almost 2 years ago - Play New World - Direct link

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0s remember the old door problem the
2s designer goes to an engineer and says
4s just I want to put a door in and it's
6s like oh is the door open and close can
8s you go through the door is it open from
10s the left or does it open from the right
11s does it lock does it like when you start
14s going through the questions it literally
16s opens up I think there's like something
17s like 250 questions that could come out
20s if I want to put a simple door in the
21s game
22s [Applause]
27s hi everybody Welcome to forward to the
29s tournament where we're talking about All
30s Things New World I'm Scott I'm here with
33s a different Scott today one of our
34s seasoned lead engineers and I'm here
37s with Dave V our creative director and
40s today we're going to talk about why some
41s features and some implementation is
43s harder than others
45s um you know in my years of making games
47s I I learned early on that you you know
49s when you look at a feature you're like
50s hey why don't you just do this
52s the word just almost never works out and
55s we're going to talk about that with
56s Scott so Scott I'm going to just throw
57s it just at you okay why don't we just
59s put 20 000 players on every server 30
62s 000. magic number that would solve so
65s many problems for cues and other things
66s but why don't we just do that well that
68s would be really fun right but uh we we
70s do have some uh technical hurdles that
72s we need we need to worry about so one of
74s the biggest parts of that is how much
76s data we're sending down to everyone's uh
79s client their their game and the more
81s information you need to send down the
83s more bandwidth that's going to consume
84s and it's going to have an effect on
86s client performance like we already see
87s that sometimes where you know some of
89s the elite chest runs can uh get in the
92s laggy situations with lots of players
93s lots of effects things going on at the
94s same time so that's sort of like one
96s aspect of scale that we need to control
99s um and and sometimes that's a technical
100s Challenge and also sometimes it's a
102s gameplay before we get to the gameplay
105s let me ask on the technical side
107s other games can do some of this so is it
109s what makes new world different I think
112s our uh our combat model
115s um really is uh very like reliant on uh
121s you know sort of picture-perfect uh like
124s swings and misses and things like that
125s you know when the when the skeleton dips
127s his head and you fire over him
130s um like you miss right like it's it's
132s not tab targeting
134s um so
135s that level of fidelity and server
138s simulation uh then needs to be sent back
140s to the client so that everyone you know
142s is on an even playing field and seeing
144s the same thing yeah and this is a
145s trade-off we talked about earlier when
147s we chose this model and then and then
148s but also 30 000 people while it sounds
150s great
151s I don't know Dave does that sound fun I
153s mean I think there are parts of it
154s that'd be super fun right but then I do
156s think you know some of the design of our
158s game would not work well with that a
160s couple just immediate examples are uh
162s you know we don't instance our
163s gatherables right and it's already
165s sometimes tough to get more calcium node
167s can you imagine now if there's 30 000
168s people going for that node that's going
170s to be a challenge uh the other part is
172s the territory game right like there's
174s only x amount of territories to go after
176s uh and that's fun when there's two
177s thousand you know two and a half
179s thousand people but if there's now
180s suddenly thirty thousand people vying
181s for those territories uh you know even
183s less people are gonna get to participate
186s you know why don't we just put some
187s mannequins in the house and just get
189s gear set storage in in like a day or two
190s like that seems pretty easy to me so uh
194s there's a lot that goes into that uh so
197s for example
199s um one of the things we have to do with
201s all player state is you know store it so
203s so you get the same data from session to
206s session where you log out log back in
208s um you know that's a that's a finite
209s pool uh that we can sort of dip into and
213s the more items the more you know player
215s state that that we're trying to save
218s um like we start bumping up against
219s those budgets uh and that means that we
223s need to spend more time optimizing
225s things we need to spend more time kind
227s of reducing the size of other things to
229s make space for this this new information
230s a lot of what I do is like sort of
233s backend you know data like messaging
235s kind of stuff and I always tend to
238s forget about the UI aspect of it and so
241s when when you're saying like oh let's
243s just put it on a mannequin it's like
244s well how would we actually do that and
245s like you know the mocks and the UI
248s design much less the implementation and
250s all that is something that takes a lot
252s of time in addition to like you know
254s technically functionally we could get it
256s working I also know that like whenever
257s you're manipulating the inventory
259s putting things in and out of it you have
260s to be extra careful because we know
262s we've made some mistakes there in the
264s past that have led to some dupes and
265s other issues so we're going to take our
266s time with that and and that's sort of
268s something we've added on to all of our
270s features uh or all you know all the work
272s that we do is like make uh doing extra
274s you know threat model analysis uh
277s hardening of our code more uh testing
280s you know we now that we're we've been a
282s live game for a year
284s um we've definitely evolved from our you
286s know pre-launch like you know we want to
288s get as many features in we want to get
289s as much fun stuff in as possible
292s um and you know in order to hit those
294s things like you know we took shortcuts
296s in some places or calculated risks and
297s you know
299s let me be sure let me just be rest
300s assured we still want to get fun stuff
302s in yeah really fast but we're not not at
305s that yeah not at the risk of breaking
307s things that brings up an interesting
308s conversation with gear set storage right
310s like I think everyone wants to switch
311s their gear that's going to be awesome
312s but I think people might also want to
314s switch their attributes or what I'm
316s mastering with it right so that makes us
318s make a an interesting decision like do
320s we do the feature just with uh gear
323s first so we can get it out quicker or do
325s we hold it to do the whole thing
326s together and that's a that's a fun you
328s know discussion and decision we have to
330s make yeah and even when we talk about
332s doing the gear do we do all of it like
334s if persistence and storage is the big
336s problem maybe we can save some time and
338s some energy by not doing parts of the
340s gear that people may not be as
341s interested in switching all the time the
343s the persistent side and also like I
345s mentioned earlier like sending that more
347s data down to the client so you know if
348s you have hundreds of people on your
350s screen and everyone's changing their
351s gear constantly like that's a ton of
353s stuff data we're sending down and uh you
356s know the pipes can get clogged
359s what's another one what's another just
360s example Dave uh sometimes weapons is an
363s example right like why don't we just do
364s another weapon and I think uh you know
367s scale comes super into important when
368s you're when you're making weapons right
370s every time you have an effect or you
371s launch something it creates what called
373s gde so it spawns things and if all
376s people are doing this and weapons spawn
378s multiple things it impacts uh things
381s that can make we have we have throwing
382s hatchets why can't we have throwing
384s daggers
385s but but they also not just that there's
388s also balance issues that come into play
389s and and when you add a new weapon it
391s needs new animations there's a there's a
393s whole plethora of things that all have
395s to come together to get these done the
396s VFX and everything the rewards is
398s another one right like you know then we
400s want to have like with the gear sort
401s gear Greatsword when we introduce that
403s right like now we've got to go back and
404s add named items and different sets to
406s chase uh so it just it adds a lot of
409s work that people don't understand and
410s you don't just make one Greatsword
412s like as you can see there's so much
413s visual Variety in the great swords that
415s you see like just in rewards in
417s Brimstone before you even start chasing
418s all of the end game variety so yeah
420s there's there's a lot I mean
423s you know one of the things I always uh
425s tell my friends who aren't in business
427s when they say stuff's easy I always just
428s remember the old door problem
430s I always tell them to search the door
432s problem on the internet and it just kind
433s of says you know a designer goes to an
435s engineer and says just I want to put a
437s door in and it's like oh is the door
439s open and close can you go through the
441s door is it open from the left or does it
443s open from the right does it lock does it
445s you know like when you start going
446s through the questions it literally opens
448s up I think there's like something like
450s 250 questions that could come out if I
452s want to put a simple door in the game
454s and some of these things are just a
456s little bit more complicated than that
457s which which you know is why we're lucky
459s that people like you
460s that's where you were going to pull the
461s old Scott well you know what's sometimes
463s easy and quick aren't the same thing
465s right it's easy to count to a million
467s yeah yeah the most important metric is
469s not the difficulty it's time right now
471s sometimes things are super easy but they
473s take a long time especially
475s like when you want to make sure that it
477s gets out and it is at high quality and
479s feels right for the players and a lot of
480s the the foundational Tech that enables
483s us to move more quickly is are things
486s that take a long time and and you know
488s don't always have that immediate
490s customer impact and so you know we have
492s to prioritize you know getting things
494s out because people want to see cool new
496s stuff and we want to build cool new
497s stuff versus you know like building up
500s that Foundation yeah I mean we're
501s working on like right now we're working
504s on features that aren't going to go in
506s the game for probably a year because
508s we're laying that technical foundation
509s so when they come in
511s we don't break performance or
513s persistence or anything like that and
515s it's it's hard to understand unless you
518s are like in it every day asking all the
520s questions because because I like a lot
522s of the players I'm like no just get this
523s in the game I want it now I want it
525s today I'm like I'm every bit as uh
527s anxious to get stuff in as everyone else
529s because I play the game constantly so
531s and like you know that's one of the
533s great parts of prototyping is like you
535s know there we could do stuff very
536s quickly but like in a sort of controlled
539s thing that to get feedback on is it fun
541s is this the way we want things to work
543s but it's not shippable code it's not
545s it's not scalable you know so there's
548s also that trade-off all right well this
550s brings us to our community question
552s and that is you know with all this in
555s mind what one feature would you like us
556s to add to New World now keep in mind I
558s can't promise we'll do it but uh I can
560s promise we'll try so let us know what
563s you think in the comments below give us
565s a subscription if you like us because
566s that'll tell us to keep making the show
568s otherwise thanks and we'll see you next
570s time
573s [Music]
574s [Applause]
580s [Music]
583s [Applause]