“55% of social gamers are female and 45% are male. Females are more avid gamers, too; 38% of females said they play multiple times a day, but just 29% males said the same. Women are more likely to play with people they know (68% vs. 56% for males), and men are more likely to play with strangers (41% vs. 33%) than women are…
There were more insights in the survey beyond gender. Facebook is the most popular destination for online games, with 83% of respondents saying they have played games there. Twenty-eight percent have purchased in-game currency with real-world money. The average gamer has played six social games, and more than 50% of gamers started playing a game because a friend recommended it or because they saw a friend playing it in a news feed or other social stream.“
Compare this to the player demographics of MMOs (as reported by the great Daedalus Project, Gamasutra and BBC, among others), where “the most hard-core players are female… Despite gaming being seen as a male activity, female players now make up about 40% of the gaming population.“
Females thusly account for a 15 percent higher proportion of players of social games in comparison to the audience of MMOs—they do seem to hit a nerve of a female audience a bit better than the standard formulas of traditional MMOs.
Engage Digital has published a virtual goods forecast for 2010, based on responses from over 30 industry executives, analysts and observers. The key-findings are:
“The amount of money spent of virtual goods will rise…
Triple-A brands will invade the virtual goods marketplace in order to tap the appeal with an increasingly broad consumer base, as a means to drive reach and engagement (though not necessarily revenues).
As the virtual goods marketplace reduces friction among buyers and draws more participants along the entire value chain (more goods creators, more infrastructure solutions, more dollars), it will inevitably draw greater scrutiny from government regulators and also be the driver of disputes that will end up in court—either seeking redress or prompting regulation…
Among the most basic views of the sector is that it is bound to grow in terms of how much consumers are willing to spend on digital good.“
The PDF can be downloaded here.
Adam Martin has posted an interesting Article called “2010 and the Browser MMO” at his blog T-Machine, essentially raising the question, how a contemporary browser MMO should look and feel like:
“It’s 2010. I know a lot of people in the industry still haven’t accepted even the concept of a “browser-based” MMO, let alone realise where they’ve got to now…
For a look at today, go browse some of the Unity demos. Unity is *not* the “best” 3D engine, the fastest, the best language – but it’s nicely balanced towards ease of adoption. It’s very easy for new developers to get into. And so it’s setting a very achievable base standard that’s higher than many people would believe. With anyone able to produce 3D to this level, and embed it in the browser almost as an afterthought, the use of plugins becomes a new landscape…“
I would argue that this is an issue for every “serious” browser-game: probably 99% percent of all browser-games currently run on Flash, but Flash is not powerful enough to render graphics comparable to modern “professional” games—or even to 3D-environments like Unity. With the advent of new browser-plug-ins like Unity and others, the bar for good-looking browser-game-graphics is raised dramatically. The more people playing such 3D-games, or using services like Gaikai and OnLive during he next years, the higher the expectation will be how a “good-looking” browser-game should look like.
In my opinion, Adobe needs to react quickly to expand Flash’s capabilities soon. Hardware-acceleration, import of 3D-assets or some specialized Actionscript-libraries might be an idea. Otherwise, Flash-based games might soon be the equivalent of the Javascript- and applet-games of some 10 years ago.
A very happy Christmas to everybody from the Coobico-team, and a happy new year. While development of Coobico will still go on during the holidays, there will probably no blog-post before new year.
Sad news shortly before christmas for Metaplace-employees and -fans alike, Metaplace will be shut down on January 1st. Metaplace enabled users to create virtual worlds, an idea that seemingly did not gain enough traction, as VentureBeat reports:
“The company told its users today, ‘Unfortunately, over the last few months it has become apparent that Metaplace as a consumer user-generated content service is not gaining enough traction to be a viable product, requiring a strategic shift for our company’”
Raph Koster has promised to write more about the closure of Metaplace soon. He also announced a website where Metaplace friends can stay in touch. Best of success, Raph, for your next steps.
The way capitalization of web-startups works does not seem to leave enough time to gain financial success. In my opinion this is fatal for social start-ups in particular.
Free-to-play and micro-transactions are trends migrating from Asia to western MMOs in the past years—even being picked up by major players like Sony and EA. Still, it has not yet been proven if gamers’ acceptance of microtransactions matches the Asian level of market penetration and if thusly generated revenue can sustain western MMOs.
Gamasutra recently ran an article called “What Gamers Think About Microtransactions” about the findings of Daniel Kromand who asked hardcore-gamers, who “were all experienced gamers and ranged from early twenties to mid-thirties”, about their angle on MT:
“Some games have premium items for sale, but the interviewed players were largely skeptical towards these transactions. The reason is that they threaten to tilt the perceived fairness of the game, because established players fear that newcomers can buy their way to success: ‘I don’t think they would like [expensive, powerful items] very much. Because then it means that you can be better than me, [just] because you have a bigger wallet.‘ (Peter)“
Even if taken with a grain of salt, this indicates that there are differences in acceptance of personally buying MT-items or approving fellow players using micro-transactions.
Link this to EA and SOE, who are currently changing their free-to-play-formula, probably due to a lack of revenue: EA’s DICE has raised the in-game costs of items in Battlefield Heroes while reducing real-money costs, as Eurogamer reports:
“EA’s DICE has changed the item pricing structure for its free-to-player shooter Battlefield Heroes, reducing the real-money cost of items while making their cost to rent or buy with in-game currency dramatically more expensive…
One player, quoted by Ars Technica, calculated that they would have to play 50 matches a day just to afford to keep a powerful weapon using VP. In effect, the choice for players who want to be competitive is now between spending money or submitting to serious grind. Needless to say, it’s been a very unpopular move.“
Likewise, according to an interview with Sony Online Entertainment’s Creative Director for Free Realms, Laralyn McWilliams, SOE will implement a pay-wall in their popular F2P-title “Free Realms” with the upcoming update, where all in-game jobs will become free of charge, but only up to a level 4. Higher levels will be restricted to premium members (except for players who have already achieved higher levels so far). “Freemium” comes to mind, a business model which relies on offering basic services for free, while charging a premium for advanced or special features (and which is not so different from your typical World of Warcraft 10 days test-drive).
Two studies about the american and european gaming-market were published lately: NPD’s “Entertainment Trends in America” and Today’s Gamers International Gamers Survey. According to NPD, 14 percent of all U.S. households subscribe to online gaming subscription services (August 2009), while the Today’s Gamers survey claims that “MMOs constitute 14 percent of all time spent playing video games in the U.S.“, where of “ the U.S. online population surveyed, 21 percent said they play MMOs. 45 percent of those count themselves as paying MMO players, while 30 percent have spent money on casual game portals.“
Now, I can’t say if 14 percent of all households match 21 percent of the surveyed U.S. online population, but as Tobold points out, the subscription numbers seem to pretty high. It seems to be in ballpark of 15-20 million according to world internet usage statistics. According to the reported age (8-12 years old), my guessing would be that a large number of these so-called MMO-subscribers come from online-worlds like Club Penguin (which is, of course, comparing apples to oranges).
Apart from that, incidentally, Today’s Gamers International Gamers Survey claims that the MMO market share in the EU is around 13-14 percent, meaning that the MMO market in the U.S. is around 60% larger than in Europe. In case these figures can be trusted, I wonder where the gap comes from; is it a difference in credit card- or broadband-penetration? Or the more difficult european heterogeneous market?
Another aspect under construction is Coobico’s roleplaying part. As of version 0.4 we are orienting this more heavily towards tactical roleplaying—which here means to be able to control more than one character on a quest to solve problems (as opposed to the standard MMORPG-formula of one player, one character). We already abandoned the unnecessary division of having one player-character (which can be controlled directly) and keeping a population of settlers (not directly controlled).
Players will be able to choose any of their settlers to manually control them and go exploring. Each settler has a set of skills at her disposal; players can choose which settlers they want to take along on a quest, to control which skills will be available in a dungeon.

We are currently doing some low-level work for Coobico’s alpha-release 0.4, e.g. completing the quest-system. Besides that, one item on our long laundry list is overhauling the mechanism of upgrading and populating buildings. As of version 0.3 “upgrade-slots” for a building got available automatically after some amount of time (a slot could then be turned into something productive). We finally decided to let players upgrade their buildings entirely manually, according to their own pace and preference; the old system probably would have puzzled Coobico’s novice players (“why is nothing happening here?“), while it would have unnerved the more hardcore players (“why the heck do I need to wait?“).
As of version 0.4, buildings can be upgraded at any time according to the players’ own pace. Also, we are raising the prices for constructing a new building, but any new building will come “pre-equipped” with a settler (eliminating the need of manually recruiting a settler at each newly constructed, empty building).
Thanks to everybody who followed our website faithfully, this humble development blog recently crossed the mark of 1 million page hits since we started out. Thanks from the Coobico Team for dropping by and for your continued interest in our work.

A major makeover we’ve been busy with during the past months is Coobico’s character-system. During the first two installments we were going for a classic roleplayingish approach, where you control a single character, full-stop. After updating and fixing the city-building part of the game (and during our current work on Coobico’s quest-system) we felt this approach increasingly out of touch—it created an unnecessary division of (one) player character and a player’s various (nsc-)settlers. During the past months we started implementing a different gameplay, which nudges Coobico a bit more into the corner of tactical roleplaying games, effectively allowing you two play as each of your settlement’s inhabitants. You take control of a settler with a mouse-click to activate the character for manual control and can then move the settler around (for purposes of exploration or questing)—of course all settlers have their own set of skills you need to take into account during battles etc. Manually controlled settlers will earn experience points which in turn raises their skills—but they will not produce/harvest any goods and resources while on a quest (fair enough, huh?)
A nice (and true) citation from Warhammer Online’s Associate Producer Joshua Drescher:
“Seventy-five percent of the titles on the market that claim to be ‘MMO’ are actually single-player or limited group-oriented games that just happen to have lots of other people running around, doing the same things and having no impact on one another. In my view, to truly be a ‘massively multiplayer’ experience, the extant population of the game world has to have some sort of impact on you – regardless of whether or not they’re in your raid group or guild. Otherwise, you’re basically just regarding those thousands of other people as window dressing and they might as well be NPCs at that point…“
Read all comments on the genre and the term MMO of various developers after the jump.

You may have noticed them in our latest bunch of screenshots: Scavengers—a frequent sight on Qubus’ Island. Scavengers are a motley crew of pirates, marauding landsknechts and soldiers of fortune, populating dungeons. Sometimes they also run smallish scavenger-settlements consisting of a stronghold and a rogue-merchant.
15 07 2009
A stronghold is a hideout to Scavengers, a motley crew of pirates, marauding landsknechts and soldiers of fortune.
MMO markets, especially in the US and South-Korea are saturated, that is the opinion of J. Mark Hood, co-founder of Seattle-based free-to-play MMO company Reality Gap, as reported by Gamasutra:
“I think it is saturated here, and I think there’s a real simple reason why most people [release free-to-play games],... the basic reason is—how do you compete with [the massive budgets] that Activision Blizzard and EA are doing right now? Unless you have a huge company and a huge amount of capital, there are not a lot of ways to do that.“
I think that quite a few game-developers would strongly disagree, otherwise there wouldn’t be so many newcomers throwing their hats into the ring. I don’t want to sound old-schoolish, but what is the definition of a saturated market? It means that the whole population already has a bought a certain product (i.e. nearly everybody owns a car) and new products will not be sold unless the population grows or the old products break down (or in case of car-manufacturers, if your government springs for a cash for clunkers program).
As for the MMO-industry, there is no reliable data on how many more newbies might get into playing MMOs or how many MMO-players will adopt a second, third or more MMOs, depending on the commitment of time and money those games demand. Also, there is no way to predict how many small-scale game-developers will close down and how many newcomers will show up. Taking all these uncertainties in account, I would say that the markets are far from saturated and there is probably plentiful of opportunities. What Mark probably meant was that “currently there is quite a lot of competing game-developing companies”—but of course, that wouldn’t have made a nice headline.
From my point of view the MMO industry is currently (and for the next few years) in the stage of growth. That is why we see an explosion of new F2P-games; which is quite good for the industry as a whole, because it might get more customers interested in the field and help to speed up the production- and market-cycle (which is currently very slow, because it just takes so much time to make a MMO.)
But if you surf through lists of F2P-MMOs, you are often greeted with dead links, even for games which were published just last year. There will be more consolidation to come in the next years as the industry transitions to the stage of maturity.
My two cents about what will happen next: besides all developers getting more boot-strapped, it will very probably depend on the type of the business-model of each game. Blockbuster- subscription-based-games will compete in price (increased production values, but decreased time-to-market and lower distribution-costs and increased competition). This is eventually also true for free-to-play games which are purely based on micro-transactions. As for free, ad-based games like Coobico, it will be a fight for quality (as your price can’t get lower than zero) and for more relevancy for more members (to get better advertisement deals.)
The gallery is now updated with a bunch of new up-to-date screenshots—please take a look after the jump.

We have nearly finished work on our current version of Coobico and are proud to present a few assorted screenshots from a bunch of new images which will be added to the gallery as quick as possible.
So what has changed so far? A lot of work went into implementing all changes to the gameplay we wanted to include. Coobico has evolved quite a lot from our very first conceptions, as you might imagine, if you have followed this blog.
Another big milestone was to change the underlying 3D-engine from Sandy3D to Away3D; we made this decision due to art-related reasons: our first 3D-installment of version 0.2 tried to mimic Coobico’s very first 2.5D-version (admittedly to try to save some work by re-using our first set of sprites). Finally, however, we decided to take better advantage of 3D and to make everything look a bit more realistic. At some point during last year, Away3D started to add features which helped us to create more natural looking environments on the fly (i.e. skin- and path-extrudes), hence the switch to Away. See the following screenshot to check out the difference.

Personally, I would still recommend Sandy3D wholeheartedly to anybody. After fiddling around with different 3D-engines for two years, I find that all choices offer very similar performance—it is recommended to choose a 3D-engine rather by its set of features and wether those features support you in what you are specifically trying to achieve.
Now, using skin-exrtrudes also helped us to create a 3D-world-map for Coobico, which is really much closer to what we have envisioned from the very beginning—take a look at the following screenshot.

The work is far from over yet, though, so we keep working under full pressure (e.g. to nail combat and questing on the head—so stay tuned.

Ten Ton Hammer runs a very interesting article by Cody Bye which tries to predict the future of MMOs by comparing it to the history of Hollywood—very worth reading:
“If you consider that MMOs take 3-5 years to make we’re really only on the third or maybe fourth generation of MMOs and the risks are very high now. The other problem is that it is hard to respond to market changes. If I discover today that players want a certain type of game and I start making that, but it’s done 3-5 years from now, the whole market has shifted. We can see this happening now. There’s tons of WoW clones coming out now based on market demand set by WoW 4 years ago. So the question is, do players want something else now? If so, what? Do the players themselves even know? If you asked people in 1976 if they want an epic sci-fi movie I’m not convinced they would have said yes, and yet….“

Next up is a bunch of new screenshots, which we are going to include in our gallery, along some news of the current state of our work on Coobico. Stay tuned…
Few people shared their opinion as of lately that the social element of MMOs starts to erode (as compared to the “good ole’ days”), probably because going solo is so much easier than in the days of Ultima Online:
“Ryan goes through the list of things that made games social back in the day and emphasizes that the reason why we’re no longer social is because we do not depend on each other while we play anymore… We no longer deal with harsh death penalties, complex zones, real quests, or forced grouping…
‘Social game’ and ‘accessible’ are polar opposites in MMORPGs because it’s in each of their nature to suppress the other.“ (Keen and Graev’s Gaming Blog)
I don’t buy the theory that better accessibility leads to lesser social games. Equally absurd is the contraposition, that unforgiving, inaccessible games (like in: no auctions, no maps, harsher death-penalties, forced grouping and so on) are more social. In my humble opinion, solo-play gained such a popularity because players were frustrated with the game-design (like forced grouping) of older MMOs in the first place.
When sifting through the manifold comments about this, you frequently encounter statements like “I just tend to play in a small group of close friends from time to time”, or “the constant analyzing of XP/minute and % of attack-power annoyed me, so I started to play solo.“
One could arrive at the conclusion that it’s not so much about the ease of solo-game-play opposed to the importance of relying on others or the ease of finding a group—it’s more about different types of “modes” within a MMO: group activities can get very competitive in nature the more players take part (i.e. raids, RvR and so on), partially because you try to gain an edge over other groups, partially because the game’s developers need to throw more hefty stuff at you to keep the challenge up for hardcore-players and -groups. Of course it’s okay to play like that, but it’s also understandable that people want to play in other modes too (i.e. in a small circle of buddies, or solo).
Seriously, I don’t see it as a problem that both group-game-play and solo-game-play is included in modern MMOs—it’s not a bug, it’s a feature. MMOs are not in such bad shape these days, social-wise. As Paul Barnett of Bioware Mythic put it lately at Videogamer.com, pretty much all games will be social soon:
“There’s online games, and very soon there will just be games. They will all be online anyway. I don’t think there’s an MMO any more. I think there’s online games and there’s online revenue, and they’re sort of going to combine.“
No, this is not yet another email about the Darkfall/Eurogamer-Review hullabaloo. I’ve been following this matter with some interest (as I’m sympathetic to both sides), so I couldn’t help but read the re-review of Darkfall, which I found extremely entertaining and witty. I never player Darkfall myself, so I can’t comment on the game, but Kieron Gillen points to a general problem of MMOs—unintended consequences of game-design:
“Playing in the small clan I joined, I found myself defending against an interloper. Running back from my adventuring in armour, I glanced at my fellows and felt terribly over-dressed. Because - y’know - I was dressed. Everyone else had stripped down to their underpants.“
What the f?, was my first thought, when I read this paragraph, but the underlying logic of the unintended consequence here becomes clear immediately:
“It’s logical enough. It’s a relatively meaningless battle. As such, going into battle and risking someone dying and taking stuff you’ve carefully collected - or, even worse, actually crafted - would be foolish. Why risk taking a random shot, falling, the opponent nabbing it and legging off? Better not to risk anything other than your default, infinitely-respawnable weapons… This is a world where, if you’re expecting trouble, it’s reasonable to strip down to your pants. This is stupid beyond all mortal belief.“
I wonder if the Darkfall-development team had this in mind when they designed the looting-system. Frankly, pondering about and pruning out corruptive gameplay-features for an MMO is (at least to me) both the most interesting and most annoying part of the job. In this aspect, designing of a MMO is more like creating a perpetual ecosystem than a game. Or, as Kieron puts it:
“Because, as always, MMO worlds are shaped by their mechanics as surely as the rules of physics and economics shape ours. A designer’s intent matters nothing compared to the shuffling of thousands of players trying to work out the most efficient way to progress. In a more World of Warcraft-derived MMO, you see fun quests being abandoned in favour of grinding out the one with the optimum XP payout. Ironically, single-player games often have more believable worlds, because competition with your fellows don’t force you into such nonsense.“

We’ve already been pondering about non-player settlements in Coobico, here is how we are currently implementing this feature: there will be a bunch of pirate shanties and bandit hang-outs scattered over the island, called “Strongholds”. Such strongholds will typically be a hideout to Scavengers, a motley crew of pirates, marauding landsknechts and soldiers of fortune (which we will introduce soon)—sometimes a stronghold will just consist of a Fortress with a few accompanying huts, on other occasions it might be girded with additional structures like merchants. This will enable players to take their own decision if they rather want to fight or trade with a scavenger stronghold.
21 09 2009
Scavengers are a motley crew of pirates, marauding landsknechts and soldiers of fortune.
Tobold has written another nice article, this time about the in-game implications of changing a MMOs business-model from subscriptions to micro-transactions-, free-to-play-based (like D&D announced recently):
“What game you aren’t currently playing would you play if it went Free2Play with microtransactions? And how would the design of that game have to change, to make that new business model actually work? I’m sure, you’d prefer if all games went Free2Play and only charged money for fluff, but if not enough players buy enough virtual items, a game would simply disappear. So how do we change game design to sell enough items that are useful, and desirable, but don’t make the items that you can get by playing obsolete?“
I dare say that this is true for changing of any important feature of a game; while tweaking Coobico’s game-play to get everything “right”, I frequently find us discussing chains of decisions, like “ok, we want to change feature A, but if you think closely about it, then you need to change feature B too, because it doesn’t make sense any longer—and then think about the consequences of feature C…“. Such things really need to be thoroughly thought through.
Gaikai and OnLive are cloud gaming services you might already have heard of since E3 (their idea is to render games at central server-farms, enabling games to be played on almost any hardware as a video streamed from the cloud).
After a recently released video demoing Gaikai, the whole discussion about cloud gaming and the healthy dose of scepticism both services have been receiving kept boiling up again—with the terms “convenience” and “play games in an ultra-accessible manner” used frequently. This is typically the vocab of casual gaming, which made me wonder what the target market of OnLive and Gaikai really is; is it casual or hardcore-gamers? Would it attract a new audience, since playing in your browser is such a low entry barrier?
Personally, I think that Gaikai is great way to offer game-demos (instead of your typical 1+GB download), otherwise I see both Gaikai and OnLive targeting the ultra-harcore rather than casual gamers, mainly because of the inevitable costs involved. In case of OnLive, you are going to pay the bill on-spot, probably as a subscription (I’d say they will offer different pricings blocked by video-quality, i.e. “play in a resolution of 800*600 for xx$ per month, or choose HD-quality for xxx$“). Gaikai offers its services to publishers, so you would be billed at each publisher individually.
I think there is definitely going to be a demand for that (“pay xx bucks on top of your regular WoW-subscription and you will be able to play it anywhere, anytime you’ve got internet-connection”), but I don’t see this coming from the field of casual gamers, it seems to be much more geared toward hardcore-gamers, who could use this opportunity for recurring tasks like crafting and auctions. In case of MMOs or any other game which involves an account, another obstacle would be to hand over your log-in credentials to either Gaikai or OnLive, which might be just too much nuisance for the casual type of gamer.
Level-design and tweaking of difficulty-settings are recurring items on our laundry-list, as you might imagine, so some blog-postings about challenging game-play and the ease of navigating through MMO-quests recently caught my eye. So, just how difficult should a challenge/quest in a MMO be—and should such level of difficulty vary for casual- and hardcore-related MMOs?
In Free Realms (as Eurogamer puts it), “Everything objective is clearly marked by the obsequiously helpful mapping system, dotted lines on the ground ensuring you never get lost as you follow the breadcrumbs… It’s compulsive, up to a point, but it’s often flavourless and dull.“
Sony’s philosophy here seems to be that short, casual quests (especially for a younger audience) should not comprise lengthy exploration and difficult brainteasers. World of Warcraft will soon patch something very similar in, as Pink Pigtail Inn’s Larisa describes: “A skull graphic will be placed on the map in the general area where players can find creatures they must kill for a quest. A skull graphic with red eyes will be placed on the map in the general area where creatures can be found that must be killed in order to collect quest objects…“
Both the approach of such hyper-efficiencent streamlining and players having mixed feelings about this are quite understandable. Probably all of us have been in frustrating need of a walkthrough here and there—solving a difficult strategic puzzle or beating a particular challenge, however, is often the most memorable moment in a game. On the one hand, a short, temporary gaming-experience cannot primarily consist of aimless exploring; on the other hand (with the words or Larisa), “somehow the ‘being efficient and do things as quick as possible, ticking off things from your list’ concept has completely overtaken the ‘experience, explore and lose yourself into a different world’ idea.“
It is obvious that such settings vary with each player and the mood they are in at a time—a solution suggesting itself therefore would be to leave it to the preference of each player, of how difficult he or she wants a quest to be. This is the approach we are trying to implement in Coobico. Rather than laying out blatantly obvious lines of breadcrumbs, think more in the ballpark of “buyable” levels of advice/cheats.

An important issue for any MMO is its endgame component (what you’ll be perpetually busy with after maxing out your stuff). For Coobico, we assume that, while some players will be satisfied to just build and manage their settlement and resolve quests, others will seek to wage wars with their competitors. By any means, we are trying to implement a solution for different players’ preferences to co-exist in Coobico’s world.
Introducing fortresses: a fortress is a structure you can upgrade your city-center to, which is going to enable offensive and defensive capabilities of a settlement. As long as a settlement is not extended by a fortress, it is flagged as peaceful and cannot attack and be attacked by other players. After building a fortress, you loose this protection, even if the fortress is destroyed later on.
A fortress will need a bunch of accompanying structures as prerequisites, to keep players from building empty cities which just consist of a fortress and nothing else (a castle without affiliation to a town would not appear to be realistic anyway). More about this later, after we have implemented this features more thoroughly.
There has been an interesting study by interactive marketing firm Future Ads about dramatic cutbacks in paid- and console-games in 2009—interesting, even though the findings are disputable, since Future Ads runs a casual gaming website which lets the report appear to be a bit biased.
“Consumers report slashing their spending on paid console and online games this year. Among the nearly 4 in 5 casual gamers owning consoles, 79% report ‘significantly’ cutting back on game purchases this year over 2008, with another 10% reporting they’re cutting ‘somewhat.’ There is also a similar tale for console accessories/peripherals: 85% are cutting back significantly, with another 7% cutting ‘somewhat.’ For paid online gaming (subscriptions, etc.) 83% are cutting significantly, and 7% ‘somewhat.’ Conversely, online casual gaming continues to boom: 61% are spending more time playing online games this year than last.
When asked what the single biggest drawback to console games was, 77% singled out ‘they’re simply too expensive,’ swamping the less than 4% that pegged other specific obstacles: ‘the technology becomes obsolete;’ ‘not all games work on all platforms,’ or ‘can’t travel with them.’ ... 78% of respondents report preferring free online games that are supported by advertising vs. the 22% preferring paid games without ads.“
Nonetheless, I dare say that these findings reveal the size of the impact free-to-play games had on the whole (traditional) gaming industry so far. Gamers find a lot of free offers online, with ever growing quality and quantity. Sure, free games cannot compete with the production-values of AAA-blockbuster games and “serious” hardcore-gamers probably mostly still prefer the next 60$ game retail, but the boundaries are getting increasingly blurred:
“The Gamevance surveys also reveal dissolving boundaries between casual and hardcore users and markets, a disappearing gender gap, and increased online gaming adoption across all age groups… 51% of online gamers surveyed personally play hardcore games. The time spent with, and enjoyment of, these platforms, is notably balanced: 52% spend more time with hardcore games, 48% more with casual. And despite multi-million production budgets for hardcore titles, 46% actually find casual games more entertaining.“
Via GigaOm
City-building games typically come in two flavors, either as goal-oriented games or as sandboxes; in the former, you typically share the game-world with one or more opponents who will trade with you or wage war over resources. In the latter, you can build and run your city unopposed, with a focus on maintaining economy, traffic and so on.
Catering to such gameplay poses no problem for games which are not massively multiplayer (i.e. nearly each currently existing city-building franchise)—but what about a city-building MMO like Coobico? Different types of players will inevitably meet each other in an open world. While this is a great opportunity to play together, it might also lead a clash game-plays (i.e. griefers/killers versus socializers).
We would like to enable both competitive and sandbox-type styles of gameplay in Coobico and let players choose their own experience—but without spoiling the fun for everybody else. We are therefore restricting the level of personal confrontation between players a bit; as an example, it will not be possible to just personally walk into another player’s settlement to wreak havoc there. But apart form that, we are working on ways to compete martially with other competitive-minded players.
It’s a feature we have not yet fully nailed down. I am going to elaborate more on this in the next article about Garrisons and Fortresses in Coobico.
22 06 2009
A fortress is a structure you can upgrade your city-center to, which is going to enable offensive and defensive capabilities of a settlement.
Recently, Daniel James, CEO of San Francisco based Three Rings Design, has shared the revenue-metrics of their MMO Puzzle Pirates with the developers’ community at Gamasutra: “People often ask me, with a wary look such as you’d give a lunatic, ‘Why do you dish out your numbers like this?‘ It’s a good question. There are possible downsides, but they are limited… The upside is that the more information that circulates the startup and games community, the more people will share their data. This rising tide will raise all boats. If I can shame my fellows into parting with their data, we’ll all benefit.“
Good job, Daniel! Read more after the jump.
Recently there has been an interesting meme about if avatars in MMORPGs should be treated as mere game-tokens or rather as more than that, kicked off by Wolfshead with a posting about gender-issues in MMOs.
Tobold holds the opinion that “ultimately your avatar is just a playing piece, and reading too much into his gender or race, and then projecting real world politics onto that, can only be a bad thing” and should thus be treated as something akin to “a shoe in Monopoly“ even if an avatar offers the opportunity to be customized along the player’s ideas.
Raph Koster, in reply, expressed the opinion that “even if we wish it to be so (and indeed, much of game design demands that it be so, much of the time) it’s not actually humanly possible,“ because “in effect, our tokens have become rich enough to cause us to subconsciously treat them as people, whether or not we intended it” as the player’s choice of appearance of an avatar ultimately influences how he/she will be treated in-game.
My personal two cents are closer to Raph’s than to Tobold’s opinion—an avatar is more than a token to interact with a virtual world; the function of its customizability is not only to distinguish a player’s avatar from everybody else, it also creates identity. Let’s not forget where the idea of MMORPGs and avatars is coming from: the good ole’ pen & paper role-playing games—where it becomes even more obvious that a character is more than a mere playing-piece.
Anyway, I would like to take this discussion even further and apply it to city-building games and related RTS games. This might not be immediately coming to mind, but it’s an important issue for Coobico as a genre-mix of city-building game and lightweight role-playing game.
In city-building- and RTS-games, settlers and/ or units are mostly plain providers of resources or forces to attack and defend. What would happen, if these tokens would be treated more as avatars? What if they would have customizable traits that, in turn, would influence the game for a player—and which would be due to change throughout game-play? It’s quite plain to me that you would end up with something akin to The Sims if you think this out in all possible details—the degree of “avatar-ization” would be the very essence here.
In my opinion it would be possible to add new, subtle yet important angles here, without twisting the genre of city-building too much into a sim-like game.

The apothecary is an advanced upgrade for hospitals, which substantially raises a settlement’s medical supplies. What’s more, an apothecary shields a settlement from certain negative events (like Plague), which occur with growing density of population.

A poorhouse is another important upgrade for healers and hospitals, essentially providing better public order and hygiene for a settlement. It also serves as a home for beggars who can be important for various quests.

Next up are the upgrades of healers and hospitals, one of the possible upgrades being a bath. At a bath, you can recruit a barber-surgeon who in turn raises both health and community of a settlement.

Coobico makes extensive use of Jack Doyle’s truly great TweenMax (which seems to be merged with the ubiquitous Grant Skinner’s gTween soon?). However, we were so impressed by the possible animated filter effects of newcomer-engine Tweensy by Shane McCartney that we quickly decided to add it to our toolkit. We had previously written and used a simple and rudimentary home-grown particle-engine which basically got the job done to animate necessary effects (like clouds of dust), but didn’t really offer any advanced features. Using Tweensy for this provides us with infinitely more visual candy now…
Tweensy allows for rendering effects to a bitmap if you need lots of particles and effects with dynamic filters.
We took a look at real 3D particles with Flint a few months ago, but Flint didn’t seem to play nice with Coobico’s engine—or maybe we chose a too early beta-release.

Each settlement in Coobico has its own character and style, as a creation of it’s player.
If it’s a town or just a hamlet it’s got to have its own Coat of Arms or badge to add some spice to its identity. Therefor we added a Coat Of Arms editor to the player’s choices while founding a new settlement. With this nifty tool it’s easily possible to create your city’s own Coat of Arms by using a variety of graphical elements. Different backgrounds, shield forms and motives can be combined and altered.
They are inspired by traditional designs as well as by fantasy and funny styles—Enjoy.

Guardtowers act as upgrades for several but not all types of structures (among them being merchants and garrisons). At a guardtower you can hire sentries to raise the general defensive value of your settlement—an important stat for events and interactions with other settlements.

Next we are going to introduce two upgrades for merchants: Warehouses and Guardtowers. A Warehouse is overseen by a Storekeeper and offers additional space to store resources—a simple but important add-on, because larger stock raises the probability of obtaining lower prices at the local merchant. Also, brimful stores with no additional warehouses have a higher chance to loose a part of their stock as the result of negative events (such as theft or fire).
Sony has lifted its NDA for the new, kid-friendly MMORPG Free Realms lately, which Tobold took as an opportunity to cover Free Realms in a few postings. It’s interesting to get a balanced review of a casual multiplayer-title from an avid MMO-gamer like Tobold and well worth reading:
“Free Realms is a great game, even if it is still in beta and not quite ready for release. I’ll probably buy a couple of months subscription, and splurge some money on trading cards and other microtransactions. But this will probably not last all that long. Free Realms is no “WoW Killer”, because it doesn’t have that long-term motivation of making your character all-powerful. I do however think that Free Realms will easily get millions of players, even if many of them will just play the free part.“

This is our model of a mason’s lodge, which is yet another upgrade for workshops (but only available after you upgraded your workshop to a guildhall). A mason works at such a lodge to produce prefabs, an important resource for building various advanced structures. Masons require miscellaneous goods to be kept happy, especially rocks and tools.
So, how is Coobico’s current progress, Chris asked in a recent comment. This question touches on a similar topic raised by Femur, who wanted to know how the global financial crisis has impacted our development so far.
The two biggest influences on our project-schedule can easily be pinpointed as switching our engine to 3D and the tweaking of high-level game-concepts.
Going 3D a year ago took its toll since we needed to practically throw our whole front-end and part of our back-end out of the window and start from scratch at that moment. Seeing how Flash-3D is growing by the leaps and bounds, I still find it was a good decision to do so.
Tweaking our concept had the biggest impact on the whole game so far. When we started developing Coobico in 2006, most concepts of mixing Social Worlds, Casual Gaming and MMOs were rather new and there were no best practices available—we were putting a lot of thought into how to achieve the best mix of all three worlds while keeping a close eye on the progress of the industry itself. Obviously, it’s hard to put that into a schedule (‘innovating concepts, 90 days, check’).
We are developing in a much more Scrum-like fashion now (feels very natural for a small team, since a lot of sudden issue land on the critical path of one and the same team-member anyway), and we have a short-list of milestones which need to be finished in the next months. In our current sprint we are producing a demo to showcase Coobico to interested business-parties. Once the demo is finished, a whole new bunch of screenshots and videos of the current alpha-version will be released here, so stay tuned please.
This year’s GDC featured an interesting panel about Reneé Mauborgne’s and Chan Kim’s Red/Blue Ocean strategy and its impact on MMOs and the game-industry. Though not without critical reception, the strategy describes the gaming market—especially the one of multiplayer games—pretty neatly. As panelist Sebastien de Halleux, founder of Playfish Games, is hitting the nail on the head: the whole industry is a very example of a red ocean market.
Subscription-based, grind-depending MMORPGs do not co-exist easily. Triple-A studios and -publishers rival each other in throwing more money into the ring to build the next WoW-killer (very red ocean, isn’t it?), featuring better graphics and more of the tried-and-true concepts and requiring more hardware.
When reading Adam Martin’s thoughts about this at T-Machine, it struck me how much Coobico’s business-concept shares with the Blue Ocean Strategy, without really planning it out in the first place:
Instead of trying to be the “next killer of X or Y”, we were pursuing a strategy to find a new audience and new opportunities to play—I have personally pointed that out in an interview with Worlds in Motion. A basic key decision was to stick with Flash, for example, which enables playing Coobico on a machine where you are not allowed to install software or just plainly on the good ole’ travel-notebook.
Offering playing modes which don’t require you to skip playing WoW or Warhammer.
Cutting costs and innovation: compared to AAA blockbuster game studios, we are working with a ridiculously small development team and budget, which helps us to take larger risks when innovating features. As a small studio you can’t play the finanical red ocean game anyway.

Here’s our model of a stone quarry—where a stone-cutter extracts rocks from a deep mine, thus raising the feed of both rocks and waste. Just like ore pits, stone-quarries are an upgrade for workshops and guildhalls.

An ore-pit is the working place of a miner, where ore is prospected for the related settlement. The steady mining of ore comes at the price of increased levels of waste though. Ore is of particular importance to keep advanced settlers like blacksmiths happy (a blacksmith uses ore to produce tools & weapons).
Ore pits are upgrades for workshops and guildhalls. More possible upgrades like stone quarries and masons’ lodges are coming soon.
We are lately pepping up our code-base by making it more modular. Things get cluttered very easy if you have to deal with a lot of asynchronous interdepending data.
Imagine you’d like to implement two distinct, independent methods to first load some 3D-models and then load their according textures. In AS3 you would basically create two loader-objects, one for the 3d-model and one for the texture. The first loader would then receive a COMPLETE- or INIT-event-listener pointing to the next loader, which would then load the textures and finally (on receiving another complete-event) do something with all those data. Pretty bound at the hip, if you don’t want to end up with anonymous listeners, which is not recommended. And it’s pretty much the same if you use a multi-loader (like Arthur Debert’s great BulkLoader) and listen to either the completion of the whole bulk or its parts. What if you want to keep all methods self-contained?
Enter Yoshinori Munehara’s Chain-class. This class allows for function-chains which can consist of any combination of methods, listeners, tweens and wait-commands, which can either be executed as a top-down list or parallel. Yoshinori’s work seems to be virtually unknown in the west since everything is unfortunately explained in Japanese only. Still, we highly recommend Chain.as—if you take a few minutes to look at the source-code and the examples, it’s pretty easy to figure out how it works.
In our case, we used this to decouple a lot of our loader-methods, which are now neatly self-contained and can be called and combined freely by a front-controller with a chain. Bulkloader and Yoshinori’s chain work together like a charm.

A forest is the work-place of a wood-cutter. Forests are upgrades for farmsteads, used to produce Wood & Crop in exchange for higher levels of pollution.
25 11 2008
A woodcutter provides another important resource for settlements.
It’s about time for another posting about Coobico’s supply chains and how they affect the management of a settlement. Based on our general mantra of keeping Coobico’s gameplay as simple as possible, we started out with only a hand-full of resources and goods – while tweaking the game it felt necessary to introduce additional types of goods.
To be precise, “simple” settlers produce and need basic goods, while “advanced” settlers require and manufacture additional, different types of resources. This is a straightforward fundamental underlying principle of several city-building games we decided to implement too. For example, a farm and its upgrades can provide basic necessities like food-supplies and wood & crop, important for almost all settlers. But with an advanced upgrade like a papermill, you can also produce paper & dye, which is required to keep scholars and healers happy.
While introducing new types of goods like paper & dye, tool & weapons and horses, we have yet avoided using complex supply-chains, for the sake of intuitive usability. You will not need to build different types of buildings depending on each other as production chains (as in the Anno series, for example). Whenever a settlement requires a certain resource, you can either manually harvest it somewhere or uncover it in a dungeon; you can also trade it from another settlement or build an according production spot in your settlement (which might require certain tech achievements and will probably raise the settlement’s pollution level). This works consistently for each of the resources of the game.

In a papermill, paper & dye is manufactured by a papermaker. Paper & dye is an important good for advanced settlement, since it is necessary to keep settlers like Healers and Scholars happy. A papermill is another upgrade for farmsteads.

A herder drives and herds tamed bossies on a pasture and thus raises food-production for a settlement. A pasture is one of the possible upgrades of a farmstead—other options can be used to produce more wood & crop instead of food.
So some might people might ask how we create textures for Coobico’s 3D-models, and how long it takes to finish a single texture. Since proper lighting and texturing are so important for convincing results in 3D-modeling and -rendering, we take quite some effort to build textures. We took most of our texture library for buildings and natural surfaces through various stages of refinement during our different alpha-versions of the past years, so it’s a bit hard to tell just how long an individual finished texture took to come up with—it’s an ongoing process. Take a look at the two images below to get a better idea of how existing assets were mashed so far.

A nice starting-point for textures is imageafter, where you can download pictures in pretty large resolution. With such basic material we created several wall-textures for buildings and dungeons, etc. for starters, hand-crafted in Photoshop. Then, for our current installment of models, we started to mix wood- and stone-textures for texturing of half-timbered constructions, as well as modeling beams and trusses where necessary.

At least that’s what John Riccitiello, CEO of Electronic Arts, claimed at DICE summit, according to Game/Life: “Riccitiello said that while big players like EA will be able to ride out the recession, others will not—which will help to keep ‘junk’ off shelves, he said. ‘A lot of the riff-raff is going to go bankrupt,‘ he said.“
Riccitiello’s statement about the “big players like EA” and the rest, the “riff-raff”, seems to imply that small indie-producers are the omnium-gatherum of crap. I give it to Mr. Riccitiello, that there is a lot mediocrity in the market and that the current financial meltdown is a time of survival of the fittest, more than ever. But I beg to differ on his somewhat high nosed implication: during the past few years most of the innovation in games notably came from small-scale production houses (Braid, Okami, Portal, you name it).
A lot of original ideas might be put on the back-burner until the recovery of the global markets, while big players will be sticking to the tried and true. It’s sad to see a company loosing touch with its very own roots. Riccitiello would be well suited to remember the early eighties, when EA was still a small start-up going by the name of Amazin’ Software.

A minstrel works at a playhouse to provide entertainment for villagers and thus raises both community and folklore of a settlement.
At Gamasutra, game lawyers S. Gregory Boyd and Vejay G. Lalla talk about business considerations for in-game advertising:
“Advertising in games is currently in a stage similar to internet advertising in the late 1990’s— the research and development phase. As such, many deal terms during negotiations between game companies and advertisers—including one of the most important to all parties, price—are in flux.“

Here come’s another upgrade of a tavern. A playhouse accommodates a minstrel (read more here) who provides entertainment for villagers. Thus, a settlements community and folklore are raised.
16 02 2009
A minstrel works at a playhouse.
There has been an interesting meme recently on how to fix the broken parts of most contemporary MMOs (grinding, accessibility, unfinished and buggy features, you name it).
First, Fidgit’s renowned Tom Chick covered his top five reasons why MMOs are broken with a roundhouse kick ranging from subscriptions fees to too static worlds, to problems with grouping. Answering Chick, Scott Jennings rebutted at Broken Toys that Chick generalizes problems which are mostly specific to WoW: “Tom Chick’s core problem: MMO = World of Warcraft… And you know, when one of the most influential game writers in the industry makes this mistake, and essentially writes a piece on “Why is World of Warcraft Like World of Warcraft?”, I think we have a problem bigger then aggro management.“
Trembling Hand’s Tim Dean then in reply suggested his top ten on how to fix the given situation, which lead Scott Jennings weighing in again on Tim’s article.
Given the long industry experience of the three parties, it’s a conversation really worth reading, don’t miss it.

Starting with this piece, we will post about building-upgrades every now and then. We introduced you to the concept of building-blocks and -upgrades recently, read more about it here.
Let’s start off with upgrades you can enhance a tavern with. Typically, a tavern is used to generate community, one of the key-characteristics of a settlement. If the general level of community is high enough, and a settlement instead needs additional food-supplies, you can opt to upgrade a tavern with a cookshop. A cook running a cookshop needs community as a prerequisite and produces food.
Is a city-building game supposed to favor the creation of realistic looking townscapes during its gameplay? Or should a realistic look be sacrificed at least partially to come up with a less lifelike looking but more accessible settlement (i.e. keeping every building nicely separated from each other)? How does a typical village—in our case, fantasy / historic / steam-punk-oriented settlements—have to look like anyway? For Coobico, we want to achieve an organic look, where buildings form larger blocks, with individual premises sometimes forming small alleys and sometimes abutting; but without providing griefers with an opportunity to create settlements as “walls of buildings” to block parts of a map.
We currently went back to the drawing board to solve these issues and came up with the following solution: we are going to turn structures into blocks of buildings. Each block features a primary building (those we have presented so far, like farms and workshops) plus several small additional “slots”, which originally contain placeholder-huts. These slots can then be upgraded with more meaningful structures like warehouses, defenses and so on (check out the following image of a merchant with three slots). We are even pondering about throwing in an optional “automatic mode”, where slots are grown into the most fitful upgrades automatically—that would be our ultimate, fresh approach to combine the opposing styles of plopping and zoning cityscapes.

BTW: we will also include individual names for building quarters. This is a simple design-decision which will greatly benefit the players in our opinion: you can use it to further customize your settlement with descriptive labels like tavern-names and the like, or even to implement your own system of street-names.
Virtual Worlds News has compiled a Virtual Worlds Management Industry Forecast 2009, available for free as a PDF: “the consensus is that the Web is the way for 2009. Whether that’s larger integration with Web apps for downloadable, thick-client virtual worlds or simply the proliferation of browser-based worlds in any dimension, contributors are recognizing that consumers want to keep their existing services and habits.“

A papermaker works at a farmstead and produces paper and dye, important goods for advanced settlements. Constant supply of paper and dye is key to keep several types of other settlers happy, e.g. masons and scholars.
02 03 2009
A papermill is another upgrade for farmsteads.

Here’s the next type of settler to be introduced: masons. Masons are recruited at workshops to produce a steady output of prefabs, an important resource for almost any advanced structure—they also raise the level of waste, as well as both enlightenment and folklore of a settlement (pretty secretive types, those masons).

The year is nearly over and it’s time to show our gratitude to everybody following our work so faithfully; thanks, especially for all the encouraging comments and emails. As this years small Christmas-goodie we’ve been hurrying up to finish one of the mini-games to be included in Coobico: Metes & Bounds is a clever little tile-laying game, where players expand the borders of their territories turn by turn to claim the largest lands for their fiefdom. Its still got a few loose ends which are going to be added soon, but we challenge you to find your personal highscore in solitaire-mode or by playing against the computer. If you like the game, please make sure to bookmark it and help us to spread the word. Metes & Bounds will also make its appearance on Facebook, we will keep you posted here.
Development of Coobico is still in full swing, throughout Christmas-time and the coming week, too; blogging will be a bit light though until New Year. Again, thanks and merry Christmas.
Thanks to our readers, this humble developer’s blog has crossed the mark of half a million page-hits these days. Thanks, everybody. ![]()
Gaia Online lays off 36 employees despite alleged record earnings, as heard throughout several blogs; 16 full time staff members and 20 contractors were released. The company raised US$11 million back in July (lead by Institutional Venture Partners) and has allegedly been looking for new team-members up until a month ago.
A propensity to save comes as no surprise during the current economic downturn (or using the crisis as a welcome alibi to iron out a flawed hiring policy). Techcrunch’s Jason Kincaid mentions a rumor though that the layoffs are connected to a product launch which “didn’t go as well as hoped”. That’s a bit curious—the last launch was Gaia’s new MMO zOMG, which supposedly had a very good start with around half a million sign ups. Probably Gaia had hoped (especially through zOMG) for an even higher turnover for their virtual goods?
Pew Internet & American Life Project offers yet another interesting study, meaningful not only to an American audience: the report “Adults and Video Games” claims that more “than half - 53% - of all American adults play video games of some kind, whether on a computer, on a gaming console, on a cell phone or other handheld device, on a portable gaming device, or online.“ Among adults aged 65+, still “nearly a third play games everyday, a significantly larger percentage than all younger players, of whom about 20% play everyday.“
It’s always amazing to see the games industry—and especially the field of virtual worlds—consistently ignoring such a large target group by focusing on kids and teenagers.
![]()
Upgrading the world of Coobico to 3D essentially led us to create 3D-avatars for Coobico as well (the process ist still not finished yet). This applies to the process of creating avatars and viewing their profiles only, though. Even though opting for an extreme low-poly approach (check out the screenshot above of the current alpha-version of a default avatar), the actual game still needs to resort to isometric sprites for displaying avatars—unfortunately, Flash is still just not fast enough to process raw amounts of polygons.
I spend a few extra hours lately to build a virtual board-game which is going to be integrated into Coobico as one of our mini-games. Check out the screenshots below, the gameplay is quite easy and shares some similarities with Carcassonne. It is played in 3D, running partially on our Coobico engine.

Now, some might ask “why bother about mini-games instead of concentrating on finishing the core of the main game?“ Well, since the completion of Coobico still takes more time, we just decided to release as much of our already finished work as possible.

We will publish the mini-game on Facebook too, hopefully raising more awareness for Coobico in the coming weeks and months. The minigame still needs some heavy playtesting, but we are going to launch it in the next few weeks, so please stay tuned…


A woodcutter lumbers wood, thus providing a steady supply of another important resource for settlements without necessitating the player to care for this personally. Woodcutters increase the level of pollution of the according settlement though. They are recruited at a farm.
17 03 2009
A forest is the work-place of a wood-cutter.
One of the roadworks in our transition from the old 2D engine to 3D consisted of turning the world-map into 3D. Well, we finished this step already quite a few weeks ago and are quite happy with the result, as we could greatly enhance the usability of the map as well; you can now freely zoom in and out and switch different details (like settlements or resources) on and off.

The basic concept of the map is still the same: not all parts of the island are open from the very beginning (i.e. the darker parts, covered with the so-called fog of war)—players will need to buy map-extracts to explore new regions of the island.

A new feature was added here, too: you can now also harvest resources in the map-view, which essentially enables players to fully control the whole game just from the map and from their settlement and its profile—we thought this might come in handy for everybody who prefers a civilization-like gameplay over manual avatar-based exploration.


Just like a stonecutter can be recruited at a mine, a miner can be hired there to steadily produce ore for a settlement. This comes at a price of a higher level of pollution though.
The Wall Street Journal reports on a recent move of China’s State Administration of Taxation to charge virtual money with a personal income tax: “China will impose a personal income tax of 20% on profit from virtual money. The announcement, which was distributed to local tax bureaus, specifically takes aim at those who buy virtual currency from gamers and surfers and sell it to others at a mark-up. Taxation officials are granted the right to determine the original price of online virtual currency if the individual fails to provide proof of an original price, it says.“
The new tax caused a storm of Chinese protests (allegedly over 6,000 comments were left on Netease.com one day after the news had surfaced); it seems to be aimed at combating the growing problem of money-laundring in virtual worlds in Mainland, which threatens to cause an inflation of the Renminbi. Last week, Virtual Worlds News reported that “Korean police arrested a group responsible for laundering money generated by Chinese gold farming from Korea back to the mainland. Over 18 months, the group wired $38 million from Korea to a Hong Kong paper company as payments for purchases. In return, the group took a commission of 3-5% for purchasing the virtual currency in China, reportedly produced by traditional farming as well as viruses, and then cashing out in the Korean market.“
The move does not come as a real surprise, since other countries like Korea and Sweden are already rolling out their own tax plans for virtual currencies, as Virtual Worlds News has it. Still, it remains being an exceptional decision, with quite a few obvious problems—one might be sceptical if both the tax will be introduced successfully in the end and if it will really turn out as a successful measure against virtual crime.
A new ruling on software-patents by the US Court of Appeals for the Federal Circuit (CAFC) was sending shockwaves through the internet during the past few days. As Techdirt’s Mike Masnick describes: “court has said that there’s a two-pronged test to determine whether a software of business method process patent is valid: (1) it is tied to a particular machine or apparatus, or (2) it transforms a particular article into a different state or thing. In other words, pure software or business method patents that are neither tied to a specific machine nor change something into a different state are not patentable… Well, it may take some time to digest, but it’s likely this will be appealed to the Supreme Court, so that process may take a while.“
It’s an interesting and lively discussion which left me with the impression that it might be too soon to be too happy about the ruling—after all, the according laws are not changed but interpreted differently. If the ruling will really and finally be reaffirmed by the Supreme Court, the industry of virtual worlds and social networks would also be affected—as Mashable’s Adam Ostrow rightfully points out: “In essence, the ruling means that business ideas in and of themselves aren’t patentable. In addition to Amazon’s “one-click” patent, which is the concept of purchasing something via credit card by just clicking a single website link, Friendster’s patents on social networking also come to mind as being unpatentable based on this judgement.“
The Jaipuria-patent (currently held by LinkedIn, as far as I know) and the Friendster-patent belong to the most powerful patents in terms of social networks. They protect features like automatically setting up somebody you’ve invited as your buddy, or graphically displaying the degree of separation between two members.
In the case of Coobico, we tried to discover and circumvent relevant networking-patents like the Friendster-patent. E.g. our invitation-procedure is currently designed like this: you invite somebody, who subsequently sets up his/her new Coobico-account. Both of you then receive a message asking you to accept each other as buddies. It’s just one example which shows that it’s possible to come up with reasonable (and reasonably different) user interfaces when facing software-patents.
Recently I sat down with Worlds in Motion to talk about Coobico’s latest technical milestone, the nuts and bolts of the game and casual gaming in general. Read the interview after the jump.
We are currently adding another game-mechanic to the mix: technological achievements, which can be compared to Technologies of Sid Meier’s Civilization-series; a tech achievement is a cultural groundwork for certain types of new buildings you might want to add to your settlement. It also acts as modifier for the settlement’s stats like taxes, community, waste, enlightenment and so on. We originally tried to avoid to have a tech-tree, but it turned out that such mechanic just helps to keep track of the general development status of a settlement; it also empowers players to choose into which direction they want to take their village when competing against other players.
Coobico does not try to compete with Civ though; we have thinned down our tech achievements to the following short list:

Mixed Farming: One of the basic achievements which enables farm-buildings.
Brewing: allows for building a tavern and raises the settlement’s food-supply.
Mining & Quarrying: enables mines, but also raises the level of pollution.
Coinage: raises both the amount of tax and crime and is necessary to build a merchant.

Militia: required for building a guard-tower, and reduces the crime-rate a bit.
Craft: enables workshops and raises the level of enlightenment.
Chemistry & Pharmacy: necessary for building a healer.
Middle Class: required for both building a healer and a scholar. Middle class will both raise a village’s tax- and pollution-rate.

These two techs are negative achievements which lead to the construction of hazard-spots; Rites is required for building graveyards. Organized crime enables building a den of thieves.
All of the above achievements can be obtained by either spending gold or accomplishing quests which grant tech achievement points.

A settlement needs stone as an ubiquitous resource. It’s necessary for building new structures and for keeping certain settlers happy (like the mason). Players will not always want to spend their time to manually grind for resources or dedicate their gold to buy stone at a merchant, likewise. At a mine you can therefore recruit a stonecutter. Consuming food, a stonecutter will steadily produce stone for your settlement—oh, and waste, of course…
In this nice piece at Gamasutra, former Firaxis lead designer Soren Johnson opines on the common pitfalls of strategy titles. It’s a nice read which I would summarize as: cut out the crap, focus on the important stuff and the variety of gameplay and open your source for modding—“Strategy games have a direct lineage from board games, and the fun of playing the latter comes from understanding the rules and mechanics of the game world and then making decisions that have consequence within that world.“
Most city-building titles (like the Anno-series) have in common that one building equals one population unit inhabiting that building. In Setters ROAE for example, upon constructing a woodcutter’s hut, a woodcutter will immediately show up and go to work there.
This is going to work a slightly bit different in Coobico: each new building can serve as a hub to recruit several different citizens—a concept we borrowed from typical war-games like Battle for Middle-Earth or Company of Heroes, which works pretty good for a city-building game too, in our opinion.
The available citizens depend on the type of building and the level of techological achievements of the according settlement. Each new citizen will consume food, produce waste and pay different amounts of tax (higher ranking citizens will pay more to your coffers but make higher demands too). At a guildhall, for example, you can “build” a clothier or a blacksmith (besides the guildmaster) to produce either clothes or metal parts; it’s up to your own decision (and up to the economy and needs of your settlement) wich types of citizens you will recruit. Each building can only house a limited amount of inhabitants, though.
So far, we only introduced a handful of citizens, like the innkeeper, the scholar, or the farmer. More are to come soon, please stay tuned…

A Farmer works at a pasture or farm and produces the main supply of food of a settlement.
06 12 2007
Farms are among the most important structures in Coobico.

A farm is one of the first picks to grow your settlement as it acts the primary source of food-supply for a town—no changes so far, but we lately revisited the old model and replaced it with the above version, which features some nice and detailed touches.
26 02 2009
A herder drives and herds tamed bossies on a pasture and thus raises food-production for a settlement.
03 10 2008
A Farmer produces the main supply of food of a settlement.

A scholar leads a secluded life at a scholar’s quarter or at a university and devotes himself to teaching and studying and thus helps to raise the enlightenment of an associated settlement. Scholars help to counter the negative effects of nearby graveyards.
20 09 2008
Enlightenment is "produced" by a either a scholar or by an upgraded university.

One of the key-characteristics of each settlement is its enlightenment, which in turn raises public order and the general happiness of all inhabitants. Enlightenment is “produced” by a either a scholar (see image, to the left) or by an upgraded university (to the right). A scholar is one of the structures which is going to be build at a later stage of the game, as it needs a guildhall as a prerequisite.
24 09 2008
A scholar helps to raise the enlightenment of an associated settlement.

A guildmaster presides over workshops and guildhalls and raises the crafts-level of a settlement. He regularly issues temp-jobs and other quests.
14 09 2008
Even though a workshop increases the level of pollution of its city, it is nonetheless indispensable.

Introducing the workshop, industrial hub of almost each settlement. Even though a workshop increases the level of pollution of its city, it is nonetheless indispensable, because an upgraded workshop (called a “guildhall”) acts as a prerequisite for certain other important structures, like the healer. Also, a guildhall is the place where you can pick up temp-jobs.
08 04 2009
Here's our model of a stone quarry.
02 04 2009
Ore pits are upgrades for workshops and guildhalls.
24 04 2009
This is our model of a mason's lodge, which is yet another upgrade for workshops.
18 09 2008
A guildmaster presides over workshops and guildhalls.
International research-firm Wiley is currently offering their study “Who plays, how much, and why? Debunking the stereotypical gamer profile” for free, a very interesting read. While nearly every developer in the field of virtual worlds seems to be focussed on entering the teen- and pre-teen market, it is funny to read that the majority of all gamers are more than thirty years old.
By the way, we already assumed a year ago that this is the largest target-group when it comes to games and virtual worlds—it’s always nice to be proven right… ![]()
Let’s take a quick look on how to parse VRML for any of the open-source 3D-engines like Away3D, Papervision or Sandy3D. To be more specific, I am talking about VRML2 (.WRL), which can be exported with any standard 3D-software. Unfortunately, some 3D-packages translate VRML geometry-nodes as IndexedFaceSets only, which is basically just a long list of vertices and not suitable for this method of parsing—an example for such unsuitable encoding is Cinema4D. You will need a 3D-package which encodes appropriate geometry-nodes, like 3DMax.
The actual parsing is no rocket-science—since VRML is a human-readable format, you mainly have to deal with string operations nested inside an array-filter loop. Let’s take a look at typical VRML-grammar first:
#VRML V2.0 utf8
# Produced by 3D Studio MAX VRML97 exporter, Version 9, Revision 1
# MAX File: level.max, Date: Sat Sep 6 8:00:00 2008
DEF myTestBox Transform {
translation 317 100 -57
children [
Transform {
translation 0 11.5 0
children [
Shape {
appearance Appearance {
material Material {
diffuseColor 0.03137 0.2392 0.5412
}
}
geometry Box { size 20 23 20 }
}
] }
]
}
Above you can easily spot all necessary information to parse and recreate the according scene in Actionscript: primitives and their names, coordinates and dimensions. Here is some basic code as a starting-point:
private var container:TransformGroup;
/*for Away3D change TransformGroup to ObjectContainer3D*/
private var vrmlString:String;
/*return-type TransformGroup is for Sandy3D,
for Away3D choose ObjectContainer3D instead*/
private function parseVRML( $vrmlString:String ) : TransformGroup
{
this.vrmlString = $vrmlString;
var nodesInclCamera:Array = vrmlString.split( ‘DEF ‘ );
/* remove VRML-header */
nodesInclCamera.shift();
/*exclude camera-node*/
var nodesExclCamera:Array = nodesInclCamera.filter( filterCamera );
container = new TransformGroup( ‘container’ );
/*Away3D: container = new ObjectContainer3D();*/
/*iterate over all geometry-nodes*/
nodesExclCamera.forEach( processNode );
return container;
};
private function filterCamera( element:*, index:int, arr:Array ):Boolean
{
return ( element.match( ‘Camera’ ) == null );
};
private function processNode( element:*, index:int, arr:Array ) : void
{
var helperArray:Array = element.split( ‘geometry ‘ );
var primitive:String = helperArray[ 1 ].substr( 0, helperArray[ 1 ].indexOf( ‘ ‘ ) );
var properties:Object = new Object();
properties.name = element.substr(0, element.indexOf( ‘ ‘ );
/*parse size*/
var sizeSub:String = element.substr( element.indexOf( ‘size’ )+5, element.length);
var sizeSplit:Array = sizeSub.split( ‘ ‘ );
properties.width = sizeSplit[ 0 ];
properties.height = sizeSplit[ 1 ];
properties.depth = sizeSplit[ 2 ];
/*parse position*/
var transSub:String = element.substr( element.indexOf( ‘translation’ )+12,
element.indexOf( ‘ children’ ) );
var transSplit:Array = transSub.split( ‘ ‘ );
properties.x = transSplit[ 0 ];
properties.y = transSplit[ 1 ];
properties.z = transSplit[ 2 ];
/*parse rotation*/
/*properties are called rotateX, rotateY and rotateZ in Sandy
Away3d: change to rotationX, rotationY and rotationZ*/
if ( element.match( ‘rotation’ ) != null)
{
var rotSub:String = element.substr( element.indexOf( ‘rotation’ )+9,
element.indexOf( ‘ children’ ) );
var rotSplit:Array = rotSub.split( ‘ ‘ );
properties.rotateX= Number( rotSplit[ 0 ] ) * Number( rotSplit[ 3 ] ) * 100;
properties.rotateY= Number( rotSplit[ 1 ] ) * Number( rotSplit[ 3 ] ) * 100;
properties.rotateZ= Number( rotSplit[ 2 ] ) * Number( rotSplit[ 3 ] ) * 100;
}
container.addChild( this[ ‘_create’ + primitive ]( properties ) );
};
/*return-type for Away3D is Cube instead*/
private function _createBox( properties: Object ) : Box
{
var shape:Box = new Box();
/*Away3D: var shape:Cube = new Cube();*/
for( var p:String in properties ) shape[ p ] = properties[ p ];
return shape;
};
The first filter separates the camera-node from the other primitives. You can either delete this node (like in this case), or even use it to create your 3D-camera at this point:
var nodesExclCamera:Array = nodesInclCamera.filter( filterCamera );
private function filterCamera( element:*, index:int, arr:Array ):Boolean
{
return ( element.match( ‘Camera’ ) == null );
};
The second filter iterates over all geometry-nodes. Here you can add code to build the actual 3D. This example calls a dynamic function depending on the type of geometry-node (like Box, Sphere and so on)—of course this works only with the types of primitives supported by your 3D-engine of choice. Also keep in mind that the different engines have different names for their primitives; a cubic shape’s Class is called “Cube” in Away3D and “Box” in Sandy3D. Generally, Sandy3D is very conforming to VRML-grammar (good work, guys):
container.addChild( this[ ‘_create’ + primitive ]( properties ) );
The function call passes an object which stores all according values. The function then returns the appropriate primitive:
/*return-type for Away3D is Cube instead*/
private function _createBox( properties: Object ) : Box
{
var shape:Box = new Box();
/*Away3D: var shape:Cube = new Cube();*/
for( var p:String in properties ) shape[ p ] = properties[ p ];
return shape;
};
That’s the general technique. I am not going to cover the rest here, like applying textures and so on. VRML stores texturing- and shading-information in Appearance- and Material-nodes, which can be parsed in a similar fashion, I think you get the point—happy coding…

Healers resides at a (big surprise) healer’s home or at a hospital. Their main duty is to raise the level of medical supply for the according settlement, but they will occasionally ask adventurers to accomplish quests (like fetching medicinal herbs).

Community is one of the peculiar needs of settlers, which requires settlements to be build compact and tight-fitting to avoid urban sprawl. But a densely growing population ultimately also leads to a higher level of pollution and diseases among settlers. To counter this effect, you can build a healer as your settlement grows (you will first need to build a guild-workshop as a prerequisite though). To further raise the medical supply, a healer can be upgraded to a hospital (see image, to the right).
29 05 2009
A poorhouse is another important upgrade for healers and hospitals.
25 05 2009
At a bath, you can recruit a barber-surgeon.
03 06 2009
The apothecary is an advanced upgrade for hospitals.
03 09 2008
Healers raise the level of medical supplies of a settlement and provide quests.
For their much anticipated Fable 2, Peter Molyneux and his developing team were pondering about a way to engage players even before Fable is going gold and eventually came up with the idea to let players earn in-game money by virtual gambling. A nice idea (maybe we should do something similar for Coobico, lol) which led to the offer of “Fable 2 Pub Games”. After the release of Pub Games though, a bug in one the mini-games called Tower of Fortunes was quickly discovered which can be exploited to earn gazillions of in-game gold (check out the YouTube-video above). This will probably escalate to a major problem for the Fable 2 developers; Gold can be used to buy equipment and personal features for your character in Fable 2, as well as to own city-buildings and castles if you are rich enough to afford them, as Molyneux mentioned in an early developer’s walkthrough.
The developing-team seemingly tried to patch the problem, albeit with no success, as the video indicates.
What will happen to the balance of the multiplayer-title, if thousands of players will start the game as trillionairs? Just deleting the yielded profits to get rid of this problem doesn’t seem to be the best solution: while some players got Pub Games as a free goodie after pre-ordering Fable 2 from participating retailers, other spend US$10/800 points for their XBLA download of the mini-games. Also, this would mean to piss off die-hard fans which might spell a PR-nightmare for the upcoming title.

Sergeants can be found at guardtowers and garrisons and raise the public order of a village.
13 08 2008
A settlement's public order is increased by building a guardtower.

Cities need public order to keep their settlers happy, especially when they grow larger or when a corrupting influence (like a den of thieves) is located close by. A settlement’s public order is increased by building a guardtower—the score can even be raised further by upgrading a guardtower to a garrison (see above, to the right).
19 08 2008
Sergeants can be found at guardtowers and garrisons and raise the public order of a village.

A bandit chief is the head honcho of a den of thieves or thieves’ guild. He exerts the main corrupting influence on surrounding villages and oversees all shady activities of his lot: hiring players as temp-bandits, mini-games, contracting the building of additional hangouts and occasionally sending adventurers to the subterranean stashes beneath the den of thieves.

Another constant source of annoyance to settlers on Qubus’ Island are bandits, who occasionally ambush travelers and build their den of thieves widely spread over the whole island. A den of thieves (to the left) is another hazard-spot which may have a negative impact on any settlement close by, as it raises a village’s corruption-score. These hideouts also form entrances to subterranean tunnels and stashes. A den can be upgraded to a Thieves’ Guild (to the right).
10 08 2008
A bandit chief is the head honcho of a den of thieves or thieves' guild.

Tomb-guards are nasty fellows who are often cold and cagey to travelers. They are met at the graveyards they watch over and keep in good (which here means spooky) condition. A tomb-guard’s everyday hustle and bustle is mostly unknown, yet it is rumored that they are the literal cats among the pigeons, since tomb-guards often send adventurers on dubious quests, like scrounging for ingredients of obscure magic spells.
30 07 2008
Have we introduced you to graveyards yet?

Have we introduced you to graveyards yet? Here we go, a graveyard (to the left) is a hazard-spot which can interfere with your settlement general wellbeing if being build close-by, as it has the nasty capacity to act as a monster-magnet.
Graveyards at the same time serve as entrances to dungeons. You can visit them to do some spelunking, collect items and to kick a few coffin-geeks‘ bums. A graveyard can be upgraded to a necropolis (to the right).
02 08 2008
Tomb-guards often send adventurers on dubious quests, like scrounging for ingredients of obscure magic spells.
This entry might be getting a bit technical (doh!), but let me share a bit about our favorite weapon of choice to power 3D in Coobico:
3D in Flash had remained in relative obscurity until last year, because Actionscript was just not fast enough to power more than some bland, unimpressive 3D-scenes. However, with the advent of AS3, Flash made a major leap. Around February 2008, the three most ubiquitous open-source 3D-engines Papervision, Away3D and Sandy3D published their recent installments, which lead to an explosion in the usage of 3D in Flash. For Coobico, I made an in-depth assessment of these three engines shortly thereafter, to decide which one would be most suitable to our creative vision and our production pipeline from 3D to Flash.
Sandy3D is the oldest of the frameworks, one of its branches is even available for AS2. Papervision, being a bit younger, was available in its effects- and “Great White”-branches up until now, but it was announced that both branches will be merged into Great White shortly. Away3D originally was a Papervision-derivative, but made some impressive improvements on its own after breaking with Papervision.
In fact, Away3D offers one of the most powerful packages of the three: it comes with a lot of features, shaders and the most different types of parsers (notably an .obj-parser), and does a very good job with z-sorting. However, I found various in-depth tasks (like re-assigning textures on the fly) a bit counter-intuitive to me. Talking about textures, phong-shading of rectangular shapes can lead to funny results, due to triangulation issues (i.e. one polygon of a shape is shaded while the other one stays unshaded). The biggest let-down of Away3D might be the lack of documentation (as usual). By the time I was checking it out, it was hard to find any documentation for any of the in-depth features—I finally decided against Away3D, cause there was not enough time to rummage through tons of undocumented classes, just to find out what they might actually be doing. Please notice though, that this is already a few months ago: if documentation of Away3D has improved in the meantime, I would highly recommend it, if you want to get into 3D.
Papervision, even though having earned a good reputation with a large community of developers, was a bit of a let-down to me in the end. It was lacking a few of the standard-features of the other two competitors, namely native support of 3D-sound and 2D-sprites. Phong-shading had the same problems as Away3D. Again, this was a few months ago, and I didn’t checked back in the meantime. It might very well be that PV3D has already implemented more features in the meantime.
Sandy, last but not least, is not as hyped as Away and PV3D, but its thorough set of features and rendering-capabilities is on par with Away3D (even though it admittedly needs to improve its z-sorting). All of its packages are very well documented, with quite a few tutorials available, because this engine is around just for such a long time already. Maybe this is also a reason why I felt that understanding Sandy was most easy and intuitive. Then there is a neat feature to turn down the quality of shapes from triangular to rectangular, which eliminates shading-artefacts of boxes, very important for Coobico.
Ultimately, I decided that Coobico would be developed with Sandy, because it felt most compatible. There are other solutions like Sharikura, which seemingly encompasses all other engines, but which is not yet publicly available, and Alternativa, a commercial solution, which yet has to prove if it can handle very large scenes with animations.
This list is by no means exhaustive. Please feel free to leave a comment if you know another noteworthy 3D-engine.
More free-to-play games - not subscription-based titles - are needed to attract new players in order to grow the market; that’s the conclusion of a recent consumer study conducted by research firm Parks Associates:
“The study’s numbers show that 14% of gamers currently not playing MMORPGs would be interested in playing them if they could for free, while only 2% of gamers from the same group were interested in playing an MMORPG requiring subscriptions.
According to Parks Associate’s director of broadband and gaming, Yuanzhe (Michael) Cai, the barriers to entry with subscription-based MMORPGs, such as time and money, are too high for potential customers.“(Worlds in Motion)
Wow, 14%... there’s a target-group. Actually, we already talked about this last year in response to an assumption of Guild Wars co-founder Jeff Strain “You must make a game that is so overwhelmingly superior that it can actively break apart an established community”...
“Winter disagrees. “Instead, how about catering to a new target-group which never stuck with a traditional MMO in the first place?“ He suggests.“ —sorry for quoting myself. ![]()
With our first screenshot-gallery out of the door, some may have already recognized something from the shots: Coobico is going 3D.
When development of Coobico started more than 15 months ago, the social game was envisioned as a pure 2.5D tile-based game, in the ballpark of Habbo, Dofus and the like. The power of Flash CS3 was quite unforseeable at that moment, let alone the development of 3D powered by Flash. Fast forward to summer 2008, a lot of really incredible 3D-frameworks have sprung up in the meantime: open-source solutions like Papervision, Away3D, and Sandy3D, as well as commercial products like the really outstanding Alternativa Platform (kudos!).
Since Coobico should be poised to push the envelop of flash-gaming, we finally made the (not entirely easy) decision to scrap our codebase and project-plan and port everything to Flash-3D. Some visitors at our blog already seriously asked when Coobico is going public, since the original beta-release date was set to April. The answer is, that the past 3 months kept us busy switching to 3D, rewriting most of the codebase, editing artwork, creating new maps and textures, just to name a few things, and the work is not finished yet. A new release-date will be issued as soon as we have adapted our project-plan.
What does all this mean to the game itself? Everything will stay pretty much the same: Coobico will still be playable in Flash without any additional client-downloads. It will still be completely free to play. But its new 3D-capabilities now allow for zooming in and out of a scene, as well as turning around a building freely before placing it. We feel that this is a great improvement to the gameplay and makes exploration of the island much more exciting.
So please bear with us a little bit longer, we will keep you posted here, as usual.
28 07 2008
Our favorite weapon of choice to power 3D in Coobico: Sandy3D
You may have noticed the nice big button to the right, which points to our brand-new screenshot-gallery. The gallery contains a selection of screenshots of Coobico’s current alpha-version, depicting typical city-, outdoor-, and dungeon-locations encountered on Qubus’ Island. Make sure you check them out leave us your comment.
You can also find the links to the images at our pages at Flickr and Delicious.

Lo and behold, we are presently extending this blog by knocking together a screenshot-gallery, which is going to be available at the end of the week. Stay tuned please…

Ragged, hairy and horribly mutated—dungeonkeepers are another unpleasant but frequent sight in Coobico’s dungeons, especially in eerie places like graveyards and the Count’s haunted mansion.
They are rumored to be responsible for incessantly knocking together caskets for coffin-geeks, which would be an explanation for their ill-tempered demeanor. They will attack anybody unfortunately enough to get into their way.