yego.me
💡 Stop wasting time. Read Youtube instead of watch. Download Chrome Extension

YC Tech Talks: MMOs in the Instagram Era: Highrise (S18)


3m read
·Nov 5, 2024

Processing might take a few minutes. Refresh later.

Um, hi everybody. I'm Jimmy. I'm the co-founder and CTO of Pocket Worlds, where Highrise is. We built Highrise, the app which is available on iOS and Android, and I think to date it has over 5 million downloads, and we're grossing over a million a month in revenue.

So today, I'm going to walk you guys through the process of designing and building an MMO game in this era of mobile apps and social networks. I'll talk about the architectural design decisions that we made that enable Highrise to feel simultaneously like an app and also a game, and why that's really important. I'll also talk about our vision as Pocket Worlds and how we plan to leverage the Highrise architecture to create more exciting social-first game experiences and worlds.

So for those that are not familiar, Highrise is a social-first design MMO. Players come in, they design an avatar, they build an apartment, they go into this fully user-generated world to visit other people's spaces and take part in challenges. The unique part of Highrise and the Highrise experience compared to the multitude of games that you see in the app store is our design philosophy that we call social first.

With traditional game design, you often have a game designer that would come up with a game, a mini-game concept, and then would build out a metagame loop and finally sprinkle in some social features like clans, inbox, marketplace, as almost an afterthought. Under the social-first philosophy, what we do is we start with the messenger, a news feed for community, guilds, profiles, an economy, and a vibrant world, and then we add in the game.

In the case of Highrise, that game is a straightforward fashion contest where you design outfits and compete with other players. The core part of why social first works is that it solves the critical piece that's missing in most mobile games today, which is the issue of long-term attention. A player joins Highrise for the design game, but they really ultimately stay for the friends they meet in our world.

But as you can see, kind of from the screenshots on the left, our heavy focus on social features really requires us to feel like an app, very much like Snapchat or Instagram. Otherwise, users will come in, play the game, make their friends, and then really move to those other platforms once they're done and kind of gotten everything they can out of the game. And that's precisely what we saw in the early days of Highrise.

So to achieve that user experience, we really realized that we must leverage the UI capabilities native to iOS and Android and could not rely on anything that game engines like Unity can offer. There's just really no way that Unity could compete with Apple's 40 years of experience perfecting fonts and UI animations.

So the architecture that we came up with actually mirrors our product's position of being percent app and fifty percent game. It is fifty percent Swift and Kotlin on the Android side and fifty percent C++. The Swift component handles all UI to create the silky smooth native feel, and the C++ component handles the game engine, the world, the avatars, business logic, and is shared as a sub-module between iOS and Android.

The components are seamlessly integrated via a system of bridges that are separated by feature, which creates a nice little microservices architecture that we can swap components in and out of. The bridging between the components is achieved using Objective-C++ on the iOS side and JNI on Android. The secondary objective here is, of course, to offload as much of the heavy lifting as possible into the core to help with cross-platform development, which we were able to achieve.

So I think what's more interesting is that this architecture really enables us to create different games and products that offer different experiences by swapping out the mini and the metagame of Highrise with something else. So maybe, I'm thinking like a hero collector where you're walking around in our virtual world collecting monsters to do battle with, with the exact same avatar world messenger guild system as Highrise, or an adventure...

More Articles

View All
The Illusion of Free Will
Here is an apple, and here’s a banana. Pick one. Whichever one you picked, it was your decision completely. This is what we call free will. It’s the idea that we are the sole authors of our destiny, that in the face of multiple choices, whatever decision …
The Wolf of Wall Street (Movie Commentary W/ @HamishHodder and Jason Hughes)
Maybe live right now and we’re on one second, two seconds, three. So, how we going, gents? Welcome in. Hey, Miss Jason, what’s cracking? Not a lot, going well? Yeah, good stuff here. Hey, we’ve got some COVID up here. Oh yeah? Yeah, that’s, you’re in Syd…
The Power Of Walking Away
Somehow, many people feel obligated to give away their time and energy to others. But why? Perhaps they feel the need to prove themselves or have the intense desire to be liked? The problem is that by caring too much about opinions of other people, you be…
Manipulating functions before differentiation | Derivative rules | AP Calculus AB | Khan Academy
What I have listed here is several of the derivative rules that we’ve used in previous videos. If these things look unfamiliar to you, I encourage you maybe to not watch this video because in this video we’re going to think about when do we apply these ru…
The CIA's TOP SECRET Mind Control Drug
At the end of the Korean War, The New York Times published a gripping story detailing how returning American soldiers may have been converted by communist brainwashers. The story became widely popular. Some troops were allegedly confessing to war crimes, …
50 Years Ago, This Was a Wasteland. He Changed Everything | Short Film Showcase
[Music] 50 years ago, you couldn’t hardly walk through this place. It was wall to wall. [Music] Brush! There wasn’t any grass, there wasn’t any water. Nobody wanted. [Applause] It on the truck, on the truck! He’s the finest dog in the United States of Am…