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Solipsis - a Decentralized Open-Source MMORPG

Anonymous Reader writes "Calling it an MMORPG is a bit of a misnomer because at this point there aren't any players, much less hit points, monsters, or flaming swords. Solipsis is an open-source project that aims to create a decentralized multi-user virtual world. It's still very much in its infancy, and as such the visuals are a bit lacking, but the aim is to create an endlessly scalable user-contributed world and it seems it's a nice platform to play with."

43 comments

  1. well, in theory. by Neitokun · · Score: 1

    but you just know that this place is going to end up with n00bs making whorehouses and warez trading places. but, it's an interesting idea... i hope they can keep the stupid idiot factor down....

    1. Re:well, in theory. by ArsonSmith · · Score: 3, Funny

      > n00bs making whorehouses and warez trading

      If we're lucky!

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
  2. Glorified Decentralized Chat by bhive01 · · Score: 2, Insightful

    This program is no more than a glorified decentralized chat proggy. Anybody figured out where to find people yet? The Hive

    1. Re:Glorified Decentralized Chat by ZephyrXero · · Score: 2, Interesting

      Yeah, kind of reminds me of "The Palace" from back in the day....I was hoping for something a little more akin to current MMORPGs....perhaps 3d even?

      --
      "A truly wise man realizes he knows nothing."
  3. most MMOs by HTL2001 · · Score: 4, Insightful

    most MMOs forbid client modification... this makes it easy!

    and since its decentralized, server modification also. unless they store user data securly on a central server, cheating is gonna be BAD.

    --
    By reading this, you have given me brief control of your mind.
    1. Re:most MMOs by Jamu · · Score: 1

      If it's peer to peer then your internet connection will go down whenever some a-hole takes a dislike to you.

      --
      Who ordered that?
    2. Re:most MMOs by Elwood+P+Dowd · · Score: 4, Insightful
      unless they store user data securly on a central server, cheating is gonna be BAD.
      No, cheating is going to be redefined. While they're a billion miles from Metaverse-like, Neal Stephenson already worked this out pretty well. While you're walking along the street, the computers that run the street place limits on the appearance of your avatar. The sunbeams shooting out of your hairdo do not extend across everything else on the street.

      When you get into a fight on one server (in a bar, for example :), they can track your stats. If several servers agree that they trust each other, then they could share stats. Everyone knows there's no cheating in the Black Sun.

      If you're worried that the <Lord Pants; Level 60> floating above your head won't mean anything because anyone will be able to do that... then yeah, you're exactly right. Some servers will follow conventions and some won't and that's fine. Hang out in the areas where you like the rules.
      --

      There are no trails. There are no trees out here.
    3. Re:most MMOs by tprime · · Score: 0

      This will make the MMO MORE like real life than others, if what you describe is true. There are certain areas of each city that you do not venture into. Be it for violence, drugs, etc. this creates the first true MMORPG ghetto.

      --
      http://www.tomandemily.com
    4. Re:most MMOs by Elwood+P+Dowd · · Score: 1

      Just read Snow Crash. There's no reason to think that these guys are going to be the ones to build the Metaverse, given how many people have been trying since the book came out (1996?), but yeah. That's the idea.

      --

      There are no trails. There are no trees out here.
  4. Croquet by Elwood+P+Dowd · · Score: 4, Informative

    Also vaguely interesting and along similar lines is Alan Kay's Croquet project.

    It's not particularly mind blowing, but it has potential.

    --

    There are no trails. There are no trees out here.
  5. Cool... Let's see where this leads to. by obi · · Score: 3, Informative

    I'm quite interested in such a system. However, for a true decentralized system you need to put trust metrics at the core of the system, because cheating would just be too easy otherwise.

    With a client/server model, you can just say: "everyone trusts what the server says, what the server says goes". With a P2P model you have no such easy way out.

    Anyway, I'll be very closely watching this - the only distributed system that comes close is opencroquet, but that's not really suitale for a real-time environment.

    While they might not necessarily succeed, it'll be very interesting to see their experience and conclusions once their prototypes start being used.

    1. Re:Cool... Let's see where this leads to. by rvw14 · · Score: 3, Interesting

      Here is an interesting article on cheating in MMORPGs.

      http://www.arena.net/news/articles/mikearticle0408 02.html
  6. is hacking the game part of the game? by evilmousse · · Score: 0, Offtopic


    it should be. they should call the game "hackers vs. GMs". oodles of fun! i'm serious. it would be awesome!

  7. Neverwinter Nights by PhiznTRG · · Score: 1
    Isn't this something that could have been implemented with NWN and the portals that allow connections between different worlds?

    As others have mentioned, the cheating and stupidity will be the biggest hurdles to overcome.

  8. As an oldtimer, let me say... by Anonymous Coward · · Score: 4, Interesting

    *Waves cane*

    We called them MUDs in our day! And people played with the concept of decentralizing them back then as well. Nothing ever came of it, AFAIK. As other posters have said, trust is a huge issue. There are other problems with latency, bandwidth, synchronization, etc.

  9. Hacks by CrazyJim1 · · Score: 4, Interesting

    When you do that client side stuff, you need to put checks on hackers. I won't get into much detail because maybe .01% of people who read this care, but you can pull off anti-hack tricks. Its important not to allow players to know the anti-hack tricks because they'd work around them. But if you make people pay for the game, and ban them, the overhead of loss will prevent most hackers.

    For example: Have every client connect to the main server to track stats. If a stat gets modified faster than it could be changed in game, then an alarm goes off.

    If you set up tons of trip wires like this, and institute a player based police system such as Halo 2 has, then you're set. If you don't protect a client side game against hacks, then if it gets popular, it will be hacked into the ground.

    1. Re:Hacks by cbr2702 · · Score: 2, Interesting

      Or you can make a fully decentralized system and pay no heed to cheating. You don't need to have a global idea of stats to have a good game. Each player can run a server component. Different servers correspond to different parts of the world, with a registration/transfer system. Sort of like the web with hyperlinks. Let players decide which servers they like. A server can keep stats, protect names, restrict avatars, or not. Servers with silly rules won't get used. Let econ do the work for you.

      --


      This post written under Gentoo-linux with an SCO IP license.
    2. Re:Hacks by Jahf · · Score: 2, Informative


      For example: Have every client connect to the main server to track stats. If a stat gets modified faster than it could be changed in game, then an alarm goes off.


      Under that assumption you have to at least allow 20 hours if not 24 hours of change. Sorry, but given the rate of casual players this would still screw them. You could still advance your character (characters with multiple computers or program instances) as if you were playing all day every day. Not nearly as fast as an insta-cheat, but still far more than a regular "real" player can keep up with.

      There is almost no way that a true P2P game would be able to prevent hacking, even with a background checking server (which wouldn't be true P2P anyway). We've already seen a few cases of P2P hashes being hacked without changing their sums recently.

      A police system is going to be far more effective than the alternative, but then you have to deal with the question of "10 people flagged this account as cheating but 20 people flagged him as being ok". Its less of an issue in a multiplayer game like Halo 2 (it isn't "massive" and you don't care nearly as much if player A is cheating because he only affects players B through Z, not players B through ZZZZZZ).

      There is another plausible idea ... have the P2P network randomly change various binaries used in the game and force all clients to update to the new binaries to continue playing. The clients would have to download the binary -and- propogate it and each client would perform checks back to the server (perhaps even sharing it back to the server in random intervals) so that the server can confirm that not only is the hash the same, but the bits are not different. If the server finds altered binaries, it can force a traceback through the clients that that slice was shared from until it finds the "right" slice. The slice -after- that is the one causing the problems. Eventually the entire client would be refreshed and any impurities wiped out.

      It wouldn't prevent cheating 100% of the time, but it would remove 100% of the cheats -over- time.

      And if it gets used by a software company, consider this prior art.

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
    3. Re:Hacks by Anonymous Coward · · Score: 0

      Oh yes, because you're the first one to ever think of this. Nice try tho.

  10. Hmm. by say__10 · · Score: 1

    I read this and thought "metaverse" anyone else think that too??

    --
    Home of the midwest loser - www.say-10.net
    1. Re:Hmm. by GrassMunk · · Score: 1

      To be honest i would love the idea of a metaverse. But its never going to happen. Ever. Because its a useless tech. Unless we can get full immersion like snow crash people wont use it. I've thought how awesome a metaverse would be, hell snowcrash is my all time favorite novel but 3d chat just wont cut it.

    2. Re:Hmm. by Anonymous Coward · · Score: 0

      Unless we can get full immersion like snow crash people wont use it.

      Maybe you've not seen Second Life?

      They have well over 20,000 active subscribers using it, and it's not "full immersion" nor is it really "The Metaverse" -- but it's probably about as close as you're going to get to it with today's computer and network speeds.

  11. Trouble. by Seumas · · Score: 1

    Sounds like it's welcoming a lot of trouble from those who are ill-prepared to properly contribute (sort of like people who don't know better and set their P2P clients to be full hubs) and people who want to intentionally introduce problems or cracks into the system.

    Hopefully people would still have to pay to play. I think that subscriptions to MMORPGs set an entry level to prevent a lot of troublemakers from joining up and disrupting everything.

  12. Otherland by MistabewM · · Score: 1

    I think Tad Williams may be intrested in this. And if you are reading this Tad, try fitting a story into less then 700 pages sometime. I may stay intrested that way.

    --
    "A learning experience is one of those things that says, 'You know that thing you just did? Don't do that.'" - DNA
    1. Re:Otherland by geminidomino · · Score: 1

      Oh hell no. I don't want to lose content because you have ADD.

    2. Re:Otherland by Dr.+GeneMachine · · Score: 1

      I second that.
      Tad? Are you hearing this? Keep it up, dude! Give us more!

      --
      This comment does not exist.
    3. Re:Otherland by Blacken00100 · · Score: 1

      Ugh, no. "Content" is fine; page after page of mind-numbing description isn't "content."

    4. Re:Otherland by MistabewM · · Score: 1

      Exactly. In content something happens, your books remind me of a Windows Xp For dummies guide. 5 pages of content to 150 of fluff. Not that I know hoe many pages are in said manual. Or have I ever read said manual. Nor would I ever read said manual. Serously though I enjoy the story's even If I skip 10 pages at a time.

      --
      "A learning experience is one of those things that says, 'You know that thing you just did? Don't do that.'" - DNA
  13. Nice... but unfortunately. by AzraelKans · · Score: 2, Insightful

    Unfortunately this is nothing "new" a good bunch of indie developers have tried to keep down the costs of creating a indie mmorpg by not having a central server (include myself to that list), and keeping it peer to peer instead.

    However so far is a lot more of theory (and some mixed bag tech demos) than actual results. Lets face it, if a super MMORPG (like WOW) is having trouble to keep a lag free (more or less) environment by using centralized state of the art equipment and systems with lots of bandwidth to spare. What chances does a run of the mill client in a home PC have? (which is usually connected to a bandwidth sucker proxy which is connected to a bunch of dumb users with a lot of spyware installed) a: none. The lag would be completely unbareable is hardly noticeable for web surfing but for a system sending an update of several dozens of users each 2-3 seconds is a killer.

    In the future we are going to see more systems like "guild wars" in which areas are instantiated for a limited number of users (including user based servers I think) instead of one server farm trying to handle all the users all the time. Now thats an idea that actually works! (although it takes the "massive" mostly out of the equation.) and it should be interesting for small developers.

    --
    Go ahead MOD my day!
    More opinions here
    1. Re:Nice... but unfortunately. by S3D · · Score: 1

      The lag would be completely unbareable is hardly noticeable for web surfing but for a system sending an update of several dozens of users each 2-3 seconds is a killer.
      I don't think the real lag would be worse then with normal server based MMORPG. The thing is, to play a game you have to interact not only with server, but with other client. Whatever lag other client have will affect you too while you are interacting with it in the normal MMORPG. In the central server case clients connect through the server. In the distributed case they connect directly. The latter case should be faster. Of cause enviroment synchronization will be more difficalt.

    2. Re:Nice... but unfortunately. by AzraelKans · · Score: 1

      Whatever lag other client have will affect you too while you are interacting with it in the normal MMORPG.

      It May look that way but actually is not, the server (or the client) is capable of interpolating the data between packets transmitted, also is able to timeout a client if it lags too much. So although it influences lag, is only until the server chooses to kill it off.

      In the central server case clients connect through the server. In the distributed case they connect directly.

      Exactly, but the way communication works is that you must be connected to each client you are sending data to. (other wise you will be "hand shaking" each client each time you connect to each user and lag would be even worst) Since you are usually only connected to a server, this is not noticeable, but in the peer to peer case you are connected to ALL users (or to a limited area). that means you are sending your data to all those who are playing with you. And that means your bandwidth must be big enough to handle this. And (at this time) in most cases is not. The motto "each one is a server" enters in function.

      Also.. And heres the biggie, how do you know what is the ip of each user that connects? a central server is needed for that and therefore you still depend on a centralized server.

      --
      Go ahead MOD my day!
      More opinions here
  14. It's been done before... by SirBruce · · Score: 1

    Back in the MUD days, Marcus J. Ranum created UnterMud, which allowed people to connect their own personal muds and transfer objects between them. Nothing really became of it, though; although players want user extensibility, they also need a structured ruleset within which they can play, which they can rely on to provide a consistent framework for their play. They don't want the risk of radical rules changing whenever they move from one server to another.

    Bruce

  15. Missing the point by istewart · · Score: 2, Interesting

    I think the guy who said that it's basically a glorified decentralized chat system hit it right on the head. I read this and thought "Metaverse," and their webpage/wiki says as much. I don't think it's meant to be any sort of a coherent game, although doubtless someone will use it as such.

    I think world boundaries and "streets" and other such metaphors for the physical world can be set up by using connection forwarding through other servers. For instance, if your Solipsis server is hosting a structure that's down the "street" from your buddy's server, then you would only accept incoming connections from your buddy's server. You would also block connection spoofing and maintain the illusion by checking back with his server to ask, "is XXX.XXX.XXX.XXX connected to you, and is it headed my way (trying to connect to me)?" Of course, lag issues would have to be worked out, but I certainly think it's something to work from.

    I think goofy hacks will run wild, just like in Snow Crash, but server security can be set up to maintain a coherent world and keep out people you don't want around.

    1. Re:Missing the point by Suppafly · · Score: 1

      i wonder if something like that could be accomplished with pirate WOW servers

  16. Better in theory than in practice by petrus4 · · Score: 2, Interesting

    I had a look at this a week or so back, since there was a link to it on Terra Nova.
    I really wasn't particularly impressed, to be honest, although I'm willing to give it the benefit of the doubt and say that it is still very much early days as far as the project is concerned.

    There would also be a couple of major obstacles to this in the real world, sadly.

    a) With regards to content in particular, Sturgeon's Law would probably apply with a brutal vengeance.

    b) With client-side character files and (worse yet) individual control of bandwidth from peers, you'd see 14 year old Neo wannabes swarming out of the woodwork everywhere, with things like the recent Blizzard speed hack, item duping, and so forth.

    c) Although most people might, not everybody has broadband yet, sadly...and for this, everyone would need to. (I'm still on a 56k modem myself)

    At least in terms of its level of progress, Croquet is far more interesting. I downloaded it and had a mess around with it...and although there are some issues which could be majorly improved, (texture size needs to be made uniform, for one thing) it's coming along well. It will be a while I think before a sufficient portion of the online population will have the processing capacity or bandwidth for a networked version of Croquet to be large-scale viable...but when we get to that point it could be very interesting. It essentially looks like an ancestor of the sort of completely 3D, networked virtual environment that Gibson and others wrote about.

  17. Re:Nice... but unfortunately. (OT) by orgelspieler · · Score: 1
    bandwidth sucker proxy

    Is that like The Hudsucker Proxy?

  18. What this... by __aaclcg7560 · · Score: 1

    Sounds like a MUD to me. Or did I miss something?

    1. Re:What this... by Anonymous Coward · · Score: 0

      You're completely wrong my friend. MUDs are not frequented by stars like Britney Spears, J-lo and Aguilera.

    2. Re:What this... by __aaclcg7560 · · Score: 1

      MUDs are not frequented by stars like Britney Spears, J-lo and Aguilera.

      So I would find Michael Jackson in MUD instead? That would explain a lot.

  19. Sigh. by But+Who's+Counting · · Score: 1

    Internet drinking game: take one drink whenever someone proclaims that they want to make a multi-user system resembling Neal Stephenson's Metaverse. The last player who hasn't died of alcohol poisoning by the end of the week wins.

    1. Re:Sigh. by Anonymous Coward · · Score: 0

      Internet drinking game: take one drink whenever someone proclaims that they want to make a multi-user system resembling Neal Stephenson's Metaverse. The last player who hasn't died of alcohol poisoning by the end of the week wins.

      So it's just like the end of the movie "Wargames", the only winning move is not to play?

  20. This would be awesome by CriminalNerd · · Score: 1


    When I first saw this article on Solipsis, I thought "w00t! Megaman Battle Network would become a reality!" For those of you who are not familiar with MMBN, it's a Megaman series game by Capcom. Basically, everybody lives in a world where everything electronic is/can be connected to the world network. There, people's avatars can move around, surf the net, delete virii, and such. That's what I thought of Solipsis.
    I imagine that, sooner or later, through Solipsis or something else, people can set up their own types of games on their own nodes/servers and go around through other communities and such. At their own nodes, people can set up websites, file servers, games, or whatnot and everybody can browse through whenever they like. Also, if somebody is going to cheat, it will be hard and pointless. It'll be like trying to cheat life (Although some already do...). It will be very useful in the end IMO.
    This project should go on and develop. Solipsis has the potential to become the NEW Internet and that is what I hope would happen. Imagine...Countless number of communities and worlds in your own computer.
    Maybe it can become 3-D instead of the 2-D flat blue plane that exists right now.