Yearly Archives: 2009

Celebrate MAG Going Gold in Vegas!

Do you like first-person shooters? Do you enjoy hanging out with guys who make video games? Do you consider professionally-catered appetizers “food of the gods?” If you answered yes to any or all of these questions, then you don’t want to miss our MAG Community Event in Las Vegas!

All you have to do, besides be 18 years of age or older, is show up at the brand new Aria Hotel at CityCenter on Thursday, January 7 from 4:00 to 7:00pm. Once you’re there you can sit back and mingle with the developers of MAG, eat yummy samplers, and be among the first groups of people anywhere to try out the final PSN beta for MAG – one of the most extensive and ambitious beta programs in PlayStation history.

Keep in mind, we’re limiting entry to the event to only the first 100 people, so don’t think you can just waltz right in and take all of our hors d’oeuvres for yourself buddy! If you want to go, be sure to visit this link on the PlayStation Facebook Fan Page and RSVP. If you don’t let us know you’re coming via Facebook, then we won’t let you in at the event –- so don’t forget this important step. Here are the details you need:

Who: You and 99 other diehard MAG fans
When: Thursday, January 7 from 4:00 to 7:00pm
Where: The Aria Hotel at CityCenter in Las Vegas, Nevada

Requirements:

  • You must be 18 years-old or older –- ID *will* be checked by burly men!
  • You must RSVP via Facebook event invite
  • Don’t hang out in the main lobby! Line up outside Juniper rooms 2 & 3.
  • No “The Hangover” references allowed – they’re played out! :-)

And there you have it. We look forward to seeing you all there, so be sure to have a safe and happy New Year.

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MAG Goes Gold! Open Beta Announced

On behalf of everyone at Zipper Interactive, I’m proud to announce that following our successful series of beta programs this past fall, our 256-player first-person shooting spectacular, MAG, has gone gold in North America, Japan, Korea, and the rest of Asia. It is now headed off to manufacturing so that the game can make it from store shelves to PlayStation 3s all over the world. Expect MAG to drop on January 26 in North America and Asia, January 28 in Japan, and January 29 in Korea.

The European discs are finishing up final quality assurance rounds right now and we expect to see those editions go gold sometime in the next few weeks.

We realize that the wait is still more than a month away, which is why we’re also pleased to announce a cool little surprise (or should I say, a “great, big surprise?”) to tide you over. In an effort to give you a taste of what to expect with the final version of MAG, Zipper and Sony Computer Entertainment will team up on January 4 to bring you our final and 100% open PSN beta.

Now everyone can try MAG. No strings attached.

Now everyone can try MAG. No strings attached.

But what’s so great about MAG Beta 5? Well, to start, it will take place worldwide — so if you’re in a territory with a PlayStation 3 and an Internet connection, you qualify to be a part of it. What’s more is that you won’t need any special permissions or code keys to participate, you’ll just get it and go! Complete access to the game’s 64-player sabotage and 256-player Domination modes are pretty good reasons to get excited too.

Of course, the best news about MAG Beta 5 is that you’ll be able to download the client in North America starting tomorrow, December 22! Additionally, PS3 owners in Asia can start downloading the file on December 25, while the European store will make it available on January 4. Check back for details on Japanese PSN store access in the near future.

Now that you know where to get the MAG Beta, your path to playing it is a simple three-step process:

  1. Log on to the PlayStation Store and download the MAG Beta file like you would any other freely-available PSN video or demo (298 MB)
  2. Launch the MAG Beta program from your XMB to download a special patch that will restart MAG once the update has been received (another 38 MB)
  3. After the reboot, the beta will reconnect and download the actual game data so that you can play (1.8 GB – 2.3 GB depending on your region)
Call 256 of your closest friends and lets do this!

Call 256 of your closest friends and let's do this!

Complete the steps above and you’ll be ready to rock ‘n roll — and shoot things and blow stuff up — until the beta ends on January 10 at 11:59pm Pacific Time. Keep in mind, though, that you won’t actually be able to play the MAG beta directly until the servers go live at 5am Pacific on January 4. But hey, look at the bright side: this is the last time you’ll ever have to download a MAG file this big (since the data will already be on the retail disc when it ships next month), and you’ll save a whole lot of extra shooting time by downloading what you need early on; thus allowing you to jump into the action immediately on the 4th.  Here’s a handy time zone guide to help you out:

  • Hawaii – 3am
  • Alaska – 4am
  • Pacific Time – 5am
  • Mountain Time – 6am
  • Central Time – 7am
  • Eastern Time – 8am
  • Greenwich Time – 1pm
  • Japan – 12am (January 5)

Oh, and one last thing before I go: I know I speak for everyone here at Zipper Interactive when I say that each and every one of us wishes you and yours a happy and safe holiday season. Thank you very much for supporting our community and our game in 2009, and we look forward to giving you exactly what you’ve been waiting for in 2010!

Happy Holidays from the Zipper Team!

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MAG Developer Interview: Software Leads

Greetings and salutations MAG fans! For today’s blog update, we’re sitting down with two key members of Zipper Interactive’s software team, Mike Nicolino and Nate Klee. But what is it that a software team does, and how did they make MAG’s 256-person gameplay possible? Read on to find out.

What is your official title and how long have you been at Zipper?

Mike Nicolino: I’m the Software Manager and I’ve been at Zipper for five years this January. Being a software manager is a funny way of saying that I read a lot of email and I go to a lot of meetings – and in-between all that, I do a lot of work with schedules, manage a lot of tasks, and interact with other departments like design, art and audio to prioritize everything.

Nate Klee: I’m Zipper’s Chief Software Architect, and I’ve been here since February of 2004 – so almost most six years now. For MAG, I was the lead programmer. I helped find efficient technical solutions with the engineers while working in conjunction with the design team. I also had to make sure that we’re building software that can handle change and can be used flexibly so that we can do as much with our code as possible.

Nate and Mikes next project: to build self-aware LEGO-based robots of themselves. Here are the prototypes.

Nate and Mike's next project? to build self-aware LEGO-based robots of themselves. Here are the prototypes.

How do you guys work together?

Nate Klee: Well Mike is primarily responsible for saying who will be working on what tasks, and he and I work together with design to come up with what those tasks will specifically involve, while also assigning timelines.

Give us a glimpse at what day in your life at Zipper is like.

Mike Nicolino: I’ll come in to the office, skim through my email to see if there are any critical issues that have popped up with builds that need our attention. Then I’ll touch base with all the different leads of various departments to see if they have any needs. I’ll meet with our QA [Quality Assurance] team to find out the current status of our game build and delve into our bug tracking software to make sure that everything is prioritized correctly. That’s what my days are like now, anyway – since we’re at the end of the project.

Near the beginning, my schedule was quite a bit different. Those days involved a lot of meetings with design, looking at the task schedules, looking at our “game feature” needs and evaluating whether or not we can work them into the title given our schedule, and I’d spend a lot of time in Scrum.

Video game developers use the word “Scrum” quite a lot when referring to building projects but the average fan typically doesn’t know what that means. In laymen’s terms could you explain exactly what Scrum is?

Mike Nicolino: Sure. Scrum is basically an agile development methodology. Really, what it is at a high level is that you start with a bucket of work for a customer — in our case, the customer is the design, art and audio teams — and you take that bucket and you prioritize all the tasks in it from top to bottom. Once you’ve done that, you have what’s called “sprints,” which are specific periods of time in which particular goals are supposed to be met. At the end of the sprint, you take an objective look at where you are in the project and readjust your needs accordingly before going onto the next sprint. This could mean removing or adding new tasks to the project altogether, or simply rearranging priorities. This process then continuously repeats until you’re done with the game.

It takes a lot of brainpower and a lot of work to go from a concept to a working game.

It takes a lot of hard work to go from concept to a real, working game.

I actually prefer this method for game design as opposed to the older, more traditional design document route. The reason is because, when you’re developing software, it’s really difficult to predict over a long period exactly how things are going to work. But with Scrum, and our various sprints, we can adjust as needed. It’s a lot more effective.

Creating a video game can mean a lot of different things to different people depending on what team you’re on. Can you talk about what developing MAG means to you?

Mike Nicolino: Well, right off, I had to worry about the scale of the thing. That’s what was forefront in my mind during the whole development process. So while I could meet with the art or design team, for example, and say, “Yeah, that’s a great idea,” which their ideas often were, I also had to say, “Remember: there’s going to be 256 people in this game at the same time. So, we’re going to have to make sure that we can implement your idea correctly with that much going on, otherwise, we may have to make some adjustments.”

When you have the kind of scale that MAG has, you definitely have to be mindful of what your limits might be — especially with 256 shooting each other at the same time.

Nate Klee: Yeah, the whole role of engineering is to “build it.” We have to take this great design that our team has come up with and figure out a way to make it happen. Oftentimes, this can mean that we have to say, “You have a good idea there, but it could take us years to make it, how about we do it this way instead?” That can be a little bit of a wet blanket on design sometimes, but it is ultimately what allows us to get the game to work so that people can play it.

MAG is Zipper’s first PS3 game. What was it like to tackle something so huge in scale with all-new technology compared to your days working on PSP and PS2 software?

Mike Nicolino: From my point of view, it was easier in some ways. I started at Zipper by working on SOCOM 3, which was my first exposure to developing on Sony hardware. In that game, we were using an engine that had been around for awhile, and we had the task of basically finding ways of smoothly fitting new pieces into something that didn’t originally have them. And also, for me, coming from my background as a PC developer to the PS2 hardware, I just wasn’t used to it.

Working on PS3 gave the team a freedom they didnt have before.

The PS3 gave the team a freedom they didn't have before.

The PS3 is a lot more flexible. It has a bunch of memory, it has a hard drive, and it’s a little more PC-like from a development standpoint, so I like that. You also have the fact that MAG has an engine we’re laying the groundwork on, so we could add things as we needed from the beginning. The hard thing about working on technology when you’re first putting it together, though, is that we’re talking about it before it’s a “game.” You can’t get the visual reaction from folks that you’d normally get later on in development because most people don’t know what they’re looking at yet. Sure, it’s cool to us because we’re looking at everything under the hood and getting all excited about where it’s heading, but it’s hard to show folks who aren’t in our department that we did something cool from the offset [laughs].

Nate Klee: I didn’t spend a whole lot of time developing on the PS2 to be honest, but I did do quite a bit of work on the PSP, and I enjoyed working on it a lot – it has a really great architecture. As Mike mentioned, for MAG on PS3 we were started over on a new code base. Building a new engine on new hardware is time consuming for sure, but the PS3 itself is very, very powerful and it takes a custom effort that asks you to think about things in all-new ways to best utilize it.

MAG supports an ambitious 256 players at once. How early in development did you know you could actually succeed with it?

Nate Klee: Early in the project, I was working on the networking to look for a way to make this work. With 256 players — which are eight times more than our previous and already-large-numbered PS2 games — that’s a daunting task. To figure it out, I spent time with research and development working in 2D applications and various technologies to come up with an experience that would work well. That was always the priority, and we had the networking puzzle solved well before we even had a game up and running, which is how we knew we’d be able to pull it off.

Mike Nicolino: It’s really “hat’s off” to Nate, who has been the driving force behind us being able to do this. I think it may come as a surprise to some people to know that we had the network tech working pretty early — much earlier than people suspect.

Nate Klee: Yeah, we had the tech up and running for quite awhile before we started development on the game itself. We didn’t have soldiers with guns then, they were just beach balls, but it worked.

This is how MAG multiplayer was proven to work more than three years ago.

Working MAG multiplayer started right here. Which one's SVER?

Mike Nicolino: Beach balls are a long way’s away from a game right? But like Nate said, it was working before the game was made. It actually made me chuckle a little bit when MAG was first announced last year [July 2008] and people were posting on forums asking, “How is Zipper going to get 256 players to work?” Knowing that we had already solved the networking problem early on, it was a pretty good feeling to have.

Nate Klee: After we had the technology working, the next task was transforming these beach balls into people and spending a lot of time on game performance. That’s why MAG only runs on the PS3 by the way – because the system’s SPUs are so powerful that they give us the technical capability to simultaneously run 256 players in the way we do.

Why is MAG such a big deal?

Mike Nicolino: It’s more players in a shooter than anyone has ever seen before! That does it for me easily.

Nate Klee: Because of its heavy focus on team. Most shooters out there are single-player oriented and how many people you can take out as individual. MAG is about team work and on a large scale.

Speaking of big deals, how do you top 256 players? Debuting with support for so many people at once is really impactful.

Nate Klee: We built a technology that can support a huge number of players — we picked 256 because of gameplay balance, how we divide squads up, etc. But with our infrastructure, we can increase the number of players to beyond even 256 if we wanted to. There are trade-offs that would have to be made, of course, but the technology supports even more players if the need was there.

Any parting words for folks who are still deciding on whether or not they should pick up MAG when it comes out in January?

Nate Klee: MAG’s scale is unprecedented and when people can finally play it in its finished form, they’ll realize it’s a shooting experience like they’ve never had before.

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Official MAG Box Art and Beta Statistics

We’ve been exceedingly grateful to those of you who participated in our MAG beta tests over the last several months and couldn’t be happier with how everything turned out.

Naturally, with the end of our beta cycle, comes the countdown to our final release on January 26, and what better way to start that countdown than to reveal the final, “official” box art that you’ll find in the United States and Canada. Have a gander!

Pretty sweet isn’t it? Yeah, we like it too.

Now that you know what to look for in the future, let’s go back to the past for a moment and talk about some interesting information we gathered over the last month.

  • More than 42,000 matches were played over the course of the full public beta (August 17-December 5)
  • During October’s beta period alone, nearly 534,000-plus miles (860 million meters) were traveled in-game by MAG players each week

During the final month of Beta 4 and 4.5 periods (November 9 – December 5):

  • Of the 65,000+ players that logged on, 17,000 of them qualified for Squad Leader, 3500 people qualified for Platoon Leader, 1100 folks made it all the way to OIC, and 206 dedicated warriors made it all the way to the level 60 experience cap.
  • Nearly 18 million kills were made and an excess of 700 million shots were fired.
  • The Top 3 most played maps all belonged to the Sabotage mode. They were, in order, Syr Darya Uplink, Darien Network, and Copper Hills Relay.
  • Of all PSN users who participated in the 4.0 and 4.5 betas, chennault2424 was the most prolific – he earned more than 250,000 XP!

Now, obviously we can’t talk about the MAG Beta without also acknowledging the dedication of our testers. There was a stadium-sized group of you that helped us identify and fix thousands of issues over the last few months, and each and every one of you deserves our thanks. But we’d also like to take this time to call out a few folks in particular that took their dedication to another level. In fact, some of you have been QA maniacs! Take our top reporter, brancher, for example. In just a matter of months, he personally recognized nearly 100 different problems! But brancher wasn’t the only champion of quality testing. The tireless efforts of folks like Yazton, AmethystVenom, Memran, Black0Panther, and JaredxD shouldn’t go unnoticed either – they were just as devoted. So again, a special thanks to the elite group above, and another appreciative nod to the rest of our testing crew as well.

And that’s it for our beta report! For more on MAG and what to expect when it hits shelves on January 26, keep checking back with the PlayStation Blog and Official MAG Blog in the coming days and weeks.

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MAG on Facebook

Last Friday, as we said “goodbye” to our friends and foes in the MAG public beta, we also said “hello” to several new and exciting community additions to the MAG universe. After all, with our game being as socially-driven as it is, it makes perfect sense for us to extend its reach into the world’s most popular social networking site, Facebook, and that’s exactly what we’ve done.

Of course, MAG is a pretty big game, which means you’ll be able to find it in a number of different destinations once you’ve logged onto Facebook proper.

First up, is MAG’s presence on the PlayStation fan page (with its own tab sandwiched between the “Info” and “Boxes” tabs up top). Click on it and you’ll be treated to what’s essentially the official Facebook portal for all things MAG. Here, you can watch the official trailer, check out the latest PS3 Viddler videos, link off to each PMC’s official fan page, or shoot over to our pre-order page to find out how you can guarantee yourself a copy of the game when it launches on January 26.

Look, its the PlayStation fan page MAG tab!

Look, it's the PlayStation fan page MAG tab!

Follow the links to the Raven, S.V.E.R., or Valor fan pages and you can enjoy the true meat and potatoes of what the MAG Facebook experience is all about. Each faction’s page introduces and expands upon MAG’s fictional universe with closer looks at the weapons and vehicles from each PMC’s arsenal, recruitment videos, exclusive downloadable goodies, and much, much more. You’ll even find comments from each group’s CEOs and Field Commanders who will give you updates on their current position in the “Shadow War,” and a few other neat-o secrets that we’re not going to talk about yet.

If that’s still not enough MAG Facebook goodness for you, you can always stop by the official Zipper Interactive fan page to let us know what you think and to find out what we’re up to.

To recap, here are all the links mentioned above one more time:

Where do your loyalties lie? Now you can tell the world!

Oh, and before we go — everyone here at Zipper Interactive and Sony Computer Entertainment want to extend our heartfelt thanks to each and every one of our beta testers. You made testing our game a blast and we learned a lot. Speaking of the beta, check back here on the MAg blog later this week for some interesting and fun facts about our MAG beta — you won’t want to miss it.

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