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
This is nothing new. http://www.byond.com/
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.
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.
What are the technical details? Platforms? What apis are available? In what language?
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
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
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
I could be wrong, but doesn't Neverwinter Nights and Second Life already let you do this?
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.
Half life was built on a heavily modified Quake I engine (which still looks gorgeous to me). Medal of Honor: Allied Assault and Jedi Knight II were built with the Quake III engine. Those were fairly popular games, as I recall. A good list of games derived from the engine can be found here.
But that's always how iD has been. John Carmack is a dyed-in-the-wool algorithm wizard. He writes very elegant and optimized code to solve problems, and researches data structures and algorithms heavily to build his tools the 'right' way. If you read Michael Abrash's Grpahics Programming Black book, he notes Carmack's obsession with optimizing his spatial organization routines and data structures - how he stayed up late nights trying out different data structures and algorithms to get the most optimal rendering time out of his engine. Unfortunately, while the engines are superb implementations of advanced concepts, for the most part iD doesn't push out the same kind of content that people like Valve can 'pump' out. They're just more programming-centric. But when a content-centric entity publishes a title built on one of iD's engines, it's usually pretty rad.
perl -e "eval pack(q{H*},join q{},qw{70 72696e74207061636b28717b482a7d2c717b343 637323635363534323533343430617d293b})"
Half-Life certainly changed things. The game showed that FPS didn't have to be run, shoot and shoot some more type games. It was a thinking man's game.
Another game, though greated underrated, is Deus Ex. It used the Unreal Engoine and introduced gamers to the world of Cyberpunk and to a form of gameplay that didn't revolve around hosing down room after room with bullets. It was also an RPG of sorts, though it wasn't the first RPG built to play like a FPS. That honor goes to The Elder Scrolls: Daggerfall which used the Quake engine.
More innovative use of popular modern day engines can be seen in games like Splinter Cell which used the Unreal Tournament 2003 engine, and the MMORPG Lineage uses a highly modified Unreal Tournament 2003 engine.
Quake 3: Arena wasn't much of a game as compared to Unreal Tournament. UT offered many more gameplay features and better bot AI, but the Q3A engine itself was a decent graphics engine. It was used to make games such as the Medal of Honor series, the Call of Duty series, the critically acclaimed Star Trek Voyager Elite Force and its sequel, and Return to Castle Wolfenstein as well as Enemy Territory.
Now Warren Specter, the mastermind behind Deus Ex, is going to use the Half-Life 2 Source Engine in a new game project. Not to mention all of the real-world training sims that are in development using the Source Engine. One of them trains surgeons. Its the Source Engine's astonishingly good physics modeling engine that makes this possible.
Oh, and lets not forget America's Army, the game that doubles as a recruiting tool for the U.S. Armed Forces. It was built using the Unreal Engine and has been upgraded to the UT2k4 engine recently.
Michael "TheZorch" Haney
thezorch@gmail.com
http://thezorch.googlepages.com/home
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...
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.
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.
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.