Build Your Own MMOG
yebb writes "CNet reports about a company called Multiverse that has just begun beta testing of its platform for creating and integrating online virtual worlds. They are allowing developers and companies to use their online framework to expedite development of online games. Their network is free to use as long as you don't make any money from it's usage, but they also provide open source client applications to use or modify as you see fit." From the article: "'The business model is long-term,' said Richard Bartle, one of the pioneers of online games and an editor of Terra Nova, a leading Web site about virtual worlds. 'Although Multiverse's software will help speed up the to-market time for companies, it's still going to take developers ages to create content.' While Bartle is cautious about Multiverse's business model, he's fascinated by its potential."
With SWG being rumored to close down in Feb (due to a miscalculation about how many cancellations NGE would cause) I'd love to see someone impliment a pre-CU server somewhere. :)
Corporatism != Free Market
I suppose that would open a whole new slew of issues, though.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
This is nothing new. http://www.byond.com/
Would rather have a virtual ChiaPet. Ch..Ch..Ch..Chia!!
I just cannot see anyone getting a large community of players together without a large development and advertising budget. Large development budgets also lead to independent, customized systems with total control, which is the opposite of the Multiverse concept.
Just what I need: joining some guy's MMOG and start standing inside the goatse guy's ass.
So it would be the most realistic MMORPG to date? Traffic jams everywhere, a bunch of factions fighting over limited resources and everyone else laughing as it spins out of control?
Sign me up.
signatures are for fools with hands
How about an MMORPG wherein the users can create content? So, after I play a while and become famous, rich whatever, I can build my own dungeon, castle, create my own army, my own artifact, create my own quests that other players undertake... There are a LOT of users out there with good content ideas who cannot get past the large undertaking to create their own game system, but who would love to create their own content in an existing one.
Evil Overlord Rule #86. I will make sure that my doomsday device is up to code and properly grounded.
Their games are for Win* users only. I'm out.
Mind Booster Noori
What are the technical details? Platforms? What apis are available? In what language?
I also read news about buying virtual worlds.. but can remember the website address.. It's getting as big as buying real "NON-VIRTUAL" lands !
Minutetraders | Voice Exchange Marketplace - Buy/Sell
Take a look at this pic: (It's a PG-13 rated pic of a Quake2 arena, goatse style.) http://en.wikipedia.org/wiki/Image:Quake2gloomtemp leofgoatse.JPG
Evil Overlord Rule #86. I will make sure that my doomsday device is up to code and properly grounded.
It could be good if it works out. If not, at least it will let more people see that game design isn't about eating donuts and throwing darts at the "Nerf This" board.
Sadly, I understood that and I've never played that game.
SWG = Star Wars Galaxies
CU = Combat Upgrade, which changed SWG in large ways, making it incompatible with previous versions. This led to pre-CU servers being made for people who preferred the old way
NGE = New Game Enchancements, which did much the same thing in terms of splitting the userbase.
I read too damn much gaming news.
- Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
Somehow I think you'd be subject to a lot of loading screens -- like switching from a fantasy theme to say a WWII shoot-em-up setting. I can see how some things might be used centrally, like the engine itself; but other visual and audio resources?
Somehow I find it hard to imagine how they could provide enough universal resources to accommodate many possible different themes and gaming environments -- unless you don't mind using a "thud" sound for your AK-47 as you storm the beaches of Normandy on your shimmering unicorn.
401 - Attention span not found
What is really needed is a standard so that multiuser virtual environments can interact with each other and the communications protocols and graphics engines needed to implement server and client.
I say we should consider something like Ogre3D, some open physics models, take a look at various UDP based protocols and work out the multiuser framework.
If the Internet standards bodies don't take this up then Valve will end up owning the only viable engine that can.
If we ever want to have an open multisuer virtual environment like Neal Stevenson's Metaverse, then we better start now.
Comments?
Damage Studios Reconstruktion.
Best MMORPG ever.
It the moment it just sounds like you can play multiple games on one client. But You have to wonder if the individual game developers would want to make client changes that would break that compatibility. Anyway, if the were to make it possible to 'travel' from one game to the next you could wind up with a really interesting Spell Jammer like multiverse. That could be entertaining.
-Rick
"Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
Sooo what you are saying is that you call dibs on the lair under the bridge?
How much different is this than say Id releasing the Quake engine (I think that was what they released a while ago) and saying "Build games on this." If I remember correctly, there were some alright games built on it, but really most of them were bargain bin lookalikes. When FPS games got real popular I believe 2-3 different engines were released to be licensed... and can anyone name a game that was really all that good that was built on them? Maybe 1 game? Its just like movies, 1-2 companies come out with genre trendsetters, and then everyone else just machine pressing out lookalikes like some industrial size factory. The Multiverse will be the steel press of MMORPGS, rejoice... and prepare for deja-vu.
I could care less for new, shiny 3D graphics. I DO care less for the new not-so-innovative MMORPGS that get cranked out by big budget corporations. Personally, I would rather see a massive world with 2D graphics like Final Fantasy VI or Seiken Denetsu 3. I would rather have less attention paid to the graphics (and I LIKE 2D graphics, anyway) and more to gameplay, characters...the actual world. I wonder... could such a thing exist on a hand held? Somehow I don't see it working on the PSP, though the DS would be a good candidate. Btw, I RTFA, and even visited the website. Both the Kothuria and Multiverse. Nice idea, but I'm still not sure how far you can go with this. How far can you go with the graphics or gameplay revisions until you can no longer interoperate with the servers? If you can make a 2D game work with this system, then you have my attention.
If you take a look a TomeNet, you get a MMORPG open engine. The sad thing is, you must go to the forums to learn anything about it because the website isn't updated often.
TomeNet is a roguelike multiplayer online rolepaying game based on Tolkien's work. The single player game is also getting closer to version 3.0, with a revamped game engine (open, with source code available). Great game and great community.
Animoog.org
This will probably make it easy to have client side cheats run across your "Multiverse" too. All MMOGS are fun until the cheating gets out of control, wrecks the in-game economy and polarizes the XPS system.
"What I need is an exact list of specific unknown problems we might encounter."
Yeah, like for instance Planetarion, a small browser-based game with absolutely no advertising, which grew from 0 to 200 000 users in a couple of months.
Seriously, word of mouth is and remains the main way to recruit new customers.
Just make a good enough product and your customers are more than happy to do the advertising for you.
I'm a dreamer, the world is my playpen. But hey, I'm a serious person, I can't dream all the time.
How long before somebody creates a knockoff of World of Warcraft (ala the bnetd fiasco), and this company gets sued by [insert Blizzard parent company here]?
But seriously, what's to stop people from implementing their favorite games here, and what kind of liability is assumed by this company for providing the platform? With the current legal climate, services (such as Kazaa, morpheus, even bit-torrent) have been held accountable for copyright violations despite not having any control over the contents.
How long until the same issue effects this system?
Online Starcraft RPG? At
Dietary fiber is like asynchronous IO-- Non-blocking!
I would think that Blender would be an ideal match for this, since they need a way for potential users to create content - models and animations, cheaply and easily.
LetterRip
http://themanaworld.org/ Yeah, it's still in development... and probably will be for a long time... but it's still awesome!
There are two types of people in the world: those who divide people into two types and those who don't.
However, one shouldn't count them 100% out; it all depends on whether they're interested in getting someone with experience on MacOS or Linux as a target platform as a contractor. The likelihood of them being just Windows developers is pretty high, even if they were founded by former Netscape developers.
Now, having said this, I'm not interested if they're not going to come to the table to discuss. There's enough projects that are really, really close to this in the first place that could be commercially supported in the same manner as they're doing. In a MMORPG (or MMOG in general...) the server plant's a critical piece and until P2P tech like JXTA is more robust for things like multiplayer stuff, it's going to be a massive expenditure to handle the server plant and network connectivity. Charge past a threshold of use or when they start collecting money (and help them do that).
I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
..what is available *now* in the server department for running small gorups of friends through a D&D-type setting? I'd like to build a Linux box, load it with an OSS RPG server game that my friends can connect to via a web client (so it would run on most any platform)? I don't need anything approaching EverCrack, but hopefully customizable and being continually improved.
And I don't have the skillz nor the time to roll my own...
[ insert your own witty .sig here ]
I could be wrong, but doesn't Neverwinter Nights and Second Life already let you do this?
I had no idea what any of those meant... Thanks.
Am i the only guy who thinks that we would have some of the most creative, stable and fun games if everyone stopped doing all this stuff? Wouldn't getting every person who are using these "make your own game" programs a programming lesson give much better results?
Maybe a part--but the biggest is sharing an avatar across multiple rulesets.
All you need is one renegade sysop handing out +127 boltlightnings or modifying stat points and the entire site is gone, all users have to reset. Do you trust others with that much control over your system?
I suppose if you really had to do something like that you could introduce realms where attributes didn't carry over (say, air, fire, water, spirit or some such garbage). The problem is that to make it work your stats and items can't carry over, but I'm sure that's exactly what people think they want.
[insert Blizzard parent company here]
Blizzard
-everphilski-
... but I like it.
http://dofus.com/
Slick 2D art and timed, turn-based, tactical combat - vaguely reminiscent of a simplistic X-Com meets Studio Ghibli.
This way is a lot easier. http://forums.gamemaker.nl/index.php?showtopic=147 613&hl=
You mean like so many text-based MUDs have done since forever?
I remember playing a MUD in the early 90s where when you hit the max level you could plant a dungeon somewhere (just connected your dungeon to an existing room node) and write object oriented code to implement monsters, puzzles and treasure. I always figured it would be a good way to teach OO design since it's a lot easier to think of a monster or a magical scepter as an object with attributes than it is to start with abstract data structures...
Anyway, like all games, MUDs have had a large drop in the ability for users to affect them as the graphics and detail went up. Back in the day everyone could easily make levels for Lode Runner or Wolf 3d without any training or learning curve. Nowdays you need a degree in 4th dimensional geometry and several days of free time to make a good FPS level, never mind a virtual world...
As a developer, I am always interested in looking at new tools. I went over to take a look and it seems that they are mainly soliciting ideas for games? I know that a genre or basic architechture of the game engine is necessary to code properly, however isn't this what is being made available? The specs for a engine, why would a designer look at these tools? Even if I was a game designer, I don't think I would be telling them what my game design would be...
Shrug,
/* TODO: Spawn child process, interest child in technology, have child write a new sig */
How long before somebody creates a knockoff of World of Warcraft (ala the bnetd fiasco), and this company gets sued by [insert Blizzard parent company here]...But seriously, what's to stop people from implementing their favorite games here, and what kind of liability is assumed by this company for providing the platform? With the current legal climate, services (such as Kazaa, morpheus, even bit-torrent) have been held accountable for copyright violations despite not having any control over the contents.
Good heavens. Have you ever - EVER - seen an open source game on anything like the scale of World of Warcraft? Or even anywhere near as polished from any standpoint? I haven't. What will stop them? Time, labour and money. There is no way there is enough of any of it to create an open source knock off.
Bnetd was a very simple server system by comparison.
Most open source game suck for a reason. The games made for this system are gonna look like hell because few people who give a crap about open source are decent artists.
I had (on paper) a world for which the physic/law would have been the following : * the profession would have a true incensitive to have other way than hack and slash. Builder (see below for dungeon) material researcher, cook etc... A way to do that is to have a few tools that each profession would be able to use (5 as far as i remmember) then a few dozen material and a few "law". Then each person would have a random matrix set by the system, unbeknown to them, setting how good they would be at using tools and law to set up product. So you could use the available receipt and make something average, or research and make something greater than average. * a real politic , war, peace, and "not static" at the local, regional and country level. You could make a real carrier at handling politic with other player. granted I have hit a stumble there because I could not see a meccanism which was not repetitive and involveed NPC... * no "respawn". Random mission "dungeoN" would spawn at random place, but they would stay there until somebody find them and "finish" them. Then they would appear somewhere else in the world. * Each mission could evolve depending on the environnement. A simple bandit firecamp near a city would slowly grow to a true bastion of thieves. A simple mage dwelling could evolve to a true archmage tower. A simple cemetery with a dark mage evolve to a necromancer crypta. They can also devolve. A dungeon plundered would go to ruin. Etc... * spells/attack weapon/tool of the trade/material would be available in normal form but for better form you would need to do your own research.
:).
I had started to put a lot of thougth in it, but after a while I left the manuscript gathering dust. What I had put on paper was so complex (and a breathing world) that i doubt any server could handle the load for that... maybe I can interrest a MMOG company now
C. Sagan : A demon haunted world:
http://www.amazon.com/gp/product/0345409469/
visit randi.org
Didn't id Software say it was going to do distributed parts of the 3D game FPS with its engine? Basically, each server would be run by an operator. Then, player can jump into portals to another server. This idea was like a decade ago I think.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
The only real difference between this idea and NeverWinter Nights is that:
This product supports ANY setting (although it probably requires a ton of work to make it support anything other than the vanilla fantasy setting they first thought of)
This product supports ANY ruleset (although it probably requires a ton of work to make it not support something other than the default fantasy ruleset)
This product is MASSIVE whereas NWN isn't. Although NWN or a descendant probably will be before they ship anything.
This product provides developers with an SDK. NWN provides developers with a fully functional IDE allowing a person only one skill (e.g. writing / programming / art) to contribute to or create a world.
This product provides a revenue model for content developers. NWN kind of does (they can commercialise a module you develop) but so far this hasn't worked out well for anyone except the developers of NWN.
This product doesn't exist. NWN does.
Well, the biggest problem is see is this..." free to use as long as you don't make any money from it..."
Considering that the largest part (time and effort) of the game development is in creating a story line, objects, quests, dialog, NPC's, etc. and all they're offering is an engine, there should be a one time fee for the engine and it should be free or nearly so. I would say that better than 90% of the total development effort is centered in these areas. These areas are also the ones that make or break a game, MMORPG or otherwise.
2 cents,
Queen B
HDGary secures my bank
My mistake. Like I said, I have never played the game. I must have misread those calls for Pre-CU servers to be made as a news item or other information saying they were being made at some point.
- Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
Based on history, I would assume if it's not being developed for both Mac and Windows simultaneously, then it's highly unlikely that it will ever support Macintosh (or Linux for that matter). As a general rule, it's not economically viable to take an already-developed MMOG and make a Mac port of it. (That was the official answer to our question about a Mac version of Star Wars Galaxies, in fact.)
Almost all the MMOGs that have appeared on the Mac platform came out of a combined PC-and-Mac development process: WW2 Online, Shadowbane, Second Life, and World of Warcraft.
Of MMOGs that began on PC and were later ported to Mac, the only one that comes to mind is Everquest. It was so late arriving that EQ2 and WoW were already knocking at the door, and it lacked compatibility to allow Mac and PC users play on the same servers.
Another example is Neverwinter Nights, which is not quite really a MMOG but is similar in some respects. It was ported to Macintosh, but the whole Aurora toolkit was left out -- excuse being that it depended on some developer library provided by a vendor who promised Mac support but never came through with it.
Multiverse are setting themselves up to be the same kind of obstacle. Basically, they're creating an ecosystem that locks out Macintosh not at the consumer level, but at the developer level.
This sounds SO MUCH like the Otherland series by Tad Williams, where basically it's a cyberspace Virtual Reality multiverse of games and worlds. Could be interesting if it ever comes off the ground.
Also see www.urbandead.com
I guess I'll have to move in to a Storage USA container and wait for the Snow Crash virus to hit. Sweet.
Honesty may be the best policy, but apparently by elimination, dishonesty is the second best policy.
While it's not on-line, I think it has a similar concept? Provide a high level framework to expedite the process of getting the games coded?
make sure it works with bloody linux
The concept of trusted supernodes comes to mind. Let's say you require one supernode per ten servers. The supernodes update each other as frequently as possible, use secure logins, and store your encumberance, your portable items and your traits. Depending on the style of game, how much you can carry with you could develop with character. These servers would also keep track of themed worlds and out-of-theme worlds and your personal config for each. For those who use the "standard" rule systems and themes, they would all share the default info. Those worlds that defined their own rules sets would set those up on the supernodes and could decide weather or not and with whom to connect.
This also takes care of the intermittant server crash/take-down problems. Just start-off on another server, keeping perpetuance; this could even be automated to be less annoying to the player.
Hmm, I've always thought I'd be good at designing this sort of thing. Too bad noone would listen to me as I can't code to save my life. sigh
put the what in the where?
It sounds like you might want to check out Secondlife (http://secondlife.com/).
While not exactly an RPG, it is versitile enough to let you create your own little fantasy subworld and invite other people in for some leveling up on orcs and trolls. While I don't play it, I'm thinking of signing up sometime soon, it looks pretty fun.
... so we've got a reasonable track record of delivering cross-platform products.
... and it never happens. The intention appears good, but in practice, it's pure lip service, because they just won't let go of the reins.
... As I say, we're a small company, so the other clients are a ways off
That's what Philip and Cory Linden of Second Life keep saying
If you are dev-resource constrained, simple, let the community do the development. Otherwise, as in the case of Second Life, it just won't happen, there aren't enough hours in the day. You're not Redmond.
Our own game in beta-testing, Kothuria, is available on Windows only right now, but you can be sure that we'll be testing any new client tech with that game first.
You are heading towards your product becoming completely non-portable, in practice. This is because it will cost you money to port it later, which you won't spend.
If you are genuine about multi-platform availability, there is only one approach that works. Compile, build, and test across all the major platforms as part of your standard development cycle, automatically, so that non-portable design and coding is caught during daily development. *DO NOT LET* any code be run on one platform only.
There is no "do it later" approach that works, in practice. The bean counters make sure of that.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
This will probably make it easy to have client side cheats run across your "Multiverse" too.
Not if the designers understand the two golden rules:
- Everything client-side belongs to the owner of the client machine.
- Everything that protects the integrity of the game resides on the game server.
In particular, all game-resource management and player capabilities control, and all cheat detection and prevention, must reside on the server end, and NEVER NEVER NEVER on the client.
Under that 2-part strategy, it doesn't matter what anyone does to their client, good luck to them. And people with disabilities will be grateful for that. By definition it cannot be cheating, because anything is allowable client-side, as all the essential controls are on the server.
The only reason why client-based cheats are often a problem is because game designers put sensitive data on the client to improve performance and do not provide adequate cheat detection on the server end of the link. Thus are born the seeds of cheating.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
An idea to do exactly this was posted on the WOW forums well over a month ago. Interesting that they have no content yet on their website, thats probably because it wasnt their idea in the first place.
I am glad somebody mentioned Second Life. I was about to when I found this post. Yes, the graphics performance needs some work, but the freedom of content creation in unprecedented and more than makes up for it. One link that readers of this article may find interesting is the Second Life Games Wiki which details some of the games that have been created in world.
Nevermore.
BYOND.com lets you program your own games using their development tools freely. Not trying to advertise, but it allows you to host your game on the network so other people can join, pretty neat idea really. Seems like the same type of idea of this Multiverse, except you're not limited to only MMOGs on BYOND.