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The WorldForge Project Celebrates Three Years!

cyanide writes "Well it has been three years since The WorldForge Project was first announced on Slashdot as an effort to develop open source Massively Multiplayer Online Roleplaying Games (MMORG ? ). Back then we were calling ourselves 'Altima', but since then we've released our first game, Acorn, and are now working on our next release, Mason. The project really is thriving now, and I'd love to see some new blood join us. "

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  1. Worldforge's Philosophy on Cheating by scrytch · · Score: 5, Informative

    I'm nominally a member of worldforge ... more like I hang around them all the time on irc, while my hobby projects that do directly involve them get pushed down on my project stack. There's plenty of disagreement on how to best prevent cheating, but much of it boils down to this: closed source hasn't prevented cheating in other MOG's (I like how we're boiling down the acronym from the unwieldy MMORPG to MOG -- don't really need the "massively" anymore, that's implied). Given the inevitability of failure here, the prospect of cheating needs to be treated more as a policy approach than anything else.

    One approach is to make the client dumb -- basically just a display for its inputs, the server only sends you what you need to see. Cheating is still possible here, but it'd be an impressive hack.

    Another approach is that a protocol codec might be made closed source, and with a few clever techniques, you can send "booby trap" packets that flag cheaters if they are ever responded to by a client (also requiring a closed protocol codec at the other end). This isn't foolproof, and might indeed turn out to be a useless measure. But hey, we can always lock 'em up for circumventing, right? ;) Finally, if the folks who wrote the protocol code are among the GPL zealots of WF, then it might be politically infeasable to go with a "closed one-off" approach.

    Bottom line, cheaters exist for open and closed source games, and WF will be no exception. WF can provide means to catch a large chunk of cheaters, not all of them, and ultimately it's going to be up to the policy of the server admin as to what to do with them. We just make the tools, you use 'em.

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