Love - ambitious indie MMO breaking new ground |
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| BY Jordan Fehr Apr. 25th, 2009 | More on: |

“If you have ever played a multiplayer game you have stories, stories of how you were the last survivor on your team, stories of how you captured the flag just before the timer ran out, stories of luck and failure. Love takes that kind of emerging story creation and expands it to a long lasting canon. Love is not a game you beat, it is a world that is constantly changing.”
Love is a persistent-world adventure game, with parts Tale in the Desert, Cooperative MMO, FPS, and RPG all thrown into the mix. Much of the game’s content is procedurally generated, and the whole of the game is being developed by a single man: Eskil Steenberg.
If you are confused about any of the things in the above paragraph, you are probably not alone. This takes some time to wrap your brain around. Steenberg is a very capable coder and artist, and with the onset of new technologies and procedurally generated game content has been able to make this game with no help or funding outside of himself. You can read more about all the details of his development pipeline on his blog/site, but I will try to get into some basics about the game, what it is about, and how it is being made.
Everything in the game can be built and destroyed, and the in-game tools for this seem quite robust. One of the most interesting features we have seen is the radio relays you can build. They are multi-frequency and can be used to communicate with other players, or to trigger devices such as explosives remotely. He also demos a great variety of things in the gameplay video such as power lines/relays, proximity detectors, turrets, protective force fields, and guns. As well as showing one of the ways that time of day affects the world directly: wind power. The game is intended to be alive, and always changing. Steenberg himself says that sometimes these changes are subtle on a day to day basis, but the computer is in charge of the world and will change it based on player activity.
“The game is based on a powerful procedural engine that creates a dynamic world that can be changed over time by players, characters, and the passing of time. The game can generate new landscapes, buildings, cities, secrets, characters and even networks of infrastructure and puzzles.”
One of the key features of the technology behind the game is something called Verse. Verse, in a nutshell, is a networking protocol that allows graphics programs to talk to each other in real-time (things like Maya, Photoshop and 3D Max) and is free. Using Quel solaar, a 3D engine designed specifically for use with Verse this single programmer and artist is able to procedurally generate large landscapes and cities of varying heights. It also allows him to work on all assets in the game, without recompiling the engine since all changes are made in real time while it runs.
If the technology interests you, check out this video where Steenberg demos his tools:
There are still a lot of questions about Love, and we don’t want to take the hype train about this game too far, because one man cannot possibly meet the expectations the gaming community can create in a couple years. But at the same time, this game is a feat of technology, while raising some interesting questions about game design. Games like EVE try to put players in charge of parts of the world like the economy, while games like Tale in the Desert give all the power to the players but ultimately don’t have enough direction to keep your interest. Ultimately the point of “games” is structure, but now the interactive world of videogames is trying to reach at the complexity of actual life.
Who knows what Love will ultimately bring to the table when it is done. Lets just hope that if it doesn’t work the way Steenberg envisions, there will still be a lot of progress made for the art of games as a whole.
As per indie standards, the game will be out when it is finished.
- Genre: First person not so massively multi player online procedural adventure game.
- Engine: Custom highly optimized graphics engine with distinct “concept art” look.
- Terrain System: Procedurally generated spherical, multi level height fields. Landscape, Building and City generation
- Editing: Environment editable from within the game, fully destructible environments. Anything you can see you can be built and destroyed
- Hardware requirements: win32 (possible Linux and OSX port) OpenGL, 512 meg ram, 1.5 GHz CPU, ATI RAdeon 9800 or better. Made to run on avrage Laptop
- Pipeline: Realtime WYSIWYG connection. Loq Airou, Co On, Verse Export tool.
- Characters: Fully procedural characters, creatures and robots with seamless environment aware procedural animation.
- Simulation: Particle systems, fog, Cloth, Watter, wind, Day/Night cycle, and vegetation.
- Networking: Low latency UDP networking for hundreds of players per server.
- Biz Model: Pay-to-play. Prize to be determined
- Developer: Quel Solaar
- Release date: When ready.









April 25th, 2009
at 8:38 pm
Wow, I wish 3D modeling was always that flashy, because let me tell you 3ds Max isn’t as cool as that.
April 25th, 2009
at 10:33 pm
impressive guy
April 26th, 2009
at 7:35 am
I read an interview with Steenberg before which was kind of interesting. Apparently he didn’t want to be called “indie developer” since “indie” often points towards small studios that uses lots of money. Not millions of dollars, but still lots of money. Eskil on the other hand sits at home using basically no money and does everything by himself. It seemed very important for him to point that out.
And i don’t have a link since I read it in a magazine.
April 27th, 2009
at 10:24 am
The name-game is always a changing and fickle thing. To me, indie means very small teams making flash games, and downloadable titles with not alot of funding.
But thanks for pointing that out Adam, I have nothing but respect for Steenberg and I wanted to be faithful to what he is trying to do.
April 27th, 2009
at 11:16 am
so into this idea.
April 27th, 2009
at 3:59 pm
Jordan: What I wrote earlier is actually wrong. I looked in the (SuperPLAY) magazine again and what Eskil said was actually:
“I don’t believe I’m making an indie game. Even though I’m independent I don’t think my game belongs among titles such as Flow, World of Goo and Line Rider. If you compare them to my game, Love is more like Halo 3. I don’t want the indie community to raise the bar as high as I do. Actually, I want anyone to be able to make a game in three months using only a cool idea. So, I’m somewhat against games that takes years to develop, but still is called indie.
My game is so big, so massive and so strenous. And the thing about indie games, to me, is that they don’t have to be all that. I don’t want to become a spokes person or example for the indie community, and I don’t want schools to show my game and say “hey, look what you can do on your own.”
So Jordan, you were right all along.
April 27th, 2009
at 4:00 pm
… And that is a rough translation from Swedish. I skipped some parts.
April 27th, 2009
at 4:02 pm
Weird that he would harp on that so much. It has nothing to do with content and time and everything to do with money and staff, there is no reason to make this weird disconnect.
August 18th, 2009
at 4:42 pm
hilarious, charming, and ambitious.
dare to disagree?
http://ambitiousandfunemployed.blogspot.com/