Showing posts with label DAOC. Show all posts
Showing posts with label DAOC. Show all posts

Sunday, October 09, 2011

Broken Toys: A Decade Of Camelot

Gas Bandit's note: To this day I still remember DAOC's launch as the smoothest MMO launch I have ever experienced (and I've experienced a few of them - EverQuest, AC, DAOC, WoW, Warhammer Online, to name a few). Though it's controls and graphics are dated today, if they could slap Warhammer Online's gui, graphics engine and class balance on DAOC's gear, crafting and RvR paradigm, in my opinion you'd have the perfect PvP MMO. The three years I was subscribed to DAOC were some of the wildest of my online life. To find out opening day was in a basement on a shoestring is awesome... and further infuriates me what supposedly "big time" companies get away with today in the way of service level.

More after the jump...

From BrokenToys.org

A Decade Of Camelot:

Ten years ago, I began my career in the gaming industry by signing on to help with the imminent launch of Dark Age of Camelot. That game and its team still holds a special place in my heart, though most of the founders from that day have went their seperate ways. Matt Firor, the original producer, asked me to post his recollections of that launch.

(Note that he does make me look like a bit of a doof at one point. I have three things to say in response: 1 – I’m still pretty happy with how we managed to get a working CS front-end and back-end system up and running in about six weeks, 2 – it wasn’t *quite* as doof-tastic as Firor makes out, as I explain in annotations to his tale, 3 – I am in fact a bit of a doof.)

And with that, I give you Matt Firor.

We went into October 9 relatively calm and serene. Vivendi, our distribution partner, had forecast 100,000 sales of the game lifetime, with about 50,000 coming in the first couple of days after launch, and as such, they only “sold in” a very limited number of boxes into the retail channel. We were very comfortable that we could handle those numbers, as we had just had a very successful beta program.

Then, just before launch day, Vivendi got in touch with us and said because customer/retail demand was so high, they were going to release all 100,000 boxes into retail. Fortunately, with delivery times, these extra copies would be delivered to stores a couple of days after the initial 50,000 boxes. This was very helpful to us, as all the boxes were not available on the same day which spread out the “opening day” crush of users over five days. Camelot would go on to sell more than a million boxes in the next couple of years.

Camelot’s official launch day (as in boxes were in the stores) would be October 9 2001, but everyone that had a free account (lots of media, some friends/family, and of course all of us) were able to play starting October 8, as soon as we put our first seven servers online starting around 5:00pm that day.

At the time, Mythic’s offices were located in a townhouse office community near the middle of Fairfax, VA. We were about 30 developers in October 2001, and about 40 customer support. We didn’t have enough space for CS in our original office, so we had to lease space in another building in the same complex, about 50 yards from the developer wing of the company, in a basement space.

Everything was done on a shoestring at that time, so to get internet access over to the CS “center” 50 yards away, Rob Denton, the Development Head of Mythic at the time, and an electrical engineer by training, set up a pair of IR “guns” to make a link between the two spaces. We put one “gun” in a window in the development office, and another in a basement window, pointing up, in the CS center. The link worked very well, and allowed us to share our one Internet line with both spaces. However, because the CS Center was below grade, we had one problem: if a vehicle over a certain height (about 5 feet) parked in a particular parking spot, the link would be broken. We lived in fear those couple of weeks that a delivery truck would park in that spot and cut off Internet access to the CS center. We arranged a quasi-official parking schedule to ensure that an employee car (a short one) be parked in that spot 24/7. The link, fortunately, was never broken.


It's on.

All day on the 9th, we watched as the server numbers grew and grew. I ran the login utility on my laptop all day, just so I could see the population numbers of each server, real time. The population numbers started small around 10:00am on the 9th, and grew slowly but steadily until around 5:00pm, when they exploded. All servers in the space of about an hour after 5:00pm were jammed full – and we had a very large server population setting (about 3,000 players). Even with full servers, everything ran smoothly.

By about 8:00 we were jubilant. Everything was smooth and easy. CS was functioning, and had already responded to many trouble tickets and issues. People were playing, the servers were up.

A group of us formed in Rob’s office, talking and generally basking in the glory of the moment. Each of those 30,000 (max peak players that night) was a paying customer, and each represented significant revenue to us (remember we were very small at the time). It appeared that we finally were going to make money on one of our products. We were giddy with excitement – everything was going awesomely.

Brian Axelson, the 21 year old whiz-kid programmer/designer who had been working for us since he was 16 – responsible for inventing, implementing, and designing Camelot’s combat system, including Combat Styles – was so happy he slammed his fist down on Rob’s desk and said, “Ain’t nothing going to bring this house down!”.

At that moment, all the servers crashed, simultaneously.

We all looked at one another in dread, and sprinted back to our offices, each checking on the part of the game we were responsible for. Everything checked out – nothing seemed wrong. But the servers were down and wouldn’t reboot.

All the programmers were summoned to Rob’s office – I was a fly on the wall – and he walked them through the problem. It wasn’t a code problem, although that wasn’t immediately obvious. It was something keeping the servers from booting and authenticating properly.

After about an hour, the problem was traced to the Customer Support tool – that very day programmer Scott Jennings had made a small modification to the CS tool to take advantage of a database feature buried in MySQL to make database queries work faster. That change did in fact significantly increase the speed at which the tool made queries to the database – but at full load, the index that he built quickly became overloaded, and started to time out and lock out other queries. (Editor’s note: This change was actually fully tested… with one low-population test server running. Guess what changed on launch day!) Because the game servers relied on access to the database as well (for player authentication, etc.), they couldn’t keep up with the crush of players logging on and off – and they crashed like the proverbial house of cards. And, because the database was locked up, when they rebooted, they immediately ran into the same problem and crashed again.


The helpful message I added to greet CS reps on launch day.

Once the problem was found, it was very easy to fix, for the moment. The CS tool was modified to not make any of those specific types of queries, the database server was rebooted, the index rebuilt, and everything came up again – this time smoothly and without error – and ran flawlessly until the next afternoon, when we had our first bug-fix patch. Scott had fixed the DB/authentication problem in the meantime (Editor’s note: and said programmer slept three days later), and that functioned properly as well.

In the end, a very smooth launch, but a lesson was definitely learned that when you’re dealing with something as complex as a MMOG launch, you never know what is going to take you down.

There are many more stories to tell about the early days of the service – like how we had to expand servers quickly because of demand, but couldn’t get them delivered from Dell because we had no credit rating. All our purchases up until that point had been made on the spot with no leasing. We had no leasing history, so Dell wouldn’t ship us servers quickly. We were forced to drive to MicroCenter (in Fairfax) and buy a dozen or so desktops, quickly installed Linux, and then drove them (in a pickup truck) to our colocation facility, and stacked them up like firewood in a cage. Those two servers clusters (lovingly called the “gimp servers”) ran for at least a year with no problems, at which point they were swapped out with standard Dell rack-mounted models.

I remember walking into the office one morning towards the end of October. By that time it was obvious we had a smash hit on our hands. Our marketing/sales consultant, Eugene Evans (now the GM of the studio) had a whiteboard near his desk (right by the front door) where he jotted down sales numbers. By October 27 or so, it showed that we were not only the #1 selling PC game for October, but also the #1 selling PC product for that month. Since this was the first boxed retail product Mythic had, I asked him if this success was normal. Eugene, and old industry veteran, looked at me like I was insane and replied, “No, this isn’t typical.” He then broke out in laughter. It seemed so easy at the time: you make a game, put it in a box, and it sells like hotcakes.

Most everyone knows the rest of the story from here – Mythic quickly outgrew its space and in 2002 relocated a few miles away to new mid-rise building, where it grew to take over three floors. A buyout by EA followed in 2006, and the studio is now known as Bioware Mythic. Dark Age of Camelot’s numbers have dwindled down to a fraction of what they were in those heady days of 2001-2003, but it is still up and running, ten years later.

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Wednesday, June 24, 2009

Mark Jacobs "restructured" out of Mythic, BioWare takes over

Press release from Warhammer Online Herald

06/24/2009 @ 11:03:28 EST
Today we have important news to share with the community. EA is restructuring its RPG and MMO games development into a new group that includes both Mythic and BioWare. This newly formed team will be led by Ray Muzyka, co-founder and General Manager of BioWare. With this change, Ray becomes Group General Manager of the new RPG/MMO studio group. BioWare’s other co-founder, Greg Zeschuk will become Group Creative Officer for the new RPG/MMO studio group. Rob Denton will step up as General Manager of Mythic and report to Ray. BioWare’s studios remain unchanged and continue to report to Ray.

Mark Jacobs, co-founder and current General Manager of Mythic, will leave EA on June 23, 2009. We thank Mark for his contributions at Mythic and wish him the very best going forward. Mark played a major part in the success of Mythic with his contribution as General Manager and Lead Designer of WAR.

Mythic retains a strong team led by Rob who co-founded Mythic in 1995. Rob played a critical role in the development of Dark Age of Camelot. In his previous role as COO, he was responsible for all day-to-day management of the studio including all development, operations and support.

Please join us in celebrating the union of these two award-winning studios.

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Friday, October 26, 2007

EA Mythic Layoffs

I knew it. I knew it all so long ago. I called it, didn't I? Didn't I?! DIDN'T I?! Yes, I did.

Destructoid link

EA has announced they need to cut costs, so a bunch of the poor SOBs over at Mythic (and some working on UO... I didn't even know they still had people working on UO) are bearing the brunt of it in the form of layoffs.

The email from Mythic VP Rob Denton was sent to all employees of Mythic and details some of the plans to reduce costs by cutting jobs as well as some actions already taken. Headcount will be managed through "attrition, performance management, stricter hiring guidelines and layoffs". Over the next two months, the Ultima Online team will be moving from EA Redwood Shores to Mythic's Fairfax, VA studio to streamline operations. Meanwhile, a number of employees at both studios have already been let go as of earlier today including many UO staffers, with more to follow as EA tightens its belt in the coming months.
Circling the drain, folks... circling the drain. EA destroys another (couple) of good games, and another good game company. Sometimes I wish they'd do the gaming world a favor and shoot themselves into space.

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Friday, May 25, 2007

Mythic Tightens the Belt Again

The Latest DAOC Patch (summary) has them clustering up more content, possibly the last of the unclustered content remaining. Also simplifying epic encounters to be able to be done by 1 group... what does this mean? It means they're continuing to bleed subscribers like a digital hemophiliac. Word on the street is that this patch is slimmer than it was supposed to be, and largely broken besides, requiring 3 hotfixes.

Not looking good. Not only is this affecting DAOC, but it is diminishing confidence in their ability to properly execute and support Warhammer Online.

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Wednesday, May 02, 2007

Sanya Thomas Leaves Mythic/EA

Or, probably more accurately, Sanya Weathers (formerly Sanya Thomas) catches the scent on the breeze and ejects from the flaming carcass of Mythic as it smokes across the sky toward the mountains.

Exit interview with Sanya on Warcry

"Little known fact: The original version of the Herald was Scott's blog software. Yes. It was built onto the Lum The Mad skeleton. That cracks me up to this day." - Sanya


Does this mean the return of Tweety? I can't predict. Lum the Mad (AKA Scott Jennings) left Mythic before EA devoured their soul, and he hasn't returned to that old gig yet.

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Thursday, March 29, 2007

DAOC: The Dragons Strike Back

Looks like there have been some serious brainstorming sessions going over at Mythic. DAOC was one of the best MMORPGs for its time (the time between Everquest 1 and World of Warcraft), especially for PvP and player housing, but now it's dated, clunky and bleeding subscribers like oil from a '72 Dodge Dart.

So Mythic is trying to keep its players entertained and possibly lure back old players with a new six-month story arc involving the dragons leaving their lairs and torching the various villages of each realm, instead of waiting patiently for 50 nerds to come along and kill them at home.

Looking through the latest patch notes, sifting past all the archery changes, I see sure evidence that DAOC's subscriber numbers are lower than ever - they have clustered the classic and shrouded isles PvE areas. When clustering started, they kept these areas separate for each server, so that there would always be plenty to hunt for all players (and all players in the cluster could go to any server's PvE areas). Apparently it's not an issue anymore... I could only imagine them doing this if most entire clusters didn't have the population that the PvE areas were meant to support on a single server.

The archery changes themselves I find mildly interesting, but slightly distasteful. And I see the screaming masses finally got what they wanted in an animist nerf (no more stacking bladeturns, and no more than 5 fire-and-forget turrets, ever). So much for that class, and so much for Hibernia's ability to take on dragons or other high level mobs. I don't think Mythic realizes how much PvE content they created that pretty much requires an animist in the group, to summon dozens and dozens of turrets for the sole purpose of bringing the "to-hit" chance of high level mobs down to where players will actually be able to hit it.

I'm really hoping they are learning from their mistakes so that they don't make them again in Warhammer, but that's not encouraging to me. Still, I can't really say one way or the other until I actually get a peek at the game... and still no word on beta yet.

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Wednesday, October 04, 2006

So, what's the deal with DAOC?

Dark Age of Camelot.

Ahh, those four words, they really have an emotional effect on me.

Time-wise, I've probably invested more in DAOC than any other MMOG to date, even including my 3+ year stint on Everquest (Rallos Zek server).

But the word on the latest expansion does nothing for me.

Dark Age of Camelot is, frankly, a work of art... but in mathematical terms. No other game has the formulae, the back end, the very concept of what MMO PVP should be, like DAOC does. RvR (Mythic Entertainment's term for their specific interpretation of team-based PvP, "Realm vs Realm) is the most perfect execution of MMO PvP that has ever been wrought.

But I am afraid the game has about run its course.

Really though, 5 years isn't a shabby amount of time for a game to remain viable. And, of course, I'm sure that there will be subscribers for DAOC for many years to come. The game used to be the Dark Horse of choice for those who were tired of EQ's grind and yet not satisfied with WoW's lack of meaningful PvP. And it really is unchanged in what made it great. The problem is, unfortunately, largely out of Mythic's control.

The pitfall of the MMOG paradigm is that a large part of any player's experience is crafted by the players around him: The community can largely make or break the game. Right now, the population has shrunk (though it has slightly come up from where it dived when WoW went live) and, at least on the cluster where I play (Tintagel, aka "Penguin" for it being 3 merged servers: PErcival, Nimue and GUINevere... PE-N-GUIN), the people are too fractured.

Most of those still playing are Old Guard. They remember the way things were and want to try to keep things as close to that as possible. Additionally, the setup of DAOC inspires a great deal of loyalty to one's guild (particularly if it is an old guild), and as such nobody wants to disband their guild to merge with another. So, by and large, we have lots of small guilds, each unable to field an effective force (some not even a full group) who refuse to disband and form up into fewer guilds with more people.

So what, right? With alliances, chat groups and battlegroups, this can be overcome, can't it?

Well, the problem is that the RvR dynamic depends on guilds for claiming, upgrading and maintaining the strategic elements of the battlefield. A realm's frontier has seven keeps and twenty one towers. These keeps and towers must each be claimed by a guild, and then maintained at a high level at a cost of guild bounty points (which are awarded when members of a guild kill enemy players). Keeps in particular create a large drain on a guild's BP, one which the majority of the remaining guilds can't maintain. This leads to a fair amount of territory going unupgraded, if not flat out unclaimed, which makes it easy pickings for the overnight crew.

Which brings me to the next problem: The Primetime/Offtime disparity. I'm a prime-time player. My playtime generally would fall between approximately 7pm and midnight, eastern. This is when most of the population of just about any american MMO is on. But on DAOC, at least on Tintagel, there's enough people who are on early in the morning on a regular basis to be called a sizable chunk of the population. But that population isn't equally balanced between the three realms, though the imbalance isn't consistent from day to day. But what the upshot is here, is that many times it can feel to a primetime player that what he or she does in the frontier doesn't particularly matter, because the overnight crew will just come along and undo it after bedtime (or, as the case may be, the player may decide no heavy lifting on their part is necessary because the offtimers will be along in a few hours to do it for them). The "Alarm Clock Raid," once just a rare but extremely annoying occurance, is now a de-facto nightly event.

This poses quite the puzzle. It doesn't behoove Mythic to make game design changes that favor one time block over another, for obvious economic reasons. So inexorably, more prime time players become jaded as the situation wears on. They stop working together. They stop working altogether perhaps, and go roll a thidranki alt. Remember the old chestnut, "What if war were declared and nobody came?" Well, that's the view from primetime sometimes, thanks to the 6am Suicide Squad.

DAOC is a great game. It has excellent team-PvP oriented balance, more than 30 classes, 3 realms each distinct from the others in style and feeling, tons of PvE content full of quests and tricky encounters that require strategy (I don't care what some people say, Trials of Atlantis was an excellent expansion), a crafter-player economy without equal, a perfect player housing implementation, and a setup for endgame PvP that is palpably meaningful to every player of the game. The interface is a little clunky compared to newer games, sure, and the graphics feel a little dated, but the guts of the game far outclass most any other MMO you could name. But it isn't the latest, brightest flash in the pan.

It is obvious that Mythic knows this as well. They're working hard on their next big cash cow MMO, Warhammer Online (which many of us chuckle and call DAOC 2). The upcoming Minotaur-oriented expansion for DAOC sounds rather uninspired to me... like it is just going through the motions. Slowly, Camelot is entering that big MMO rest home to join UO, EQ1, AC etc in their fallow state... not dead (after all, even UO still sports thousands of subscribers even after nine years), but never again as alive as they were.

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