18:30 March 14, 2002 The following was written in response to the outcry that arose when I announced that I would be converting the Continuum of Chaos game to a new version of the Starship Traders (SST) software that had, up to that time, been running only in a test game at starshiptraders.com. It was intended to be a short explanation of my thoughts on why the SST software should be significantly modified yet again. However, instead of a bit of background and context, it turned into a short, but nearly complete history of the game lineage, leading into the real argument for change only at the end. Czarwars/Seawars/Tsarwars/The Last Resort/Starship Traders all were changed, improved, and, once, completely rewritten in a new language in pursuit of a better multiuser, telnet and html-based strategy game. And the new variant, Starship Traders II, will probably itself lead to something else eventually. Read on for a clue as to what that might be., 17:00 March 5, 2002 In the beginning... It was the fall of 1986. There was a BBS in Tallahassee called "The Eagle's Nest" that ran Chris Sherrick's version of a game inspired by Hewlett-Packard's "Star Trader", originally published in the "People's Book of Computer Games". Chris' version was called Trade Wars 2, a derivative of some other author's interpretation of Star Trader. I forget who wrote that first version of Trade Wars. I never got the chance to play it and didn't know anyone else who had ever even seen it. Anwyay, I discovered that text-based, single-user BBS door game, TW2, and _really_ liked it. It had such potential, yet it was so deeply flawed and limited -- from my perspective. I was a programmer and had a copy of Microsoft's QuickBASIC for my 8088-based Zenith PC. I decided to write the game that I saw struggling to get out of TW2. TW2 was played in a 99-sector universe, and was filled with aliens, called "the Cabal" that would harrass the players and generally prevent the kind of human-versus-human strategy game that I envisioned. My first running version was two months in the making, 350 sectors in size, and, I thought, a huge improvement over TW2. But, mostly, my game was extendable. Enlisting the help of my wife, Lynn, and my friend, Scott Anderson, we designed new galaxies and I added them to the new Czarwars universe. Each of these new galaxies would be unconnected to the others and would have its own unique structure. We drew each galaxy on sheets of construction paper from which I entered them manually via a crude map editor function of the game. Czarwars was designed as a stand-alone bulletin board system (BBS) which would answer the phone for each player, let them play, and then wait on the next player. The initial games worked well and had 30 or 40 players per day in the one and only game. Wormholes, black holes, pulsars, starbases, and many other new features entered via that version. Every port and planet had its own unique name then. It seemed that naming the ~750 ports and planets was the hardest task. I made a variant of Czarwars called Sea Traders. Sea Traders was, functionally, exactly the same game, but was played in an ocean filled with ships, islands, ports, and typhoons. Everything in Czarwars had a corresponding item in Sea Traders to do the exact same function. Some people really liked the oceanic scenario. I didn't like it that much but it was a lot of fun to create. Next, I bought a BBS, PCBoard, to host the game. I converted Czarwars to a PCBoard-compatible 'door' program that could be entered from the main BBS. I called this new door version Tsarwars, to distinguish it from the standalone BBS, Czarwars. Somewhere along the way, it acquired the ability to be expanded into a 4000-sector game. The top 2000 sectors were an exact mirror image of the bottom, right down a clone of the planet Cosmos in sector 4000. Various other enhancements were made as the game evolved until the summer of 1993, when we moved to a new telephone exchange area and, consequently, lost the BBS phone number forever. That was the end of the DOS- based Czarwars/Tsarwars BBS and door games for me. At that point, the game was strictly a local phenomenon, since each player had to dial directly into the game. The long distance calls that did come in were to download a copy of the game to run locally in the caller's town. Someone actually downloaded it at 1200-bps from Australia once. It seemed to take hours. I remember hoping that one of our many thunderstorms didn't come up during his download! At its peak in the late '80's or early '90's, there were Czarwars games running on about seven different BBS's in Tallahassee. That heyday was followed by three years of darkness -- the longest period, by far, where the evolution of the game paused. Even during this idle period, however, I thought about it, wished I had written it in C, and considered how a multiuser, networked, version would work. By the summer of 1996 I had been running Linux for a year and was itching for a programming project. I had a Pentium PC and, under Linux, it was a computing monster of a system. I missed Czarwars and now had a powerful computer and a serious, networked operating system. I had long since had my fill of MS's proprietary languages so I started the new Tsarwars project from scratch in C. Like the first Czarwars, it took about two months to get the first functional game running. This time, however, I needed an Internet connection in order to make it work. Hayes Computer Systems graciously allowed me to put my new server (Micron Pentium 133, 64 MB RAM, SCSI controller, fast enough to support many concurrent users!) on their floor beside the Tallahassee Freenet system. The game came up in October 1996, and supported telnet over the Internet. This time, it was properly multiuser so I added a radio to the new design. Online battles were not supported at first, so all ships were cloaked while the user was logged on and playing. When they logged off, their ship winked back into visibility and they could be attacked. Meanwhile, I worked on a web interface to the game. In December 1996, I brought up the first web interface. It was all still a single executable that now listened on two different TCP ports. Life was good. That version brought us up to 64,000-sector games, a truly vast play area, and automated the ability to run up to 250 games in a single instance of the software with automatic promotions to higher-level games. The only actual code that had survived from the DOS versions of the game were the port and planet names, now assigned randomly and reused since there were far more than 750 total ports and planets in the universe. My first hacked together web interface was crude, but it mostly worked. It wasn't nearly as smooth as the telnet interface but far more people, even then, understood the browser and used it than a telnet client. It didn't take long before most of the traffic was on the web interface. Within a few weeks of the first web interface coming online, I announced in the msg base that a new web interface was coming with various enhancements and "a whole new look". I remember one of the objections; "We like the game as it is. We don't want a 'whole new look'" wrote the protester. I introduced the new version anyway. Later, that particular objector allowed as to how the new version had turned out to be an improvement. I learned one thing from that upgrade; if a change is proposed to an existing, working system, someone will always object. The first years of Tsarwars were full of rapid evolution for the game. I thought hard before adding features, and even harder before removing features. In the end, I added far more than I removed. Long-time players will remember "toll fighters", "passworded fighters", Pulsars, sine wave-based wormhole movement, and maybe even one or two varieties of 'ghost ship bugs'. The game that came out of it, by the beginning of 1999, was a pretty coherent and playable game. That's when I began designing a completely new scenario, "The Last Resort". You can still type in "X TLRIntro" and see the original welcome message to The Last Resort. TLR was and remains my favorite scenario and I threaten to bring it back at random intervals. [Don't provoke me. I'll do it... I swear!] TLR wasn't a straight retrofit of Tsarwars. It was a new game that borrowed what code it could and added everything else it needed. The recently-added autopilot was integrated into the other navigation and movement commands and the menu was considerably simplified. In TLR ports and planets became small machines and slightly larger, semi-portable factories. People walked around without conveyances of any kind and used microbots to make and buy things, cash having been long since obsoleted since the city was cut off from civilization. There were no galaxies or sectors there. The game was played in run-down luxury hotels and individual locations became hotel rooms. The abandoned machines and factories were unnamed but took the name of their owner. The entire scenario from the original Czarwars was gone. The only significant piece of any kind that remained was, once again, the names of the ports -- now used to name the many hotels in Io Resort. By that point, we had added live battles, were up to 256,000 rooms in the city of hotels, the eXamine online documentation system, and many other changes, large and small. TLR ran for about 5 or 6 months until June 1999. Meanwhile, I was planning to register the name Tsarwars.com but, alas, Star Wars Episode I was coming out and someone bought up Tsarwars.com because it happened to be a typo for Starwars.com. I hadn't noticed that so I had been in no hurry to register it myself. Unfortunately, the new registrants seemed at the time to be planning a website that I didn't want to ever inadvertantly draw in a Tsarwars player so I decided to change the name. That would cause much confusion, of course, so I also decided to change the code at the same time. I converted the new TLR code back into a Tsarwars scenario and renamed the whole thing Starship Traders, registered starshiptraders.com, and turned off The Last Resort. Even after converting it back, it didn't look very much like Tsarwars anymore. In addition to the changes listed above, you had to have iron to make fighters, hardware to make bases, and even alcohol to launch graffiti. The port types got new names to be more consistent with the new commodities that they offered, taken directly from TLR as they were. This 'merge' of the new TLR back into the old Tsarwars scenario, with the countless changes necessary to accomodate the new functionality, was and remains the largest change to ever happen to the game line in a single move. There were surprisingly few complaints, considering the scope of the change which took about six months to initially write and evolve. That change was about five times the code and functionality change of the current proposed version change -- and it loomed larger still because it affected a smaller code base. More changes were incrementally added to the new "SST" game including player-made wormholes, team-only games, custom ships, homing devices, damageable defensive starbases, and many more. Around March of 2001 I wrote the first 3D graphical client for SST and added the crude beginnings of a client interface to the server software. The client side of that project has since been taken over by Katrina Kirellii and ported to Windows where it is seeing steady improvement. The new Windows version will still compile and run under Linux, as well. In June of 2001 I brought up the 1,000,000 sector version and began the first persistent game, the "Continuum of Chaos". The new game added 16,000-sector galaxies and a variety of other small changes. The never-ending "CoC" game wasn't claimed to be never changing; it was instead the first game that I had ever started without a scheduled end date. My plans were for it to grow and remain a viable game, indefinitely. Many small changes have been made to the software that runs that game, as it is the centerpiece game of the latest version of the code. In the nine months since the debut of CoC and the million-sector software, about 500 lines of code have been added or changed in the SST code, and some unknown number of lines have been removed. Which brings us to where we are today. I have long felt that in creating the customizable ships based on finely variable ratios between shields, cargo holds, and combat computers, that I introduced a flaw into the game. Players could build custom ships, but, in practice, there was little commitment to a particular ship configuration. By making them finely tunable, inexpensive, and cheap to convert again and again, I had merely introduced more 'gotchas' for newbies. Mostly it would be newbies who would attack a 20,000 fighter fleet without first unloading their holds and adding combat computers. They would be making a silly tactical mistake that served no real purpose in the game other than to add a way for someone to screw up. That is not the kind of complexity that I want in a game. This game line has been intended from the very beginning to be a place where the universe imposes a few laws and player determination, careful planning, cunning alliances, sneaky diversions, and clever strategies are what separates and differientiates the teams and players. I have no interest in making a game where there is no purpose for combat computers and shields, other than a way to trip up a clever, but inexperienced, player. That is what I inadvertantly created in my last attempt at differientiated ship types. That scheme had the virtue of considerable flexibility and very low complexity. Unfortunately, it didn't accomplish its goal. I don't know why it took me this long to address the problem. The new version, 'SST2', was created specificially to fix that problem by creating genuine tradeoffs between the ships and to make ship choice and configuration a real component of strategy. The new devices are a part of that strategy since they are a significant piece of the tradeoff decision. Even after reading this quickie explanation, I don't expect everyone to understand why I am doing this, and, yes, I know it will be different. That _is_ the point. I think it will be a better game this way at the cost of only a small amount of extra complexity. As you have read this history, you must now realize that the game has evolved from day 1 and has not stopped yet. No, this game isn't perfect and never will be. However, I think it can be better. I think the difference between a good game and an otherwise similar but bad game correlates with the ratio between variability of strategy and detail complexity. The better games allow wide-ranging strategies from a very few components and functions. That, along with a minimum of arbitrary rules, points in the direction where I have always tried to move this game. I think the game is successful judging by the type of players that it attracts. The new version of the software represents a continuation of the very approach that got the game to where it is.
Saturday, August 31, 2013
SST History by Ray Yeargin
SST History http://librenix.com/sst/history.html
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment