Chris asked about patching the game in comments, which dovetails nicely with this post. I have a nit to pick with the theory of continuous deployment, but that’ll wait a post or two.
Joe’s outline of release management focuses mostly on the engineering and QA side of the house, which makes sense. The Flying Lab process is very similar to the Turbine process as far as that goes. I’m going to get into the tech ops aspects of patching in the next post, but in this one I want to cover some business process and definitions. Oh, and one side note: patch, hotfix, content update, content push, whatever you want to call it. If you’re modifying the game by making server or client changes, it’s a patch from the operational perspective.
Roughly speaking, you can divide a patch into four potential parts. Not all patches will necessarily need each of these parts. Depending on your server and client design, you may have to change all of these concurrently, but optimally they’re independent.
Part one is server data, which could come in any number of forms. Your servers might use binary data files. They might use some sort of flat text file — I bet there’s someone out there doing world data in XML. I know of at least one game that kept all the data in a relational database. It all boils down to the data which defines the world.
I suppose that in theory, and perhaps in practice, game data could be compiled into the server executable itself. This is suboptimal because it removes the theoretical ability to reload game data on the fly without a game server restart. Even if your data files are separate, you may not be able to do a reload on the fly, but at least separation should make it easier to rework the code to do the right thing later on. There will be more on this topic at a later date.
Part two is the server executable itself. This doesn’t change as often; maybe just when the game introduces new systems or new mechanics. Yay for simplicity. I am pretending that there aren’t multiple pieces of software which make up your game shard, which is probably untrue, but the principle is the same regardless.
Parts three and four split the same way, but apply to the client: client data files and client executables. Any given game may or may not use the same patching mechanism for these two pieces. The distribution method is likely to be the same, but it’s convenient to be able to handle data files without client restarts for the same reason you want to be able to update game data without a server restart.
I prefer to be involved with the release process rather than just pushing out code as it’s thrown over the wall. My job is to keep the servers running happily; at the very least, the more I know about what’s happening, the better I can react to problems. One methodology that I’ve used in the past in games: have a release meeting before the patch hits QA. Break down each change in the patch, and rate each one for importance — how much do we need this change? — and risk. Then when the patch comes out of QA, go back and do the same breakdown. QA will often have information which changes the risk factor, and sometimes that means you don’t want to make a specific change after all. Sometimes the tech ops idea of risk is different than engineering’s idea of risk, for perfectly valid reasons. The second meeting either says “yep, push it!” or “no, don’t push it.” If it’s a no, generally that means you decided to drop some changes and do another QA round.
Meetings like that include QA, engineering, whoever owns the continued success of the game (i.e., a producer or executive producer), community relations, and customer support. You can fold the rest of the go/no-go meeting process into this meeting as well. There’s a checklist: do we have release notes for players? Is the proposed date of the push a bad one for some reason? Etc.
I haven’t mentioned the public test server, but that should happen either as part of the QA process or as a separate step in the process. I tend to think that you benefit from treating public test servers as production, which may mean that your first patch meeting in the cycle also formally approves the patch going to public test. You might have quickie meetings during the course of the QA cycle to push out new builds to test as well.
Tomorrow: nuts and bolts.
2 thoughts on “Patching the Game (Part I)”
Cheers for including customer service and community relations in the go/no-go meeting. Surprisingly non-intuitive for a lot of people that they should be a party to the process.
I never get tired of waving the banner of good communication.