The Future Of MMOGs - You As Designer?
Thanks to GameSpy for their feature discussing user-created content as the future of massively multiplayer games. In one section, Will Harvey of There Inc. discusses potential problems with more exotic player-created features: "If third-party developers [A.K.A., gamers playing the game] write games for an MMPG, will the code for those games also run on the servers? What if it crashes?" Elsewhere, Will Wright talks about quality issues after players create content: "Once we have the ability to leverage the creative process, how do we move that content between players in the most efficient way? There's always some content that a small number of players create that will have the most appeal."
I'm currently writing a game which has an emphasis on user content. We are using C#/.NET (no flames please) and using a lot of bytecode analysis/verification/manipulation. This allows us to verify that we can constrain the cycles used by uploaded code by inserting new bytecode into the loop structures etc. We can also use DFA and a defined set of permissable interfaces to limit the capabilities of the uploaded code.
For an example of one of our bytecode manipulators which manages object persistence, look at the www.gotdotnet.com site and search for bytecode in the user samples.
Some other thoughts are that copyright, ownership, censorship are the main showstoppers, not technology.
Asmo
Another thing I've seen in a lot of the early wave of games that focus on user-created content is that the tools seem to be aimed at some specific skill level and type of creator. I think we need to see tools that support a broader range, where people with less skill, less experience, or simply less motivation can still create something a little bit interesting, and the people who really master the tools have a lot of power and flexibility to do really amazing things.
Anyway I do think this area will grow a lot, as better tools & games are developed. My comparison has always been to the free web-hosting services like Geocities, Angelfire, etc. that got really big based entirely on user created content. RPGs or virtual worlds built this way are, I think, particularly suited to encouraging socializing, as they often lack any combat or obsession-feeding goal structures, while they provide a never-ending source of new things to see and explore that provide potential conversation subjects.
Furcadia - A free online game with user created content, DragonSpeak scripting, & more.
Second Life is already there. All of the content is user-created. There is a scripting language that can be used to create complex behavoir. Houses, trams, amusement park rides, airplanes, sentry guns, alien ships, ghosts, even a recreation of the destruction of the world trade center towers.
Check out the archives of the "embedded journalist".
It's 10 PM. Do you know if you're un-American?
From the article:
Will Harvey of There Inc. discusses potential problems with more exotic player-created features: "If third-party developers [A.K.A., gamers playing the game] write games for an MMPG, will the code for those games also run on the servers? What if it crashes?"
This is a simple matter of programming. Your MMOG is a platform, just like any computer, and you should be able to allow user-space code to run and crash without affecting the underlying system.
I worked on a mud in college that allowed user specific code. The head programmer had written a light VM that ran most of the actual mud code. It sandboxed the user land stuff and your code could do whatever you wanted within the context of the syntax and you weren't bringing the MUD down. However, the VM was very memory hungry and really needed to be re-written by someone who knows VM's. He made it all up as he went.