MAG
The future of the multiplayer shooter?
When Sony revealed MAG - no-one's referring to it as Massive Action Game any more, it seems - at E3 last year, its promise of 256-player online modern warfare raised a few eyebrows. Not that we didn't believe it; we did, however, wonder how it could possibly hang together. Even in MMOs, you rarely get that many people in a single conflict, and when it does happen (in EVE Online, say) precious few understand what's going on, or can perceive it through the juddering lag. Surely a multiplayer FPS on that scale could only go one of two ways: complex, tactical and dry, or sheer bloody chaos.
Zipper Interactive knows better. After 12 games in 13 years, most of them in Sony's quietly huge SOCOM series (racking up 10 million sales to date), it should. And just because it has a history in military training software doesn't mean it doesn't understand the meaning of fun.
MAG is fun. In fact, it's massive fun. It's fast and loose, free-flowing, improvisational, spectacular, structured without being too rigid; it accommodates lone wolves, team players and power-trippers alike, and makes it easy for players themselves to direct the action. You'd expect it to be intimidating, but it actually feels like the FPS for everybody. Even after just one 20-minute, 128-player match, it's hard to shake the feeling that, one day, all multiplayer shooters will be made in its image.
In a way, the concept is very simple. Zipper takes that scary number of players, breaks it down into something friendly and familiar - squads of eight facing off in 16-player struggles for an objective or two - and then builds it up again. 16-player skirmishes segue smoothly into 32-player firefights as squads converge. Then 32 players become 64 as attackers and defenders move on from subsidiary to primary objectives. Then you look over a hill, or a building, and see the mirror image of the battle you're fighting on the other side of the map. Then it happens again.

A vacation in a foreign land. Uncle Sam does the best he can.
"If you're talking sheer chaos, in terms of, if you drop 256 players into a village square like an arena, that's going to be unmitigated," says creative director Ed Byrne. "So what we wanted to do is build that intensity and use that flow to direct players from small encounters to larger, and to basically make sure that squads link up actually more like a realistic military operation."
Orchestrating battles on this scale involves a light touch, he explains. You need to direct the fight through careful level design, but also leave players freedom to spread out. "It's through level design and through the flow from beginning to end of the map as you go through the objectives that we mitigate the chaos. The other [method] is simply allowing players to have some freedom on where to go, so if a player is basically overwhelmed by the amount of combat that he's seeing, he can not only retreat backwards but he can go laterally and join the areas that are happening on either side of him."
There'll be a benefit to sticking with your squad, however. 64- or 128-man armies are divided into eight-man squads and 32-strong platoons, and each of these is assigned a leader, with the OIC (Officer In Charge) sitting at the top. Squad and platoon leaders have special skills, ranging from team buffs to tactical support (artillery strikes, A10 strafing runs - big bangs, basically) to powerful strategic manoeuvres like satellite sweeps or blockades.

Now you remember what the draftman said: nothing to do all day but stay in bed.
Perhaps more importantly, they can set FRAGO (fragmentary orders) objectives. These clearly direct players to primary and secondary objectives on the map: disable this anti-air gun so we can call in airstrikes, take over this bunker so the enemy can't use it as a spawn point, steal this experimental vehicle to win the game. You get double the experience points for focusing on FRAGO objectives, and big bonuses for actually completing them, so your character ranks up faster. Ranking up unlocks weapons, develops your skills in the three class disciplines - medic, engineer and assault - and, eventually, grants access to those command roles. It's a virtuous circle that doesn't force organised play, but rewards it at every level.
"Part of the fantasy of scale on one end of the spectrum is being a soldier, being an operative in that large battle," says Byrne. "But for many players the fantasy on the other end of the spectrum is being in charge. And we wanted to make sure that when we dealt with scale, we weren't simply, again, just dropping people into an arena and having them fight each other. We wanted the fantasy fulfilment to be on the leadership side as well, for the admittedly, probably smaller number of players who want to be OICs - to give them the opportunity to participate on a more strategic level."
Even OICs are warriors on the ground, however. There's a neat 3D tactical map that every player can view, but only commanders can interact with, setting objectives and deploying assets. But there's no separate, high-level RTS-style view of the action. "We didn't want them basically to get stuck in there like they're playing a map," says Byrne. "So OICs and platoon leaders and squad leaders are all able to, and encouraged to, basically be in the field fighting, and then juggle their duties behind the gun and behind the interface in terms of their play-style."
And with play-style Zipper's watchword, again, is freedom. The three classes aren't strictly defined, so you can build a hybrid character if you want; and you've always got the opportunity to switch between three loadouts when respawning. These are your standard assault trooper with good healing abilities (you heal yourself and others by firing a cloud of health from a sort of first-aid gun, the most science-fiction element in this otherwise sensible near-future scenario); a sniper-scout with a self-heal; and a heavy assault loadout with machinegun, rocket launcher and "repair gun" for equipment and installations, but no player healing.
Spawn points are pushed backwards and forwards with the frontlines of battle, and are wonderfully dynamic. Some are just bunkers, but others might be an APC or helicopter for insertion behind enemy lines (and use as defensive firing platforms). Or there's what will surely be MAG's visual signature, the paratrooper drop; waves of dozens of respawning players, guiding themselves down from the sky into the thick of battle, and if they're really unlucky, being picked off by snipers before they get boots on the ground. Die, and there's a "bleedout" grace period before you respawn, during which a friendly player can bring you back to life, although you can always opt out of this if you feel like switching roles.
Unlike other large-scale multiplayer shooters - the Battlefield series and Enemy Territory: Quake Wars spring to mind - MAG surprisingly eschews player-controlled vehicles beyond those APCs. "Vehicles, especially fast vehicles with long ranges, require a lot of space. What we wanted to do was make sure our maps were densely populated, were massive, but weren't of a scale where players were running a lot to get into combat, or shooting from a very large distance."
It's a very smart decision. MAG's scale is all about people, not space. It's about seeing dozens of players by your side, dozens more in the distance, and hearing the widespread rattle of gunfire and the distant (or not-so-distant) screen-shaking thunder of airstrikes. Above all, it's about knowing that not one piece of this staggering spectacle, on a par with the grandest Call of Duty set-piece, is scripted or AI-directed. Every bullet, every explosion, every scrambling figure is the action of a real live player.

Smiling faces as you wait to land, but once you get there no-one gives a damn.
The maps, then, are large but not too open, throwing players together as much as possible; they're a logical extension of the map design for a standard shooter ("We realised what makes a good multiplayer map makes a good MAG map," Byrne says). They're mostly military complexes. MAG's scenario is a three-way conflict between three private military corporations (PMCs) as they seek to gain advantages over each other in the struggle for government contracts. This will play out in a persistent metagame that players can track from the MAG website.
The three factions differ in style more than anything. Raven, whose futuristic bunkers are found in humid South American hills, are a sleek, high-tech, special-ops operation, all black carbon fibre armour and meticulous hygiene. Valor are grizzled, manly war veterans with a traditional military look, toughing it out in Alaska. S.V.E.R. (pronounced "sever") are edgy, aggressive guerrilla fighters with hoodies, hockey masks and improvised, ramshackle equipment, daubing graffiti all over the abandoned Russian installations they call home.
These environments are drawn in remarkable detail, considering the immense technical demands of running a 256-player battler at a solid 30 frames per second. MAG isn't quite Call of Duty 4 or Killzone 2 in the beauty-pageant stakes, and it has an understated look. But it's sharp, the level of detail is convincing, and abundant use of light-scattering fog and smoke engenders an impressively gritty, war-zone feel. Zipper's coding achievement is quietly immense.

You'll be the hero of the neighbourhood, nobody knows that you left for good.
"I think that you might have seen people achieve simply the scale but without the graphical fidelity, or you might have seen people achieve the fidelity but with horrific lag," says Byrne, explaining why we haven't seen the likes of MAG before. "It's daunting, not only in surmounting the obstacle of how do we possibly get that many players and have it run at 30 frames a second, but even once you accomplish that, the inevitable is how do we make it look good, and how on earth do we make it fun?
"I think the trifecta of those obstacles has been something that not many developers have been in a position to overcome. At Zipper we're in a lucky position in that PlayStation 3's actually an amazing piece of kit - we've leveraged the technology to the fullest that we can right now, everything's running on SPUs, the Blu-ray actually allows us to put a lot of content on levels, so we can have a lot of fidelity in graphical environments just from technology alone."
It's nice of Byrne to defer credit to his publishing, platform-holding paymasters. But there's plenty in MAG Sony can't take credit for. The superb tuning and tactile punch of the weapons; the expert finesse of the map design; the relentless pace of the battles; the perfectly-balanced tightrope-walk between order and chaos, between tactical primacy and player freedom. With alpha coming to a close, news of a public beta expected soon and release towards the end of the year, MAG looks fighting-fit already, and PS3 could soon have a multiplayer shooter that will be the envy of all.
MAG is due out exclusively for PS3 in autumn 2009.
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Comments (98) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It sounds immense! Hopefully it will inspire some proper large-scale PC shooters.
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BTW there were Quakeworld servers running 64 player deathmatches 10 years ago (or more).
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oh, and Planetside was awesome! Hope this is similar!
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I believe they're working on a patch for that already.
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Really? I have more faith in Sony pulling this off than I would do if it were Microsoft, simply by virtue of all the large player count games Sony have already released so far.
@ miiiguel
It shouldn't be too tall an order to fill out an 8 player squad with friends.
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no No NO!
Otherwise uh, nice article - sounds cool! PC version plz.
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It sounds like the maps are big but alot of the time you will be restricted to certain area really, this is by no means a bad thing BFBC uses a similar system in its gold rush mode, but it raises the question of freedom? what freedom to roam in your designated area driving very little or no vehicles
Don't takes this as an insult ps3 owners but it is hugely ambitious and sounds like it is going to be a fail in one way or another, im hedging my bets on Operation Flashpoint 2
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@Gurgeh, I'm struggling to see your point with regards having 256 people connecting to a server at once. How will this cause problems? Or do you mean "same spot" as in the same point in the game, again I can't see how this would be anything to worry about?
Well, I'm not sure how much information is being sent but if you can see 255 other people, the server needs to send you information on where they're moving, looking and shooting which is a lot of data for each person. The internet (i.e. people's connections) may not be able to take it (tests on LANs obviously won't tell you that).
To put it another way, Valve had to redesign their net code for the zombie horde in L4D to reduce the amount of data being sent for each individual zombie because their zombie hordes were overloading client connections and lagging people out (their zombie hordes are considerably smaller than the max number of players this game will allow).
That said, with good hosting centres (which I believe they have, they did with planetside a few years ago after all) and code designed from the start for these numbers it might not be that much of a problem.
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Well, it certainly looks promising - let's hope it manages to live up to those promises.
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I don't know if this will be as good as Warhawk though. 256 players or not.
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This game will have a mere quarter of the players per battle that Planetside did.
It's not a case of it can't be done, just that it's expensive to do. Investors seem to have backed MAG this time.
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Fixed
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I'd love to be surprised though.
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Still prefer a PC version though
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Doesnt it say that you have to gain the ability to become a cammander? If so then i guess they hope this would cut out most of the morons.
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Yes, because I'm sure this will be another PS3 FPS to sell millions upon millions of copies.
Oh, wait...
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Looks like you're on the MDF team.
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If only they'd hired someone who know anything about branding.
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If it plays as good as Day Of Defeat then I'm in.
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That being said... I don't think there is a big market for this. You are a bit stuck between a full fledged smaller FPS (CoD, Halo, KZ2) and the MMO crowd (who won't really play online shooters... look at Tabula Rasa). This will not be a very big success IMHO. Also WTF is up with the name?
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Me too, but this might be close. Also, if MAG works well, it might spawn a few imitations. Big firefights ftw.
Werner NC ftw too, once upon a time.
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Positive preview and surprise surprise they come out of the wood work, now they attack the name. Clutching at straws much?
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There are more things you can do. A while back a ms thinktank i.e. presented an applied p2p way of working based on the Q3 engine that allows to have a massive number of players in a game simply by selective information streams.
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I want see what E3 will turn up.
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"Sounds great it's a shame it will be let down by PSN being so bad"
You don't have to worry about it as you won't be playing it right? Especially as your profile seems to indicate you are a 360-only gamer. And on-topic, the lag can't be worse than old peer-to-peer XBL.
Seems like good PS3-exclusive reviews/previews seem to bring 360 trolls (only referring to trolls like Dizzy and stepneg here, not honest commenters) out of the woodwork.
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But no controllable vehicles but APC's? What the frig?
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Werner NC also. Curse those Vanu lagriders and disco balls!
Anyways looks good tis a shame that Planetside didnt work out so well. I have yet to have a similar experience of flying in a galaxy, hot dropping onto a tower with my brosefs, in a bitter struggle to capture. I also loved it when I got CR3 so I could draw pictures on the map, pictionary in transit was a good way to pass the time.
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Oh, and Mag, it seems like it could become the best multiplayer fps since BF2. I hope they manage to pull this off.
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Yes indeed.. there are ways to do this but like everything in game design you always have to "cheat" a little bit and of course what you gain in one area you will have to lose in another. A lot of people (non software forum posters) seem to think you can have your cake and eat it
So they will have to design MAG around the fact that those 256 people (apparently it has to be a power of 2 because errr... it HAS to) will not be able to come together in the middle of the map and have a big shootout. I do not think this is a bad idea... clever tricks have always been the core of game design. You start off with something cool on paper, realize it can't be done without some clever tricks and then start to work on those tricks. I do this all the time
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The power of two thing as mentioned above is based on the game set-up and covered in the article. Give it up already.
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So they will have to design MAG around the fact that those 256 people (apparently it has to be a power of 2 because errr... it HAS to)
Jesus, maybe if you read the article you might be able figure out why it's 256? Does it have to be a power of 2? No. Does it happen to be a power of 2? Why yes, it does. It's called coincidence.
"There'll be a benefit to sticking with your squad, however. 64- or 128-man armies are divided into eight-man squads and 32-strong platoons, and each of these is assigned a leader, with the OIC (Officer In Charge) sitting at the top. Squad and platoon leaders have special skills, ranging from team buffs to tactical support (artillery strikes, A10 strafing runs - big bangs, basically) to powerful strategic manoeuvres like satellite sweeps or blockades."
Just to recap, the players are organised into 8 man squads, then 32 man platoons (that's 4 squads, in case we're moving too fast here) and then 1 to 4 platoons per side. 4 times 32 is 128 and 128 people on both sides would be? That's right, it's 256! Wow! Mystery solved, gang! It was old man Basic Mathematics from the old, abandoned, amusement park! Scoobie Snacks all round!
(BTW: If they were to "store the number of players in a byte" it would be between 0 and 255 players so you'd need two bytes to store the number of players. Take the second byte, no one will miss it.)
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(BTW: If they were to "store the number of players in a byte" it would be between 0 and 255 players so you'd need two bytes to store the number of players. Take the second byte, no one will miss it.)
Or 127 if it's signed :/
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Oh dear... I think you better leave now. You really have no clue on how software works do you?
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Oh dear... I think you better leave now. You really have no clue on how software works do you?
I do. I've been a software engineer for years. The range you'll have to track is 0-256 (as in, 257 discrete values) if you're considering using 0 to indicate 256 players then how will your "system" track 0 players?
Are you sure you know anything about how software works? That's a rookie error.
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There won't be a variable for counting the number of players.
Each network packed will have a player ID to identify the player. A byte will allow for 256 different IDs.
But calling me a rookie made me smile.
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Dude...
There won't be a variable for counting the number of players.
Each network packed will have a player ID to identify the player. A byte will allow for 256 different IDs.
I know there won't need to store the number of players in a single byte "counter" (although it will be keeping track of the number of players in some manner). You're the one who said (however facetiously) that there would be! In your earlier post:
They only store the number of players in a byte????
I was correcting your mistake: that you could store a number between 0 and 256 in one byte. Which is a rookie error.
But calling me a rookie made me smile.
Yeah, it was as amusing as someone implying I don't know how software works. After 17 years, I beg to differ.
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Let it go Sneetch. It was fun.
Aw, but I want more fighting... oh all right then.
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Oh, and good write up on Joystic with video...
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Will you need to? Surely it depends on whether empty servers are allowed to exist or whether they are created on demand.
Anyway this looks pretty interesting, at this rate I may have to get a PS3 this year.
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software programming is really interesting too!
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On a gameplay point of view, how are they going to manage people's perception of achievement once it gets to the 128v128 session...thats a tough one.
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Will you need to? Surely it depends on whether empty servers are allowed to exist or whether they are created on demand.
Anyway this looks pretty interesting, at this rate I may have to get a PS3 this year.
Although I'm loathe to get back into this, if you were hosting it then you could be considered the 1st player and so you would - strictly speaking - only need to keep track of the amount of other players, however if it's a standalone server then you'll need to keep track of how many people there are so you'll need 0-256, servers should be up and waiting for connections always (IMO) who wants to wait an additional minute or two while they "crank up" the servers.
I'm pretty positive this game will need dedicated servers. Firstly, I suspect that most home broadband connections wouldn't even have the upstream capacity to let 255 other people know where everyone else is. Secondly, I believe that any console (or indeed PC) would be hard pressed to both run the client and a server for this kind of game (although servers tend to be a lot easier on the CPU, consoles are a little light on memory). Thirdly, what would happen if the host decided to go to bed or their PS3/net/power fails? With warning a game could decide to offload the hosting to someone else's machine but that'd be a bit of a messy transfer and people will probably get lost if the host crashes hard for whatever reason.
On the other hand, perhaps they've developed the bestest server EVAR! Who knows.
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Just sayin.
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sneetch wrong, dizzy right.
Really? I'm wrong in saying that a byte can't contain 257 different values? Because that's what I said. You must have magical computers where you come from.
Dizzy's also right to question 256 as the total number - the explanation for 8v8/161v16/32v32 etc. just fits into the original limitation. The original limitation being minimising network traffic data while maximising the number of players. Not a design decision, thats for sure.
Where did you read that they decided on 256 in order to save a byte (or possibly a bit or two as quite often in networking bytes are split between two or more fields)? How would you be sure that it's not a design decision or coincidence or because of other technical issues or simply a nice neat cut-off point?
also, in software we have this magical construct known as 'null' that gives us another possible value beyond all other values, which usually comes in handy for stuff like this.
Firstly, null or NULL is not really a construct, it's a constant, in C and C++ for example it's 0, it's not "another possible value beyond all other values" it's just another name for plain old 0.
Secondly, most languages I've heard of don't even allow null primitive values (as in "byte b = null;" will give you an error) the very act of declaring a primitive tends to allocate memory for it after all. If the language were to allow you to assign null to a primitive it would probably just assign the value 0 to it so there's no discernible difference between 0 and null. Which brings us back to square one.
Null references or pointers to objects yes, null primitive values no. Did you really think null was magical?
Jesus, it's turning into computing 101, you were right, Dizzy, time to let it go.
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Thanks for trying. bye.
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Sorry sneetch I didn't read your essay. It looked like it was like something on the lines of "troll troll troll troll".
Thanks for trying. bye.
Pathetic. You're fired for failing at basic computing and being incapable of admitting you're wrong.
Oh, and trolling whilst accusing others of trolling.
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I'd like to see this concept applied to a fantasy game.