When Jon Chey announced the formation of Blue Manchu in 2011, the Irrational Games co-founder said he wanted to spend time on more "genre, nichey games."
The studio's Card Hunter, released last month, is the manifestation of his efforts. It's a free-to-play, browser-based board and collectible card game, complete with dice rolls and a nerdy game master. That's a bit different from narrative-driven first-person shooter games like System Shock 2 and BioShock Chey worked on at Irrational.
Now that a couple of weeks have gone by, Chey tells us some lessons he and his small team has learned from Card Hunter's launch, and what he might've done differently.
For some reason of another, actual human behavior was somewhat divergent from the bots, and people were putting a lot more load on it. Obviously, there's no real substitute for having real people play your game. So you run a beta. And we did run a beta as well! We ran a six-month beta, but that was a closed beta.
So I guess maybe the lessons is we shouldn't have launched [when we did]. We should've gone into an open beta where we didn't really publicize it quite so much. We did two things at the same time. We opened up registration and we sent out a press release saying we launched, and ran a special offer on in-game items.
We did the traditional game launch, which is like a full-press, trying to get as much attention as possible in a short window of time. We picked a narrow window too, between PAX ending and Grand Theft Auto launching, when we thought press would have time to cover the game.
That's a very traditional game launch. And I guess that's not a good idea if you're a small developer. You can't pre-scale on the expectation that you might have 100,000 people who want to play your game.
So how is the launch going? I saw that there were some server issues -- which might be a good sign, as far as popularity goes.
Online games are weird. You just want to have enough of a player base, and not too much. This is the first time I've done this, and I was aware of the need to get ready, and be ready. And we tried to get ready. But I suspect the first time you do an online game, you always will bump into problems. We did underestimate demand a little bit. It's been kind of a crazy week. We brought the game live fairly early in my day [Chey is in Australia], because I had to be around and watch what happened, to make sure nothing fell over. I sat there for the first day, and I watched. We had a decent amount of people coming in, and everything went fine. So I went for dinner and had a celebratory drink and went to bed. I got up the next morning [laughs] and discovered the rest of my team had been up all night, fixing and rebooting the server and reconfiguring the number of threads on the server and reprogramming and re-provisioning a new database. I felt pretty bad, because they didn't wake me up [laughs]. I'd just been sleeping through the whole thing.Well at least you got a nice dinner and some sleep.
I felt fine! I haven't had so much sleep since then.As a developer with a small team, what have you learned about launching an online web game?
I've been thinking about that in the back of my mind this week – how do we do this better next time? I don't actually know what the answer is yet. We did do quite a bit of testing on this. We spent several months writing a test system. Our game is relatively simple to play, being a turn-based game – there are very few actions a user can take. We actually wrote bots to play the game. I don't think they can actually finish it, but they can certainly sit there and churn away at countless battles. We load-tested with thousands of bots playing the game.
Is that the kind of numbers you're getting?
Yeah. The numbers are small if you're comparing to a major commercial launch....Well, for you guys, that's a whole lot of players.
Yeah, 100,000 people is a lot for a game that's still running on one server.So you would suggest staggering the build-up to the release a little bit more.
I guess so, but there's a reason you do this kind of full-press thing of course, which is you only get to launch once, and [game press] is reluctant to cover a game that's in beta, which is fair enough. And they're also reluctant to cover a game that's been out for several months, because that sort of seems like old news. It's a really tricky problem. It's something I'll have to think about.