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Wish Cancelled

Shockeye writes "According to Mutable Realms' website, the Wish project has been cancelled after 'careful consideration of all the facts and analyzing all the data which we have gathered from the Wish Beta 2.0 test.' The beta test for the Wish project will close at 6pm EST. According to the message it also seems Mutable Realms will be closing as well. You can view the short message here, and over at f13.net we are discussing the latest casualty to the MMOG scene."

54 of 238 comments (clear)

  1. Wish in one hand, spit in the other by stratjakt · · Score: 5, Funny

    and just see which fills up first.

    That's all I have to say about it.

    --
    I don't need no instructions to know how to rock!!!!
  2. Open it then? by Squareball · · Score: 4, Insightful

    Maybe they should open source it since they are just going to scrap it anyways??

    1. Re:Open it then? by ArmpitMan · · Score: 2, Informative
      From the FAQ:

      1.3 - What is the "Wish Engine"?

      The Wish Engine is the software that powers the ultra-massive world of Wish. It is based on ZeroC's Ice technology. Mutable Realms licenses this engine to other online games. Sui Tang Online, developed by Shanghai Cartoon and Shanghai Animation Studio is the first title besides Wish that also uses the Wish Engine. See our press release for more details.

      Income from licensing the engine would be a pretty good reason to not give it away, hmm?

  3. Perhapps a good thing by PktLoss · · Score: 5, Interesting

    This may be a blessing in disguise for productivity in the world. World of Warcraft has destroyed me, missed deadlines, angry phonecalls from editors etc. I ended up emailing the .exe to a friend, gave the CDs to another and begged them both not to give them back for at least a fortnight. Then wasted 2 hrs trying to crack her gmail password.

    The lack of another MMORPG out there may just mean I get this book out on time :).

    1. Re:Perhapps a good thing by Orgazmus · · Score: 2, Funny

      I just want you to know that Anarchy Online has a free 1-year trial
      *evil grin*

      --
      The system had the verbosity of HTML combined with all the readability of compiled assembly viewed as bitmap images
    2. Re:Perhapps a good thing by pHatidic · · Score: 5, Funny

      If you are that addicted to world of warcraft, imagine how fucked up your life would get if you tried a good game...like nethack.

    3. Re:Perhapps a good thing by bob65 · · Score: 2, Interesting

      Um - if this is really true, then I think you have much bigger problems than World of Warcraft. There are lots of other things you can get addicted to in this world - you can't avoid all of them forever. Sooner or later, the same situation will occur again, but maybe with a different subject other than a MMORPG. Personally I'd go see a psychiatrist or something.

    4. Re:Perhapps a good thing by agraupe · · Score: 2, Informative

      That has the added bonus of being able to be played over SSH from any Internet connection with Mindterm Java SSH client. Addiction galore, for the weak minded at least (I play it once every few days, but no more).

    5. Re:Perhapps a good thing by paulkoan · · Score: 2, Informative


      Don't forget, it is also on PocketPC, so you can play it 24 hours a day, whereever you are.

      And just down a potion of sleep if you get a bit tired.

      --
      This signature intentionally left blank
    6. Re:Perhapps a good thing by SilentChris · · Score: 4, Funny

      "Funny" indeed. Who are all these old fogies that push Nethack everytime someone mentions Wow on Slashdot? :P

    7. Re:Perhapps a good thing by Boronx · · Score: 2, Interesting
      Huh, my four year old son has learned the alphabet (except c and v and other unused chracters) from playing nethack, as well as the vi movement keys because he plays on a laptop.

      It's interesting that he can get four or five levels into the game with out even knowing that there's any combat going on.

    8. Re:Perhapps a good thing by Kjella · · Score: 2, Funny

      Huh, my four year old son (...) It's interesting that he can get four or five levels into the game with out even knowing that there's any combat going on.

      No, that's not it. He's just desensitized to violence already. That's what all the fancy graphics do. ;)

      Kjella

      --
      Live today, because you never know what tomorrow brings
  4. Releasing code? by moz25 · · Score: 4, Insightful

    What is the exact reason for cancellation? Is it financial or what? Does it make sense to continue this project under e.g. the GPL model?

    It's a waste to let all the hard work just be for nothing.

    1. Re:Releasing code? by Minwee · · Score: 4, Informative

      I don't know the inside details, but they opened up their beta test to something like 10,000 people on January 1st while promising 58,000 more that they would get in as the week progressed.

      Eight days later the project is cancelled.

      Sounds like somebody got their first bandwidth bill.

      In the gaming world today almost nobody actually owns the code they work with so pipe dreams like GPLing failed projects just won't happen. The $100,000 that you paid to license somebody else's middleware only give you the right to use it for a year, not to give away the source code for free. Ripping out all the proprietary, licensed bits means a lot of hard work for absolutely no return on the investment.

      The people who pay for this kind of development really hate footing the bill for that kind of thing.

    2. Re:Releasing code? by Midnight+Warrior · · Score: 2, Interesting
      If the vendor had planned it, from the outset, to be able to live past their ability or desire to support the product, then perhaps the world could live on. Per my Virtual World Bylaws page, this is one of the primary rules which must be followed if an author's dream world is to be realized. I don't propose a solution, only that without solving this fundamental, doom is certain. The additional point above is well made by mentioning that the graphics engine is a big deal.

      1. The world must be able to exist when the vendor loses interest and shuts down the hardware.

      Peer-to-peer networking is an excellent example of letting a good thing keep running even when somebody wants it to come down. The same resiliency should be applied to virtual worlds. Distribute the servers that manage the virtual areas or worlds and localized hardware problems only mean a degredation in service.

      Likewise, folks who are open with their underlying engine will find their technology replicated so that the world continues without them. Find a balance with openness and intellectual property or risk having your worlds be meaningless six months after creation. Note the difference between a graphics engine and an object interaction/scene description engine.

      Vendors around the world will testify that customer service is the hardest part of MMOGs. No vendor wants to keep a customer support team paid and trained for 300 total players. If the technology is open, then those 300 players can play when they want and they will be expert enough to keep it running.

      But what about artwork and the licensing that goes with it? Yes, that is a troubling sticky point. So what I recommend is that at the moment the vendor decides it's time to abandon, they exercise a clause they signed with all the graphic artists that says all royalty payments stop when the support section for that world closes. The artwork should then be released under something like the Creative Commons License (http://creativecommons.org/). This ties the company's profit line to the royalty distribution, if one exists at all, and as long as the venture is profitable to someone, the artists involved should be compensated.

  5. Well by FiReaNGeL · · Score: 4, Interesting

    Judging from this screenshot, I think I can see why. Sure, graphics ain't everything... but competing with WoW and EverCrack2 (to a lesser level) isn't easy... I hope they had a GREAT gameplay to compensate for such... graphics.

    From their FAQ : "No decisions have yet been made on the specific pricing, but you should not expect Wish to be on the cheap side. We want to compete..."

    1. Re:Well by MiceHead · · Score: 2, Interesting

      ...to compete with WoW and Evercrack 2 you need to be at least on par with their fees and ideally less.

      Underpricing is more important for commodities and less so for something like an MMORPG. I don't think that (say) a game with a monthly fee of $5 less than WoW's would entice anyone to switch to them. There's also the matter of perception-of-quality -- I would guess that most people, upon seeing a $4.95/mo MMORPG would turn their noses up at it.

      Conversely, if there are gameplay elements that make the game worth $14.95, consumers would probably be willing to pay a few dollars more.

      There are, of course, limits to this. If you're going to charge $50/mo for a subscription, you'd better either a) provide something pretty amazing, or b) disassociate the subscription fee from actual money. (Ever been to Dave and Buster's? When you walk in, you buy credits, then use arbitrary numbers of credits to play games. They disassociate the cost of playing a game from actual money. So, while you're probably paying $2.50 for a game, it doesn't feel that way.)

      As a corrolary to this, in the early '90s, I used to work for a company that charged $6.95 an hour to play its online game, (with a $3/hr connection surcharge). This was pretty standard. We had a few flatrate customers who paid a whopping $1,000/month for unlimited access. Yeeaaaugh!

      As a result $14.95 never seemed so bad to me.
      __________________________________________
      Inago Rage - Our first-person shooter

    2. Re:Well by Jugalator · · Score: 2, Informative

      I was just going to post the same. There's more to a game than graphics, but decent graphics is pretty much a requirement today to attract the large masses of gamers, which is probably required to fund a MMORPG as well. With screenshots as abysmal as this , it being a beta is not really an excuse. These screenshots are for example from Guild Wars, which had a beta weekend event end today.

      Come on, it's a game for 2005...

      --
      Beware: In C++, your friends can see your privates!
    3. Re:Well by Cecil · · Score: 4, Interesting

      Uh, hate to break it to you, but those trees are much better than anything you'll see in World of Warcraft. In fact, most of the graphics in World of Warcraft wouldn't be any good at all if they hadn't slapped a slick-looking specular highlight shader onto most of the textures. That's basically the only difference graphically between WoW and Wish, and it's why Wish graphics look so flat in comparison.

      WoW is blowing away everything else because the gameplay kicks fucking ass, not because of its graphics.

    4. Re:Well by Jeremi · · Score: 2
      With screenshots as abysmal as this , it being a beta is not really an excuse.


      I'm almost embarrassed to say it, but all the linked screenshots looked perfectly fine to me. I guess my sense of game aesthetics is hopelessly outdated....

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    5. Re:Well by Miriwen · · Score: 2, Interesting

      As a member of one of the betas (though, I will give it that it was a moderately early beta), I can say that there really wasn't much in the game at all. The skill system worked as WoW's, with skills going up as you used them, but it worked differently in that you had to constantly use the skills or they'd start going down. Character movement was all point-and-click using pathing to determine how to get where you were going. Bad pathing too, as it would get stuck constantly if there was anything to get stuck on (again, this *was* an early beta). The graphics were alright if you zoomed in really close, but usually you were looking at the world from far out, with everything looking very small and bland. Worse, the camera was difficult to manipulate, and near-impossible when inside buildings. Character design was lackluster, and classes fairly nonexistant. Really, absolutely nothing in the game was very good. Personally, I'm surprised they didn't cancel it long ago.

  6. Themis and Mutable Realms by Bruha · · Score: 3, Informative

    Once again it seems that Themis http://www.themis-group.com is involved with a failing or failed business.

    Some of their happy partners include.

    Anarchy Online
    Jumpgate
    Wish
    Saga of Ryzom

    And several niche MMO's that have vanished over the years. And lets not forget their heavy influence at Turbine Entertainment and that peice of crap they call Asheron's Call 2 that refuses to die. (Note they were not involved in AC2 being crappy but one can wonder why it has not been axed yet).

    1. Re:Themis and Mutable Realms by Bruha · · Score: 2, Interesting

      Of the clients that I know themis to be involved with currently only one is succeeding and questionably so. The facts are that Themis is a advisor to some of these garage mmo's and in 2 years time one has shut down and 2 have gone belly up either in development or shortly after launch. This is not bashing this is facts.

      If mutable realms was a public company they would be in trouble for all the glowing announcements since the new year with "#1 download on FilePlanet", "68,000 Registered beta testers", and various other statements that considering what just happened is probably all a lie. The year 2000 is over and I bet whatever poor bastard dumped their money into that game is regretting it today.

      Themis too. They just saw another revenue stream go up in smoke.

  7. Why do the assets always go to waste? by MiceHead · · Score: 5, Interesting
    I'd like to see more instances where the teams of cancelled projects either release their assets into the public domain or license them via a system like Turbosquid. This may not be appropriate for all projects -- for example, in many instances, there is no single owner of all of a game's IP -- but I've seen too many cases where gorgeous art assets, (take a look at Wish's, for example) go essentially wasted.

    As an independent games developer, this strikes me the same way as a bakery tossing away perfectly good bread one one side of town while someone's hungry on the other side. Remember when Crack-Dot-Com went out of business and released its content to the public?
    Around July, Crack first missed payroll. August came and we moved out of the office. September offered no new news, so we decided to call it quits. Rather than letting all that hard work sit around and rot, we released it to the public domain.
    There's a special place in Indie Valhalla for the Jonathan Clark and those like him. Why don't we see more of this?
    ________________________________
    Inago Rage - Create and fight in first-person arenas of your own design.
  8. Was anyone involved in the beta? Excited about it by labradore · · Score: 2

    It looks to me, from the remnants of the website, that the developers wanted the game to be fairly immersive and involve a fair bit of actual role playing , as opposed to modified hack-n-slash with a quest system bolted on. Did anyone here play in beta? What were the compelling features? What went wrong?

  9. Perhaps you should elaborate. by jpardey · · Score: 3, Interesting

    Why should he/she shut the fuck up? Although the original message was not in great depth, I believe your's could have addressed the issue to a greater degree.

    Remeber, Blender wasn't open source until NaN went bankrupt, and "sold" it to the blender foundation. Perhaps Wish's developers could bring in some cash, and interested volunteers could make something out of wish, selling server time to players.

    --
    I have freaks! I did something right...
  10. Re:Was anyone involved in the beta? Excited about by laiquendi · · Score: 5, Interesting

    I was, briefly, a Wish beta tester. Everything about the game was highly derivative; there were no compelling features to be seen. It was Progress Quest with a GUI.

  11. Their called assets... by msimm · · Score: 5, Insightful

    The reason you don't see companies going along with reasoning like yours is because in the IP business code is like buildings and machinery.

    If you had a manufacturing business and closed your doors today you probably wouldn't give everything away the very next day (especially if the cost of storing was as minimal as code is). You'd hang onto or try to find a buyer to re-coop some of your costs (developing code costs money too).

    Maybe after a long time you'd be willing to give it away, but you probably put a lot of your own money into this stuff and you'd like to get something back out of it.

    --
    Quack, quack.
    1. Re:Their called assets... by Squareball · · Score: 2, Insightful

      Well after reading the article and the forum posts linked it doesn't look like they'll be selling the software. It looks like (from my outsider's view) that they were only creating Wish so that they could sell the underlying tech to 3rd parties to create their own games. After doing beta testing it looks like it would take more work to get it to that stage and they don't have the resources to do it. Chances are, they won't end up selling off the code and it will just go to the waste bin.

    2. Re:Their called assets... by AndroidCat · · Score: 3, Insightful
      I'll bet that nothing suffers from bit-rot faster than unreleased game code. As soon as the team starts wandering away, the code starts dying. Eventually the company is left with some code on disks in a drawer, and years later someone tosses the disks. It might have a huge value for accounting purposes, but when no one is using it, it's value is zero. (Maybe even negative if someone tried to re-animate the dead code without a knowledge transfer.)

      At some point it's worth writing off the investment and cashing in on the good will by releasing it.

      --
      One line blog. I hear that they're called Twitters now.
    3. Re:Their called assets... by Jeremi · · Score: 4, Interesting
      The reason you don't see companies going along with reasoning like yours is because in the IP business code is like buildings and machinery.


      That's a fair point. If people really want to see the code open-sourced, why not have everyone contribute to a pool of cash and offer to buy the code from them? If their "orphaned" code is really so difficult to to re-sell, they might be willing to part with it for relatively little money.

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    4. Re:Their called assets... by Tlosk · · Score: 4, Insightful

      Any money that comes from the sale of the IP is money they don't have in their pocket right now.

      Just because they don't have the money to finish it doesn't mean it wouldn't be worth something to someone else who does have the money to finish it/resolve the code or design problems.

      This is the reason I'd say about half of all new businesses fail that could have ultimately been profitable. They just didn't start out with enough money to get the concern going.

      Now I'm not saying that's the case with Wish, they might have tanked even had they finished it and made it to retail.

      One of my neigbhors does this for a living, going in and purchasing the assets of business that go bust for pennies on the dollar. You still have to have an eye for the potential worth of the assets to get a good deal though.

    5. Re:Their called assets... by msimm · · Score: 2, Insightful

      You mean bit-rot like Pac-Man or Doom bit-rot? There are cases where old code can find a financial lease on life. Nintendo would be miserable if they'd released all their old carts and someone else started making a fortune re-releasing them (like for cell phones or those game-in-a-joystick).

      And the company *just* announced it was closing down. Real money went into developing that code (unless their programers work for free!) and I bet *someone* is scrambling around trying to figure out how to come out of this with some of what they put into it.

      Sure a lot of code gets lost like this, but you've got to understand that thats never going to be the intention of the properties owners (losing money sucks, who's got money to burn?).

      --
      Quack, quack.
    6. Re:Their called assets... by aichpvee · · Score: 2, Funny

      I've got 5$ in my pocket. I'll trade them for their code.

      --
      The Farewell Tour II
  12. Nucleus of a good idea by earthforce_1 · · Score: 4, Interesting


    An open source MMORPG would be a very worthwhile project, however the cost of bandwidth would have to be dealt with. I wonder if it is possible that the "world" database could be stored in distributed fashion, like a freenet node, eliminating the need for a central server.

    --
    My rights don't need management.
  13. 2005 Vaporware Awards by rasty · · Score: 2, Interesting

    Looks like we've got the first candidate for 2005's Vaporware Games Awards...!

    In a rash of magnanimity, I'll also spare you all the possible "wish" puns...

    1. Re:2005 Vaporware Awards by thryllkill · · Score: 2, Funny

      I think Vaporware insinuates that the software may come out someday. This is more like greasy roadkill ware.

      --

      Note to self: No more arguing with the faithful.

  14. Always the same... by ajaf · · Score: 2, Insightful

    Companies and owners sometimes do the same, they hire you, you work a lot, and then they decide that they'll end the proyect.
    It's hard if you see it from the worker/programmer perspective.
    I was working for my company for over one year in a really interesting proyect, suddenly the owner of the company woke up one day and said that the proyect was end. Why? if the proyect is great and is working perfectly in the company? I don't know What I know is that still today, we are using what we'd developed in the company, we didn't sell it doh.

    --
    ajf
  15. Suprised? by Datasage · · Score: 4, Insightful

    Not at all.

    After the success of everquest a large number of mmos were announced. Most of them were not going to be able to succed. This is why:

    1. MMOs take much more time to develop than any other game. You have to create a world thats large enough to keep players playing for at least several months while you are creating new content to keep players playing. Most other games are linear or have limited paths a player can take.

    2. Time commitment to one game makes player reluctant to dedicate time to other mmo games. Though that doesnt stop some players, just most.

    3. The MMO audience is smaller than the general gamer audience. Not everyone wants to or can subscribe to a game.

    4. To break even on operating costs, you need a certain number of players to keep the game running. This number is ussually in the thousands, but it depends ont he game.

    So, we have a limited audience, gamers who can generally dedicate themselves to just one game, and you need a chunk of that audience to keep running. How many games can the MMO audience sustain? Not many.

    World of Warcraft and Everquest 2 will the big players. They also need at least 100,000 players to stay profitiable. Other games can survive if they plan and develop for smaller audiences. Aiming for a large audence without being able to compete with the big players is just a recipie for disaster.

    --
    In America we are imprisoned by our fear of them.
  16. 2005 - The Year the MMORPG Bubble Bursts by BondGamer · · Score: 3, Insightful

    There are dozens of MMORPG titles being developed right now, but hardly any players to play them. With the recent releases of World of Warcraft and Everquest II the market has become even more competative. I am betting this will be the year we will see a massive cancelation in MMORPG development. Wish going down not even 10 days into the new year is a bad omen for developers.

  17. Developer Comments by Anonymous Coward · · Score: 2, Funny

    We decided that we would focus our efforts on getting our characters up to level 60 in WoW

  18. this was a reply to a now (-1, troll) message... by jpardey · · Score: 2, Informative

    so context is dead.

    --
    I have freaks! I did something right...
  19. But the rules say... by zx-6e · · Score: 2, Funny

    ...you can't cancel a wish!

  20. "Ultra"-MMORPG by LakeSolon · · Score: 4, Informative

    WISH made some noises about being the first "ultra" massively multiplayer online game, where "ultra massive" was defined as "over 10,000 players online at once in a single game world".

    EVE: Online (a space based mmorpg) did this back in April of '04.

    It's not impossible, but it is difficult. I guess they weren't up to it.

    ~Lake

    P.S. Aside from just the user record, EVE is a pretty cool game and worth checking out. Very different than other MMORPGs out there. Kind've a modern mmorpg of Elite or Escape Velocity.

  21. HA by Fall+into+This · · Score: 2, Informative
    This is funny; my sister's boyfriend got to beta test Wish, but went home for the holidays and had no PC (only Macs) so my sister ended up playing it for him, so it wouldn't go to waste.

    If I told my sister of this, she'd probably laugh or rejoice. The game seriously sucked, though I could be a little harsh, as I don't tend to like RPGs. Still, the ONE enemy she was supposed to fight (the Mord after meeting the man we came to refer to as "Losey McWhat's-his-face") never showed up, except for once when she was in the middle of talking to Losey McWhat's-his-face. Upon killing it, she was disappointed to find that all he effectively did was go "Okie dokie!" and that was the end of it. She was stuck in the introductory stages! Not to mention the character creation, controls, and graphics were all a bit lacking. I understand it was a beta test and all, but it would need to get ALOT better to have ever survived. For crying out loud, how important were the different types of trees?! My sister would have appreciated being able to find the Mord more than knowing that "the tree over there is oak!" Enough of my rant...

    I suppose this is really only funny to me, since my sister and I were making jokes left and right about the game. "Spirit of Subtlety?! More like the Spirit of Letting-it-all-hang-out!" Then there were the characters she made...one mildly serious character to start with, then one she made to demonstrate the strange character creation (the name of that one came to be "ClayAiken"). Then a third she made as tall as possible because she was getting screenshots of the Spirit of Subtlety's nipples (long story short, friends were saying it was just shadowing and she wanted to prove them wrong). The name of that cyclops came to be "Pierre." Anyhow.

    Not really a big loss all together, so far as I'm concerned. But that could just be me and my lack of experience in accepting the flaws in a beta test.

  22. wish by Flunitrazepam · · Score: 2, Interesting

    Thousands of sources converge to say: "Hey guys, the players are pissed. Is there any chance that we can rip out the mouse based movement system and go back to WASD?"

    Programmers: "We quit."

    And with that, the age of MMORPGs which try to host more than about 3,000 players per world comes to a close... at least for a decade or two.

    I seem to recall that Wish was first announced back in the age when the Everquest clones were really starting to manifest. Anarchy Online was released (trainwreck that was) and Horizons and Wish were announced more or less at the same time. I called them both vaporware, perhaps grieving over Ultima Origin's recent cancelation, or perhaps rightfully concerned over the glut in the industry.

    I remember when I was really enthusiastic about WISH, back when MahrinSkel used to be working on it and was telling us about all these spot on game design observations. I thought to myself, "Woah, if this guy knows this much about what makes the other MMORPGs suck, Wish should kick some serious ass!"

    A few months afterwards (Summer of 2003), MahrinSkel's no longer on the team and I get my first taste of Wish Beta. I was mortified about the lack of interactivity to the gameplay, where previously I was given reason to believe that Wish was going to actually emphasize interactivity. The engine was interesting, but very kludgy - I chalk it up to forgivable given that it's an early beta.

    I stop playing Wish Beta, and for awhile beta is over while the team retools everything. I applaud the year delay of the release, thanking perhaps Wish could provide an interesting 3D Ultima Online alternative with a little work. (Although SWG had that niche covered fairly well already.) Beta 2 rolls around, I got an invite, but there's too much on my plate with World of Warcraft and school.

    And now it's come to this.

    I don't know, sometimes it seems a real shame when those that cried "Vaporware" a half decade ago, myself among them, were right..

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  23. Dude, wrong thinking there... by Svartalf · · Score: 2, Insightful

    Assume for a small moment that you're in the shoes of one of the 3D modelers for this hypothetical company that decided to release all the assets for relicensing or for free.

    Yes, it sucks that they might be giving it all away.

    Did they pay you for your efforts?

    Yes?

    Then all of those assets are a work for hire and you don't own them and shouldn't be bitching about them giving them away. Can't be pissed about it, you traded the work for money and it's theirs now no matter how you slice it and it's theirs to do with as you please. But by all means do what you say you'd do- you'll find that you'll never work in any segment of the Game Dev industry and possibly the movies and TV as you'll come across as a sore loser. (Nobody wants to hire someone that whines about what someone does with a given asset after the owner paid for it from someone else..).

    Me, I'd be tickled pink that my name was out and about and I might even find work after the implosion because of the stuff being available for all to see and use.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Dude, wrong thinking there... by tricorn · · Score: 2, Insightful

      Funny, I think it would go the other way. If I put a lot of hard work into something, I'd be more pissed off if it got buried. I'd MUCH rather it be released either into Public Domain, or under a GPL-like license. Either way, I get it back and can build on it. I just don't see what there would be to be pissed about it being released, unless I had some sort of royalty agreement in place, and even then I STILL don't get anything out of it if it is buried.

  24. Already has one in progress.. by Svartalf · · Score: 3, Informative

    Planeshift's the very thing we're talking about here. As for the world database, it'd take a little more than that- you need something along the lines of the database AND shared notifications of everything that each user was doing along with authentication of some sort to verify that all clients were telling the truth about what they're doing, etc.

    Simply put, it's a rough thing to accomplish so nobody's attempted it- YET. :-)

    Me, I've got my plate full trying to push two startups to major success AND trying to help LGP get several games out the door, so I doubt it'll be me (though I've an idea or two on how to go about it all...). But it's definitely not an unsurmountable problem and a P2P MMOG might not be a bad idea as it'd distribute the server horsepower over all the peers and the bandwidth as well. Just going to have to come up with framework, and that's the rough part more than anything else.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Already has one in progress.. by QuantumG · · Score: 2, Interesting
      Planeshift wont be doing that. They don't even permit players to share the artwork with each other let alone writing a distributed peer-to-peer network into their client. This was one of the many ideas I had for Planeshift which was shot down when I suggested I was interested in working on it. Unlike other open source projects Planeshift demands that their contributors only work on the things that the Planeshift team finds relevant to their specific vision. If you want to contribute something which they're not interested in they won't accept it, even if it could be useful to someone else who is thinking of using their engine. This, and them now demanding copyright assignment from all contributors, code and art, is the reason I'm no longer contributing to Planeshift.

      For people who want to make these kinds of additions to Planeshift I'd suggest moving to a distributed form of revision control. I'd like to recommend GNU Arch but it's still not up for the task. This kind of control over developers is exactly the reason why the Linux developers don't use CVS. Those who control the centralized server, control the project. Linux developers now use bitkeeper, and I'm not aware of any other revision control system that is up for the task. Hopefully GNU arch will improve or some other open source revision control system will actually start letting people know they are available.

      --
      How we know is more important than what we know.
  25. Market Saturation by CodeBuster · · Score: 3, Insightful

    There are far too many MMORPGs these days because every small startup game company and their publishers and investors were rushing to jump on the bandwagon. The trouble with these types of games is that they put such demands upon a player's time that he or she rarely has time for more than one MMORPG addiction. That combined with the fact that MMORPGs are not yet and probably never will be (due to the aforementioned time constraints) part of the mainstream. The end result of all of this is too many MMORPGs chasing too few players and therefore too few dollars. What do investors do when a company is hemorrhaging money like an arterial bleeder? They pull the plug and it appears that that is exactly what happened here.

  26. Sadly... by Svartalf · · Score: 2, Insightful

    You miss what I'm on about. There will always be more people wanting to get in on the modeling, etc. and saying that a company's going to be ostracised is only fooling yourself.

    Why do I say this?

    Well, EA's still quite in business isn't it?
    The RIAA labels are still going quite strong in spite of all the crap they pull on the artists.
    Ditto the MPAA studios.

    The reality is you're a sharecropper unless you go up quite a ways on the food chain- no matter what industry you work in. They're just not going to give the words of some alienated modeler a second thought in the industry unless they're a big name. And while there's going to be people willing to take a stand on principals, there's unfortunately tons of people who don't give a rat's about them or aren't in a position to care about principals.

    Pissing off the community that they depend on to make the content? They (The Corporations...) do that every day and don't have any more pain than if they don't- so that will NEVER enter into their equations of what they do/don't do. It just won't until we all group together (And that means all the artisans and engineers that comprise the Game Dev and Media Industries...) and get their attention with a clue-by-four. That's the reality here. I agree with your sentiments for the large part, so don't get me wrong here, but the reality is far removed from what you, I, or the modelers and other artists care about.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  27. Re:Make A Wish by LihTox · · Score: 2, Funny
    At first I thought this was about Make A Wish and they cancled some sick cancer kid's wish. That would have been wicked.

    And I thought they were cancelling Tcl/Tk. *whew*

  28. Re:Was anyone involved in the beta? Excited about by sakshale · · Score: 2, Interesting

    I got accepted into the beta on Wednesday, downloaded the files and found the login server down... with no notes on the forums with updated status. Every time I did succeed in getting logged to the tutorial server, I was quickly dropped with an error that indicated that the server was no longer responding. Finally, on Friday night I succeeded in getting two hours of gameplay.

    I considered the gameplay to be frustrating;

    [1] To me it appeared that they inverted mouse button functionality. Right clicking was used for movement and for the pull down menu on mobs. Unfortunately, everytime I tried to right click on a mob, it moved and I ended up clicking on the ground and moving to that location. I simply had a problem breaking my habits on mouse utilization.

    Note: I've played other point-and-click movement games, such as Neverwinter Nights, without that problem.

    [2] Quests were typical, but frustrating. Most of the ones I took started with harvesting minerals. Only, everthing had a "white" label, which I found, by asking in game, meant resource exhausted. I simply could not find any resources in the newbie area that were not completely exhausted.

    [3] Combat was simple, but I never did figure how to /con a mob. If I [examined] one, there was no indication of its hostility... which I found out was not an indication of [indifference] when a horde of scorpions attacked me.

    All in all, after about two hours of game play, I was still trying to learn how to play. That is too long for a normal person and unacceptable for someone who has played multiple online games and participated in multiple betas. . .

    --
    For every problem there is a solution that is simple, obvious and wrong.