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."
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
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.
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.
Neverwinter Nights isn't open source, but it meets most of your other criteria. There's a lot of persistant worlds built on the NWN engine.
It's pretty good for small groups of friends, if you don't mind the outdated graphics.
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?