Official Forumwarz Blog

The official blog for the web game, Forumwarz

itembuildr is live!

The official itembuildr launch party

Today I’m delighted to announce the launch of itembuildr, our latest system for players to create content in the Forumwarz world. Whereas forumbuildr allowed players to create forums, itembuildr allows you to create items that your player can actually equip!

Here’s how it works:

Step 1. The itembuildr gnomes come up with an item type and stats.

This is done automatically, and is mostly random. The item will either be an equippable item or a junk item. It can be anything from a .moar file (in fact, our first build is a video .moar file) to a tattoo or even a special item. Pretty much anything that can be equipped can be designed by our players.

The stats for the item are generated by marrying two existing items together from a particular class, plus a little random mutation thrown into the mix. So you don’t have to worry about designing some kind of super item that’s better than anything in the game. Everything should be within the limits of what we consider acceptable.

Step 2. People submit names and descriptions

Any character on Forumwarz can submit a name and description for the item. They are told what type of item it should be and what it’s stats will be, and they can submit exactly one idea. The submission period lasts 24 hours.

Step 3. People vote on the names and descriptions

On the second day, people will anonymously vote up and down other people’s ideas. Again this lasts 24 hours. After the voting period ends, the winner is picked as the official name and description of the item.

Step 4. People submit images for the item

Now that the item name and description is known, people can submit images for it. Each character can submit one image for consideration.

Step 5. People vote on the images

Again, a new voting period occurs and people can vote on the best images. After 24 hours, the best image is picked and..

Step 6. The item is published!

The item will end up in an itembuildr store at first for a limited time, along with recently published items. People can purchase the item and begin trading it on Kyoubai (or just stockpile it for their collections.) The best items will also be moved (at the discretions of admins) into the actual game stores, so anyone playing the Forumwarz storyline can purchase them.

Working in Parallel

Now that we’ve explained the pretty straightforward flow of the itembuildr process, you’ve probably figured out that it takes 4 days for an item to go from concept to the store. That would mean about 90 new items a year, which isn’t nearly enough for our rabid users.

Instead we’ve designed the process so that we’re designing two items in parallel!

The way this works is that we’ve broken it into a two day cycle of submitting and voting. During the submitting day, you can submit ideas for items, but you can also submit images for the previous winner. Then on the voting day, you vote for both. So it still takes an item 4 days to be created, but there are always two on the go. Cool huh?

How to access it

You can start using itembuildr right away by logging in and clicking on the multiplayer tab. Today we are only submitting item ideas since it’s the first time it’s being run.


As always, we welcome feedback on the process, the interface and the integration into Forumwarz as a whole. Let us know what you think and how we can make itembuildr a great piece of the Forumwarz universe!

Written by eviltrout

March 10, 2009 at 7:49 PM

Posted in Home, News, Site Updates

Tagged with ,

Why I haven’t responded to you!

Thanks to a recent ad campaign, Forumwarz recently passed the 150,000th registered account mark.

When we launched Forumwarz nearly a year and a half ago, we had no idea if people would enjoy it or not, so hitting this milestone is quite meaningful.

Attracting that many eyeballs doesn’t come without a cost, though. When Forumwarz had 150 users, I would personally respond to every piece of correspondence I received, whether it was a bug report, game feedback or just people saying ‘hi!’

I remember a couple of people remarking on the fact that they’d received a reply, saying they never thought a bug report on a web site would incite a reply, from a site founder no less! It was flattering.

However, as the site grew, the amount of feedback grew with it, and it became far too much for me to stay on top of. Have you ever tried to email someone from a popular web site? Did you receive a reply? Probably not!

The thing is, is our business has changed. We used to sit around thinking “well, what next?” Now it’s more like “OMG, HOW LONG UNTIL THAT IS DONE?” We struggle with the complex issue of prioritizing.

Recently, in our chat room, someone told me they were surprised how nice I was, because he’d heard that I didn’t care much about the game. This is a site that I’ve invested thousands of hours working on and one that I spent countless hours of my day thinking about. I have even taken a huge pay cut to work on it full time. And why? Because I love it.

At one point, Forumwarz was just an idea in my head. Now it’s something that many people have enjoyed. That accomplishment is incredibly meaningful to me.

The one thing I want to convey above all else is that a lack of a reply does not mean we don’t care about your issue. Nothing could be further from the truth. We want Forumwarz to be an awesome game too!

Our current solution is a spreadsheet that lists upcoming features we want to deliver (currently about 50). We have a column for estimated development time (which is often wrong!) and a column for our best guess at the value that feature would deliver to our product. Then we came up with a formula that spits out a “score” based on those two factors. If something can be developped quickly and adds a lot of value, we do it first.

Unfortunately, as a player of our game, this might mean the feature you enjoy the most tends to not get upgraded or looked into for a while. I know, it sucks, but it’s a bad side effect of having limited resources. Larger companies than ours can afford to hire more employees to work on more features in parallel, but ours is a simple web game, and we have to make do within the limits of our current revenue steams.

Having said all that, we still appreciate all the feedback we receive even if we don’t act on it right away. Every ticket and email that falls into my inbox gets read, and ultimately prioritized.

Written by eviltrout

March 9, 2009 at 4:37 PM

Posted in Home

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scullyangel joins the moderator team!

Today we’ve added scullyangel to our moderator team.

I think having a woman on our team will ensure that Flamebate remains the most intelligent and respectful forum on the Internet for many years to come.

Written by eviltrout

February 24, 2009 at 10:50 PM

Posted in Home, News, Site Updates

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A new quest! New E-Peen(tm)

Fan Service!

For those who have finished Episode 2, we have partnered together with Celerysteve to build you a new mission that parodies one of our infamous forum members. The quest is only available for a limited time, so be sure it check it out sooner rather than later. You can access it on top of your character’s page.

New Epeen(tm)!

We’ve also added some new E-Peen(tm) to the game:

I’ll BINGE to that

Gavel Time

Full of SALE

Oranje Pride

Written by eviltrout

February 23, 2009 at 9:34 PM

Posted in Episode 2, Home, News, Site Updates

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Screencast: The Conversation Editor

A bunch of people showed interest in the conversation editor I showed off in the screenshots of our admin section.

I decided to record a screencast that shows off how the tool works. It’s un-rehearsed and rough around the edges but it’ll give you an idea of how we write the conversations that you play out in sTalk.

Written by eviltrout

February 18, 2009 at 3:29 PM

Posted in Coding, Home, News

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We’re not dead yet!

I wrote up this article for Building Browsergames, a cool site for people who are interested in building games like Forumwarz. I’m cross-posting it here.

For most retail computer and video games, once your game gets shipped into stores, the job is done. Sure, there may be bug fixes or future downloadable content, but those require a skeleton staff and minuscule budgets compared to the development of the initial game.

On a browser game, the process is a bit different. Since there is no physical product shipping out in flashy boxes, you can deliver new content with virtually no deployment costs. However, in this sense, it means the job is never quite done. It becomes a constant effort to continuously improve the product. It also becomes trickier to try to sell it.

So this article will be a little different than a “post mortem” on a typical console or retail game, as I am still actively working on the project. Forumwarz is my full-time job. At any given time we have a lengthy list of enhancements we want to add to the game. In a given week, I typically deploy 10 to 30 updates. Most of them are small bug fixes or enhancements to streamline the process, but sometimes they are larger features that make up entirely new components of the game.

What’s Forumwarz?

Forumwarz is a parody role-playing game. You play it in your web browser. The hook is, instead of playing as a knight battling orcs in dungeons (or whatever), you role-play an Internet user “pwning” fake internet sites. Yes, that’s right: Forumwarz is an Internet game where you simulate an archetype of an Internet user. You can play as a Troll, Emo Kid, Hacker, Camwhore or Permanoob. Within the game’s universe, there are hundreds of fake internet sites that you navigate to, leveling up, gaining new abilities and employing new equipment. You also meet and interact with all sorts of interesting and sometimes bizarre characters along the way. We like to call it “the Internet — in game form.”

Our team is quite small. I’m Robin “Evil Trout” Ward, the only full-time employee and I’m responsible for the programming. I came up with the initial idea for the game. Our head writer is Mike “Jalapeno Bootyhole” Drach and our third partner is Jason “BINGEBOT 2015” Kogan. I’d say at this point all three of us are game designers and heavily involved in every aspect of the game’s development.

The Perks

It is awesome to have created something from nothing (okay, nothing but a high-speed internet connection and healthy dose of caffeine). A few years ago, Forumwarz was just an idea, and now it’s a game that players enjoy every day. I remember the first few pieces of fanmail I got and how awesome it was to hear people gush about it.

My professional background in programming before Forumwarz was J2EE and PHP, although I’d dabbled in many other languages in my spare time. For Forumwarz, I decided to try out Ruby on Rails because I’d heard positive things about it. I quickly fell in love.

Ruby made all other programming languages look ugly to me. Rails made complicated web tasks simple. I found it easy to jump in and start learning, but hard to master. I am still learning to this day and it’s a huge privilege to be able to work with it.

The Doubt

Before I worked on Forumwarz, I was a web developer who implemented other people’s ideas. This sometimes meant doing things that I thought were wrong for the products I was working on. Don’t get me wrong: I understand that I was building software for other people in exchange for their money, and I was happy to build things however they wanted it. But there was always this feeling in the back of my head that, “Wow, if that was my money I would do things differently.”

It’s one thing to constantly tell yourself that you wouldn’t make the same mistakes that other people make. It’s something completely different to step up and start putting your money where your mouth is. In fact, it’s downright terrifying.

I remember when I first started telling people about the game. Some were friends and family. Some were members of the local Ruby/Rails community. I must have explained the concept several dozens of times. I am not exaggerating when I say that, save one or two exceptions, I always received a blank stare. It wasn’t hard to read their reactions: They either didn’t understand the idea or, worse, thought it was stupid. The honest ones even told me so (and I appreciated it)!

If I could go back in time and give myself only one piece of advice it would be: Doubt is normal. If you are investing your time and money in a new venture or project, you will doubt yourself.

I worked for over a year on Forumwarz before we opened it up to the public. I kept up a furious pace of development, working 10-12 hours a day, usually taking one day a week for rest. I was investing an enormous amount of time in something that I couldn’t even explain to people properly! Before we launched our beta, I’d tell myself on sleepness nights that at least it was a blast to learn, and it gave me the opportunity to fall in love with Ruby on Rails, so it wouldn’t matter if only five people ever liked it. Still, I knew there was someone out there who would get the joke.


We launched the game in an invite-only beta on Halloween 2007, through the popular Something Awful forums. Hundreds of people played that day, and we watched them post their responses. Our entire team was blown away at how much positive feedback we received right out of the gate.

To this day, it remains one of the most positive experiences of my life. I learned a valuable lesson: Just because other people don’t get excited about your idea doesn’t mean it’s a bad one. I’m not sure if I was just terrible at delivering the pitch. Or maybe Forumwarz is a game that’s simply better experienced than explained. It’s likely a bit of both.

We took off the “beta” tag and opened our doors to the public in early 2008. We quickly grew to 30,000 accounts. In October, we launched our second episode of the storyline which had a small fee ($10) to play. Shortly thereafter we hit 100,000 accounts and have been growing aggressively since. Word-of-mouth recommendation and positive feedback from influential sites like and Gawker gave us the initial boost in membership, and we’ve followed up by advertising wherever we think we have a chance of being noticed. Now, after about a year of being open to the public, we’ve seen more than 130,000 people sign up for the game. I can finally say with confidence that more than a few people do get the joke.

Growing Pains

Scaling from 1,000 users to 100,000 users in one year presents a great deal of difficulties. When I say “scale,” I am not simply referring to the site’s performance (although we underwent several major hardware and software upgrades to sustain the load). I am also referring to the infrastructure you need to deal with a community that large.

If your forums get 1,000 posts in a day — especially on a site that’s essentially “about” flaming forums — will you have the resources to moderate them?

What about bug reports? Would you expect that many users will submit a bug reports just because they can’t solve a puzzle in the game?

A small percentage of your users will try and hack your site. Most people are smart enough to avoid SQL injection, but is your site safe against XSS or XSRF attacks?

And there are other, less immediate issues related to having a suddenly large community. Some users will simply email you with personal comments and you’ll seem ungrateful if you don’t reply. In a given day, I receive hundreds of emails related to the site (errors, correspondence from users, bug reports, etc). If I responded to each one I wouldn’t have any time to work on the game at all!

This is something we are still very much working on. We have elected a couple of moderators who are doing a great job maintaining our forums. We recently launched a knowledge base to help people find answers to their questions, but it’s far from perfect. I know that we’ll never be able to help every user through the game, but we want to make sure that people have as close to a painless experience as possible.

Having a Thick Skin

Gamers are awesome because they’re often intelligent, focused and passionate. However, that also comes with the side-effect of them often being quite opinionated.

Gamers will criticize just about every decision you make. A certain percentage of it can be ignored as trolling, but sometimes I’ve made decisions that I thought were in the best interests of the game and it wound up upsetting many people.

Forumwarz has evolved to encompass many different gameplay styles that all interact in one game ecosystem. As I mentioned before, our team is small. We do our best to think things through, and we often solicit our users for feedback on upcoming features. However, in my experience, no small group can effectively predict how tens of thousands will use a new gameplay feature. We do our best when we launch new content, but the real testing is done when all those eyeballs fall upon the page.

If there is a major problem with something, it shows up immediately. Fortunately, since the game is web-based we can deploy updates quite quickly. In fact, I have gotten somewhat used to only launching a feature when I’m sure I’ll have a couple of days set aside to throw up patches to address any initial issues.

As I said, most of our users are passionate because they truly love the game and want it to be the best game on the web. Their feedback is invaluable. Others, however, can be quite mean. If your project ends up attracting any kind of sizable community, be prepared for nastiness. People will say hurtful things, and they will make it personal. Sometimes I find it hilarious (like when they Photoshop my head onto images) but other times it does sting. So make sure you have a thick skin!

The Road Ahead

I recently read a comment on the Hacker News that resonated with me:

I asked Jessica Livingston to speak at the business of software conference, and I suggested that she talk about all the ways Y-Combinator startups fail. “That would be boring,” she told me, “it’s always they same thing: they just stop working on it.”

As someone who has started hundreds of software projects in my lifetime (most of which only lasted a few hours of development), I fully understand this. Keeping a web business online involves working hard through many periods of doubt. Most people don’t stop because they are starving to death and can’t feed their family; they stop because they have grown tired of it or have been discouraged by some kind of recent event (perhaps income drops, a new feature was a disaster, etc).

I’m quite proud of Forumwarz and the community it has spawned. It is worth the occasional sleepness night or headache to keep it going. Ultimately, it’s been quite rewarding to work on and I will continue doing it as long as I possibly can. If I hadn’t persisted through the doubt when this started two years ago, I’d still be developing other people’s ideas and wondering if anyone would get the joke.

Written by eviltrout

February 17, 2009 at 4:32 PM

Posted in Home, News

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Interview on Building Browsergames

There’s a short interview with me up on Building Browsergames. I think it’s a promising site that’s geared towards helping out develoepers who are interested in building their own games like Forumwarz.

(I’ve also agreed to do a Forumwarz “Post-Mortem” for them. It should be live shortly and I’ll probably cross-post/link it on this blog too.)

Written by eviltrout

February 15, 2009 at 4:22 PM

Posted in Home, News

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The Forumwarz Admin Tab

While it’s not as obvious when you’re going through quests and having fun playing, underneath the scenes, Forumwarz is just a database.

Every forum, attack, conversation and cinematic is represented in the database somewhere so we can keep track of it and modify it as we need. In order to maintain all this data, we have quite a large admin section. Only a handful of people have access to it, so it’s not the prettiest thing in the world, but it’s functional and allows us to build new content and episodes.

This blog post is a small tour of the admin section. There’s way too much to show everything in detail, but here are a bunch of screenshots with descriptions so you can get a bird’s eye view of how we do things. Click any of the screenshots to zoom in.

(Note: These screenshots contain minor game spoilers. I’ve tried to keep later content out of them but you should view at your own risk.)

1. The Admin Root

As an Admin, you get a tab you can click on. When you do, you come to a menu that scrolls vertically. It’s basically just a set of links to the various sections of the site that are editable:

2. Abilities List

Most of the links take you to overview pages for their sections. Here’s what the ability page looks like. Note we have filtering tools at the top to search for abilities to edit them easier. The ability post links allows us to edit the madlibs that appear when you perform an attack.

3. Event View

On the previous screenshot, did you see the little gear icons? Those mean that the particular item in the database has an event associated with it. Events are links to Ruby scripts that execute code when things happen.

This is the event for the Drool on Keyboard and Bash Head against Keyboard attacks (note they are exactly the same from an event standpoint.) The code says that this attack damages the enemy’s pwnage by a value between 3 and 6. It also tells the toolbar to inactivate the action after executing it.

In my earlier attempts at building Forumwarz, these attributes were represented by entries in a database table. But I quickly found it was less flexible. The beauty of Ruby code for events is that I can make an attack do almost anything I want. I could make an event contact Yahoo! weather, get the temperature and make an attack hurt for that much, for example. Not that I’d advocate doing that for performance reasons 🙂

4. The Conversation Editor

One of the most dynamic things you can do in Forumwarz is have a conversation with an NPC. We started by thinking of conversations as threaded, but then we realized that we often want to jump back to previous states (for example: “Let’s talk about something else…”). The current conversation system is a finite state machine with a visual editor:

The interface is designed so that our writer (Jalapeno Bootyhole) can jump in and create conversations. He can create new states, and link them together with choices and arrows.

After a few edits, I step in and embed small amounts of ruby code in the conversations. This allows us to change the flow depending on things you’ve done in the game. For example, in the above screenshot, right off the bat it checks if you’ve talked to Bruce Bear already. If you have, it sends you down a different path than if you haven’t.

When the conversation is done, we compile it into Ruby code. This is what the output looks like. This ruby code is then interpreted as you step through the conversation. You’ll notice that images and special characters are encoded as html in the strings.

Any programmers reading this might have noticed that the compiled conversation is actually an Event. Our event framework is the same everywhere, whether it’s using an item or having a conversation (they have access to the same game-changing features.)

5. Cinematics List

Cinematics are interesting. Any time the game interrupts you and takes over fullscreen you are probably watching a cinematic. Cinematics can vary from a simple NPC wanting your attention to extended gameplay sequences like the beginning of Episode 2 (the cinematic there is larger than all the cinematics in Episode 1 combined.)

6. Editing a Cinematic

Cinematics are divided up into shots. Each shot can be different, showing an image or text crawl or even an NPC saying stuff.

7. Shot Properties

Furthermore, shots can be given extended properties. We can tell shots how to transition in and out (shake, fade, scroll, etc.). Additionally they can call external Javascript if we want something else interesting to happen.

8. Forums

All our Forums are stored in the database. On this list you can see a “Special” forum which is where we store generic content that can be inserted into any other forum a certain percentage of the time.
I have no idea why the generic forum has an XSS and FBO quota though, looking at it! The little icon of three little colored dots means that database entry has a style associated with it. Clicking it allows us to customize the way that forum looks using CSS.

9. Reports

We have an extensive Reports section that gives us back summaries of the data in the database. A lot of them are business oriented such as how well the various brownie point packages are selling. But there’s also gameplay stats in there, such as which classes are the most popular, what abilities people prefer using, etc. It’s a goldmine of corporate secrets!

(For the paranoid: Big Brother is the name I gave to our conversion tracking. It tracks our various ad campaigns and how many users each one brings in so we can evaluate how effective they are.)

10. Nicknames

Ever wondered how the name generator works? We have two columns of data. It randomly joins together a value from both columns, then does post-processing on it to add typos, converts random characters to numbers, etc.

11. Word Types

Anyone who’s used ForumBuildr is aware of how we generate all the text in the forums. It uses certain word types, identified with a @ before their name. They are replaced, madlib-style, into arranged paragraphs. Here’s a page that lists them:

12. Editing a Word Type

Finally, the last thing I took a screenshot of, is how we add words. It’s pretty simple, we just give a huge blob of text into a field, separated by commas.

That’s it!

I hope you enjoyed this little tour of the admin section. Forumwarz is definitely the biggest site I’ve built from scratch, and it’s fun to show the sections that only 3-4 people ever access. If you have any questions, be sure to ask!

Written by eviltrout

February 11, 2009 at 7:34 PM

Posted in Coding, Home

Tagged with ,

What’s Coming!

fig 1.1

So Kyoubai has been quite the success! Since it launched just over two weeks ago, we’ve hosted over 40,000 auctions with 150,000 bids. At any given time, there seems to be over 1,000 auctions to peruse for stuff like rare .moar files.

Thanks to all our users who offered input and helped us tweak the system so that it’s easier to use and less prone to exploits.

Up Next: ItemBuildr

Last night during our weekly brainstorming meeting, we discussed our next project: ItemBuildr.

ItemBuildr is to items as ForumBuildr is to forums. Every week there will be a competition where items are created by our users for the community.

The beauty of ItemBuildr is that it will mean a steady trickle of new equipment, junk and collectible items into the game economy. And unlike other popular MMOs, each item in our game will have a hilarious blurb of text inside it.

ItemBuildr is kind of the yang to Kyoubai’s ying, in that it guarantees that there’s always fresh new items to be traded back and forth.

Written by eviltrout

February 3, 2009 at 8:39 PM

Posted in Home, News, Site Updates

Tagged with , ,

Domination Enhancements



The wait is over and with the Domination round starting Wednesday January 28th a slew of changes will be implemented to improve Domination and provide better balance for all players.

The major changes drastically affect Klan Raiding so if that’s your thing, please review the flamebate post for all the details!

We will be monitoring the effects of the changes closely, so please TubMail BINGEBOT 2015 if there are any issues. We want to ensure that the changes work for the majority of players and enhance the game.

More changes are in development, so stay tuned. Watch or post in the Domination Flamebate to comment on further upcoming changes.

Thanks and play nice!


Written by eviltrout

January 27, 2009 at 9:42 PM

Posted in Home