MMO-Like Quake Is Possible
An anonymous reader writes "OptimalGrid is a self-contained middleware designed for developers to create grid-enabled parallel applications without themselves becoming experts in grid or high-performance computing (article). The Linux compatible middleware now includes automatic distribution and provisioning on to Grid nodes. See how the first release of Quake II was made massively multi-player [pdf] by running on a Grid. Get modified Quake II from Sourceforge to run with OptimalGrid and let the massive Grid games begin." Update: 09/19 16:12 GMT by Z : Marked the pdf as such.
Nothing to say but damn you large unoptimized pdf!
Now, to find my quake 2 install directory.. hrm.. (You need Quake 2 to play this, obviously) (And yes, same GoNINzo from GameSpy. heh)
Gonzo Granzeau
"Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
An action-packed MMO that actually requires honed reflexes to replace MMO's major weakness (the boring click-n-level) along with possible story/quest potential to replace FPS's major weakness (obituary editors writing storylines.)
;)
MMO's and FPS are the two most popular game genres.
With their powers combined IT IS CAPTAIN FPMMOS, the first-person massively-multiplayer online shooter. (or FPSMMO/MMOFPS, but i like mine betta
Seriously, when we get a good combination of the two I will SO buy it. And I'm sure everyone else will too. Can you say MMOGTA? or MMONFS with licensed vehicles?
Hey /crew - how about having Slash automatically put a [PDF] after a PDF link - so we know we are about to download a huge PDF rather than going to a link?
www.eFax.com are spammers
70ms of added lag between servers, I wonder how much that effects twitch reaction and firing accuracy.
So, an ISP could take a popular multiplayer game, setup some grid servers, and a couple proxy servers, and then get 100 people to join the game. This is not exactly the same as making it massively multiplayer because the world is still the same size, and I'm unsure if the client could handle all the actors being on the screen at the same time. This is more just showing off the load sharing capabilities rather than a true gaming invention.
Ideally, we want something similar to the Unreal 2 idea, where you have people getting passed from server to server to server, and the place is massive. That way, people go to the interesting places and gather. And it would have to run across the internet. This thing only runs on an intranet (see bottom question). A little disappointing.
Anyway, giving links to some of these applications just further confuses people. I have a ton of friends asking me how to do this, and without a central set of servers already setup, no one can really try it out. Which would have been ideal for IBM to show it off.
Gonzo Granzeau
"Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
I don't see how this is anything unique and different from how other mmo's are currently deployed, and there are still the same problems that plague mmos. For example, one of the things they mentioned was the partitioning of the world map into discrete pieces. To help reduce load, sure. But what happens when everbody tries to 'storm the base' all at once?
When the pvp patch came out for World of Warcraft, serveral of the largest guilds of my server (Mannoroth) for opposing factions got together to siege/defend a capital city. (I'm trying to be as vague as possible to please bear with me) The problem isn't when you have a full raid party of 40 vs another party of 40, but rather when you have multiple raid parties vs multiple raid parties. We were in Orgrimmar, and we were being stormed by almost 300+ alliance, with almost just as many Horde waiting to defend. The load got so heavy the server crashed several times (nevermind the fact that the sheer number of ppl on the screen caused video cards to choke). The lag got so bad, ppl have given up on massive sieges altogether.
Massive sieges are still the holy grail of online gaming. I don't think it'll happen anytime soon.
Why not just code up your own custom browser from scratch?
Oh wait, but then there would be 4 proxies with a limit of 1 player each...
PlanetSide anyone?
With this data, any FPS can be made MMO. This is important, because S.O.E. (Sony Online Entertainment) would have you believe that it takes years of development and hundreds of thousands of dollars to accomplish -- and to not even be that good at it, IIRC. Planetside flat out sucked, and it failed to be what they wanted it to be -- but if you take something like Battlefield 2, and extend it across 4 or 5 servers, you then have the propensity for actual battles between hordes of people, something that Planetside only claimed to have, but was never popular enough to actually do.
War isn't about who's right. It's about who's left.
I've been a fan of the Grand Theft Auto series since the beginning, loved the style and gameplay of every single game. Watching my mate play World of Warcraft the other day, and I realised how many game mechanics are the same.
I initially noticed it when he entered a new area and it popped up with the "suburb name" and I thought, "Heh, just like in GTA" then I noticed the map, the style, the way people give you quests, and (in San Andreas, anyway) the skill development.
I've played Multi Theft Auto and it's damn cool, but I never thought it would be commercially viable because it seems to be lacking something... somthing to make people come back and play it continuously. But what if they added experience points? Levelling? Character classes? Different people play for different gangs? Gangwars? They'd have to cut out cinematics, obviously, but they could still have quests, and jobs. Goddamned, that would be my favourite game ever. And now it looks like it's possible to get a game like that with a usable ping. Hot stuff!
Call Forum Joe, That's my name, That name again is Forum Joe.