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I just sat in on a panel discussion with two game theorists and two
representatives from CCP. On one table, we had industry luminaries, Jessica
Mulligan and Richard Bartle and they were maybe playing devil's advocate with
the idea, because this is an introduction of an idea. It's something you're
thinking of, but haven't yet implemented.
And on the other side, you had
Dr.Eyjó Guðmundsson and you had Pétur Óskarsson
who wrote the white paper for the Council. I thought Jessica and Richard
brought up some really good points. Their main issue was managing player
expectation in terms of how you implement this. It isn't necessarily something
which exists in the game fiction. It very much is something which happens in
the so-called real world as a high-quality feedback interface between your fans
and CCP...
HP: We
have this idea of creating a council which fairly represents the world. Because
it's easy to get the vocal minority to be represented -- they're vocal and you
hear them. But there's a large silent majority in the world. We're hoping that
this method of having them democratically elected will at least be the process
that will evolve to the point where we actually get representation from the
silent majority.
We have sort of developed a
system for that and we have presented that here at this fanfest and we
definitely wanted to get devil's advocate-like feedback from industry
luminaries. We're very honored to have Richard Bartle and Jessica Mulligan to
give us some very pointed questions and guard us from the obvious holes we
could trip into. And they did an awesome job today and it was a very... I would
say an exchange of ideas and a discussion which I felt brought us closer to the
correct solution, and we will continue this throughout the day with roundtables
and player feedback and will definitely make sure that everybody agrees that is
a path on which we want to go on.
We very vigorously think
this is the right thing to do for the game at this point, and we build that on
our experience from managing the community from 50,000 to 200,000, seeing the
sort of trends that evolve, trying to predict how it will be when it's up to
300-to-400,000 people. You would definitely have to install something like that
to make sure that you have a fair representation from everybody within the
world.
As with our method of
soliciting community feedback and that has evolved throughout the years, our
code base has definitely evolved in a similar way to manage the scale. And even
though we're not mass-market in the terms that we don't have millions of people
playing our game, we're big in the way that everybody's playing the same game
on the same shard. So the scalability challenges that we're faced with are
maybe larger than [those] of sharded games where you can basically manage scale
by adding shards. We don't have the luxury of doing that so have constantly
been evolving and innovating both in terms of hardware and software, to be able
to manage the scale.
Last year, we completely
changed our architecture and moved it over to 64-bit computing from 32-bit
computing. Before that, we installed solid-state hard drives into our SQL
server to be able to reduce I/O waiting queues which were creating latency
within the game. Our next step is something that we are introducing at this
fanfest as well: it's the move over to supercomputing where we will take
traditional supercomputing solutions from, basically research and academia
which have been the fields traditionally using high performance computing
solutions. But it's now becoming commercially viable, and HPC as a whole, to
the point where you can do simulation-based activity that isn't only batch
oriented as it is currently sort of built for.
And we're now in a massive
research project with Microsoft and IBM where we are going to construct a
substantially large supercomputer, which we estimate will be in the top 500
supercomputers in the world, which we will employ to break some of the
limitations our designers and programmers have had to work around. And I'm
hoping to talk a little bit about that at my closing keynote this fanfest and
explain our motivation for doing it, and also the opportunity we see from doing
it.
One thing EVE has always
been known for its beautiful visual presentation. It has very strong art
direction. In fact, reading through your book, The Art of EVE, one of the quotes from
company founder Reynir Harðarson was, "If it looks good, it is good."
This is very different for a game development studio because typically, they're
run by engineers. And then artists are subservient to the designers. In EVE's case, it seems like that model's
flipped on its head. The artists and their visual design seem to drive a lot of
the functionality. In fact, in that same art book, there's a section on user
interface entitled, "Style over function," that explains that the
interface was subservient to the design.
HP: CCP
was founded by Reynir Harðarson who is a graphical genius. I have yet to meet
another man who has such a strong ability to create his vision in Photoshop.
Essentially, he can create any graphical effect that we use in EVE in Photoshop. When I joined
initially as the head of the programming department -- I was hired as the CTO
in 2000 -- I very much understood how much the art can drive an
engineering team. Because all engineers aspire to enable something beautiful.
We had something beautiful and we had to enable it!
So I sat down with Reynir
and Torfi [Olafsson] who was our technical artist and saw what they were doing
in Photoshop, what they were doing in Maya. And when I ultimately had to end up
creating our first 3D engine, I tried to make a tool for them to do similar
things.
So, rather than create an
engine per se, I more created a tool to replicate what I saw them doing
in Photoshop and Maya. And that was really the foundation that created the
Trinity graphics engine that we're still running on. Their ability to realize
their artistic vision through that tool is really what creates the graphics.
The graphics of EVE are not a technical
achievement. They are definitely an artistic achievement on behalf of them. I
just created something so that they could realize it. And then we have really
driven all of our outward facing marketing initiative on the look of the game.
Everybody has respected EVE for being "too good to be
true." We had some very... [laughs] strange discussions with publishers
initially where nobody believed these were screenshots from the game we were
sending over to them. And now that we see the rest of the world catching up,
we're now taking the next step where we have basically re-written our 3D
engine; we have redone all the content to be a "next-generation"
qualifier. And we have also taken advantage [of the fact] that the hardware on
the GPU side has evolved quite a bit. So we're doing a fully shader model 3.0
enabled graphic engine which in some cases will run faster than our old fixed
function graphic engine that we still run on.
So not only will the
graphics... It just looks amazing. It's too good to be true again. I think
we'll have to argue with people that these are actual screenshots from the game
again. Which we celebrate to have the opportunity to do. But also due to the
use of shader model 3.0 and what they have there, I think we have the ability
to even run faster than our fixed function pipeline on top-of-the-line
computers.
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