Next Generation Browser Games, Part 1

Series Introduction

I have been trying to develop online browser games for over a year now and I’ve been playing them for about two years. The one thing that I have noticed is that they are fairly simple in graphical form. Offering static images and forms to manage the game inputs.

For the most part, all of the games are stuck in the early era of video game development where MUDs and simple game play was offered. This series will deal with the developmental stages that browser games can take and will have to take to achieve the next level.

Part 1: An introduction at what it takes to develop current generation browser games.

Part 2: Discussion on what it is going to take and the complexity involved with creating a fully “Web 2.0″ browser game.

Current Browser Games

There is only one known AJAX browser game that exists. All of the other browser games are simple in that they modeled after text MUDs. I have been contemplating the state of browser games and where the future holds.

The excuse I have seen is that it would be require major architecture overhaul to support AJAX. Not true. Even the basic features such as updating player stats wouldn’t require all that much work and is fairly simple.

“Web 1.0″ Browser Game Development

Game Complexity

It takes a lot of planning and developmental skills to create a good game. Most of the games that I have played and enjoyed are fairly basic in the controls, but they are still fun. Some games offer to much for the players and they get overwhelmed, which is my problem with Mecha Asylum and the games I develop. For the player, to many options evaluates to a lot of time researching how to do stuff and most won’t take the time to ‘learn’ how to play your game.

About Game Design

It isn’t that bad graphics and web page design will drive the user away, but it leaves a bad impression. It is worth the money to invest in a custom or good design in my humble opinion, but it depends on how many players you can drive to your game in the first place. You can have the best game design, but if your game sucks, no one is going to play it.

The problem I have had is finding or creating a game design that is both functional and looks great. It seems that unless you go custom and professional, you’ll only get one. There are developers who are good at web design, such as Dragon Knight. Striving for that level, while it may not be the best, is still better than all of the designs that I have put together. Kudos to those blessed with skills of the web master.

The design overall is also basic. You have your area for player stats and links to other pages. You can and want to have multiple form pages for completing complex actions instead of placing all of the fields on one page. It is one of the reasons Mecha Asylum is confusing.

Game Development Time

Depends on how much time you put in and how much you know about programming. If you are a novice, you are looking at about two years at creating your own. Planning is part of browser game development, but not including it, you are probably looking at 6 months to create a stable working implementation if you put in 20 to 30 hours a week.

Mecha Asylum at its current and incomplete stage only took three months, coding full time (20 to 30 hours a week). The main part missing is the admin panel for game management. The game itself is functional, in the sense that it works, but has issues and needs tweaking. To finish it in the sense that it is ‘feature complete’ would probably take another 2 or 3 months.

Planning

With all major projects, browser games require planning. With each iteration of Mecha Asylum development I learned about what to plan and what I can and can’t develop. I’m not saying to draw out every form detail (it would help), but to write down a outline of the pages and what will be in them does help out.

Fun Factor

As I have said before I have played online games before and some are very addictive and fun. Which is what got me into trying to create my own. Some of these games have been cloned many times before with mixed results.

Kings Of Chaos

Well known and well played. This game is what initially got me started on wanting to create my own game and the game is really easy, which makes it all the more fun to play. It does take more than a month to get up there in the ranks, but it goes by very fast.

Evernight

I like this the best because it allows you to gain land and army troops to attack others. Faster paced than KOC and very fun to play also. Smaller player base, so you aren’t against the wall battling against large hordes after your life.

O Game

A Sci-fi galaxy game that is “real-time” stategy. It is common among games to have instant transactions for buying and creating supplies. Most actions have a time set for what you can do and you have to wait for it to expire before continuing. It does take longer to get to a level where the game is enjoyable.

Lots of Examples

There are hundreds others, some of which are great and fun, but most aren’t worth the effort to register.

Game Engines

If you don’t want to build a current generation game engine, there exists already developed ones for different genres.

Next Generation: AJAX Included

I think with JavaScript, games can start looking like old 2D games on Nintendo or gameboy consoles. Using XHTML and CSS as the presentation layer, you can combine JavaScript for interactivity with the user, and finally with PHP at the backend to provide the storage and connects to other players.

The primary problem with this approach is that JavaScript has many quirks that you can’t find all of them in textbooks. You wouldn’t and shouldn’t expect memory leakage but it does exist and you need to prevent it. There are tools that are expected to evolve to help achieve this goal.

The more games that take the next level, the more others will eventually follow. Not every game is going to be to players expectations, so more and better games will benefit everyone.

I still believe using HTML/CSS/JavaScript/PHP combination is easier than Flash or Java with UI and coding. Both Flash and Java are “stable” in that if it works for you, then it will work for most users. With JavaScript you do have to fine tune code to match different browsers and browser versions. No more different than with C/C++ game development with fine tuning for different GPU vendors and versions.

Conclusion

I’m not saying that current games have to take the next step up to be fun and enjoyable. There are plenty of games that are fun and are well featured. Just because 3D games exist doesn’t mean that 2D games are extinct.

The only set back for current generation games is having a great design, but they will still have a place even after more games are developed with “Web 2.0″ technologies. I believe it is better to focus on implementing a well established feature set over an awesome design. Players really only care about the features, but a cool graphics helps.

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20 Comments.

  1. Check out http://cq2.mct.nu/
    “Castle Quest 2″ 1200 player base.

    Another browser based game with something new i’ve never seen…

    When you’ve used all of your resources, you can “travel” around an infinite number of spaces to find random encounters from gambling dwarves to packs of rabid beasts…

    As well as Runescape, a non-text-based browser game….But horrible fan base of prepubescent retards.

    I figure you may have mentioned runescape above but i’ve a horrible headache right now and amd just passing it all on.

  2. Er A few things I missed saying….

    Cq2 is a non-graphic game, made much like a mud, but sadly can only support 1200 players.

    Runescape is a very graphical game, $5/month or free, but be warned you’re playing with retarded maggots.

    As for a true MUD, theres none better than The Two Towers Mud, Angband.com port 9999 It is very large and expansive, with PVP abilities as well as if you are randomly killed, you can be reimbursed. Its great, but slowly dieing, as all muds are, its down to 80 players at its peak daytime now, and a few of the veterans are…cocky, but thats what you get.

    Still the best mud out there.

  3. My point exactly, I’m saying that MUDs would do well to transfer their game story and components to the web. Using JavaScript for the new game would help raise MUDs. On port 80, games would have a larger player base to pull from.

    I know of Runescape, but I mean using Web Standards and not some plugin architecture.

  4. So games such as Utopia and the like which are insanely annoying to play, mainly because of so many different aspects to the game that a newcomer feels dwarfed, Or games like http://mobfather.com which are very easy to play and understand.

    I think games like Cq2 and Mobfather should advance, but games like utopia, which are so insanely boring to learn and play will be played more just because of the fact that if you get a decent grasp of the game you’re one in a million people that actually gives a damned.

    No i think browser based games are going downhill along with muds.

    Few humans have the ambition to read a book, some even can’t, why should they play games they have to read and read only? They may be the weak minded, but they are the majority. We have to deal with it.

  5. So….Is there a way I can contact you beyond this response section that i have not found as of yet?

  6. Yes. I have ICQ (66504825 and AIM (AbsidonGames).

  7. Hello,

    where can i buying a RPG Browsergame, i want implement it on my site…

    Prisoner

  8. Hello,

    I’m working on a browser game myself.
    You said Ajax wasn’t impleted often, well I’m working on one ;-)

    http://rtd-game.be/portal/english.php?p=play

    Maybe you’d like to check it out.
    I believe it has features that no other game has.

    (The ajax is only used in the 4th version of the game. Especially the battles are – if I may say – impressive, so that’s the part you want to check out ;-) ).

    Greetings,
    Thijs.

  9. Thanks Thijs,

    Really, it is in my opinion that more games will start using Ajax more than Flash or Java (applets). The second part was going to get into that. It is nice to see more games developed with Ajax.

    Good Luck!

  10. Hi there!I’m trying to develop a Browser game based MMOG like travian,but wih my own ideas.My problem is i don’t know where to start from.I have a little experience with PHP and HTML,but i need some directions. If you can help me contac me at ntg_cody yahoo messenger.Sorry for my bad english.{i’m from Romania}

  11. Well, I want to clarify this: It´s a good idea to develop a game using the DHTML+JavaScript+PHP+MySQL languajes or not? The reason behind the Runescape´s decision to use a Java Applet was server overhead complaints, because a server side only game is too heavy. That is why the large companies at this days continue developing client-side interfase like WoW, and freeware like Eternal Lands and so. I´m thinking to develop a game with a lot (1000´s) of users (I hope), so, is a good idea to use a browser only, not java technology?? If you can read spanish please visit my site with a lot of thoughts about it.

    agnas

  12. I can use a tranlator, and I think I will visit if it is programming related. Always good to find other information, opinion, and instruction.

    To answer your question, it really depends. If you want something that is quick and easy, then those combinations are great. If you want something that is “real” 2D, 2.5D, or 3D, then you need to use Flash or Java. It is possible to those using JavaScript+SVG+PHP+MySQL, but the speed in the browser probably won’t match that of Flash or Java.

    If you have Flash and know Flash, the use it, if you find it taking too much time, then go back to the basics. Gamers will forgive, but I do think Flash and Java based tend to be more popular. Not for the technology, but because of the graphics. Gamers are very much graphic oriented. “Woo, pretty!” You’ll appeal to a larger crowd yes, but more time consuming and complex (based on the high graphics front end). Same goes for Java, although, I would almost recommend against it in the applet setting.

    The reason why I personally advocate the first combination is because is the easiest and quicker of the methods. If you do it right, then you can go back and replace some of the HTML elements with Flash or Java ones relying on the same back end (what Astrum Futura hopes to achieve).

    This series: I’m planning on replacing what I thought would be a series into a Powerpoint Presentation listing some of the same arguments here and what would have been in the next non-existent parts.

  13. Finny Abraham

    Hi have you played http://www.tribalwars.net/ It is a browser based MMOG. What about the creation of such games. It have a very high users playing it. would you post tips about the creation of such games?

  14. Yes. I’m going to have some more time, in which I do plan to finally finish the second part and continue the series of posts. However, do understand that I’m speaking based on my own experiences and what tiny amount of research in game design I’ve done. I found a much better site, which I’ll be referencing later. It is on wordpress.com site. I’m interesting to read what that person has said on this subject matter.

    Tribalwars is similar to a graphical MUD, or a mix of text based and graphics based game play. Game play is better represented by graphics to the player than text and lists. Astrum Futura does strive to match this game.

    The added complexity of graphics of the game playing equation will involve either more time or more people, or both. That is also the issue with Flash and Silverlight (if it survives and becomes a player). It would allow for beautiful game play with graphics and old style Nintendo play. It is my belief that more people look for graphics in their games and enjoy graphics.

    Text based can only go so far and with many popping up and the ease of which to create them, the joy it once had only excites the person looking to kill time or the most hardcore MUD or roleplaying gamer. To enter the mainstream, graphics and game play functionality has to be introduced into the mix. The more visual and more the player can control, the more excited the player will be.

    Also, given the time and complexity, graphical games are more likely to be fewer in number and less likely to be cannibalized.

  15. Hello! i’m making a browzer based game too.. i’ve been building a clone from tribalwars game and it’s going out of hands, i implement stuff before i finish another.. and afterall, i lack the skill for javascript and graphics. i dont think i can pull it off alone, but i’m just coding and coding until someone finds me that steps in and says, "hey, thats a nice looking project you’ve got there!" and if i just stick to it, maybe, just maybe, it’ll evolve to something someone i dont know would compliment me on. and it’d be well worth my hundreads of hours of coding.

    anyways, i hope you’ll review it someday in the next 2 years.

    if any of you guys need help on browser based programming, or have ideas, or want to check out each others games, contact me at droppenk@hotmail.com

  16. James Romesberg

    Hello, as well as the rest of the men on here I too am a ‘web-developer’ of a sorts. That is to say that I wish and strive to make my own MMORPG but have trouble with comming up with ideas and I also do not know where to start. I have found multiple ways of implementing AJAX through what I call ‘live-by’. The user can either type, click a link, click a button, etc… the same as any other text-based game. Except the side-nav-bar is the only thing that stays constant (along with the banner and such) while the other server-compiled information will be loading into a div tag (which is specified in the passed objects in the function call). If anyone has any ideas and would like to work with me on a game contact me at jimbob_69_692000@yahoo.com through e-mail or YIM!

  17. Interesting reading Jacob, I would be great to see some wip of the game you are creating. Im a freelance designer and are doing interface design for games and browser game. I also have a template shop: http://www.gamesitetemplates.com for interface and logo design for game sites and games.

    Its fantastic to see there is so many game developers out there :)

    Great Blog!

    /Anton
    art director
    http://www.antonw.com
    http://www.GameSiteTemplates.com

  18. The Warrior King (www.thewarriorking.com) is a turn based BBG. We have tried as much as possible to make the user experience better. The user response is also very favorable. Do take a look at it, pals.

  19. Ive sat and read all that has been said. What my question here is, how do i build one? Im a very confident and capable web designer with alot of experience in High Graphical Definition Design, and would like to use this to build a website, but what im lacking here is the initial tutorial or software, or what ever is required. Can anyone help me out here.

    Question: How do i build a Browser Game?

    Kind Regards

    Inquilinus

    • I had that problem as well, the solution was to think of it as it would any other video game. If you think of the interface as HTML/JavaScript and the back end as whatever programming language you are using then it makes more sense.

      Make it just like any other web site you would build, except add story, dynamics, whatever you think is fun. The best place to start is with a plan, from there, let it be a learning practice you fail and succeed on your own at.