NETVARs and updating Brink


(DouglasDanger) #1

This interview mentions something really intriguing.

Our main testing development has been playing it. We look at abilities that are getting used, and abilities getting used too much. You look at the testers, because they play it most and use the most powerful weapons and abilities. It’s about listening to feedback. It takes months and we’ve been working on balance at every step. We’ve inherited this very sophisticated system from Quake Wars that allows us to tweak individual things from day one. One term we use that’s extremely important to the game is ‘necvars’, text files of values that we can change locally, upload to a server and then it gets automatically dispersed through the world.

NA: This is how we update the game very quickly. We have a very limited set of people who play the game, and it’s always been a concern that we’re tuning it to how we play. It’s a potential failing in previous games from the studio, in that they’re a bit hardcore. This allows us to track statistics when the game is out in the wild, and updates stuff really quickly and cheaply. Adjustments are accompanied by patch notes, explaining why such and such a weapon was reduced. It allows us to iterate very quickly.

RH: Do not expect Brink to be a closed system where you buy the game and that’s it. We want to engage people in a dialogue, problems they run into, bugs they’ve discovered. That way we can be responsive to what players feel they need from the game, and it’s very exciting for us.

[…]

RH: If we find that operatives aren’t getting the same love as other classes we can use those necvars. They’re so powerful. Patches are a lot of trouble, with beta testers and certification, and time-restrictions on how many you can do. But with these you don’t have to touch game code at all. We can fix problems reported to us in just one evening. We’ve hundreds of necvars we can play with. Say, how much damage you do with a certain bullet, or the spread radius of shotguns. Cool-down times. Speed of reload. For that last one we just change a value and the game automatically plays the reload animation faster. We’re really pleased to have it in Brink. And it works best when used in concert with players.

This sounds really neat. Instant updates! Will this apply to us lowly console players too?Is this a thing that Microsoft and Sony allow?


(Mr.Fozzie) #2

i noticed that too. Will make rolling out minor tweaks and balance changes that much easier and [hopefully] frequent.


(kratier) #3

this will be an interesting read


(ktr) #4

I know CVAR stands for console variables, but what does the NE stand for?


(TiN TiN) #5

When I read this I thought OMG. This is what a lot of devs need to start doing, especially for console games. Black ops has some things that they can instantly tweek like this but it’s not nearly this much. The main reason this is so great is because on consoles it takes a few weeks for sony/microsoft to send out an update.

Splash Damage seems to be surprising me more and more.


(elevator13) #6

Networked console variables.


(kratier) #7

im guessing this means the console variables will be serverside somehow, and possibly only official servers or something?


(CapnHowdy21) #8

I can’t find the articles at the moment, but if you look up monday night combat, you will see something like this.

Basically MS offers some small space on the servers that developers can have their game access. And much like what is being talked about here, Monday Night Combat and what basically amounts to an .ini file that stored variables like weapon damage. Thus every time you boot up the game, it grabs these variables from that storage space.

The advantage is that can adjust these files with out needing MS approval. It doesn’t have to go through the patch process.


(kratier) #9

yup because after first update microsoft starts charging developers to host the update files


(DouglasDanger) #10

I heard that Monday night Combat does something similar. So I imagine it can be done on consoles such as the ps3 and xbox 360 too.


(Nail) #11

“I know CVAR stands for console variables, but what does the NE stand for?”

Any


(SockDog) #12

Sounds a lot like what Valve does with the L4D2 mutation updates. I’m guessing if the update is below a certain size and doesn’t touch executable code then MS/Sony let it through.

Hopefully this neat feature doesn’t come with the requirement that servers are locked up at authorised GSPs only.


(Cankor) #13

[QUOTE=SockDog;278055]Sounds a lot like what Valve does with the L4D2 mutation updates. I’m guessing if the update is below a certain size and doesn’t touch executable code then MS/Sony let it through.

Hopefully this neat feature doesn’t come with the requirement that servers are locked up at authorised GSPs only.[/QUOTE]

Why couldn’t they reside on a master server?


(jRAD) #14

It’s actually “Netvars”, but they got it close enough. :slight_smile: {/pedant}


(3Suns) #15

Thanks for the correction, jRAD!

The name I have heard about for the files on the Microsoft XBL platform is “Title Managed Storage”. You can read more about it here.

It is also mentioned in the Monday Night Combat Wikipedia entry.

“Title Managed Storage is an allocated space on Xbox Live servers for developers to use. Uber Entertainment placed a text document on the server which stores any values they want to be able to adjust dynamically. When a change needs to be made, the value is changed in the text file, and instantly the gameplay is tweaked.” via Joystiq.

Most (all?) of the early 360 games didn’t utilize this and the results were disastrous. Microsoft can take literally months to approve an “official” Title Update, whereas the devs have full access to change the files in the Title Managed Storage / Netvars any time they choose.

Every time you switch games on the 360, there is a mini “update” - it is these files that it is checking.

:stroggtapir:


(IceBrazuca) #16

That is so awesome. I guess you guys will be able to patch certain things like overpowered and underpowered guns pretty quickly. Now I won’t have to worry about 80% of the players using the same 4 guns.

Seeing this just made me :stroggbanana: why haven’t you guys mentioned this on a Brink video yet, a lot of people would love knowing this especially after the fact that COD games still have annoying overpowered guns, and useless underpowered guns. While Battlefield games take 3-5 months after release to balance the guns.


(Ragoo) #17

I was so excited when I read this part of the interview C: This sounds like good and constant balance adjustments which is soo important for the longevity of the game and attracting more players over time.

This is also very nice for the competitive scene. First of all that the standard game will be balanced and then I guess those Netvars would come in handy if they needed special adjustments for competitive play and 5v5 :slight_smile:


(DouglasDanger) #18

I guess ps3 has something similar… right?


(Mustkunstn1k) #19

I always imagined why this isn’t in video games.You must create a system so you could easily tweak each aspect of a weapon and then upload it. I mean it can only be an incredibly small file that would be automatically be applied while… for example when a new match is starting. Reload speeds would speed up/down the animations and everything else like recoil, damage, clip sizes and etc would be even easier. This is awesome. (Y)


(JeP) #20

Why the hell not ?