How do you make a virtual world like Club Penguin?

Start Small.

Every day I get questions about how I made Club Penguin. People ask this because they want to make the next big world. My first answer is always the same: start small.

For 20 years I have been known as RocketSnail. The snail continues to remind me to start small.

For 20 years I have been known as RocketSnail. The snail continues to remind me to start small.

Two years ago, the original Flash-based Club Penguin closed down. In six months, Flash will be disabled in the Chrome browser by default. By the end of 2020, Flash will basically be dead.

It’s time to build something new. And it’s not just time for me to build something new. It’s time for you to build something new, too. I’d like to help you do that by sharing what I’ve learned.

Every big project must be broken down into smaller pieces. I built Club Penguin in small pieces by coding little experiments, like Experimental Penguins and Penguin Chat. We started building an audience five years before Club Penguin officially launched. If you’re looking to build a new virtual world like Club Penguin and an audience, it will take persistence and time. By breaking up your big idea into little pieces, it will be easier to improve things and finish the project.

Take this post, for example. I want to write a book for you and the Club Penguin community. How will I write a book? By starting small. Here on the RocketSnail website. And by sharing each chapter here on the blog, I can get feedback from you to what you want to hear about. Together, we make the book even better.

Why am I writing these posts?

My goal is to inspire you, the next generation of creators. I want to give back to the amazing community of fans like you.

I want to help you by sharing what I’ve learned in my journey from creating Club Penguin to starting a new company to building a brand new virtual world called Box Critters.

I want to answer the big questions — give you answers that don’t fit in a tweet. I want to celebrate the Club Penguin world and its history with you.

In case you didn’t know, I tend to be a slow reader and writer. My gift is with pictures and interactive toys. That’s why I’ve asked Club Penguin alumni Chris Gliddon (formerly known as Polo Field) to help me write this blog-as-a-book. Each post will be a potential chapter in the book. And you can help me decide which chapters are good enough to feature in that book.

How do I know where to start?

Start With Your Strength.

Whatever your skill is — start there. Just start.

Break it down. What is the absolute minimum thing you have to do? With Box Critters, I’m trying to demonstrate how to do it. At first glance, it’s one room with a character moving around. But it’s a little more than that.

Take one step back from that — “can I chat?” Meaning, can one connection know that the other connections are present, and can they all say something? If you can accomplish that, then it’s just layers and layers and layers.

Right now, I’m adding items and inventory. I’ve built it a little more complicated, though because I know what can come up due to my previous experience. I’m not adding animation or fancy stuff. I can polish later. Add small little layers, keeping it as simple as possible. Especially today.

A simple execution today is going to save you so much time and money. If you start complex today, your creation will become unmanageable much more quickly. MMOs are about scale. What happens when you have thousands of requests of adding that item on top? Don’t worry about that now.

If you’re an artist, draw. If you’re a writer, write. If you’re a coder, code. Work in Minecraft. Just find a place to start.

I’m still not an object-oriented programmer today. In fact, I’m going to spend the next two days learning about events to figure out why on earth I should create an event listener. Be prepared to learn on an ongoing basis.

I could hire people to work on Box Critters, too. But this project is too intimate. I love to do it. Eventually, I will have to hand it off, but I like doing it. And when I find people to hire, their solutions often end up too complicated — they build the complex solution. Then when I ask for a change, everyone is horrified. I end up shaking my head, going, “It’s not hard. Just go back to square one - a chat. The character chats and others see it. Keep it super-simple.”

If it takes too long to find a bug, then I burn the whole thing down and start again. I don’t write perfect code, I write it and trash it, write it and trash it. It’s my style. It’s much easier to change things when they’re simple, and you’re less attached to them.

Learn from Failures

What we learned from Mech Mice

The last couple of years of Disney, I listened to a lot of brilliant business people, many of them very educated, Harvard Business School-educated leaders. I learned a lot of great things from those people. I also spent too many years hearing that I don’t know how to program. That I wasn’t to standard. I kept hearing all this negative talk, and started to tell myself, “I’m not that good, I’m not that good.”

After taking some time off to mow grass and drive tractors (long story), I started Hyper Hippo Games. Our first project was this big new idea – a massive, transmedia IP called Mech Mice. I assembled a team of talented people, many of them former Club Penguin staffers.

With Mech Mice, I leaned into what I thought I’m good at, which is building worlds and stories and environments. Then instead of programming, I built a team to put all those pieces together to make something great. And we went after a really big IP.

  • Chris Hendricks (Screenhog) composed a great musical soundtrack

  • Cale Atkinson (2DCale) created some beautiful artwork

  • Johnny Jansen (Businesmoose) built some beautiful videos

  • Cody Vigue (Jabberwocky) wrote some hilarious dialog and provided some fantastic voiceovers

  • Clint Schnee (Screencaptor) designed great UI and a logo

  • Oktobor Animation animated some beautiful 3D assets

Everyone else, including project management and marketing kept everything on-track and on-schedule

We spent years working on Mech Mice, getting it ready for the world. And over two million dollars. There’s just one little problem...

At launch, Mech Mice made only a few thousand dollars. In its original form, Mech Mice was a complete flop. It was just not fun.

I failed on a couple of big things:

1) I didn’t intimately play, design or build the game world. I’ve since learned that I do have an incredible strength there. I may not be the best programmer, but I do have an intimate and innate ability to feel how the characters should move and feel. And that feeling on the screen just wasn’t there.

2) I didn’t listen at all to the audience. Not at all. I didn’t even ask them.

3) I didn’t test. I didn’t run a single experiment. At the end of Mech Mice, I looked back at what made Club Penguin work. And what made Club Penguin work? Experimental Penguins. Small projects. Intimately building with a small audience. Delegating critical technology decisions to help grow beyond my strengths. That all made it work.

Mech Mice was me, going “I have a great idea,” then I gave it to everybody else and waited for the end product. It very much applied the approach of what much of the AAA gaming industry does. I don’t like that process anymore, and I don’t even think about it. It’s almost like building a product to fit a hole, not actually building something that anybody wants.

Things that I’m great at: I killed Mech Mice.

Perhaps Mech Mice will come back in a new form in the future. The idea of Mech Mice doesn’t have to be dead, but the original execution just wasn’t fun. A great idea will always be a great idea, but a poor execution will always be a poor execution. Execution is everything.

Not a single person on the team wanted to kill Mech Mice at the time. But during post-interviews with the team, they said they wanted to kill it a long ago. They just kept working on it. There’s this mindset of “well, I’ve been assigned this and here’s the project list and the project list keeps showing up every day. So I’m just going to keep working on it. Nobody stops, pops their head out and goes, “should we build this game?”

When I ask them, they say, “no”. They don’t stop until it stops. So I stopped the game, which was a shock to everyone.

That’s when we went back to basics. We started small again.

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Question for You

What did you think of this first chapter? And what would you like to read more of next?

2019 Goals, Dreams and Critters!

I cannot believe that it is 2019. I started RocketSnail in 1999 almost 20 years ago. What an amazing journey. Here are a couple updates for you. Feel free to message me and ask questions.

Concept artwork from one of the cooperative boss levels from Epic Snails

Concept artwork from one of the cooperative boss levels from Epic Snails

EPIC SNAILS

Based on feedback. I am planning to make a number of BIG changes to Epic Snails. I have decided to expand the world and develop an MMO with more PvE battles (Player vs Environment). The game will focus more on teamwork, as you  battle the robots. These bugs have already appeared in the lobby jar and nighttime backyard. The team battles will continue but will become more of a mini-game like Card-Jitsu. Sadly we will pause the team meetups until we are ready to start testing again. Keep following for the latest news and I look forward to your awesome feedback.

I am working on a little experiment to help test Box Critters. My goal is to create a single room and character for players to explore.  

I am working on a little experiment to help test Box Critters. My goal is to create a single room and character for players to explore.  

BOX CRITTERS

In my spare time I have been busy working on Box Critters. Actually I have combined Box Critters with my idea for a lite-RPG. Think Club Penguin with RuneScape quests. If your following my Twitter you may have seen a number of videos. (See twitter link below). My plan for 2019 is to launch a number of experimental versions of Box Critters. Keep following. Remember to register at http://boxcritters.com

CLUB PENGUIN

Many have asked me about Club Penguin and Club Penguin Island. I continue to talk with Disney and always happy to help reboot Club Penguin. Sadly, nothing to report.

I have been slowly updating the history of Club Penguin on my website. Last month I added a playable demo of Experimental Penguins. If you manage a Club Penguin blog please add a link to https://rocketsnail.com/clubpenguin

Last One Standing is now available! 

Last One Standing is now available! 

BOARD GAMES

If your following me on social media. You may have heard that I started a board game company in 2018. I am excited to say we have almost sold out of our first game Last One Standing and No Escape is at the printers. I look forward to developing more games in the future. Follow along: http://oommgames.com

Creating Games and Starting Companies

What an awesome month! I really enjoy creating games and starting companies.

March was an amazing month for powder. I attempted to spend most of my mornings skiing. I love living and working in Kelowna. This is a beautiful place.

IMAGE.JPG

Epic Snails continues to slowly move along. The team at SkyVu have been busy updating the server. We are currently exploring the new SpatialOS engine by Improbable. I have a couple ideas to make the world bigger with more MMO features. I also have a rough outline for the Epic Snails story. An evil slug pretending to be a snail has become leader of the dreaded SALT organization and has decided to exterminate all the epic snails! The snails will need to rally together and defeat the evil (unnamed) slug.

Hyper Hippo Games continues to update and develop AdVenture Capitalist and AdVenture Communist. The team is now considering a third game and I am excited to see what they create!

Happy Bacon Games continues to explore new opportunities with Facebook Instant Games. We will be launching a number of new games this week.

Screenzilla continues to grow. This is my attempt to create a new kind of publisher. One that works with the audience to create games. More news in the next couple months as we begin to publish a number of new games.

I finally did it. After many attempts, I started a small board game company called OOMM Games. OOMM stands for “Out of my mind”. This was the tag line from a humourous newsletter I helped write in college. Our first game No Escape is now available on Kickstarter and we are looking for 400 backers.

I am totally rethinking Box Critters. I have decided not to go with 3D and develop the entire world in 2D HTML5. My goal is to create something more like Club Penguin. This project has been on the back burner as I am still exploring a couple ideas.

Digital Toy Maker

I think of myself as a ‘digital toy maker.’

Start with the Character!

I start with an idea, usually the character first. I will sketch a couple ideas then hire a professional character designer and begin creating the character. All my characters need to be simple and iconic. The character represents the player and anchors the entire world.

TankConcept.jpg
Epic Snails is a simple idea. What if snails were tanks?

Epic Snails is a simple idea. What if snails were tanks?

Explore the World

Next is to explore a world for the characters. I hire an environmental artist to capture mood and tone for the world. All my worlds tend to have a similar style: bright colours, whimsical, curious details and silly jokes. I have never been a fan of polished artwork. I believe we need to leave something for the player’s imagination. The world should never be complete.

First environmental concept for Epic Snails

First environmental concept for Epic Snails

Focus on a handful of features (Keep it simple)

When creating Epic Snails, I considered the popularity of Club Penguin’s Dojo. This was a social space with a multiplayer game. A large number of players would login each day, visit the dojo, play Card-Jitsu, and meet new friends. Club Penguin’s Card-Jitsu had amazing retention.

Epic Snails would have a social space and a multiplayer tank game. These two spaces would anchor the game and all my design decisions. Each space needs to feel unique and reward the player, yet create a tension between the two spaces, moving the player back and forth. Creating a rewarding play pattern and building a community of fans.

The Dojo from Club Penguin

The Dojo from Club Penguin

Open Development

I believe in open development. I am excited to bring fans along every step of the way.

My goal is to launch games early and listen to feedback. None of my games are ever finished. They will continue to evolve over time. Most games will fail, but this is an opportunity to learn and create better games.

I encourage fans to ask questions, share ideas or simply hang out with the team.

Test your Ideas

I launched my first snail experiment in March 2012 called “Box of Snails”. This was my first attempt at creating a multiplayer world for mobile and my first attempt at creating a world with Unity.

The experiment was simple. Allow players to become a snail, meet friends and explore a simple cardboard box. The experiment was a success and I was amazed to watch players working together to climb objects within the world. I decided to hold off on my snails and focus on Mech Mice and building Hyper Hippo.

Experiment 1: Box of Snails for Mobile (March 2012)

Experiment 1: Box of Snails for Mobile (March 2012)

My second experiment called “Experimental Coffee” launched 4 years later in June 2016. My goal was to see if I could create a simple multiplayer world for both web and mobile. I really enjoyed this experiment and I learned a number of things about the current state of WebGL, Unity, and mobile devices.

I have always loved web games and I look forward to creating more web games in the future.

Experiment 2: Experimental Coffee for Web and Mobile (June 2016)

Experiment 2: Experimental Coffee for Web and Mobile (June 2016)

UI/UX

UI/UX is really important to me. I will spend hours thinking about a single button. In my past life, I was a professional web designer. The UI is the connection between the player and the world. It has taken me years to learn to let go.

I have learned over the years that the UI will go through hundreds of iterations and should be driven by player patterns. Stop wasting time and do your UI last, but the UX should always be first!

To be continued...