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IGDA Persistent Worlds White Paper Released

Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference."

72 comments

  1. Ability to ignore by teiresias · · Score: 2, Informative

    The one feature I have enjoyed the most in any multiplayer game has been the ability to ignore other players. A simple /ignore #playerID and all the n00b, j00 suX, ph33r m3, 1337 bs get's flushed down the toilet.

    That's in the white paper, right?

    RIGHT!

    --
    -Teiresias
    1. Re:Ability to ignore by BaronGanut · · Score: 0

      They don't get flushed down the toilet.

      --
      Mohahah!
  2. I hate pdf. by Anonymous Coward · · Score: 0

    I hate pdf.

    1. Re:I hate pdf. by redivider · · Score: 2, Informative

      It's pretty common to distribute white papers in PDF format.

      An HTML version would have been nice, but it's not completely unexpected to see something like this as a PDF.

      --
      Sinch
    2. Re:I hate pdf. by brianconnolly · · Score: 1

      you could try googling for the pdf and then use the "view as html" option.

      i tried to find it but google hasn't cached the pdf yet. (i tried the search string whitepaper filetype:pdf site:igda.org and it came up with nothing)

      you could try digging through this search string though:

      http://www.google.com/search?hl=en&lr=&safe=off&c2 coff=1&q=filetype%3Apdf+site%3Aigda.org&btnG=Searc h

  3. WoW by brianconnolly · · Score: 1, Interesting

    is WoW not in the report because of how new it is? how would WoW stats affect other MMO's rankings in this report?

    1. Re:WoW by brianconnolly · · Score: 1

      hmmm as i read more of the report, i see they list WoW as a "recent launch game". disregard my lack of ability to RTFA.

    2. Re:WoW by bartash · · Score: 1

      On Bruce Sterling Woodcock's site there's a chart showing market share which includes WoW.

      --
      Read Epic the first RPG novel.
    3. Re:WoW by afidel · · Score: 1

      Assuming that Blizzard's numbers are accurate then those numbers are WAY small for WoW, Blizzard claims 600,000+ signups making it by far the #1 US MMO. Those numbers of from Nov, since WoW didn't ship until Nov 22nd I'm not suprised that there wasn't a stronger showing for Nov.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    4. Re:WoW by danieljames · · Score: 1

      Alas, in the chain of edit-refine-edit we overlooked making last-minute updates to new numbers. We're planning an update in the next couple of months before GDC, which will reflect Blizzard's success.

    5. Re:WoW by SirBruce · · Score: 1

      Give me a few minutes and I'll have my January update online. :)

      Bruce
      http://www.mmogchart.com/

    6. Re:WoW by SirBruce · · Score: 1

      Okay, updated. :)

      Bruce

    7. Re:WoW by jcrash · · Score: 1

      Still not showing WoW as having more than 350,000. Doesn't mesh with the numbers Blizzard released. Might as well make it 700,000 by now.

      --
      I do not fear computers. I fear the lack of them. Isaac Asimov (1920 - 1992)
  4. Yeah, okee by stratjakt · · Score: 5, Funny

    Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game

    Reason number 11: There ain't enough room for both of us. You just might take business away from EQ, and we'd have to send an army of IP lawyers to bring you down.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:Yeah, okee by Lord_Dweomer · · Score: 1
      Or more like:

      Reason 12 - We know we just rely on a huge marketing budget to make our games profitable. If people were to start coming out with MMORPGs that were actually FUN to play, we'd be screwed.

      --
      Buy Steampunk Clothing Online!
    2. Re:Yeah, okee by ultranova · · Score: 1

      Or, worst of all:

      Some young wiseguy would figure out how to build a distributed MMORPG server, p2p-style. Imagine if there would be no need for massive central servers anymore - people could play for free !

      Hmm... All it really takes is dividing the gameworld into regions, assigning a region to a bunch of machines, and some way of verifying that those machines don't cheat (that everyone follows the same rules). Then just migrate people from machine to machine, and make the area division algorithm so that it automatically divides thickly-populated areas into smaller chunks than thicker areas.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    3. Re:Yeah, okee by stratjakt · · Score: 1

      Wasn't that, at least sort-of, the notion behind QuakeWorld? You'd kind of hop from server to server, basically like a giant ass distributed map?

      It could work.

      --
      I don't need no instructions to know how to rock!!!!
    4. Re:Yeah, okee by AnotherBlackHat · · Score: 1
      Reason number 11: There ain't enough room for both of us.


      That was reason number 10, not 11.

  5. IGDA? morons by Tuffsnake · · Score: 0

    Those idiots? I was going to try and become a member back in college but my cc failed. They kept sending me things asking for my cc # again to get the purchase done so I could be a member and I just ignored it because I decided I didn't want to join.

    So they stop eventually but then start sending me emails and newsletters like the sale went through anyways, I asked them to stop sending the news letter and they still send it to me! Let my email address go!!

  6. Re:Good way.... by Bumjubeo · · Score: 1, Interesting

    Yes, as a matter of fact I did.

    This will give people who wish to develop MMORPG, MUD...etc. but are just starting out the ability to see what has been succesful in the past. How much to charge per month, where they can release the games and be succesful.

    If you want to develop an MMORPG, which im sure a lot of people do because they sure seem like cash cows. :) This is a very good starting point.

    I think this is a good idea because im sure the MMORPG world is going to get even bigger and better.

  7. Massively Multiplayer Online Games by Antonymous+Flower · · Score: 3, Insightful

    I haven't read any of the links but I feel this is a good place to provide my personal feedback on MMOGs. I am just a player.

    MMOGs are addictive. The psychological gratifications that normally stem from social interactions in meatspace can be obtained through these online games. Similar gratifications can also be acheived in these games. Consider the team who works on a space probe, launches it and is able to explore a new world. Teams in these games band together to overcome challenges and are rewarded mostly only by the accomplishment. This was my favorite part of Everquest and, in my personal opinion, the redeeming factor of these games. Many who ascend to this level of gameplay eventually become distraught, though. It is my observation that these people don't hate the game. Rather, they are no longer challenged and are no longer exposed to this very satisfying "team accomplishment gratification." They all eventually try other games, find themselves unimpressed by the already-been-done game mechanics and discontinue play of the new game. Many game developers realize that there will always be a 'casual' gamer to cater to in order to secure profit. However, if they only cater to these casual masses their game will just be another lump in the pile. If you please these "hardcore" players who want to be challenged you will be rewarded with their loyalty. Your success as a game designer/developer is only limited by your imagination in game mechanics.

    1. Re:Massively Multiplayer Online Games by brianconnolly · · Score: 0

      so as i read your post i mapped out this train of thought:

      mmorpg's are addictive --> the most hardcore gamers get addicted to them but ultimately become disillusioned with stale gamepla --> developers should cater to the hardcore gamers and feed their addiction, thus further distending them from the world of real human interaction.

      is that right? just trying to clarify here.

    2. Re:Massively Multiplayer Online Games by Beyond_GoodandEvil · · Score: 1

      Do you smoke while flipping the bird? Also I am dying to hear about your verticle leap.

      --
      I laughed at the weak who considered themselves good because they lacked claws.
    3. Re:Massively Multiplayer Online Games by brianconnolly · · Score: 1

      what do the mooninites have to do with this? you lost me.

  8. Gordon Walton.. Customers come first by flumps · · Score: 1, Insightful

    "In online," Walton claims, "Customer service is the business... If we were an army, customer service would be the infantry."

    "Is there any upside here? NO," Walton grunts. It's simply a necessary (and frustrating) expense.

    Supporting the "customer" should NEVER be a frustrating expense. Supporting your customer, Mr Walton, should be your main concern in EVERY business.

    When are companies going to learn that across the whole market, CUSTOMERS COME FIRST and are not there to be bled dry and fobbed off?

    feh.

    --
    "So there he is, risen from the dead. Like that fella, E. T." - Father Ted Crilly
    1. Re:Gordon Walton.. Customers come first by Antonymous+Flower · · Score: 1

      I agree, and would like to add: Most customer service requests in these massively multiplayer games are "I lost all my stuff and I want it back" or "he stole my thingy." Solutions to these requests are easily hardcoded into the game. Developers should consult with customer service. Customer service is vital and does not have to be frustrating or expensive.

    2. Re:Gordon Walton.. Customers come first by grazier · · Score: 4, Informative

      Except that:

      "'Is there any upside here? NO,' Walton grunts. It's simply a necessary (and frustrating) expense."

      Is in reference to having to retain lawyers to fight the lawsuits that are filed against the company. It is NOT in reference to customer service.

      --

      G

      "Plurality should not be posited without necessity." - William of Occam
    3. Re:Gordon Walton.. Customers come first by Anonymous Coward · · Score: 0

      Not to mention the fact that grandparent post is stupid anyways. OF COURSE he knows customer service is paramount in any business! He was quite obviously referring to having to maintain and support a dedicated customer service staff of in-game "admins" and billing cust. srvc. reps, and ... the list goes on. For your typical "boxed" game there's a tech support staff, maybe a few cust. srvc. reps that handle lots of products, and they don't have to handle that same title for years on end... most of the 'bugs' and 'kinks' get worked out over the first 6 months or so.

    4. Re:Gordon Walton.. Customers come first by Phrogman · · Score: 2, Interesting

      While there is no doubt that lots of problems can occur in these games, and that Customer Service tends to lack in its quality in most if not all of them - particularly on response times for instance, its also true that the players of many of these games seem to have unreal expectations concerning them.

      These are the most complex computer games currently being devised. Balancing all the issues and features involved to try to produce something that feels fair to all players has got to rank up there with some of the more complex projects ever undertaken in programming. Players blame the developers when they can't resolve a balance issue, but they never take into account the complexity of those issues (because they lack the knowledge to undrestand them no doubt), nor the fact that for every single developer involved there may be 20,000 players out there generating problems or uncovering bugs while they play.

      As well, these are now the crucibles for the new type of social interaction that is possible online - and many people elect not to act in a socially friendly manner but instead in a socially offensive manner due to their internet anonymity. As a result many of the complaints sent to Customer Service are in fact complaints concerning the actions of other players, not problems with the game. The games need to punish anti-social behaviour in the same manner that society does I think, and its going to take a while to develop models that let that happen. Most people are not into open PvP, or permanent death for characters although those features would resolve many problems if combined in a game :)

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    5. Re:Gordon Walton.. Customers come first by drew · · Score: 3, Informative

      this might be insightful except for the fact that he took quotes from two separate reasons and put them next to each other. He does go on to say after the first quote that supporting the customer is essential to success with a subscription based model.

      then he goes on to the next reason, which is that you need to retain a lot of good lawyers to run a mmog. it discusses lawsuits in small claims courts from players regarding hacking, cheating, etc. as well as the commonly disputed issue of who owns all of the virtual stuff. in the game.

      in short, retaining lawyers is a necessary (and frustrating) expense, not supporting the customer...

      --
      If I don't put anything here, will anyone recognize me anymore?
    6. Re:Gordon Walton.. Customers come first by Anonymous Coward · · Score: 0

      You seem to have confused customer services with legal team expenses. In the article I read, the second comment refers to having to keep an army of lawyers on hand to combat people bringing frivolous lawsuits against you. There's no upside to that.

    7. Re:Gordon Walton.. Customers come first by lucienp · · Score: 1
      Taking two lines out of context doesn't help make your point, it makes you dishonest.

      Walton says that customer service is the MOST important thing you can do.

      Later, he says that the is no upside to HIRING LAWYERS to defend yourself from frivolous lawsuits, something that I challenge anyone to deny.

      If you win, you've 'bullied your customers', you lose, well, "you lose". Either way, you're paying the lawyers.

      Again, he doesn't say that there is no upside to customer service.

    8. Re:Gordon Walton.. Customers come first by Anonymous Coward · · Score: 0

      Most customer service requests in these massively multiplayer games aren't "I lost all my stuff and I want it back" or "he stole my thingy", it's you nerfed this, you nerfed that, my class is underpowered while his class can do this and that, just general complaining from mostly clueless players.

      It's like on big parrot farm. One person starts to complain this or that is udnerpowered / overpowered / nerfed with some totally fake and /or bogus data, people copy it and before you know it it's asumed truth.

      Customer care comes first in the sense of helping people retrieve lost data, totally true. That has little to do with the rampant complaining where the majority of the CS resources go into though. And as long as that still falls under customer service, as I see it, customers don't come first, cause customers don't have a clue.

      One exception are the players who parse everything they do in the game though. Even if their demands often are a bit far fetched, at least they have a decent backing.

    9. Re:Gordon Walton.. Customers come first by ultranova · · Score: 1

      The games need to punish anti-social behaviour in the same manner that society does I think, and its going to take a while to develop models that let that happen. Most people are not into open PvP, or permanent death for characters although those features would resolve many problems if combined in a game :)

      Let people donate a part of their in-game money to a bounty against the offending player. The bounty gets big enough, a bounty hunter goes after the creep. To prevent abuses, whenever you donate to a bounty, your own bounty grows by half the amount you donated.

      Even better, instead of money, use exp points. Those tend to be far more valuable than gold in almost any CRPG...

      Or just enable PvP, but automatically up the bounty every time you kill someone.

      You could even build a faction-vs-faction, and increase the bounty each time you kill a member of your own faction, and decrease it each time you kill a member of opposing faction.

      Or use a karma system; you can hate or love someone. If enough people love you, you get something good; if enough people hate you, shit happens. Then again, this might lead to a protection racket - "love me or else !".

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    10. Re:Gordon Walton.. Customers come first by Anonymous Coward · · Score: 0

      Mod -1 (Misleading, Inaccurate, Out of context)

    11. Re:Gordon Walton.. Customers come first by LakeSolon · · Score: 2, Insightful

      The issue with a bounty system is it's exploitable.

      Joe Griefer griefs Newbie Dude. Newbie Dude puts bounty on Joe Griefer. Bill Cohort is a friend of Joe Griefer. Joe Griefer flies a newbie ship, drops all his equipment or just picks a generally convenient time to die and lets Bill Cohort kill him. Bill Cohort and Joe Griefer split the bounty.

      There are certain situations which eliminate this problem, but it is not a very flexible system and thus not widely applicable.

      ~Lake

    12. Re:Gordon Walton.. Customers come first by geminidomino · · Score: 1

      WTF? Those are from two different items on the list!

      "Is there any upside here? NO," Walton grunts. It's simply a necessary (and frustrating) expense. refers to keeping a team of LAWYERS, not customer service!

    13. Re:Gordon Walton.. Customers come first by flumps · · Score: 1

      I was taking both statements within context of the article, thanks..

      What he's basically saying is this: "Customer support is essential with on line gaming because we can't get away with fobbing them off (like you can in other sectors of industry who don't talk to each other). So don't you bother doing it either because its far too expensive for the likes of you".

      Both statements of which I find objectionable, and what my post was about.

      He's moaning about the cost of providing support!! Whether or not lawyers are involved, the expense is justified. If we were all more vocal, we'd all get better support for all our produce.

      --
      "So there he is, risen from the dead. Like that fella, E. T." - Father Ted Crilly
  9. Argh by daeg · · Score: 3, Interesting

    I am bloody sick of the MMOGs as of late. I want some decent single player games that don't suck. I have enough FPS games to last until the draft of WWIII, where are the cool RPGs and innovative games?

    I would consider playing an MMOG if it had a "single-ish" mode. I don't want to be disturbed by others, 90% of them are children anyway. Unfortuantely, they are necessary to support MMOGs as the primary clientelle.

    Skimming that paper made me dislike MMOGs even more. Bravo, if that was the intent.

    1. Re:Argh by tarnin · · Score: 2, Insightful

      What? You do know the MM in MMORPG is Massivly Multiplayer right? You don't want to be disturbed by others? Why are you even playing an MMO in the first place? You should be playing single player games period. Games like this are not for you and your comments on this subject are moot at the least.

      These games are created for people who WANT to play with 10,000 others on a server. They want to be in a guild and want to group while doing things within the game. While some soloability is usually put into the game, its not its main focus. The "end games" are usually coded for a massive ammout of people to do and impossible for even a small group to get to.

    2. Re:Argh by daeg · · Score: 1

      I don't play them, but lately, the better games are being developed as MMOGs. Especially RPG-style games for the PC.

      Fortunately, there are a few on the horizon (Dungeon Siege 2, Elder Scrolls IV...) that are not MMOG.

    3. Re:Argh by jafuser · · Score: 1

      Morrowind and Arcanum are two nice standalone RPGs. There may be more recent ones, but those are the last ones I played before making the MMO transition a couple years ago.

      I'd like to see MMORPGs offer one or more premium shards (at 2x or 3x the subscription cost) which run on faster hardware, do not allow minors (as best as can be enforced), and have faster customer support response.

      I like having a lot of people around, I just want an option to dilute the idiot concentration.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    4. Re:Argh by Dhaos · · Score: 1

      The PC Market seems to have become devoid of RPGs as of late, which is unfortunate, but there's still the console realm...

      No, I won't recommend Final Fantasy. But I will recommend Shin Megami Tensei: Nocturne, for PS2. Good story. If you've played any of the Persona games (PS 1), then you'll be comforted to know this is by the same people who did that.

      Just avoid Square Enix and you should be fine, when it comes to console RPGs....

      --
      It's not what you know, or even who you know- It's how many people recognize your damn .sig
    5. Re:Argh by Telastyn · · Score: 1

      I don't think it's unreasonable for someone to want to play multi-player games rather than few-players,many-asshat games the the majority of MMORPGs have become.

    6. Re:Argh by geminidomino · · Score: 1

      I'll second that recommendation and add on the two (three if you don't mind an old PSX game) "Shadow Hearts" games.

  10. I like the Top Ten Reasons NOT to... by bennomatic · · Score: 2, Insightful

    There's some real truth there. But many of those reasons are addressed by the open source model. It's just a pity that there aren't more OSMMOGs out there. Tried out PlaneShift the other day, but while it's really neat in a lot of ways, it's got a ways to go in development.

    --
    The CB App. What's your 20?
    1. Re:I like the Top Ten Reasons NOT to... by Anonymous Coward · · Score: 0

      Open Source is NOT the solution to everything. Almost all Open Source things suffer from what i call the Linux bug.

      PlaneShift is a greate example of this. Even before one creates a char one runs into problems. At login the "normal" way of typeing @ sign don't work. After 10 min in the offical forums i find the soluton to this (after reading sevral replies to this problem "Your an moron that can't figure out this" / "seartch to forum dumbass").
      Then when you FINALY get to start the "real" game it crashed... back to th forums again and so on ans so forth..

      KISS peopel KISS !! (Keep It Simple Stupid)

    2. Re:I like the Top Ten Reasons NOT to... by Anonymous Coward · · Score: 0

      Planeshift's team has their heads shoved so far up their asses that they're not really a comparable example of Open Source.

      Just check out the licenses they try to push on their artists.

  11. more charts for those that like charts by bartash · · Score: 4, Informative

    There's a great chart on page 8 of TFA which shows the number of subscribers to the major MMORPGs. I was curious and found the source of the charts, it's Bruce Sterling Woodcock's site and there's a newer version of the chart I liked here, and there are lots more.

    --
    Read Epic the first RPG novel.
  12. Its a big problem in that industry. by Shivetya · · Score: 1

    Worse they seem to take the same approach to code quality as well. Most online games I have played have suffered from some horridly simple bugs that would be caught with a real Q&A process to an equally if not worse customer service response.

    Game companies, especially mmorpg style, lose all their credibility when they claim they can track someone duping or exploiting but say they cannot refund you items lost to bugs because they cannot believe you.

    It is a "we don't give a shit - we're gods in our ivory tower" attitude that dominates the industry.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Its a big problem in that industry. by Lonewolf666 · · Score: 1

      Worse they seem to take the same approach to code quality as well. Most online games I have played have suffered from some horridly simple bugs that would be caught with a real Q&A process...

      And in some cases, the company does not bother to fix the bug when it becomes obvious and the customers complain.
      Example: Neocron, which is otherwise a really cool game, but the continuing lack of QA really hurts.

      --
      C - the footgun of programming languages
  13. I didn't RTF80PPDF by barryman_5000 · · Score: 0

    I didn't read the ******* 80 page pdf.

  14. Mailing Lists by pdamoc · · Score: 3, Funny

    Mailing Lists are THE best MMORPG.
    Pros:
    * They are free...
    * You get to choose from a multitude of roles: "programmer", "translator", "artist", "docwriter"
    * as in all MMORPGs you get to make new friends.
    * you get to use really big tools like Google and SF.net
    * sometimes you might even get a real job out of this game where someone pays you to play all day.
    Cons:
    * graphical quality varies with the level/character...
    * some level/character combinations might be a little bit boring

  15. thesis project from 1999 by hin72 · · Score: 3, Interesting

    My undergrad thesis with a colleague of mine, back in 1999, was essentially a very, very simple realisation of persistent worlds. We created a three-dimensional version of Pong where all activity in one-half of the arena (in our case it was a cube) was handled by one machine. The other half was, obviously, processed on the second machine. The communication between hosts only consisted of periodic heartbeats and the movement deltas of the paddles. Rendering, I/O, physics and the predictive calculations were all done locally (i.e., the machine on which the person was controlling his/her paddle). When we took one machine offline, the user on the still-active machine was notified but was permitted to simply bounce the sphere against the interior of the cube until he/she got bored.

    Our game was written in C using Mesa (a 3D graphics library with an API which is very similar to that of OpenGL). Our development machines were IBM boxes running RedHat Linux 5.x. We got the rendering code all working on Solaris machines too. For networking we used UDP and referred to the Stevens book alot.

    The ultimate goal of our humble project was to split our arena into octants. Once all eight (8) machines were online we would remove N < 8 machines from the cluster and see how the remaining machines handled the loss of nodes. Because the network is no longer receiving heartbeats from a given machine, another machine would take responsibility and inherit all the process duties thereafter. Ideally, this transfer of duties is totally transparent to all who are watching and/or playing the game.

    What drove our desire investigate persistent worlds back in 1999 was my interest in Quake 2 CTF and deathmatch. To hop from one server to the next the user had to explicity exit the server and reconnect to another. I would have preferred if I could seemlessly "walk through a doorway in the game world" and find myself in a different environment. In the background, of course, all network traffic came from a totally different host running a Quake 2 CTF / deathmatch server.

    1. Re:thesis project from 1999 by CubeRootOf · · Score: 1

      That sounds like it was an excellent Thesis. Did you get any usable results from your experiment, or did it terminate when you recieved your thesis grade (as mine and hundreds of thousands of others did)?

    2. Re:thesis project from 1999 by hin72 · · Score: 1

      Upon graduation in early 2000, my career path steered me away from everything remotely associated with the project. As the years went on I really wanted to revisit my thesis at the Masters level and do things properly. The undergrad thesis was more of a hack really but we did learn, from a hands-on approach, how to tackle some network communication issues which I'm sure online games of 2005 already have addressed.

      Our heartbeat was fixed at 20Hz (i.e., twenty times a second, a host would essentially broadcast "hi, i'm okay" to every other node in the cluster). Every host would be fully aware of the health status of everyone else in the network at all times. If a node dropped out of the cluster for whatever reason a randomly chosen online host would say "hey, someone is not around anymore, let me take over the load". This would happen automatically and seemlessly. The integrity of the game world is maintained and both players and all observers (ideally) wouldn't notice anything wrong.

      Along with the heartbeat we only broadcast two other pieces of information: 1) the displacement vector of the local paddle, and 2) the displacement vector of the ball after it struck a surface. With these six floating point values, each host in the node would independently do the rendering and trajectory predictions. The network traffic was rather light because we only had to communicate "where is the ball" at the very moment it made physical contact with something.

      These predictive calculations in a game like Pong are very simple but we realised, in the general case, the worldview on a given host may become out-of-sync with reality. To counteract this "drifting", regardles of why or by whom, the host that was responsible for that part of the world where the sphere last struck a surface would broadcast a "snapshot" of what really is happening in the game world. Recipients of this snapshot would have their own worldview refreshed. The frequency at which these snapshots would be sent out was configurable but I think we set it at once every second or so. Do realise in the game of Pong there's only three dynamic entities (the two paddles and the ball) so there's wasn't too much drifting going on. We could easily predict the path of the ball because our arena was a fixed-sized cube without any funky gravity/friction anomolies. The only potential source of drifting was if a player was moving his/her paddle in an erratic fashion constantly.

  16. dealing with online communities by SQLz · · Score: 0, Troll

    I haven't read the paper but I'm guessing it suggests you simply ignore the community and route all their emails to /dev/null.

  17. Waiting for 8 years now! by losman · · Score: 1

    Before the flames come let me state that this is not a PRO xxx Title comment.

    I started playing Ultima Online in 1997 and have quit and returned 3 different times (currently playing). I've tried Motor City Online (defunct), Ascheron's Call (Micro Crap!), Star Wars Galaxies (pretty cool) and so on.

    What needs to be understood is that when people invest a lot of time, money and energy in a game they want it to be gratifying. The problem is that when they find something like that it makes it very hard to switch to another world/game. You don't want to re-invest time and you don't want to have the NOOB feeling again.

    With regular single person titles, like in a real arcade, you have the ability to divide up you time between games without losing anything. Take a couple of months off from an online world and lots of things can change.

    In the end if I was heading up a team/project to create an online world I would hire some non-technical people. The interactions between people or the habbits/desires and traits of individuals is what needs to be tapped into. On my list would be sociologists, pshychiatrists and maybe even an anthropologist.

    --
    Q: I am short, useless and provide no value. What am I? A: a sig
  18. It'sa so-so paper by Animats · · Score: 1
    The stats are from someone else's site, and the technology discussion is at a very low level. There's some naive economic discussion. The section on dealing with "griefing" is the strongest section.

    There are many serious omissions. Issues like "how do we fill up a big world with content", "how do we keep everybody from piling up in the good areas", as well as the critical "what can people do in the world" are unaddressed.

    1. Re:It'sa so-so paper by danieljames · · Score: 2, Informative

      I agree that it could be stronger in lots of ways, and the technology section is deliberately low-level. Frankly I'm not sure it's useful to even have a technology section, and came close to killing it, but remember our focus; independent developers who are thinking about going into MMPs, not big-co's and experienced MMP developers.

      And yes, there are ommissions. Volunteer to contribute to the update and next year's paper!

      I'm not sure what you mean about naive economic discussion, though.

  19. Oh God No! by dasunt · · Score: 1

    I'm in the midst of coding a small graphical mud as a hobby, just to play with some new ideas and exercize my code skills.

    Part of that mud will be a persistant world.

    I can see someone reading this whitepaper, patenting something as blatently obvious as "persistant world through database storage" and suing me.

    Oh well, if it involves computers, it must be revolutionary, right?

    (Do other fields get patents as blatently obvious as IT? "Mechanism to attach widget arm to wodget flapper with chain" patent granted?

  20. Guild Wars by Per+Abrahamsen · · Score: 1
    Guild Wars may be for you then. In is a MMORG, but not really. It is based heavely on a more or less linear story, divided into missions, like most single player games. You can play each mission with other a party of other people, or with NPC henchmen. The henchmen are not quite as strong as the player characters, but sometimes smarter. During a mission, you won't meet anyone outside your party.

    You meet other players at towns and outposts (each mission start at an outpost), as well as at the PvP areas and guild houses. But you won't have to deal with them when you don't want in order to play the game.