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Carmack Considers Cell Phone MMOG

fistfullast33l writes "John Carmack's new cell phone game Orcs and Elves, which debuted at E3 to some fanfare, has led the famous developer to think about expanding his mobile gaming presence. Carmack said in an interview with CNN that he is interested in a massively multiplayer sequel. 'I have absolutely no interest in going and competing with Blizzard in the high end of that market, but a cell phone version might be interesting,' Carmack is quoted as saying. Even more interesting is his comment in the interview that game engines really overlook security. The article indirectly quotes him as saying 'while id Software is especially careful to lock down its game engines, companies that license and make changes to those engines often aren't as focused, which could open the door to disaster.'"

78 comments

  1. Data Cost? by falcon8080 · · Score: 5, Interesting

    A cell phone MMO is great and all but what about the cost of data?

    Last time I checked it cost a small fortune per KB. I know you can get unlimited bandwith for a price, but that would be a price ontop of the monthly subscription price...
    --
    Excellent Phoenix AZ Office Space - Thistle Landing
    1. Re:Data Cost? by 1101z · · Score: 2, Interesting

      A lot of us already pay for unlimited data, or our jobs pay for it so that we can do your jobs from anywhere in an emergency.

      --
      One day people will learn the folly of Winbloze, Linux Rules!
    2. Re:Data Cost? by DrSkwid · · Score: 1

      2 Euros a Mb on my data plan

      O2 are cheapest here - around 75 Euros for "unlimited" (which means 1Gb)

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    3. Re:Data Cost? by AKAImBatman · · Score: 3, Informative

      Cingular does unlimited data for $20/mo.

    4. Re:Data Cost? by tmasssey · · Score: 1
      Sprint PCS has unlimited data for $10 extra. Verizon has a similar plan, but I'm not sure for how much. So, yes, it's an extra cost, but it's not a deal-killer.

      Really, it's no different than having to pay an ISP to be able to play an MMORG from Blizzard or Sony on your computer. In fact, $10 for Internet is cheaper than anything but the cheapest of dial-up ISP's.

    5. Re:Data Cost? by bunions · · Score: 2, Insightful

      I'd be curious to find out just exactly how many people "a lot" is. My gut tells me it's a pretty small number, but my gut has been known to lie to me before.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    6. Re:Data Cost? by bunions · · Score: 0, Redundant

      How the hell was that a troll? I'm honestly interested in the percentage of cell customers with unlimited data plans.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    7. Re:Data Cost? by cayenne8 · · Score: 1
      "I'd be curious to find out just exactly how many people "a lot" is."

      I'd guess just about anybody with a 'visions' enabled Sprint phone does. I think it is like $20/mo or so, and I get pretty much unlimited web, and some tv channels. My google 'live' application was a free install, and costs me nothing extra to use when it hits the 'web'.

      Hell, depending on the phone you have (some you have to manually 'unlock' [see 2nd posting down on this page]), you can use them as a free semi-broadband modem for your phone via a connect cable or bluetooth). I imagine if you're doing p2p stuff they'll nail ya, but, seems to work fine for just simple web stuff I hear...

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    8. Re:Data Cost? by cayenne8 · · Score: 1
      "A cell phone MMO is great..."

      Heck, I think a good old fashioned text MUD would be fun to play on a cell phone....

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    9. Re:Data Cost? by joeljkp · · Score: 2, Interesting

      T-Mobile does unlimited data for an extra $6/mo.

      --
      WeRelate.org - wiki-based genealogy
    10. Re:Data Cost? by qbwiz · · Score: 1

      At the moment, yes, but that's only because they don't expect you to use the internet too much from your phone. I suspect they might consider raising the price if lots of people play this game lots of the time.

      --
      Ewige Blumenkraft.
    11. Re:Data Cost? by Anonymous Coward · · Score: 0

      which is insane gouging

    12. Re:Data Cost? by kwalker · · Score: 1

      If it's web-based data, yeah. But I still cannot get random data (e.g. ssh session or Jabber clients) to work right.

      --
      ... And so it comes to this.
    13. Re:Data Cost? by rholliday · · Score: 2, Insightful

      I can see that, but a MUD would take a lot more focus. You can take in the general situation on a graphical game at a glance, and give commands with a simple interface. A MUD requires reading the situation in text repeatedly and typing commands for everything. Doesn't strike me as casual enough for a cell phone gamer, not to mention the annoyance of typing things on those keyboards or numberpads.

      --
      Xbox reviews.. We think they're funny.
    14. Re:Data Cost? by joeljkp · · Score: 1

      Yeah, it's web data (i.e. using the built-in browser, Opera Mini, Google Maps Mobile, etc.)

      --
      WeRelate.org - wiki-based genealogy
    15. Re:Data Cost? by masterzora · · Score: 1

      I have a Sprint PCS Vision enabled phone and I pay $5/mo. for unlimited web. I don't get spiffy tv channels, just unlimited web.

      --
      Remember, open source is free as in speech, not free as in bear.
    16. Re:Data Cost? by yobjob · · Score: 1

      or our jobs pay for it so that we can do your jobs from anywhere in an emergency.

      Which means you can't play games on it, right?

  2. Game design trends gone bad. by Short+Circuit · · Score: 0, Flamebait

    You know game design trends have gone bad when you have to develop for a limited platform in order to have an accepted excuse to create a low end game these days.

    With the exceptions of SubSpace and Solar Wolf, all the "Small but Fun" games I've seen lately have been written in Flash, and run inside a web browser.

  3. why not a PSP MMOG? by mu22le · · Score: 2, Insightful

    A PSP has a better graphic hardware, a wider screen, is easier to handle and has WiFi support.

    If only WiFi was a little more widespread I'm pretty sure a MMOG for the PSP (or the Nintendo DS) would be a much better idea. I'd finally had something to do each time I have to spend 1 hour in the subway.

    1. Re:why not a PSP MMOG? by Anonymous Coward · · Score: 0

      Except that most subways don't have a wireless signal!

    2. Re:why not a PSP MMOG? by drinkypoo · · Score: 1

      Sure, but the subway is about the last place you're gonna get wifi. Maybe if you're on an El...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:why not a PSP MMOG? by Lachryma · · Score: 1

      Depending on what the game is capable of, you wouldn't necessary need to be online all the time to play. For example, crafting or questing solo.

    4. Re:why not a PSP MMOG? by YamadaJiro · · Score: 1

      A cellphone MMOG makes a lot of sense because it's a casual gaming market. This could attract people who don't even think of games beyond Minesweeper or Solitare- a simple MMOG could make a tidy profit off a 10-minutes-a-day player market.

      We've come to think of MMOGs as giant timesinks, but they don't have to be. The long hours of grind aren't required, they're just lazy game design. All you really need is to keep the player paying every month; if Carmack makes a successful MMOG with no grind, he'll deserve every penny.

      Besides, they could always port it to DS/PSP if it did well.

    5. Re:why not a PSP MMOG? by Chandler55 · · Score: 0

      and in the bathroom hehehe, but also I think people overlook the fun of playing a portable at home, maybe its because I'm nearsighted and don't like glasses but I enjoy playing a title or two in my bed.

      --
      FreeSimpleGames - some fun games I made
    6. Re:why not a PSP MMOG? by mofomojo · · Score: 1

      Because more than 2 people own Cell Phones.

    7. Re:why not a PSP MMOG? by floodo1 · · Score: 0

      because the psp is a piece of shit :)

      --
      I KUT J00 M4NG!!!
  4. Hmm, one world many systems? by SloppyElvis · · Score: 4, Interesting

    I know Carmack wasn't going after the WOWs of the world, but the possibility occurred to me that it might be cool to have a cell phone client for a PC virtual world - perhaps affecting the world in non-traditional ways.

    Would you like to mash a few cell phone buttons to craft yourself something nifty for your return home?

    How about an opportunity to influence factors that aren't controllable through the PC, like beasts or items? For example, play a beast vs. beast minigame against other cell phone users, and the winner will recieve more power or loot in the PC world or something like that.

    As an alternative input device, the cell phone has some interesting possibilities. If you consider cell phones equipped with GPS, you could conceivably have a very interesting dynamic to the gameplay based on actual location. I see many possibilities for making this a fun gaming tool rather than the minesweeper handheld it is today.

    1. Re:Hmm, one world many systems? by Anonymous Coward · · Score: 0

      Why the heck is this modded a troll?

    2. Re:Hmm, one world many systems? by fistfullast33l · · Score: 1

      Was wondering that myself...

    3. Re:Hmm, one world many systems? by Anonymous Coward · · Score: 0

      someone is out to get you, lol

    4. Re:Hmm, one world many systems? by Rob+T+Firefly · · Score: 1

      That's interesting - it'd be like what Sony tried with their Pocketstation, and Sega's old Dreamcast VMU, but with a greater chance of success since nearly everyone has a phone.

    5. Re:Hmm, one world many systems? by SloppyElvis · · Score: 1

      OMG, I'm paranoid enough already.

    6. Re:Hmm, one world many systems? by Anonymous Coward · · Score: 0

      Easy to do that if you hit the mouse wheel to scroll down the page and forget that the moderation drop-down list still has the input focus.

    7. Re:Hmm, one world many systems? by cowscows · · Score: 2, Interesting

      I'm not sure how great a game based on one's actual location would be due to the fact that the world is a big place, and dividing it up into manageable chunks would probably result in the game not being particularly tailored to your actual location as much as your general part of the world. And if you need to move to another part of the world in order to access other content, most of the content will probably never get seen by any particular individual person, because travelling is generally time consuming and expensive.

      But along a related line, I've played with a GPS unit with some built in games, and one of them was basically a maze that you navigated through by actually walking around. So your specific location on the earth didn't matter, but your position relative to where you were when you started the game was what mattered. It was kind of fun for a few minutes. But really only because of the novelty of it. Although there was a very specific and unique relationship between what was displayed on the screen, and what you were experiencing in reality, there were also a lot of significant differences. (IE, the maze would happily lead you into a street full of traffic if you weren't paying attention).

      But that's not to say that phones can't be a really unique platform.

      --

      One time I threw a brick at a duck.

    8. Re:Hmm, one world many systems? by SpaceToast · · Score: 1

      GPS I'm a bit leery of, but I think Sloppy is onto something with "one world, many systems." The phone's latency and reliability will be a bit low for realtime action gaming for some time (though Bluetooth vs Bluetooth is a very real possibility), but what about an occasional connect system? The phone loads a "mission," the player plays it (even underground on the subway), and afterward the results of the player's performance are communicated to the game server and a followup mission is loaded. There's a wonderful possibility for complementary gaming here.

      Here's an example. The player has a pet in an MMORPG. He logs in with his phone. Since he's not at his computer, his character is resting at an inn and his pet is lying around. Suddenly, shock! A magpie swoops in through the window and spirits a gold piece off to its nest. Across a narrow ledge, along a drainpipe, over a small stream and up a tree is the magpie's nest, full of valuable nicknacks of varying weights and values. If the pet can overcome these obstacles, not to mention one very peeved magpie, and return any of these items to the inn, the player will mysteriously find them in his inventory the next time he logs in from his computer.

      Obviously, action gaming is not the only way to go. Why not play greasemonkey and customize your spaceship between games? Why not smith a sword you can sell/trade/use in-game? Heck, why not fish? The key is that it has to actually affect your MMORPG character in some useful way. Complementary gaming could create a value-add for both the data plan and the MMORPG -- but I'm sure mobile companies would still be dumb enough to drive away customers by charging seperately for the game app.

    9. Re:Hmm, one world many systems? by PrescriptionWarning · · Score: 1

      Isn't this what Bill Gates promised to do with Xbox Live enabling over Vista and Cell Phones. Games could tie in to some kind of application available on a separate platform which could somehow relate to the actual game being played on the 360. It would be interesting to see what ideas pop up from this, though if they charge anything beyond the subscription fee for Live there's no way I'd buy into it.

  5. network support? by edzillion · · Score: 3, Informative

    I talked to the head of a mobile game company just yesterday about this very topic - since I think any well made persistent world game on a mobile platform would be a winner. His issue was that marketeers always think this kind of thing is possible because the gprs standard seems to show enough data transfer speed to support it. Unfortunately its never the case in real world situations. Unless he is planning to run it over the DoCoMo network or some other proper 3g network it aint gonna happen.

    1. Re:network support? by squiggleslash · · Score: 1
      GPRS (and EDGE) has relatively high latency, it's that, not bandwidth, that's the issue.

      I'm not sure how the CDMA and WCDMA based alternatives are with latency. It may be that 802.16 works out better than any "grafted onto a cellphone network" solution anyway.

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:network support? by defjesta · · Score: 1

      Latency on GPRS networks (and even EDGE) is unnacceptable for real-time multiplayer gaming, however, network connected apps and turn-based multiplayer games can and do work.

      3G is where real time starts to become a reality. The company I work at (Spectrum Wired) recently developed the worlds first real time multiplayer mobile sports game (A mouthfull I know :-). This game is soft-launched in Australia and currently rolling out around the rest of the world. With the 3G networks we were typically getting a latency of 150 - 300ms between the client and server, and with some decent prediction code this is quite acceptable for real time gaming.

      So to get back on topic, yes it is possible to do multiplayer gaming over GPRS, but only turn based can really work well enough. For something like an MMO you really need a 3G network.

  6. Dialup support? by Anonymous Coward · · Score: 0

    I see. We can run a MMORG over dialup, but we can't run one over the cellular network.

  7. Nintendo DS would be a better platform. by vertinox · · Score: 0, Redundant

    The DS would be a better platform of MMOGs. You'd still need a Wifi connection somewhere, but to play an MMOG on the cell phone would be kind of cumbersome.

    Unless of course it was turn based...

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:Nintendo DS would be a better platform. by Anonymous Coward · · Score: 0

      No shit genius ... but EVERYONE has a cell phone, not everyone is a dork and has a DS.

    2. Re:Nintendo DS would be a better platform. by DrunkenTerror · · Score: 1

      I'm still waiting for 'em to come out with cell phones you can use without annoying people around you. Something like in Ghost in the Shell, where the operatives just think to each other. They could name it something like tel*Ebathy.

  8. Tibia Micro Edition by Volanin · · Score: 3, Informative

    Cellphone MMORPG:

    Tibia Micro Edition

    --
    If I clone myself, can I call it a thread?
    If a girl winks to us, can I call it a race condition?
    1. Re:Tibia Micro Edition by Minwee · · Score: 1
      Or how about:

      MidpSSH combined with just about any one of these?

      It's not as exciting as something with John Carmack's name on it, but it does have the advantage of having been around long enough to get many of the kinks worked out of the system.

      Or, in some cases, long enough to have the kinks worked into the system. Whichever.

    2. Re:Tibia Micro Edition by jandrese · · Score: 1

      Have you ever used SSH over a GPRS network?

      I didn't think so, or you wouldn't have made that suggestion. Latency is really killer with SSH sessions and GPRS has enormous latency. It's really designed to serve webpages, not run interactive applications.

      --

      I read the internet for the articles.
    3. Re:Tibia Micro Edition by Minwee · · Score: 1
      Yes, I have. Quite often. One could even say that I do it on a daily basis.

      I would elaborate, but you seem to have already gone on with the conversation without me.

  9. Violent games in the right context... by __aaclcg7560 · · Score: 2, Funny

    This should inspire some great anti-social behavior on public transit systems when someone starts screaming "Die you !@#$% orc! Die! Die!" into their cell phone. I wonder how many people know that ORC != Terrorist and how many gamers will be beaten senseless enroute to the police station.

    1. Re:Violent games in the right context... by Anonymous Coward · · Score: 0

      Right, because the Lord of the Rings movies were such failures.

    2. Re:Violent games in the right context... by __aaclcg7560 · · Score: 1

      Oh, yeah? Until the Da Vinci Code movie came out, I didn't know Mr. Christ had a wife and kids. :P

    3. Re:Violent games in the right context... by Shadow+Wrought · · Score: 1
      My second thought was how successful this would be for commuters. You have a built in market of people who are essentially stuck for an hour or three each day with limited amusements. Trun something they already have into a MMORPG and you have a chance for some real success there.

      My first thought was, "Now why didn't I think of that!?"

      --
      If brevity is the soul of wit, then how does one explain Twitter?
  10. Very Innovative by panic911 · · Score: 1

    Leave it John Carmack. I think this could be huge if he does it right. Most phone providers offer an internet plan with unlimited transfers, now. Many of them have the high speed internet now, too (Sprint and Verizon's EVDO).

  11. Oh really? by Anonymous Coward · · Score: 0

    'while id Software is especially careful to lock down its game engines'

    http://www.insecure.org/sploits/quake.backdoor.htm l

  12. Is is any good? by __aamkky7574 · · Score: 1
    From the Gamespot article:
    "... original title laden with sorcery, trolls, dark elves, and the undead".
    Er, yes, how original indeed! The interview with Carmack himself tells us nothing whatsoever about the gameplay, which seems to be par for the course; he's always been more interested in the technology behind games rather the games themselves and seems to have little or no insight into what makes them fun.

    P.

    1. Re:Is is any good? by XXIstCenturyBoy · · Score: 3, Interesting

      Thats because you didn't try Doom RPG. He didn't do the game per say, but he is the driving force behind it. And its an amazing cell phone game (one of the best I've played, and only short to DoomRL as far as turn based doom RPG goes.)

    2. Re:Is is any good? by Anonymous Coward · · Score: 0

      Yeah, that frikkin' Carmack. Unimaginative bastard, he's done nothing to toward making my life more entertaining. And those damned Egyptians and their paper, don't even get me started...

    3. Re:Is is any good? by 88NoSoup4U88 · · Score: 3, Informative
      As of the looks of it, it's probably very much the same as DoomRPG, but with some added stats: DoomRPG is one of the few games I downloaded (the others being Zuma and Bejeweled), and has been worth every penny.

      Check out the site for DoomRPG, to get some idea of what it was: In short, instead of playing an FPS in realtime, it's now turnbased.

    4. Re:Is is any good? by Anonymous Coward · · Score: 0

      Is it any good?!? He's porting Awesome The Game, which is just awesome.

      http://www.kotaku.com/gaming/oddities/e306-the-awe some-game-173278.php

  13. Doom RPG and Orcs/Elves by DavidLeblond · · Score: 1

    Anyone try these games? Are they decent (well as far as cell games go.) I see I can download them on my Verizon cell phone, but only if I pony up $8. I hate it when they don't offer trials.

    1. Re:Doom RPG and Orcs/Elves by Anonymous Coward · · Score: 0

      I downloaded the game and played it for about 5 minutes. It seemed pretty cool, old school, and fun. But I quit because I'm a little drunk after seeing Violent Femmes (only an OK+ show) and there's a Modern Marvels on about Da Vinci. I'll probably try it again in a few days.

  14. he's nuts by kendoka · · Score: 1

    who the heck would spend hours playing on a tiny screen with a cramped up keyboard? A nice idea, an MMO you could play anywhere, but the reality is unless the play intervals are 5-15 min the best place to play will be at home...

  15. Can I copyright a bumper sticker? by PFI_Optix · · Score: 1

    LOG OFF AND DRIVE!

    I expect it to be all the rage at mall kiosks and gun shows.

    --
    120 characters for a sig? That's bloody useless.
    1. Re:Can I copyright a bumper sticker? by Phase+Shifter · · Score: 1

      Picture this:
      The guy in front of you isn't moving, even with a green light.
      Rather than get angry, you pull out your cell phone and log in to the new MMO...
      ...only to find the guy in front of you isn't moving because he's too busy farming a PVP title off newbies 40 levels lower than himself.

    2. Re:Can I copyright a bumper sticker? by PFI_Optix · · Score: 1

      It occurs to me that a cellphone MMO would introduce a new threat: cell phones being stolen so that accounts can be pillaged.

      They don't have to hack your account or anything special like that...you just forgot your cell phone on a desk for a few minutes, and when you came back you had somehow given away everything you had.

      --
      120 characters for a sig? That's bloody useless.
  16. security in quake 1 by Nesetril · · Score: 1

    just to set the record straight about "locking down security", the quake (1) engine had the one single most hacker friendly console of any game before or after period. you could execute almost any shell command on any of the remote machines. this didn't even require any cracks or exploits, it was just built like this - to be a winnuke. which is not to say that it was a bad thing. say, you think someone is hacking or griefs too much. well, you could ban him, but how about wiping half the files off his hard drive instead? so much more effective.

    --
    Jesus said to his disciples: "If you don't have a sword, sell your cloak and buy one" - Luke 22:36
    1. Re:security in quake 1 by Anonymous Coward · · Score: 0

      What the hell are you talking about?

  17. It rarely works by Psychochild · · Score: 1

    The biggest problem with multiplayer games on mobile platforms is communication. Being able to chat with other people is an important part of the experience. Otherwise, you're just being charged more to play a single-player game.

    I own and operate the online game Meridian 59. The game was released nearly 10 years ago, and the original client used a raycaster type engine similar to the original DOOM games. (We have since upgraded the engine to use 3D hardware acceleration on the PC.) It's often been suggested that we put the game on the mobile platform since the system requirements are so low.

    Unfortunately, there are several problems. First, avatar customization is huge, and it takes a lot of resources to do that properly. Even modest Meridian 59 installs to about 100 MB. You'd have to do a lot of severe compression to get it to work right.

    And, as stated above, you don't have good communication. Ironic, since you're usually using a phone. But, if you use voice you'll be taking up part of the bandwidth you need for sending data for the game. As someone else pointed out in comments, most phones won't support the data throughput and response you need for this type of game.

    In the U.S., you also have the typical problems associated with mobile gaming. I have a fairly recent phone, but it still doesn't play most of the games out there. Most people can't afford the phones that keep them on the "cutting edge" and able to play these types of games. Why buy an expensive phone to play a crippled version of a game? Less users means that you'll have to increase the price in order to still make enough money to justify doing the phone version instead of a full-blown PC or console version.

    So, there's a reason why you don't see these types of games on mobile. Perhaps eventually we'll get to the point where we have good networks and proper phones, but not anytime in the near future.

    My thoughts,

    --
    Brian "Psychochild" Green
    MMO developer's blog
  18. Well... by Anonymous Coward · · Score: 0

    I can play WoW On my cellphone now (well, play is a bit of an exaggeration, but it works and you can chat etc.) with a Treo650 + Mergic VPN + PalmVNC controlling my desktop PC.

    But honestly if someone makes an addictive real-time multiuser type game for a phone then people are going to die as they try to play while driving.

    G.

  19. I disagree by Anonymous Coward · · Score: 0

    I disagree about chat being integral to multiplayer games, MarioKart DS doesn't have it at all and it's still very good fun. And it's not unusual to go through a duel in Unreal Tournament without exchanging more than a single "gg" when it's done, but it's still very exciting.
    For traditional MMOs(/MUDs/etc) I suppose it is very important, but in games which are enjoyable singleplayer going multiplayer even without chat adds to the fun.

  20. Game Security by Kaenneth · · Score: 1

    I've always enjoyed finding holes in games,

    CounterStrike had a bug for a short while that could be used to crash everyone connected to a server, just by changing your name to a printf string.

    another smaller (non commercial) game you could gamble for credits, 1 in 3 chance of doubling your bet amount. by betting negative numbers you would gain more than lost; by betting -1000000000000 I caused an overflow that dropped a user into a shell, from whence I could read the full password list.

  21. CounterStrike: Cell Phone Edition by voxel · · Score: 1

    I know I play my cell phone games while on the toilet...

    So, I'm sitting on the airplanes toilet, 36,000 feet into the air playing CS Cell Phone Edition, yelling, "Die Terrorist Die!".

    --
    Modesty is one of life's greatest attributes
    1. Re:CounterStrike: Cell Phone Edition by __aaclcg7560 · · Score: 1

      You would probably be mistaken for an Air Marshal then. ;)

  22. cell phone tie in by Gronkers · · Score: 1

    Would like to see tie-ins for some online games.
    Eve for example has alot of little things that ones does not need a graphical interface for.
    While I belive there is some sort of cell phone work in progress I have not looked into it in awhile.
    Check my characters ingame mail and reply to corperate/guild events in near realtime. (yes go ahead and declare war, no dont use my battleship!)
    check character skills and change them if need be. (eve skills are learned in realtime-logged in or not)
    check/change factory building orders
    check/change buy/sell orders.
    all of these should be able to do easily from a webby interface(the check skill is already but not change)

    for WoW lessee... start your character in the login queue, so that hours later after you bus/train/carjam ride home,you might be able to log straight in?

    --
    - Gronk!
  23. Wagering the Future by Scigirl451 · · Score: 1

    This is just going to expand. Already, kids view their phones as more necessary than any other form of personal technology (and that includes their ipods). They are almost obsessive with them - checking constantly for missed calls, text messages...they are loathe to even purchase a calculator for classes, arguing that their phones have builit-in calculator functions. It would be natural to extend their gaming desires to the one piece of equipment they would never be caught without. Guess I'd rather have that progress with Carmack putting his neurons into the works than without, but I am not looking forward to the increased number of phones I'm going to have to confiscate off of high schoolers...

  24. Mod parent up by mr.nobody · · Score: 1

    I realize it's from an AC, but it should be given it's due.

    I am glad that security has become an issue for id now, as the AC has pointed out, this wasn't always so. I still remember that night the RCON exploit was discovered. As I was playing Quake the server blipped for a second. I got back on, checked Gamespy, and found that the name of every Quake server on the Internet had been changed.

    Oh the fur that flew then...

    --
    mr.nobody
    --Don't you wanna go where nobody knows your name?
  25. Asymmetrical Representation by NickFusion · · Score: 1

    I've been exploring this idea quite a bit. The basic notion is one of asymmetrical representation of the game world. Each client, be it cell phone, DS, PSP, web-browser, next gen console or PC has it's own unique view of and interface with the game world. Each plays to the strengths of the particular platform.

    It's a huge investment, but a large company that really wants to build a cohesive brand *cough - Blizzard* could pull this off.

    AR Across Platforms

    And in an even more heretical proposition, I also suggest that (MMOs being largely database apps) users be given an API to write their own clients, creating a MOD community for MMOs that largely surpasses what can be done today.

    Open.World

    And why stop there? Next we move onto cohesive universes, where not only are the clients different, but people are playing different but linked games. To use the Blizzard example, you play in the Star Craft universe. Some players are playing the RTS (at a tactical level), issuing troop orders to people playing the BF2-style FPS. Meanwhile, in areas that they have established control, other players are building cities, while others are living and trading in them.

    Towards a Better World

    Anybody want to play?

    --
    What were you expecting?
  26. we wont even go into the engine... no. by get-the-build · · Score: 1

    carmack was only \mildly\ pissed when the q2 engine was 'taken blatently' for HalF-LifE... he took the time to explain that in order to use the eingine, you have to change the engine ITSELF... hmmm... is he ASKING for that?

    --
    {If the world was as simple as a computer, we would think in rational databases.}
    1. Re:we wont even go into the engine... no. by Anonymous Coward · · Score: 0

      Half-Life doesn't use the Quake 2 engine. Half-Life was based upon the Quake 1 engine. Valve licensed both the Q1 and Q2 engines, but Q2 was useless to them since they had already surpassed its functionality in their own engine by the time it was available to them. You can look at the SDK for HL1 or the code for the leaked HL2 and you'll find nothing from Q2 in it.