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Developer's Diary

Developer Diary #1 - The Virtual Reality Studio

Mike Goslin, Vice President of Disney's VR Studio
December 5, 2006

After more than two years fully immersed in all things pirates, and not really seeing a whole lot of the sun, it's an exciting feeling to know that the game launch is on the horizon. Our team has put in countless hours and dozens of red-eyed, head-down, caffeinated nights, cranking out an incredibly deep and compelling online world. We're really just eager for MMO players and fans of the movies to finally experience Pirates of the Caribbean Online and see all of the work we've put in.

I'm sure some of you are thinking right now that this is an improbable project: an MMO based on a pirate movie, and from Disney of all places. It's definitely been a challenge, but through it all we've remained focused on making the best game we possibly can. I should start at the beginning...

It started over 10 years ago, in 1996 when I got the chance to work for Walt Disney Imagineering - the creative concept team behind Disney's theme parks. At Imagineering I worked with a seasoned, talented group, from whom I'd learn a lot over the next decade. Our group was called the Virtual Reality Studio, and our mission was to design and build virtual reality attractions for the Disney theme parks.

Over the next several years, we forged a new kind of experience that combined the physical thrill of a theme park ride with the cutting-edge graphics of a video/computer game. Our goal was to transport Guests to another world, to give them the sense of being enveloped in a fantasy universe. We developed a head-mounted display (HMD) device that delivered the sensation of total 3D immersion to audiences. Motion bases and huge multi-screen theaters surrounded them with 360 degrees of infinity optics for a pretty unforgettable experience.

In 1998, Disney built a state-of-the-art entertainment center called DisneyQuest near Disney World in Orlando. DisneyQuest is a 5-story, 100,000 square foot building that features several of our virtual reality attractions, including "Aladdin's Magic Carpet ride", a four-person journey through Aladdin's world. Guests put on custom designed HMDs and straddle motorcycle-like vehicles on a fast-paced race to find the Genie of the Lamp.

Three years later we released "Pirates of the Caribbean: Battle for the Buccaneer Gold", an attraction based on the original theme park ride. Guests man a pirate ship and set sail in a virtual sea filled with enemy ships, sea monsters, and treasure. The ride ends in an epic cannon battle against Jolly Roger's ghost ship and flying skeleton crew. People absolutely loved it, and the ride won a Thea Award for best new theme park attraction in 2001.

The great buzz around our pirate attraction got us thinking about how to offer the same type of thrill to Guests at home. It was about this time that graphical MMOs were beginning to emerge, and we felt the online medium was a great new way to deliver the kind of experiences we'd been building for the theme parks. In 2000, we pitched the concept for Disney's Toontown Online as part of an online theme park which would feature several MMOs, including Pirates of the Caribbean Online. This was before the first Pirates of the Caribbean movie, but we knew from our experience that the franchise was popular and that the environment would translate incredibly well into a game.

Toontown proved to be a success, and was heralded as a big milestone for Disney and the VR Studio. Not only was it Disney's first MMO - it was also the first premium MMO designed for kids and families. Toontown was our introduction to the intense, time-bending, black-hole-like process that is MMO creation. Most of our attractions were designed to be five-minute experiences, so it was quite an adjustment to build a game requiring hundreds of hours of gameplay.

After the success of the first Pirates of the Caribbean movie in 2003, Disney's now-CEO, Bob Iger, approached us and asked if we wanted to move forward with a Pirates MMO. We, of course, jumped at the opportunity. Based on our experience, we knew how broad the appeal of a pirate MMO could be. Men and women, boys and girls - everyone loved the idea of being a buccaneer.

Toontown and Pirates of the Caribbean Online have a lot in common, but they're very different games. For one thing, Pirates is much more ambitious in design, scope, and attitude. It's based on the movie property, so we teamed up with the movie studio to weave characters, stories, creatures, and themes from the films into the game. We share everything from art assets to character storylines, and generally consult with them on all aspects of development. At the same time, we're focused on building a world that can stand on its own with new stories, characters, and environments so fans of the movies can come into the game and live their own adventure.

So how's the game development going, you ask? Good, if you like exciting and fast-paced work with a group of passionate designers, bad, if you like to get a lot of sleep.

As the nights and weeks wear on, we'll try our best to keep you updated on all the grisly details of game development with diary entries from other members of the team, including:

- Bruce "sword fighting is my specialty" Woodside, Animation Director
- Felipe "did you ask for a larger ship?" Lara, Art Director
- Joe "you want this to launch when?" Shochet, Creative Director and Lead Game Designer
- Daniel "pirate speak is my specialty" Aasheim, Producer
- Matt "I've never found a server outage I couldn't fix" McKenna, Live Team Leader

Developer Diary #2 - Game Characters and Character Generation

Bruce Woodside, Animation Director, Disney's VR Studio
David Chiapperino, Animation Technical Director, Disney's VR Studio
January 18, 2007

As Directors of the animation team at Disney's VR Studio, a lot of the functionality in Pirates of the Caribbean Online rests with us - beginning first and foremost with the avatars. The way we see it, avatars are a huge part of what can make or break an MMO. For a game like Pirates to be successful, players really have to be in it for the long run and to get this long-term commitment from players, our job is to provide them with characters they can grow with, and form an attachment to.

In developing the character generation system for Pirates of the Caribbean Online, we set out to give players as many character customization options as possible, so they can determine how their characters ultimately look and act. Players have tons of customizable features to create one-of-a-kind characters, which gives the game a level of richness and variety that really stands out among other MMOs. You can choose from ten different body types -- five male, five female, and then body proportions -- from skinny to plump to muscular or pear-shaped. All of the faces are completely lifelike as well, including complex animated expressions like smiles and lip curls. You can have wrinkled skin, a broken nose, and long beard if you're a salty sea dog --- but if you're a female buccaneer, you may prefer more symmetrical features and a smoother complexion that's kinder on the eyes. Both of these scenarios are completely possible in the game, with each character having a completely unique look and feel than the next.

In addition to the diverse set of physical features you can choose from, there are thousands of potential clothing combinations. You've got boots, pants, coats, shirts, and then you've got variations on each of those garments -- open-necked shirts, v-neck shirts, etc -- not to mention colors and textures. There are also variations based on gender, and further customizations for character body proportions.

One of the most unique elements of the character system is the player's ability to convert into a skeleton or a cursed pirate in order to engage in player versus player action. You're basically temporarily transformed into an undead state and what's really exciting about this is that you retain the physical characteristics of your living character. So, for example, your exposed undead skeleton's skull is really the same shape as your character's head.

As part of the animation team, we're in charge of literally everything that moves within the game - from the powerful Kraken all the way down to small insects. If the wind bends a blade of grass or a character engages in swordplay with an enemy, it's the animation department's job to make the action as convincing and true-to-life as possible.

The way everything moves in an MMO is crucial, so we have to think about the functions that characters perform and come up with physical forms that serve those functions. For example, if a character goes from idle mode to walking forward, you want a smooth transition, not a jerky, abrupt movement. The programmers are responsible for sewing the animation files together and for getting the cycle of movement to look realistic and consistent. We accomplish this through "staging," -- when the programmers bring individual files up on-screen and then we look them over to make sure everything looks accurate and the camera is angled correctly. If a character has to spring traps, wade through streams, board a ship, wield a sword, or hold a conversation, we have to map out the movements for each those actions.

In addition to all the character customization and animation, a lot of the game's personality is conveyed through the cinematography. Some games avoid this, because it can be expensive and time consuming but we believe it really engages the audience, so we've provided a lot of cinematic moments and filmed cut scenes. Great cut scenes are important because -- they really sweep you up into the emotion of the game, provide story background and advance the action.

These clips also help tell the story as it evolves, and introduce the characters from the movies, as well as new characters introduced for the first time in the game. We've basically taken the storyline and characters from the movies and merged them with unique characters and environments created by the VR Team. Even though players can't take on the roles of movie characters, they'll be able to learn sword fighting techniques from Will Turner, and other useful tricks from Jack Sparrow and others from the films.

Making an MMO is a complex task that requires you to balance a grand vision with a lot of attention to detail. It's absolutely a team project. It's impossible to create an MMO of this scope and quality without immensely creative minds behind it. Every art director, every programmer is responsible for helping make this game what it is and we are incredibly fortunate to be working with such a talented group. We're extremely pleased with the character generation system that the team has developed and are looking forward to watching players get creative with the game.

Developer Diary #3 - Mythology

Mike Goslin, Vice President of Disney's VR Studio
Ian Black, Writer, Disney's VR Studio
January 18, 2007

The Pirates of the Caribbean world is a place where the real coexists with the unreal and where the conflict between what is primal and what is civilized is raging out of control. To give you a glimpse at how we've captured this in Pirates of the Caribbean Online, it's probably best to share with you the backstory within the game (beyond what you may already know from the film franchise).

First, let's set the stage...

The Caribbean has become the last bastion in the struggle between the "old ways" - the supernatural - and the European order of the New World. Exploration and expansion into the territory has brought regimented and authoritative rule. The great pirates of the Caribbean must battle for their freedom while caught between this encroaching civilization and the mystical power of the Seven Seas.

Our goal at the VR Studio was to create an online world that reflected this authentic lore and the history of the Pirates of the Caribbean franchise, while adding a handful of new characters, settings, and stories of our own. Using the existing palette of themes and tales from the franchise, we began to construct a storyline for the game. Our first step was to create an original overarching enemy for the game -- one that could extend beyond those from the films, including Davy Jones, Captain Barbossa, and those being introduced in "Pirates of the Caribbean: At World's End."

What we came up with, after hours of brainstorming and iterating on tons of really incredible concepts, was Jolly Roger -- an undead pirate that players will love to hate. He's a menacing looking creature, with a skull for a face, adorned with piles of grotesque objects like shrunken heads and voodoo masks. His dreadlocks are filled with poisonous snakes, and in place of a typical hand, he instead has trio of weapons -- part sword, part gun, and part dagger (not something that you'd ever want to shake).

The game's storyline begins when players learn of Jolly Roger's longstanding personal grudge with the infamous Captain Jack Sparrow. The grudge stems from an ill-fated poker match between Jolly Roger, Amo Dorsi (a follower of the mystic Tia Dalma), and Jack Sparrow. Jolly Roger conspires with Amo Dorsi to lure Jack into the poker match, and steal from him his most precious possessions. Unfortunately for Jolly Roger, the game goes horribly wrong, Jack ends up winning and Jolly Roger shoots Amo Dorsi as a result of his betrayal. Before Amo Dorsi dies, he places a powerful curse on Jolly Roger which leaves him as half-man, half-beast. He remains in a vampire-like, undead state, where he must feed on souls of the living for all eternity!

Players encounter Jolly Roger within the first 15 minutes of the game. He threatens your life but, you're ultimately spared -- only under the condition that you spread word of his power and deliver a message to Jack Sparrow, "Jolly Roger is coming for revenge!"

In the game, players must band together to defeat this evil foe and accumulate extraordinary powers, skills, and weapons to accomplish the task. This is where the mystic Tia Dalma comes into play, as she guides players through the process of earning and using voodoo– a key element in your ongoing struggle against Jolly Roger and other enemies found in the Pirates world.

Keep your eyes peeled for an upcoming diary in which we'll share more details about the use of voodoo skills and weapons within the game...

Developer Diary #4 - Environments

Felipe Lara, Art Director, Disney's Virtual Reality Studio
Diane Lu, Lead Artist, Disney's Virtual Reality Studio
February 20, 2007

The Pirates of the Caribbean Online world is made up of a series of islands which players can explore through the course of the game. At launch, the game will have around 10 islands, each with their own distinct look and feel and composed of both outdoor environments, (such as jungles, swamps, and caves) as well as unique structures and settlements.

Throughout the world, there are three primary types of architecture: Spanish, English, and Shanty. Shanty towns are populated mainly by pirates and consist of older, rundown shacks, taverns, and ramshackle shops. On any given island, the amount of Shanty architecture is determined by the number of pirates that occupy the area.

Some islands will contain complex settlements with a blend of multiple architectural themes and natural environments. For example, the island of Tortuga contains Spanish-style buildings but, since the island has been overrun by pirates, shanty structures dominate the architecture. On the other hand, some islands are completely unsettled, what we call "wild islands" -- with huge stretches of jungle, swamp, and caves to explore.

One of the bigger islands in the game is Padres Del Fuego which includes a vast network of volcanic caves complete with waterfalls and rivers overflowing with lava. In the fourth chapter of the game, players will be sent to Padres Del Fuego on a daring quest into the depths of the volcano itself!

Another noteworthy island is Kingshead which serves as the headquarters for the British Navy, arguably one of the most dramatic environments within the game. A huge, imposing military fortress covers the entire Kingshead landscape. No matter where players travel on this island, they'll see a different view of the grand-looking structures it contains. Players first visit Kingshead on a quest to rescue Jack Sparrow and must navigate the labyrinth of military structures to retrieve him.

Pirates of the Caribbean Online is a story-driven MMO, so the relationship between players and these environments is strong and will grow over time as the story unfolds. Each player's adventure starts on the small island of Rambleshack where they meet Jack Sparrow and then are sent on to Port Royal. At this point, players can either continue to follow the storyline -- traveling through the environments sequentially as they take on new quests, or they can roam free and explore the world on their own. Based on where each player falls within the game's storyline and their skill level, specific adventures and environments are tailor-made for them.

We hope that this diary has helped you better understand the environments we're building for the game and how it will feel to step into the Pirates of the Caribbean online world!

Developer Diary #5 – Voodoo and the Supernatural

Mike Goslin, Vice President of Disney's Virtual Reality Studio
March 9, 2007

In the third Developer Diary, we shared a portion of the Pirates of the Caribbean Online backstory with you – revealing the importance of the supernatural and voodoo within the game. In that entry, we left off with the Caribbean in a state of struggle between the "old ways" – the supernatural – and the European order of the New World. To make matters worse, the undead pirate, Jolly Roger, haunts players while he seeks revenge on the infamous Jack Sparrow.

In this entry, we'll pick up with Tia Dalma, who should be familiar to you as one of the main characters in Pirates of the Caribbean: Dead Man's Chest. In our game, she provides players with a gateway to the world of voodoo – an important weapon in the struggle against Jolly Roger and other enemies lurking throughout the game. Players will encounter her early on in the game's storyline and will very quickly learn that she is an important asset and ally on your journey.

During the first encounter, Tia Dalma enlightens players with knowledge of the supernatural state of the world and hints that they can come find her to learn more about the mystical powers that govern this portion of the game. At launch, players will have access to several key voodoo weapons, such as the Voodoo Doll and staff, that can be used in enemy battle as well as within PVP (Player–vs–Player) arenas.

Tia Dalma coaches players through crafting their own Voodoo Doll then teaches them how to use basic spells or attacks. Players can use the Voodoo Doll to summon a variety of curses, from conjuring a bustle of vines that entangle enemies' legs to swarming them with insects, or setting them ablaze. (Definitely, a handy weapon.) Additional and equally awesome, voodoo skills can be used to cure fellow players or members of your crew. This mystical power will be gradually introduced to players as they advance through the game.

In addition to weapons and healing spells, voodoo comes in the form of abilities as well. For example, players will have the supernatural ability to carry their ship around in their pocket wherever they go – which makes traveling from island to island a WHOLE lot easier. There is also the Compass which acts like a radar for players and points them to where their "heart most desires."

Throughout the game, Tia Dalma will help guide players through these mystical elements. Some players may take even more advantage of her lessons than others. Depending on personal preference, players can use voodoo almost exclusively in battle while others will use a combination of voodoo and powerful traditional weapons to fight.

We'll leave you with a glimpse of an important supernatural quest that players will experience when the game launches:

As a pirate, all Jack desires is his ship. To find it, he first must obtain an ancient artifact that allows its owner to control the wind. This artifact will not only provide Jack with his ship, but with his freedom as well. As a player, you can help Jack find the artifact, but as a Pirate you yourself have an eye on the prize as well...

Developer Diary #6 - Building and Outfitting Ships

Jason Yeung, Game Designer and Programmer, Disney's Virtual Reality Studio
May 2, 2007

In Pirates of the Caribbean Online, players can purchase and captain their own ships to go on high-seas adventures -- battling, boarding, and sinking enemy ships, all while fighting off sea monsters along the way! Ships are a primary means of travel and allow players to sail from island to island to meet new players, explore new lands, conquer enemies, and participate in quests.

Players are first introduced to sailing in a tutorial that takes place in Port Royal early on in the game. After learning the basics of this essential pirate skill, Jolly Roger makes an appearance and destroys the tutorial ship, leaving players washed up on shore. At this point, players are directed to a shipwright who gives them a quest to earn enough gold to buy your own ships.

Shipwrights play an important role in Pirates of the Caribbean Online, as they are the key means for players to purchase and outfit their ships. Players go to shipwrights to purchase their first ship as well as all future ships. All ships are destructible and can be damaged by enemy fire or even sunk during battle on the open seas. Shipwrights can fix damaged ships, however, if a ship has been completely sunk, players will have to earn enough money to purchase a new one. With all that can happen in the Caribbean, it is a good thing that shipwrights are easily accessible to players and available on every island!

Once players complete the first quest and accumulate some gold, they return to the shipwright where they can view each of the different ship classes and sizes and purchase a ship of their choice.

In Pirates of the Caribbean Online, there are three main classes of ships: Interceptors, Merchants, and Warships. Interceptors are the smallest of the ships and have triangular shaped sails. They're the fastest and most maneuverable out of all the other classes, but since they are the smallest, they cannot carry as much fire power. Merchants, on the other hand, have square sails and are quite large in size, which slows them down but also makes them tougher and able to take one more enemy fire. Lastly are the Warships -- which have the most firepower. Warships can be outfitted with the most broadsides, and are in between Interceptors and Merchants in terms of size.

Within the three main ship classes, there are also three size variations – small, light ships, medium battle ships, and large warships. The bigger the ship the more expensive it is and the bigger the crew it can hold. In addition to size, the class type also has an effect on price (Warships are the most expensive, for example.). Players purchase their ships using gold, with prices ranging from 150 gold pieces for the smallest ship, to 1,500 pieces for a medium ship, and 15,000 pieces for a large ship.

As with most MMOs, a large part of the player experience revolves around interacting with others. In Pirates of the Caribbean Online, we've created a built-in socialization feature with our ships. Unlike other games where a ship is manned by only one player, each ship will have a crew, which makes for more of a community-based experience. Aboard a ship, the owner takes on the role of captain - standing at the helm, steering the ship, and giving orders – while the crew that the captain has gathered man the deck and take aim at enemy ships using on-deck cannons.

Another interesting difference between Pirates of the Caribbean Online and other pirate-themed MMOs is the absence of wind and the disturbance it can cause. Although wind can create a realistic experience, it can also make sailing less fun and efficient! With wind influences, players can be pushed off course and end up far from their intended destination. We tried to make sailing more accessible by taking the wind factor out of Pirates of the Caribbean Online. To add a sense of maneuvering when operating a ship, we've incorporated different sailing "skills" instead.

That's all for now! You'll learn more about these sailing skills as well as the use of ship weapons and sea battles in a future diary, so climb up to the crow's nest and keep watch!

Developer Diary #7 - Enemies

Felipe Lara, Art Director, Disney's Virtual Reality Studio
Justin Butler, Programmer, Disney's Virtual Reality Studio
Jay Friedmann, Developer, Disney's Virtual Reality Studio
May 2, 2007

When we set out to make Pirates of the Caribbean Online, we wanted players' experiences to fit with the tone of the Pirates film franchise – a mix of adventure, mystery, and mischief. In order to achieve this, we worked hard to give in–game enemies a dark and edgy look and feel. Today we'd like to introduce some of the key in–game enemies and set the stage for as to how a player will interact with them. Be forewarned though – you'll need to start brushing up on your combat skills…

The game is divided into chapters during which players encounter a number of enemies while they complete quests and travel through the world. The type and number of enemies players encounter depend on which island they're on, as well as what chapter of the story they're in. At the closure of each chapter, players will face some of the toughest, most difficult enemies in the Caribbean during "Boss Battles." These special battles are each accompanied by dramatic cinematic sequences that we built in to help enhance the storyline and get players pumped up to take on the boss.

Jolly Roger, the arch enemy of all players, is unique to Pirates of the Caribbean Online and is not featured in any of the films. In the game, he's wreaked havoc upon the Caribbean, releasing an army of undead enemies onto players, including: menacing tree creatures, oversized Venus Fly Traps, alligators, wasps, bats, and more. This team of creatures was developed specifically to fit in with the game's storyline and to give players an exciting and unique battle experience.

Players will also encounter numerous enemies from the films, including the infamous Davy Jones and the Kraken. Well-established pirates will need to beware of this powerful sea beast -- the Kraken can pick up and sink an entire ship with its tentacles as well as pluck an individual pirate off a ship. An interesting feature we may build into the game post-launch is the dreaded black spot which marks players who have been saved from death by Davy Jones. As in Pirates of the Caribbean: Dead Man's Chest, if players fail to repay their debt to Davy Jones, he will summon the Kraken to hunt for them to the ends of the Earth!

Other key enemies from the films include the British Navy and the East India Trading Company -- two corrupt groups, (in cahoots no less) that players must battle. The Black Guard is a subgroup of the East India Trading Company that serves and protects Lord Cutler Beckett. Players will enter into a Boss Battle with the Black Guard while they're on a quest to rescue Jack Sparrow from the main tower on Kingshead -- the base island for the Navy.

Enemies within Pirates of the Caribbean Online are a key element that make the game stand out from other MMOs. Unlike other games, enemies within Pirates of the Caribbean Online will expand both with the Pirates film franchise and within the game's own unique universe. Whether players are matched up against a swamp, cave, jungle, or sea creature, our goal was to make their experience challenging, tons of fun, and as close to the Pirates film franchise as possible.

These enemies are just a glimpse at what players will encounter while adventuring in Pirates of the Caribbean Online. Stay tuned to learn more about the weapons and skills needed to defeat these enemies in a future developer diary.

Developer Diary #8 - Land Battle and Weapons

David Paris, Developer and Designer, Disney's Virtual Reality Studio
May 2, 2007

The Pirates of the Caribbean films and theme park attractions have had a very broad-reaching appeal, attracting a range of ages, from kids and teens to adults, males and females equally. One of the greatest challenges in making Pirates of the Caribbean Online was how to translate this popularity into a MMO game. In order to accommodate a broad audience, we wanted to create a combat system that's both easy-to-use, yet also presents a handful of interesting layers that will keep even the most advanced gamers happy. In the end, we were able to create robust weapons and combat systems for both sea-based and land-based battles -- but for today, we'll just focus on the latter.

All land-based battle revolves around a combo system in which players execute a series of timed attacks using a particular weapon. If you click your mouse continuously while using the cutlass, for example, your character will simply swing at whatever enemy is in range. Players can transition into more advanced, skill-based attacks by timing their movements, resulting in even more damage against enemies. Each new attack skill is learned as players advance through the game - completing quests and gaining experience in battle. Bladestorm, one of my personal favorites, is a high-level cutlass skill that players can trigger in the middle of combat, setting off a series of five separate hits. Players can also acquire special abilities that allow you to sweep attack all enemies nearby, taunt and aggravate them, and more.

Passive skills are another branch in our combat system. Given the fact that pirates don't wear armor, they must rely on their own agility for defense. "Parry" is an example of a passive skill and one that helps players fend off hand-to-hand attacks, eliminating the need for bulky armor that most likely would lead to chafing...eh.

In Pirates of the Caribbean Online, players gather a "crew" (the equivalent of a group in other MMOs) to engage in both land and sea-based battle. Players can even get hard-hitting team combos by working alongside friends in battle.

Now, as far as weapons are concerned, every player starts off with the cutlass, the basic pirate sword used for hand-to-hand attacks. Most of the basic weapons available to players are awarded through a quest where someone teaches them how to use it. Through additional quests and shop visits, players can purchase higher quality versions of their weapons as they advance through the game.

In addition to the cutlass, there are daggers and grenades - both useful when fighting from a distance, as they can be thrown at enemies. Grenades come in several different varieties, everything from smoke bombs to fire bombs. We've also built pistols into the game, which are ranged weapons that players can load with a variety of ammunition such as venom, steel, or silver -- each administering a varying level of damage.

If you've read previous developer diaries, you may have heard about the voodoo doll weapon. After getting a lesson on voodoo from Tia Dalma, players can use this weapon in battle by approaching an enemy, then selecting from a variety of supernatural attacks. This weapon does take a little longer to use than others, but it also gives players the ability to attack from a range. Voodoo dolls can also be used to heal members of your crew or to fix other lingering problems such as removing a curse. When players level up, they'll also learn how to use their doll on more than one target at a time!

Each player has a treasure chest in which they store weapons as well as other important items like clothing, maps, and treasure collections. In battle, players are limited in the number of weapons they have equipped, but there is no limit as to how many weapons a pirate can carry in their trusty treasure chest.

These weapons, skills, and special abilities were designed to serve as entertainment to both the beginner and advanced gamer. We're particularly excited to see player reactions to the voodoo and magic elements of Pirates of the Caribbean Online, which bring a new twist to combat in this MMO genre.

Check back soon for the other half of this Developer Diary which focuses on sea-based combat...

Developer Diary #9 - Battle and Weapons, Sea

Jason Yeung, Game Designer and Programmer, Disney's Virtual Reality Studio
May 2, 2007

While there are plenty of islands and on-land environments to explore throughout Pirates of the Caribbean Online, a large part of the game's action and adventure will take place on the high seas. To give some additional insight into this vast portion of the game, we'd like to share details related to ship-based battle, sea weapons, and skills.

At sea, players will spend a lot of their time seeking treasure and attempting to sink enemy ships. The owner of a ship, the Captain, steers the course while members of the crew fire at enemy ships. Captains get a bigger cut of whatever loot is gained at battle but there is also more risk - if their ship is damaged, they have to bear the cost of repairing it. That said, players may prefer to join a friend's crew, saving themselves the risks associated with captaining a ship while getting the chance to build up their cannoneering skills on deck and taking home a part of the booty. Regardless, this team-based cooperative battle design is one aspect of Pirates of the Caribbean Online that makes it stand out from battles in other sea-based games.

At sea, Captains and their crew will encounter many different types of enemy ships - those of the Navy, Eastern India Trading Company, and skeleton crews. To enter battle, players simply sail within cannon range of the enemy and fire away! In addition, players will cross paths with Flag Ships which are usually escorted by a fleet of enemy ships. In order to defeat Flag Ships, players must first sink all the escort ships, shoot the hull, and use grappling hooks to pull it closer. Once it is within range, crew members jump on a plank and climb aboard for some hand-to-hand combat. Flag ships are a challenge to defeat, but the loot is well worth the effort!

So, how do players defend their ships? With cannons, of course! Below deck cannons are controlled by the Captain and a large ship can hold up to 16! On deck, players can have between 2 and 10 cannons, which crew members manually control. In addition to cannons, there are different types of skills that contribute to a player's success in sea-based battles - sailing skills, cannoneering skills, and passive skills.

As a Captain sinks enemy ships, their reputation is increased and they earn sailing skills. "Full Sail" gives ships a burst of speed and "Come About" lets a Captain make quick U-turns. The "Ramming" skill allows them to steer their ship into other enemy ships, causing a HUGE amount of damage. Captains must be particularly careful while sailing though and avoid running into rocks or even an island because this would cause significant damage to their own ship.

Crew members, on the other hand, level up in cannoneering skills (as opposed to sailing skills) as they improve at using cannons in battle. With experience, crew members unlock different types of cannon ammunition that they can choose to purchase. At first, players begin with Round Shot, a basic cannonball that has pretty good range and inflicts a decent amount of damage to enemy ships. Grape Shots are a step up and are particularly effective against enemy crew members. Then there are Chain Shots which are great to use against enemy masts and sails. In addition to these, players can also unlock explosive cannon ammunition, flaming cannonballs and magical thunder bolts...enemies better watch their back (or should I say stern)!

In addition to cannoneering and sailing skills, players can also learn passive skills for sea-based battle. For example, a Captain can level up in their ability to maneuver the ship or they can increase the rate at which they load their broadsides (which usually takes longer than loading on-deck cannons).

In Pirates of the Caribbean Online, Captains use these sea weapons and skills as they travel through the Caribbean in search of a plentiful bounty of treasure. Players can't be too greedy, though, because they will run into monstrous sea creatures and skeletons, the Navy, and the East India Trading Company along the way - enemies that can easily sink a player's ship and steal their treasure. With the right teamwork, strategy, and skills, however, players are likely to succeed and may even have a chance at becoming one of the most legendary Pirates on the high seas!

Developer Diary #10 - Partying Up & Parlor Games

Joe Shochet, Creative Director, Disney's Virtual Reality Studio
Samir Naik, Senior Programmer, Disney's Virtual Reality Studio
June 25, 2007

As you probably know, one of the things that set MMOs apart from other games is the socialization that players engage in. The bottom line is… it's just more fun to play with friends! So, in designing Pirates of the Caribbean Online, all aspects of in-game socialization have been top-of-mind with our team.

Usually when players form a group in an MMO they "party up." Similarly, in our game, players "crew up" since they are, of course, pirates. A player's crew accompanies them on various high-seas adventures. In this team-like environment, the Captain mans the helm and the crew stands guard at the cannons, keeping a lookout for enemy ships. Any gold earned at sea is split fairly amongst the crew and Captain. A crew can also stick together on land taking part in quests and entering the PvP (pirates vs. pirate) arena together.

We've designed the crewing-up experience to be convenient and as easy as possible for players. While on land, players can click on another player and, via a drop-down menu, ask them to join their crew. It is to a player's benefit to have as many crew members as possible — the seas of the Caribbean are not safe for lone travelers! There is safety in numbers, not to mention more opportunity to earn gold. There is, however, a limit to the number of crew members a player can have, and this is determined by ship size. Smaller boats can hold 2 or 3 pirates while bigger ships hold between 6 and 8 crew members.

A list of crew members is viewable in a drop-down menu alongside your list of friends and your Pirate Band. Crews are somewhat temporary and consist of other players that you interact with for only one or two adventures at a time. A Band of Pirates, similar to guilds in other MMOs, represents a group of players that are together for a longer term. Within Pirates Bands, players can share resources and lean on each other for help when needed. In Pirates of the Caribbean Online, tapping into a Pirate Band is also a great way to crew up when first entering a game-play session. Just as you clicked on another player to ask them to join your crew, you will do the same to add members to your Pirate Band. While anyone can join a band of Pirates, only Members with Unlimited access can create them. Additionally, a Pirate can only be a member of one band at a time.

In addition to embarking on exciting land and sea battles, players can participate in parlor games alongside crew members. At launch there will be three parlor games available — blackjack and two variations of poker, what we call Tortuga Hold 'Em and your basic Seven-Card-Stud. In addition to playing these for fun, we have also built them into some of the quests.

To add a unique pirate twist to the card games, we've designed them so players can cheat! In addition, we've incorporated a system of poker "tells." Poker is a game of bluffing, a skill pirates can definitely excel at. By stashing cards up their sleeves and whipping them out when needed, a player can increase their chances of winning. Be careful, though, because there is a penalty for getting caught, and for falsely accusing someone of cheating — cheaters are promptly sent to the local jail! If a player makes a good hand or suffers some bad luck, he has the chance to exhibit a "tell," which other players may detect and use to their advantage. Pay attention to the other players' emotions at the table to pick up this useful bit of information to increase your poker winnings.

To kick off a parlor game, players can enter one of the various taverns strewn about the islands for a pickup game. Or, if there is no one to challenge, the match-making interface Lookout System will come in handy. By opening their sea chest and clicking on the spyglass, players can access the Lookout System from anywhere in the game. It can be used not only to find other players to challenge in parlor games, but also to find opponents for PvP combat, to look for crew members, or to find others who share the same quests.

With all of that said, there is no limit to the number of parlor games you can play … the limit comes only when you run out of gold to wager! We've designed both the crewing-up system and the parlor games to be fun and easy for players to use. We understand that even a pirate needs to take the edge off, kick back and hang out at a tavern once in a while. Socializing with mates and hitting the card table is something every pirate will certainly enjoy!

Developer Diary #11 - From the Producer's Desk

Jason Everett, Executive Producer, Disney Online
August 27, 2007

During Phase 1 of the Beta test I spent hour after hour with Bilgeratte, an amazingly durable Pirate who, considering his eyes and face, might be a long-lost descendant of Sao Feng - or, allowing for his Fu Manchu moustache and broken nose, might be a pretty recent descendent of some scary biker guy.

I kept a running diary during the Beta for the game developers - what was working and what wasn't, what was fun, what was confusing, and because no self-respecting Producer can resist, a list of things we just had to tweak. Here are a few sample entries:

POTCO Bullet I got into a Mayhem PVP match with Allan today (and completely kicked his butt… he forgot to bring health tonics with him). I died during the match more than a couple of times, and each time I re-spawned with 0 HP. The recharge time to get back to full health from there needs serious tuning.
POTCO Bullet The bartender in the Faithful Bride needs a rag - he's cleaning the bar with his palm. It would also be nice if the guy near the harbormaster on Port Royal flipping a coin actually had a coin.
POTCO Bullet The Black Mac quests need tuning. His initial dialogue needs to be more direct, telling the player what they are going to earn when they complete the quest. Requiring players to win 150 gold seems fine, based on the way the economy is balanced now, but I'd up the number of skeletons that need to be defeated in the second quest to the 10-15 range. Ideally, the amount of gold Black Mac makes you win and the number of skeletons you have to defeated should be tied to the card you're going after.

After Phase 1 of the Beta ended, the development team spent two solid weeks reviewing everything we'd seen -- feedback from the beta players, thoughts from the development team, bugs, feature requests, balancing and tuning needing to be done, game systems needing refining, client and server performance and stability issues, features that needed to be added, and features that needed to go -- at least for now.

Here's an overview of the work that's gone into the game since we closed the doors on Phase 1 of the Beta test:

A lot of time has gone into refining the UI and the game's control schema. Players don't need to use the TAB key to switch been combat and interface modes anymore, and the mouse-look camera controls are now optional. At the same time we did this we also improved the combat interface. The old radial menu that held each weapon's special skills has been killed and replaced with a simpler interface that's always on-screen. It's faster now to get at your special skills and easier to watch your recharge times - both of which are good things when you've got a dozen undead Carrions charging you.

We've already finished a round of play testing with the new control system, and the results were great -- it's easy to use, and we're really happy with it.

The quest system got a nice polish pass as well, making your encounters with Jack Sparrow, Elizabeth Swann, Joshamee Gibbs and the rest of the game's personalities and NPCs (Non-Player Characters) more cinematic -- and making the actual interfaces you will use to get quests and manage quests clearer and more intuitive.

Next up was ship boarding. This has gotten much simpler -- now you can just walk up to a dingy on the shore of any island and use it to row out to (read: pull up) your ship, already rigged and ready to set sail.

Crewing up got streamlined at the same time ship boarding was tweaked -- the definition of a crew is now much looser than it was in Phase 1 of the Beta test - now it's really the pirates who are on the ship. The trick is, to get onto a ship, you have to teleport to one of your friends who is already on deck. This can be someone on your Friends List, a fellow Guild member, or a mate from your Pirate Band.

The biggest and most exciting improvement is the overall sense of story that now permeates the world of the game. There are little things, like the behaviors NPCs have now when you encounter them going about their daily business, the presence of the prison dog in the jail, and the richer palette of sound effects and music. There are plenty of big things too, like great new spawning and defeat animations for Jolly Roger's undead army, a burning town deep in the jungles of Tortuga, and a Navy mining operation in the caves underneath Port Royal. All of this is contributing to make the experience richer and deeper, and the world that much more immersive.

There is tons more to talk about -- more killer PVP game play (And what is PVP, really? Player versus Player or Pirate versus Pirate?), more polish in the poker and blackjack game systems, fine-tuning on ship-to-ship combat, an improved chat interface, and balancing and tuning for just about every weapon, from cannon shot to the voodoo staff. There is way too much to talk about -- you'll just have to experience it all firsthand when you're playing again.

See you in Phase 2 of the Beta!

- Jason (aka Bilgeratte)

Developer Diary #12 - From the Producer's Desk

Jason Everett, Executive Producer, Disney Online
October 5, 2007

Beta phase 2 is here, and like everyone else playing I've started from scratch with a new pirate. I'm getting a feel for all the changes and polish that have gone into the tutorial and the early quests, and it's looking great. The tuned-up combat system is working really well, too. Here's a sampling of how I spent some of the first week of Beta phase 2.

SUNDAY I watched my younger brother play for a few hours right after the Beta opened - he's a big Pirates fan and a college student living not too far away. It was interesting to watch him play and observe what came naturally to him and what was confusing. Now, when I say watch, I guess what I really mean is hover anxiously and jump up every 30 seconds or so to yell something like "WHY DID YOU JUST DO THAT??!!"

For awhile he just rolled his eyes, and after the tenth or twentieth time he said something like "Back off before I smack you with my Chemistry 101 book." I calmed down at that point and just watched him play. He had a great time and most everything in the game came naturally to him.

MONDAY The Pirates Online staff meeting takes place every Monday morning at 10:30. Think of it as the meeting of the Brethren Court, but Jack Sparrow is only there in spirit, it's not in Shipwreck Cove and there's a really fast computer and a big projector. We took a look at the latest build of the game, reviewed the team's current issues list - then everyone dug in for the week.

For me that meant work on the Web site, work on some pretty cool leaderboards stuff we haven't told anyone about yet, reviewing the game's test plan, and playing the latest Beta game build.

WEDNESDAY I took some time to look over the lists of words in the ship naming system, and thought maybe it could use a little help. So I researched the names of famous pirate ships, navy ships, and I'll admit it, even Star Trek ships. Within a few hours had come up with a few hundred new words and even created a spreadsheet complete with a little test script that generates random ship names from the name parts.

I sent all this over to the developers, and got a pretty hilarious e-mail back pointing out that A) some of the possible combinations that could come out of the words I'd put in the list were a little "problematic," and B) if I could code a random ship name generator, why wasn't I busy fixing bugs? Anyway, they've said they're going to add the new words in. At least, most of the new words.

FRIDAY Today we spent a good deal of time working on the player's guide for the game - something else we haven't told anyone about yet. I also invested a little time "testing" PVP with Allan, and got thrashed. His pirate might be bigger than mine, but I will get revenge.

We also took a look at an early version of the October game newsletter (it's the one you're probably reading now), and decided it was time for some fresh screenshots. I asked the big question.

"Who's going to take them?"

Everyone took two steps backward and pointed at someone else.

Don't get us wrong, we all love the screenshots, but getting good ones is deceptively hard. It's sort of an art. Michelle was up, so if you like the latest screenshots you can thank Michelle for her hard work.

That's all for now - if you're playing the game Beta, don't forget to give the lookout system a workout. It's great for getting into a PVP match or a quality poker game. Also, take the quest system as far as you can. You never know what you'll find!

Developer Diary #13 - From the Deck

Developer's Diary Book Vince, Community Manager, Disney Online
January 27, 2009

It's the start of the New Year, and the question on every Pirate's mind is "What's coming to the game and when?" To kick off 2009, we thought we'd tell you about some of our plans for the upcoming year and speak directly to some of your comments and concerns.

We've got some great surprises planned for you but don't want to spoil the fun for players who look forward to those same surprises, so properly warned ye be - thar be spoilers ahead! Here now are some major updates planned for 2009.

Optimizing the Game

Over the past year, we've tracked every e-mail, question, and comment you've ever had about the game, and we've learned a lot about what adventures you want and what your frustrations are. Based on your feedback, the main issue that kept coming up over and over again was making the game run better and more smoothly on your computer.

That said, for the past few months, parts of our development team have been working to optimize Pirates Online. In short, we're significantly improving how the game runs on your machine. This means you'll see less lag, a better frame rate, and other graphical improvements. This also means you'll see some pretty significant changes to a few of our main environments -- like an entirely new Port Royal, and other revised locations. We're really excited about these changes and think you will be too. These new locales feel more like real Caribbean locations, but more importantly will make your overall experience with the game better.

We did this because everything in the Caribbean is directly tied to how the game performs. For instance, how can you enjoy a new feature, event, or new item if you're frustrated with the overall game performance? Your feedback told us time and time again that this was your number one issue with the game.

In the days ahead, you'll see performance improvements (and new a Port Royal) coming to the game - but keep a lookout on the Grog Blog or Current News for exact dates and more details. Get a Sneak Peek at the New Port Royal.

We expect these improvements to solve many display and performance issues. However, please remember you should always close other programs running in the background when you play Pirates Online -- this includes instant messaging applications, music players, and other programs, like your Internet browser in order to have the best gameplay experience.

New Web Site

In addition to the game, we're also improving the Web site making it a Pirate's destination! We'll be adding new features like an Event Calendar and weekly columns. Plus, you'll get a chance to contribute like you never have before via the Grog Blog, Contests and more! The first phase will introduce redesigns while other additions to the site will roll out in the months ahead. Get a Sneak Peek at the new homepage and discuss it on the Grog Blog.

New Content and Notoriety

Pirates are a demanding lot, and we've heard you loud and clear! You want new content and new adventures, you want the level and gold cap raised, and you want it all now - heck, we all do! Well rest assured, we're working on all of the above as fast as we can - expect to see the first of these updates in the months ahead.

You'll see new content in the form of Quests and other event-based adventures, plus the gold and level cap raised too. Just remember, content takes time to develop, test, and balance with the existing gameplay. Take for example the Kraken, maybe you've heard of this mythical sea monster? As the right-hand squid for Davy Jones, we can officially say the Kraken is coming to the Caribbean this year. As soon as the development team can wrangle him with their fishing nets they will release him with specific orders.

Much adventure be awaitin' you ahead, Pirates. And to face it, you'll need much more experience than you currently have, and you'll need to be allied with strong and able-bodied crews.

New Loot and Inventory System

The Bandana Incident. Have you forgotten it? We haven't. As we've said before, our inventory system is undergoing a dynamic overhaul. Pirates by their very nature collect stuff, so naturally being able to carry more items - and possibly even trading these items with other players - are improvements that we're rolling out around the middle of the year. In addition, once you have more slots for storage, you'll need effects like clothing, hats, and other items to accessorize your Pirate.

Weekly Events and Special Appearances

The Caribbean is a lively place, but it's about to get a lot more exciting - events like the Founders Feast, Jolly Roger's Curse, Tavern Takeovers, and the Feats of Strength Contest are just the start. In the immediate future, you'll see weekly GM-hosted events like weekly Crew Parties, Tavern Takeovers, and much, much more. These events are great opportunities for us to come together and just be Pirates but they're also a great way to learn more about the Caribbean. And while it's great to meet GM Captain Walter, what if he had a Quest for you the next time you met him or joined you on your next sail? Or what if you came face to face with Captain Jack Sparrow or Will Turner?

Fixing the Fixes

We try to test new features and systems as thoroughly as possible before they go out, but as Captain Jack Sparrow will tell you, the Caribbean is a big place and nothing ever goes as planned. When new builds of the game go out, sometimes other things get broken in the process. During these times, we appreciate your patience and understanding - we're always working to squash bugs and fix things as quickly as possible.

In the world of MMO game development, we're forging new territory everyday, doing things that haven't been tried before. Like you, we get frustrated too, but we're all working every day to make the game better. Want to help? Then keep an eye on the Current News or Grog Blog in early February for details on how you could join our Test Server. On the Test Server, we test upcoming game features and other additions before they're released to the live game, you could help make a difference by sending us your feedback on the new updates.

There you have it, a look at what's on the horizon for Pirates Online in 2009.

We realize this might not address every single concern, comment, or question you have - so in the weeks and months ahead you'll get a chance to hear more about these plans directly from members of our development team and the rest of the crew who work behind the scenes to make the game the best it can be.

We want you to know, every player is important to us, and we are listening to you! Our first year was great, but our second year is going to be incredible! We appreciate your support and passion for Pirates Online - not only are you a Guest, more importantly, you're a fellow Pirate!

Referenced by 16 pages pages that link to “POTCO Developer's Diary” — its place in the wiki