3 months
ago -
Albion Online
-
Direct link
Transcript (by Youtube)
4s | [Music] |
---|---|
7s | hello I am the chosen one and I am here |
11s | in the sandbox interactive Studios I |
14s | have been here all week and I have had |
15s | the great pleasure of hanging out with |
17s | all the developers and they're giving me |
19s | the opportunity to do some interviews |
21s | and right now I'm getting to interview |
22s | one of my favorite people here I get to |
24s | interview David the uh CTO of albian |
27s | online and one of the founders of boox |
30s | interactive you've been here |
33s | forever uh 13 years yes almost |
37s | forever it's half of half of my |
39s | professional career I've been in this |
41s | industry for almost 25 years if you can |
44s | believe that I started as a as a student |
46s | it was a side hustle when I was still at |
48s | University and yeah I've been doing this |
50s | for 13 years now that's |
53s | amazing I I don't this wasn't in the |
55s | plan but you want to tell me a little |
57s | bit about what it was like as a as a |
58s | student getting into the games industry |
60s | while you were still here trying to be |
61s | like okay let's make a little extra |
63s | scratch um something like that no I've |
67s | always wanted to be a game developer |
69s | believe it or not right so I've been in |
70s | love with with computer games ever since |
73s | the very beginning and I have to say I'm |
75s | from East Germany so I grew up under |
78s | communist rule or that's what you would |
80s | call it in in in the west I guess um so |
83s | computers were hard to come by right so |
86s | was I was 10 years old when I was first |
88s | exposed to computer games which is old |
91s | by today standards and I was immediately |
94s | in in in love with that and I learned |
97s | programming because back in those days |
100s | computers came with programming man yeah |
103s | they came with books that you had to |
105s | study and so I I I don't know I learned |
107s | basic as a 10-year-old and then I moved |
110s | on over you know through Pascal and |
112s | Assembly Language and c and C++ and uh I |
116s | spent all my teenage years programming |
119s | and I always wanted to a game developer |
121s | but I always thought it's kind of |
124s | unrealistic uh also Germany was not |
126s | exactly a great location to be a game |
129s | developer back then but then when I was |
132s | in university there was suddenly an |
134s | opportunity there were suddenly there |
136s | were three game studios in Berlin out of |
139s | out of the blue and so I immediately |
142s | applied and I said okay I I'll do |
145s | whatever I don't care right I just want |
147s | I work for free doesn't matter I just |
150s | ever it takes to whatever whatever it |
152s | takes I'm a student I'm in I'm in |
154s | University but I want to be a game |
156s | developer and so I got my first uh my |
159s | first job in the industry and uh yeah |
163s | then I've been part of a couple of |
166s | different companies I've uh worked on a |
169s | couple of different |
171s | games and uh at some point I graduated |
175s | actually and uh then I created I founded |
178s | my first own company cuz that's the |
181s | other thing I always wanted to do yeah |
183s | make your own company it was like in one |
185s | sense it was kind of a step backwards |
188s | right because you uh I was part of |
191s | bigger teams I was making bigger games |
193s | up to that point and suddenly I was you |
195s | know with a couple of friends and and we |
198s | had to you know make smaller games and |
201s | uh but we got to do our own stuff which |
204s | was which was pretty cool so in those |
206s | days we did games for the Nintendo DS |
209s | for instance um um and we also had a |
211s | game engine for the Nintendo that was |
214s | licensed by other Studios well that's a |
217s | perfect background to get yourself into |
219s | you know what you're doing now which was |
221s | albian online so before we get back into |
223s | more stories I I do want to talk a |
225s | little bit about specifically with |
228s | albian online the network situation |
230s | because this is something that we hear a |
232s | lot of players discussing it's like |
234s | they're like fix the lag and you know |
236s | why is this like that and you're like |
238s | the the right guy to go to for this can |
241s | you tell me a little bit about how at |
243s | one point you were working on a system |
245s | that would allow for like different |
247s | zones to be controlled by different uh |
250s | locations and they would all still be |
252s | connected together but not on a |
254s | centralized node that was one of the |
256s | very early things we did believe it or |
258s | not um so we we had this idea of one |
262s | world one server and of course we were |
264s | aware that you know ping would be bad |
267s | for some people so we thought okay maybe |
269s | we can |
271s | distribute the server across the world |
274s | and very early right in the like even |
277s | before the alphas even before you joined |
280s | we did have a setup where we had some of |
283s | the areas in Europe and some of the |
286s | areas in the United States so the server |
290s | two server locations and you could |
292s | literally walk over from one server to |
295s | the other right you would not see the |
297s | difference there would be a loading |
298s | screen and the other same as now just |
301s | same as same as now just that your ping |
304s | would change |
306s | dramatically um and that was one of the |
310s | downsides of that concept it was not |
313s | really transparent for the players |
315s | that's one thing we realized right it's |
317s | it's kind of fun you know you have |
319s | everyone in the same world but now you |
321s | still have to encourage the European |
323s | players to play in the European regions |
326s | and you have to encourage the American |
327s | players to play in the American regions |
330s | and you have to explain to them which |
332s | region is which and why the Ping is |
334s | suddenly changing and and there were |
337s | lots of technical problems with that as |
339s | well so we had to jump through a number |
341s | of Hoops to to even make that |
344s | work um sometimes it still didn't |
347s | because there was a transatlantic |
349s | connection involved and if that |
351s | connection had problems then the entire |
353s | game had problems so we we had to do a |
356s | lot of things technically to make this |
358s | more stable and and resist |
360s | to to |
362s | outages um but in the end we dropped the |
365s | whole thing yeah because even though we |
368s | put a lot of work into that telling me |
370s | like I mean I've talked to a lot of |
371s | people about the the work that went into |
373s | that this is this is not lip service you |
375s | guys really tried to make it a one World |
377s | server for everybody did so much work on |
380s | it it it it was a journey and in the end |
382s | the reason we dropped it was because it |
385s | wasn't really worth the trouble to be |
387s | honest the the experience for the play |
390s | and that's the only thing that counts in |
391s | the end right was not that great I so I |
396s | remember like uh so when there was like |
398s | dauny in Kingsport and queensport and |
399s | stuff like that it I believe there was |
401s | some like different server locations |
403s | still even then cuz you'd go from one |
406s | like area to the next and you'd go from |
409s | like you know for me going from 17 ping |
411s | to |
412s | 119 like people people would notice |
415s | people would notice that and have |
417s | questions and then then you have to |
420s | explaining to them that like this is a |
422s | European area and behind this gate |
425s | there's an American and but what does it |
428s | have to do with anything in the game |
430s | really right you have a whole another |
432s | sort of of problems and it's a lot of |
435s | problems to solve for how much gain yeah |
439s | and we did have the same discussion uh |
442s | again when we opened the Asian server |
444s | and now we have a European server as |
446s | well so there was a very very serious |
449s | discussion whether we should revisit |
451s | that concept and say one game world can |
455s | we |
457s | like travel between these words somehow |
460s | you know it doesn't have to be every |
462s | area or something like that maybe |
464s | there's like a harbor where you can ship |
467s | uh over or something we we did have all |
469s | of these ideas right um and we we did |
474s | make a technical concept for that so we |
476s | had a i and my team we sat down very |
479s | very |
480s | seriously and and earnestly and we made |
482s | a concept what would be required to make |
486s | all of that work the bottom line however |
488s | was it will be a lot of work mhm just to |
493s | end up with more or less the same game |
496s | that we already have a little worse |
499s | probably so I think it was a good idea |
501s | honestly in the end to make multiple |
503s | servers and just focus on making the |
505s | game play for everybody it's close to |
510s | equal as possible so that when you're |
512s | playing in Asia on Albi on Asia you have |
515s | the same kind of connection that |
516s | somebody playing in Europe connecting to |
518s | Alban Europe has that somebody playing |
519s | in America has the same connection that |
522s | they have in Alban Americas and so |
524s | everybody has this really tight |
526s | connection and that has allowed for some |
529s | gameplay elements to change as well now |
531s | there's less stand time with weapons now |
534s | there's there's less cast time you can |
536s | actually have a higher skill uh |
538s | interpretation uh |
540s | it lets people play the game in a |
543s | tighter way yeah what players may not be |
546s | aware of is that how much you have to |
548s | design for a certain ping actually right |
552s | it is part of the game design um when |
554s | you make an MMO with one server location |
557s | you are aware that people have a ping of |
561s | around 120 to |
563s | 150 uh most of them so we designed the |
566s | game in a way so that this ping would be |
570s | perfectly normal and perfectly playable |
573s | and that has an influence on a lot of |
575s | things including the design of abilities |
578s | the timing of of pretty much everything |
583s | in in in the game so yeah but roughly if |
585s | you have 150 ping it means what whenever |
588s | you do a click on on your screen it |
590s | takes at least these 150 milliseconds to |
593s | reach any other player screen |
597s | so yeah that that is a bit limiting uh |
602s | in in regards to abilities and and |
604s | twitch gameplay right uh so yeah having |
608s | having separate locations has now |
610s | allowed us to relax some of the rules |
614s | that we had and it gave our designers a |
617s | bit more freedom designing new abilities |
620s | and especially like skill shots and |
623s | things like that you see a like you see |
626s | a lot of newer weapons that are being |
628s | developed that have a lot higher skill |
630s | ceiling and that's really cool to see |
632s | and a lot of that I believe is because |
633s | it allows you to just interact with the |
636s | server faster and interact with your |
637s | opponent and react faster to what |
639s | they're doing and that is really really |
641s | cool when you look at like say the phas |
642s | scale Row for example which gives you |
644s | three different options that kind of |
646s | thing is just a much higher skill |
647s | expression than just hitting this and |
649s | waiting and then it goes off so you can |
653s | see it in the gameplay design and that's |
655s | really cool um but I do have you here |
659s | and uh we don't get to talk about this |
660s | and I know a lot of players out there |
662s | have no idea how albon came about but |
666s | you were there you were there from the |
668s | very beginning there were what like five |
670s | of you guys who started in the very |
672s | beginning mhm pretty much um I had |
675s | founded my own |
676s | company six years earlier roughly right |
679s | so I graduated from University I started |
682s | my first own games company I had done |
685s | games before I had a lot of experience |
687s | in games but I wanted to have my own |
690s | company and uh so we did Small Time |
693s | stuff right and one day a guy came to |
697s | our to our doorstep uh almost who had an |
701s | idea a concept for an online game and |
704s | who who wanted to Pro provide the |
706s | funding um to some degree it was not a |
709s | huge amount of money but it was |
711s | definitely uh enough to get a an |
713s | interesting project going and uh you |
717s | probably know him under the for name |
719s | corn he was a person who had this idea |
722s | he was looking for a team to build this |
725s | game with he was looking all over |
728s | Germany talking to different different |
730s | companies different players in the in |
733s | the |
734s | market and uh in the end he he went with |
738s | us so with my little team my little |
742s | company uh yeah because we I guess we |
745s | somehow clicked right I essentially told |
748s | him well the is that is a great |
751s | idea um but what we really need to do is |
754s | we need to build a prototype right now |
756s | right we need to build something |
757s | playable really fast right like give us |
761s | three four months and in four months we |
763s | should have a playable version of this |
766s | which is not going to look great right |
768s | which is going to look very primitive |
770s | and and uh but it will either prove or |
774s | disprove that a we can make this y |
777s | technically and as a team and it will uh |
781s | prove or disprove your design ideas for |
784s | this game and that's what we went with |
787s | right we made a deal we worked on this |
790s | on this prototype together and it went |
795s | it went great right we really clicked |
798s | yeah the game looked a lot better than |
799s | we had |
800s | anticipated and at the end of that |
803s | prototyping phase we founded |
807s | sandbox and I wound down my my old |
812s | company and uh yeah took took most of |
815s | the people with me right so my my old |
818s | company we were three founders yeah two |
820s | of which uh me included uh joined SBI we |
824s | took some of our employees we took uh a |
828s | lot of people from our |
829s | Network and uh many of them are still |
832s | working here right I'm I'm I'm super |
834s | proud of that that is amazing that so |
836s | many people still work here um after so |
839s | long this has just been a phenomenal |
841s | week hanging out with all of you getting |
843s | to meet people face to face yes we've |
845s | talked before and and gotten to have |
847s | some wonderful discussions but getting |
849s | to meet people face to face and spend |
851s | this time together has just been um |
854s | super valuable to me and just an |
855s | incredible experience and I'm looking |
857s | forward to doing it again so David thank |
859s | you so much for this time and I'm |
860s | looking forward to seeing you again than |
863s | all right and that is going to be it for |
864s | our interview today and we'll be back |
866s | again with more shows in the future |
867s | thanks for watching |
870s | la |
878s | [Music] |