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Features

Postmortem:
Disney Online's Toontown
Disney's Toontown Online is a massively
multiplayer online role-playing game (MMORPG) created for kids of
all ages. Toontown is under siege from an evil band of business
robots called the Cogs. An unsuspecting Scrooge McDuck accidentally
unleashed the evil robots and they are attempting to turn the colorful
world of Toontown into a black and white metropolis of skyscrapers
and businesses. The player's job, as a Toon, is to join forces with
other Toons and use gags such as cream pies and squirting flowers
to defeat the Cogs and rescue Toontown.
Toontown is published by Disney Online
and was developed by the VR Studio, which is a group of animators,
modeler-painters, and programmers that were originally brought together
to develop virtual reality attractions for the Disney theme parks.
Our first project was Aladdin's Magic Carpet VR Adventure,
which was deployed at Epcot in 1994, and then two years later at
Disneyland. Between 1996 and 2001 the VR Studio developed three
attractions for DisneyQuest, which was a business created to build
themed arcades filled with virtual reality attractions and modified
arcade games.
While we were working on Pirates of the Caribbean:
Battle for Buccaneer Gold, our third attraction for DisneyQuest,
the first 3D massively multiplayer online games started to emerge,
and this really caught our attention. We realized that massively
multiplayer online games represented a tremendous opportunity for
a company like Disney, and believed that our experience in creating
interactive spaces for theme parks could be used to create compelling
entertainment for the home. We also believed that the tools and
techniques that we had created for developing theme park attractions
could also be used to build games for PCs.
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Although
the term "fight" is used to describe the meetings
of the Toons and Cogs, the violence is quite tame--this pie-throwing
mob is about as rough as it gets.
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Our objective was to create an MMORPG for the
Disney audience of kids and families. We decided to use our own
software engine and development environment, called Panda3D, and
began work designing a server infrastructure that could support
tens of thousands of simultaneous players.
What Went Right
1. We got kids, but we also picked up adults
along the way. We also hit both males and females. This is always
a goal when building theme park attractions, because usually you
end up with family groups riding together. We tried to take the
same approach when designing Toontown Online.
One way to appeal on multiple levels is to use
humor. Generally speaking, visual or slapstick comedy works well
with kids, while verbal humor and puns tend to appeal more to adults.
Toontown has plenty of each, because it features all the
classic cartoon gags such as hitting bad-guys in the face with pies,
but also includes references to office humor, such as the enemy
attack that literally wraps a Toon up in "red tape". Interestingly,
many adults report that they really enjoy the silliness of role-playing
as a Toon, and kids seem to appreciate being "in" on some
of the grown-up humor.
Another way to have broader appeal is to make
the game easy to learn but difficult to master. In order to achieve
this, we spent a great deal of time on the first 30 minutes of the
game experience and on refining the in-game tutorial. The ease of
the initial experience is critical for attracting and keeping both
younger children and non-gamer adults. The game must become challenging
relatively quickly in order to engage older children and adults
who are gamers, however.
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In
Toontown, the fight rules are a bit different than
in other games. In this universe, any player that sees a battle
through to the end gets credit for it--no "kill stealing"
here.
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Battling the Cogs, for example, is very easy
to learn but difficult to master. The combat system is turn-based,
and the player is initially presented with only two possible attacks:
throwing a cupcake at the enemy or spraying them with a squirting
flower, both of which are similar in terms of the strategy of their
use, accuracy, and resulting damage. Battles become much more complicated
as players advance in the game because they gain access to other
gags and learn that much of the strategy involves coordinating attacks
with other players. For example, damage bonuses are awarded when
multiple Toons hit the same Cog with pies in the same round. Another
example is that dropping an anvil on a Cog's head is more likely
to hit when the Cog is stunned from being hit by a pie in that same
round. To win some of the more challenging confrontations in the
game, a player will need to communicate with team-mates, know their
strengths and weaknesses, watch what they do, and make choices accordingly.
Another result worth mentioning is that not
only does the game appeal to kids and adults alike, but we also
ended up with an audience that is at least 50 percent female. We
believe this is fairly unique for an MMORPG. We think Toontown
appeals to females because of the cooperative nature of the game
play, the social interactions that come from being online, the turn-based
combat system, and the colorful palette and Toon themes of the game
setting.
2. The game is safe. A vexing problem
for us was how to build an MMORPG that was safe for children, without
giving up the essential communication features that are required
to support a community. We focused much of our energy on safe communication.
In Toontown, there are two ways to communicate
with other players. "Speedchat" is a hierarchical, menu-based
chat system that allows a player to say everything they need to
say to be able to play the game, but since there is a finite set
of possible sentences, it is impossible to communicate any personal
information. Alternately, the "Secret Friends" system
allows players to exchange a secret code outside of the game that
will allow two friends to chat with each other inside the game.
Another safety issue that we worked hard to
solve was making it difficult for one player to "grief",
or ruin, the experience for another player. The worst thing a Toon
can say to another Toon using Speedchat is "You stink!"
and because Toons can teleport freely between different "districts",
or copies of the world, it is easy to avoid another player who is
trying to bother you.
A common practice in other online games, often
referred to as "kill-stealing", is for a more powerful
player to be able to join a battle that is underway and finish off
the enemy, thereby earning experience and even treasure at the expense
of the players who started the battle. In Toontown, anyone
who participates in a battle that is still there when it concludes
is awarded experience and quest items independently, so weaker Toons
are usually happy to have a more powerful Toon join their battle
because everyone benefits.
3. Cooperation made easy. Cooperative
game play is essential to maintaining a thriving in-game community.
Toontown facilitates cooperation by making it very easy to
form groups. To join a battle on the street, simply walk up and
"bump" into it. To join a group playing mini-games, just
join them on the mini-game trolley. To take on a building, join
a group by walking into the elevator with them. In our recently
released Cog Headquarters building, up to eight Toons can join together
to take on one of the boss Cogs.
Additionally, a Toon may always teleport to
another Toon on his or her friends list. This creates a social space
that emphasizes friendship and teamwork rather than walking around
looking for other people. The ability to teleport to a friend extends
to all copies of the world, so there is no concept of being isolated
on a particular game server. In the cartoon world of Toontown,
it feels natural for a Toon to pull a portable hole out of its pocket,
toss it on the ground, and jump into it as a way of getting around
quickly.
4. Online distribution. Toontown
is downloadable. The entire client is currently less than 30 MB
compressed, and uses a staged download so you can start playing
the game after the first couple of megabytes reach your PC. We originally
designed the download this way so that kids would not have to wait
long before they could start playing. It is possible to download
and play the game on a narrowband Internet connection as slow as
28Kb/s.
Making the game easy to download and install
also allowed us to pursue a viral marketing strategy. Even a skeptical
player can check out our game without making a major time or financial
commitment. This feature is particularly valuable to us because
Disney is new to the MMORPG genre and we would like as many people
as possible to be able to try the game easily
5. Inexpensive to operate. When we began
development, we were unsure how much a kid would be willing to pay
for an MMORPG, so we designed Toontown to be as low cost
to operate as possible. No in-game support is required, which eliminates
a significant component of traditional customer service costs for
this genre of game. In addition, we consume a fraction of the bandwidth
of other MMORPGs. Both of these costs scale with the number of players,
so they are important ones to minimize.
We also spent a considerable amount of effort
on the in-game tutorial system. Since many of our players are new
to the MMORPG genre, and possibly even new to 3D games, there is
a lot to learn just to get started. We have had people contact us
whose only other game experience was playing "Minesweeper".
A well-designed tutorial really helps our players begin enjoying
the game sooner, and results in fewer customer service calls about
how to play the game.
We discovered that another large expense for
us was customer service contacts related to graphics driver issues.
Many of our customers are unable to identify a driver problem and
simply assume that something is wrong with the game. This confusion
is magnified in the common case where someone has a brand new PC,
since consumer PCs often ship with beta drivers for the graphics
hardware that need to be updated by the time the PC is powered up
on someone's desktop. We eventually developed a comprehensive system
to proactively detect driver problems and to provide the latest
information and even actual links to the approved drivers. Providing
this service is logistically difficult because of the frequency
with which various manufacturers update their drivers, but to us
the effort has more than paid for itself.
What Went Wrong
1. Making an MMORPG is hard! Anyone who
has worked on one of these will tell you this. We had to develop
several core competencies from scratch, rewrite our development
software, work for years, and are even still revising our operations
plan on a regular basis. The number of skill sets necessary to produce
and run an MMORPG surpasses anything we had experienced before.
A good illustration of the difficulty in programming
a massively multiplayer game is the Toontown battle system.
We designed a turn-based combat system where players could choose
their actions and then a round of the battle would play out as a
short scripted sequence where the Toons do their attacks and the
Cogs retaliate. These battles take place on the streets of Toontown,
which are a public place. It was important for us to allow passersby
to be able to observe battles and even discuss what was happening
in them as a way for new players to learn how to play this part
of the game. This required us to design the battle system so that
players coming around a corner and observing a battle for the first
time would see essentially the same thing that players in the battle
were seeing at roughly the same time. In other words, the sequences
generated for each round of the battle had to be distributed to
everyone in sight of the battle and synchronized. In addition, these
sequences needed to support arbitrary starting points in case someone
arrived late. Our solution was to represent every animation, sound,
transformation, and effect for a given sequence as a hierarchical
set of "tracks" that had defined state throughout the
duration of the movie. We could then distribute this set of tracks
and every player in view of the battle could synchronize by setting
the network time value. As a result, a player that rounds a corner
and sees a battle for the first time can actually see a pie in mid-throw.
2. We had to change scripting languages.
Changing scripting languages is the last thing you want to contemplate
more than six months into a project like this, but by that point
we had begun to realize our scripting language was not going to
get the job done. The language we originally chose was terrific
for rapid prototyping and we were able to make a lot of progress.
As the code base grew, however, we began to experience both performance
problems and code management problems. We finally made the painful,
but necessary, decision to switch, and ported the game to Python.
Things have been great ever since.
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This
was the starting point for the feel of Toontown--the
houses were modeled after the feel of this concept art.
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It is worth mentioning that our development
environment consists of C++ libraries that are loaded by an interpreted
scripting language. This allows us to have the performance of compiled
code where it matters, but also gives us the flexibility to make
changes to the game without having to recompile. We like being able
to iterate quickly and even occasionally rewrite methods while the
game is running.
Python is working out for us because it is relatively
efficient, lightweight, and scales well. It has a syntax that is
easy to learn and debug, and the documentation is excellent.
3. Be careful when you let players create
their own names. We assumed correctly that we would have to
filter name choices to eliminate offensive words or phrases. We
underestimated the ingenuity with which some players would approach
the challenge of trying to defeat our filters, however. After refining
our filter and accumulating an impressively long list of bad words,
euphemisms, and other exotic uses of language, we finally resigned
ourselves to the fact that we would either need to revoke the privilege
of naming characters, or require a human reader to check every submission.
Currently when you create your own name in Toontown, you
must wait for approval from the "Toon Council" before
you can use it.
Having a human look at every name submission
can be fairly expensive, however, so we developed a system intended
to make name-picking fun. Our name generator can produce a wide
range of Toon themed names such as "Professor Skimpy Googlemuddle"
or "Dippy Funnycorn". The name choices available to new
players make it easier to begin role-playing as a Toon because they
convey the humor and sensibilities of the Toon world. Also, for
new players, and especially younger players, it is often a relief
to not have to come up with an appropriate name from scratch.
4. The Internet can be a challenging
platform. The Internet is very good at delivering web content.
Web browsers are very forgiving when packets fail to arrive quickly
(or at all). Unfortunately, an MMORPG requires a persistent, relatively
low-latency connection that is reliable and sustainable for up to
hours at a time. This is extremely difficult to deliver using today's
Internet. We have suffered from a variety of packet loss or corruption
problems that happen between our servers and client applications.
These types of problems are extremely difficult to reproduce and
isolate. Even when you manage to identify them, they are often impossible
to fix because they don't happen in your code. For example, we eventually
decided to use SSL to send game data back and forth from the clients,
not only for the obvious security benefits but to prevent occasional
misinterpretation of our data by various pieces of networking hardware
between our servers and our players on the Internet.
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The
levels in ToonTown resemble a Hollywood backlot set--only
the necessary details of the streets and buildings are modeled.
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Latency is another major obstacle that we had
to contend with when we designed Toontown. Since latency
is extremely variable by geographical distance, Internet service
provider, and congestion at any point in time, it is difficult to
take anything for granted. We chose turn-based combat rather than
real-time combat in order to minimize the effect of latency, for
example, and generally designed all of our game systems to work
smoothly with up to two seconds of lag. As part of our testing process,
we exercised most game systems under simulated latencies of up to
twelve seconds to make sure things would not degenerate completely.
5. Online distribution. Online distribution
turns out to be both a blessing and a curse. As mentioned in the
"What Went Right" section, online distribution helped
us to market Toontown virally. Unfortunately, it is difficult
to market an online-only game using means other than viral ones.
As it turns out, many people today are still generally uncomfortable
with the idea of buying a game that doesn't come in a box that they
can hold. They also worry about what happens to their purchase if
their hard-drive crashes, for example. Other people are unwilling
to use their credit cards online at all. Finally, it is awkward
to give an online-only subscription as a gift.
As a result, we chose to distribute a CD for
Toontown that can be purchased at retail. This gives us a
more traditional game product around which to rally our marketing
campaign, and provides a faster way for narrowband users to load
the game on their computer.
Conclusion
It is difficult to build and operate an MMORPG,
and probably even harder to do this for a broad audience. You are
confronted with the increase in design complexity to handle massively
multiplayer but at the same time must keep things simple to learn
for the mass audience. You need to keep things safe without smothering
your community and taking away fun and freedom. You need to find
new ways to reach players and get them to experience and understand
this genre of game, on a delivery platform that can be tricky and
unreliable.
Despite the numerous and often painful lessons
we had to learn about building and operating an MMORPG, Disney's
Toontown Online was finally launched online in June of 2003.
In case you are wondering if we have been deterred by our experience,
you should know that we have recently begun development on another
MMORPG.
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Toontown
http://www.toontown.com
Publisher:
Disney Online
Developer: VR
Studio
Number of full-time developers: n/a
Number of part-time developers: n/a
Contractors: Level editor, artists.
Length of development: 2 1/2 years
Release Date: Online launch
June 2003, retail launch September 2003
Target Platform: Windows PC.
Development Hardware: Typical
development platform was a high-end Windows or Linux PC with
1.5GHz CPU, 500MB RAM, and 32MB graphics card.
Development Software: Microsoft Visual C++ v.6-7, Python,
Panda3D (internal rendering engine), DIRECT (internal level
design and interface tool), Softimage, Maya, Multigen, Photoshop,
DeepPaint, Miles, CVS.
Notable Technologies: Staged online distribution system,
safe but effective communication (SpeedChat and Secret Friends),
scalable servers.
Key Staff:
Mike Goslin, Director
Daniel Aasheim, Production
Felipe Lara-Garcia, Art
Mike Goslin, Director
Roger Hughston, Servers
Mark Mine, R&D
Joe Shochet, Game Design
Bruce Woodside, Animation
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