The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization - writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible.
Wish is a multiplayer, online, fantasy role-playing game being developed by Mutable Realms. It differs from similar online games in that it allows tens of thousands of players to participate in a single game world (instead of the few hundred players supported by other games). Allowing such a large number of players requires distributing the processing load over a number of machines and raises the problem of choosing an appropriate distribution technology.
Computer games (or "electronic games" if you encompass those games played on console-class hardware) comprise one of the fastest-growing application markets in the world. Within the development community that creates these entertaining marvels, multi-language development is becoming more commonplace as games become more and more complex. Today, asking a development team to construct a database-enabled Web site with the requirement that it be written entirely in C++ would earn scornful looks and rolled eyes, but not long ago the idea that multiple languages were needed to accomplish a given task was scoffed at.
If you've been following the game development scene, you've probably heard many remarks such as: "The main role of graphics in computer games will soon be over; artificial intelligence is the next big thing!" Although you should hardly buy into such statements, there is some truth in them. The quality of AI (artificial intelligence) is a high-ranking feature for game fans in making their purchase decisions and an area with incredible potential to increase players' immersion and fun.
Back in the mid-1990s, I worked for a company that developed multimedia kiosk demos. Our biggest client was Intel, and we often created demos that appeared in new PCs on the end-caps of major computer retailers such as CompUSA. At that time, performance was in demand for all application classes from business to consumer. We created demos that showed, for example, how much faster a spreadsheet would recalculate (you had to do that manually back then) on a new processor as compared with the previous year's processor. The differences were immediately noticeable to even a casual observer - and it mattered. Having to wait only 10 seconds for something that previously took 20 or more was a major improvement and led many consumers and businesses to upgrade their PCs.
The problem with securing assets and their functionality is that, by definition, you don't want to protect them from everybody. It makes no sense to protect assets from their owners, or from other authorized individuals (including the trusted personnel who maintain the security system). In effect, then, all security systems need to allow people in, even as they keep people out. Designing a security system that accurately identifies, authenticates, and authorizes trusted individuals is highly complex and filled with nuance, but critical to security.
People are not well represented in today's software. With the exception of IM (instant messaging) clients, today's applications offer few clues that people are actually living beings. Static strings depict things associated with people like e-mail addresses, phone numbers, and home-page URLs. Applications also tend to show the same information about a person, no matter who is viewing it.
In many ways online games are on the bleeding edge of software development. That puts Will Harvey, founder and executive vice president of Menlo Park-based There, right at the front of the pack. There, which just launched its product in October, is a virtual 3D world designed for online socializing.
OK, so I admit it - not only am I a total closet gamer geek, I admit that I actually care enough to be bitter about it. Yep, that's right - this puts me in the "big-time nerd" category.