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

MMOs in the Instagram Era: Highrise (S18) - YC Gaming Tech Talks 2020


3m read
·Nov 3, 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. We're High-Rise, and we built High-Rise, the app which is available on iOS and Android. 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 High-Rise 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 High-Rise architecture to create more exciting social-first game experiences and worlds.

For those that are not familiar, High-Rise is a social-first design MMO. Player 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 High-Rise and the High-Rise experience, compared to the multitude of games that you see in the app store, is our design philosophy that we call social-first.

So 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 meta-game loop and finally sprinkle in some social features, like lands, inboxes, marketplace, as almost an afterthought. Under the social-first philosophy, what we do is we start with the messenger, a news feed for a community, guilds, profiles, an economy, and a vibrant world, and then we add in the game.

In the case of High-Rise, 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 all mobile games today, which is the issue of long-term attention. A player joins High-Rise 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 a UI that feels 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 High-Rise.

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 50% app and 50% game. It is 50% Swift and Kotlin on the Android side, and 50% 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 JNA 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 meta-game of High-Rise with something else. So maybe, I'm thinking like a hero collector where you're walking around in a virtual world collecting monsters to do battle with, with the exact same avatar, world, messenger, guild system as High-Rise, or an adventure fishing game. But yo...

More Articles

View All
Khanmigo chat history demo | Introducing Khanmigo | Khanmigo for students | Khan Academy
Hey everybody, it’s Dan from the Con Academy team, and today I’ll be showing you all a brief introduction to our chat history feature. So, what is chat history? Well, if you’ve ever been using Kigo, and for whatever reason, maybe you’ve navigated to anot…
Warren Buffett: 5 Life Changing Lessons School Never Taught You
But pick out the person you admire the most, the person that you’d change places with if you could, and then write down why you admire them. Just put it on a piece of paper. And then figure out the person that you would least like to change places with, w…
BEST IMAGES OF THE WEEK: IMG! episode 4
A family photo that’s not at all creepy, except for that guy. Super Mario Brothers turns 25 years old today. It’s Episode Four of IMG. Today, Kotaku brought us the 10 most bizarre iPad mods: a USB typewriter, an iPad arcade, and even an iPad skateboard. …
Why Silence is Power | Priceless Benefits of Being Silent
“All profound things and emotion of things are proceeded and attended by silence.” Herman Melville. In Western cultures, silence is commonly used as a means to show respect and recollect. One example prominent in Dutch culture is the Silent March; a ritu…
... and why!
The reason this trick works every single time is elegantly simple. It has everything to do with the fact that their chosen card will always be in a pack that is third from the top. That’s because we had them take the pack containing their card, see? Ther…
Make Bold Guesses and Weed Out the Failures
Going even further, it’s not just science. When we look at innovation and technology and building, for example, everything that Thomas Edison did and Nikola Tesla did, these were from trial and error, which is creative guesses and trying things out. If y…