The Monkey and the Apple — an iPad screenshot from Wyvern: the player's character standing in a Naga-style house, with a sidebar listing the items the rogue pet monkey is carrying (amulet, hand of glory, broadswords, girdle of strength). 📚 🤓 🕹️

2016 · Stevey's Blog Rants · Essay

“Even so, a game like this — which, despite its simple appearance, is a true MMORPG with surprising depth — is basically an infinite amount of work. Lifetimes of work.”
— From The Monkey and the Apple
Read the essay

© 2016 Steve Yegge. Originally published at Stevey's Blog Rants.

Author’s note

This post is a bit of a bait-and-switch. Its title and opening story are about my game, Wyvern, and the story is a fun read. But then the blog post dives into its actual substance, which turns out to be a detailed comparison of iOS and Android programming. Basically, iOS is decent-ish and Android is terrible. But I was at Google on the Android Tools team at the time, so I couldn't say it was terrible. All I could do was a side-by-side comparison.

AI Notes

Wyvern's coming-out post after five dark years offline, and a rare on-camera look at what running a one-man MMORPG actually involves: the game's best customer-service incident happens to the developer's own wife, and the rescue gets attempted live from a Jython prompt while she watches. Partway in, the monkey simply stops taking orders (Steve concedes he never figured out why), and the next remedy up carries a real chance of converting her hard-won treasure into the default monkey inventory, an outcome he reckons is "legal grounds for divorce" in most states. A quiet retcon hides further down: the celebrated language-hunting years of the mid-2000s turn out to have been a productivity crisis on this very game, a "Grail-like quest" Steve now rates unsuccessful except for the rants it produced.

The platform survey in the back half has aged into period grievance — Objective-C string handling, in-app-purchase sandbox miseries, Twitter's API quotas — and reads now mostly as the comedy of a solo developer negotiating with the App Store machine from his knees. The player material holds up better. When the game came back from its outage, a hundred or so old-timers materialized, some buying iPhones just to play, and the sixty-odd alpha regulars (Japan, Nigeria, New Zealand, Spain, Toronto) were logging eight-hour days around the clock. The post signs off promising a launch report in a few months. It never came; the blog's next entry, six months later, mentions only in passing that Wyvern reached the App Store that December, then spends its whole length on the one promise this post did keep, the vow to say more about Kotlin.

Related listings

  • 2020

    Saying Goodbye to the Best Gig I Ever Had

    Four years later, Wyvern becomes the day job. The Monkey post is Wyvern poking its head out of the Google cocoon; the Grab farewell is Steve leaving a real job to bet on it full-time. Read together, they show that the Wyvern startup pivot in 2020 had been quietly building since at least 2016.

  • 2019

    The Song of the Golden Dragon

    The other late-2010s essay where Steve opens a private workshop to the public. The Monkey post discloses two decades of game development; the Golden Dragon essay discloses three decades of guitar. Same impulse: write down something that has been quietly accumulating before it disappears.

  • 2011

    Stevey's Google Platforms Rant

    The previous time Steve broke a long blog silence. Both posts are written by someone who has been heads-down for years and finally has something to say; both are slightly embarrassed about how long the absence lasted. The 2011 rant was an accident with consequences; the 2016 monkey post is a deliberate, much smaller re-emergence.