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Last Chance to Help Free Ryzom

An anonymous reader writes "With the consistent influx of MMORPG's in the last few years it was obvious that many would fall by the wayside, one of those to fall is Ryzom, as you might be aware it is now going to be up for sale, and in an enterprising move for open source there is an initiative to buy Ryzom and put it under the GPL, much like Blender was in the past. However, time is short, apparently "Pledges must be made within the next few days, since the deadline for the final bid is expected sometime before Wednesday, December 19th". Already there is over 150,000 Euros donated and the FSF has donated 60,000!! If you (like me) can see the benefit of having a fully developed MMORPG that is completely open source just donate a little, quickly!"

280 comments

  1. Suckitude? by Ninjaesque+One · · Score: 3, Insightful

    If everyone's the equivalent of a dev team member, then what's to stop everyone from making a monster at the start that dies in one hit and drops a trillion gold?

    --
    Ninjas and pirates. How piquant.
    1. Re:Suckitude? by exspecto · · Score: 2, Funny

      The monster I create that kills players in one hit.

    2. Re:Suckitude? by Enoxice · · Score: 4, Informative

      The point isn't that "everyone's the equivalent of a dev team member." The point is that there is reusable code in development that anyone can take and make their own MMORPG with (using their own server). And perhaps, if the developers want, the community can contribute code.

      --
      Anyone else think the comments just weren't rendering right before they turned off ABP and saw ads?
    3. Re:Suckitude? by Ninjaesque+One · · Score: 1

      Well, speaking of monsters that kill people in one hit, perhaps they could do it nethack-style, with a secret team of devs. That would be nice, but how would we hide their identities in an MMORPG?

      --
      Ninjas and pirates. How piquant.
    4. Re:Suckitude? by LiquidCoooled · · Score: 3, Funny

      The monster I create is nicer than yours, it only kills people with around 1 trillion gold pieces.

      --
      liqbase :: faster than paper
    5. Re:Suckitude? by james_orr · · Score: 2, Informative

      Sure, you could do that. But that monster would only be on your own server, so you and your friends can kill that monster as much as you like.

    6. Re:Suckitude? by morboIV · · Score: 1

      Continuing down this road, you might end up with an MMORPG with a collection of the silliest monsters known to man all fighting the players and each other.

      Damn, it's actually beginning to sound like a good idea.

    7. Re:Suckitude? by big+ben+bullet · · Score: 1

      My monster will not pursue a level 4 or below unless you're a male character, it is saturday, and your nick name starts with an f!

      It has a +4 bonus against goblins or dwarves (actually, it has nothing against dwarves but it is too stupid to notice the difference).

      When struck with an unholy bastard sword of doom it immediately vanishes leaving its treasures behind, but you don't gain any experience.

      Really... it is for game balance.

      (Style blatantly copied from Steve Jacksons Munchkin series)

    8. Re:Suckitude? by Das+Modell · · Score: 1

      Maybe in theory, but who has the money and interest to keep their own personal MMORPG running, and who will play it? Won't work.

    9. Re:Suckitude? by Enoxice · · Score: 1

      Who has the money and interest to keep their own personal [MUD/Website/other internet service] running, and who will use it?

      Or, more to the point, who has the money and interest to keep their own Operating System running and in development, and who will use it?

      Hobbyists will benefit, of course, but so will the community at large. It can never hurt to have code from a tested engine floating around.

      --
      Anyone else think the comments just weren't rendering right before they turned off ABP and saw ads?
    10. Re:Suckitude? by montyzooooma · · Score: 1
    11. Re:Suckitude? by jZnat · · Score: 1

      Free/Open Source software is not like a wiki...

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
    12. Re:Suckitude? by jZnat · · Score: 1

      Their licence doesn't allow Free Software implementations of it (requires revenue sharing).

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
    13. Re:Suckitude? by montyzooooma · · Score: 1

      From the link - "If you don't make money, we don't make money. And importantly, if you never charge anything, you never have to pay us anything." Now don't get me wrong I tried their demo server and it has a long way to go before it's anything close to what Ryzom offers. But Ryzom has been hardcoded for one game so the idea that it'll be non-trivial to make it run another type of game seems optimistic.

    14. Re:Suckitude? by gerrysteele · · Score: 1

      ... and it's limited to running on Microsoft platforms

    15. Re:Suckitude? by montyzooooma · · Score: 1
      "... and it's limited to running on Microsoft platforms"

      When you're talking gaming that isn't actually much of a limit but I grok what you're saying.

    16. Re:Suckitude? by Qzukk · · Score: 1

      who has the money and interest to keep their own personal MMORPG running

      Google for personal Ragnarok Online servers. Or Neverwinter Nights persistent world servers.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    17. Re:Suckitude? by gerrysteele · · Score: 1

      You are right, but i would hope that the point of FOSSing this game would be to push a large userbase of non windows users into mainstream gaming. Our options at present suck. Creating games that have polish is a tedious, boring and annoying task; which might explain why it is so hard to do in a non commercial setting.

    18. Re:Suckitude? by exspecto · · Score: 0

      Haha! I knew you were talking about Munchkin within the first five words. I play it often and love it and think there should be an MMORPG as campy and whimsical.

    19. Re:Suckitude? by 99BottlesOfBeerInMyF · · Score: 1

      The point isn't that "everyone's the equivalent of a dev team member." The point is that there is reusable code in development that anyone can take and make their own MMORPG with (using their own server). And perhaps, if the developers want, the community can contribute code.

      I understand the concept, but I don't think it is a good idea unless you can get buy in from some commercial enterprises. Most large OSS projects thrive on support from corporations that use that software. Look at Apache, for example. For an OSS-MMORPG framework to survive, there need to be one or more commercial ventures based upon that project. Then, there is direct financial motivation to keep it clean and make improvements. Without a development shop interested in undercutting the market with free improvements from other contributors, I don't see such a project really keeping up and remaining popular. I could be wrong, but that is the way I see it. Some really sharp developers should get together and put together the rest of the money needed to open this code and then use it to get rich.

    20. Re:Suckitude? by bluephone · · Score: 1

      Yeah, opening the source would do nothing towards making it more portable. Er, wait... ;)

      --
      jX [ Make everything as simple as possible, but no simpler. - Einstein ]
    21. Re:Suckitude? by bladesjester · · Score: 1

      Played Munchkin for the first time in a couple of years the other night (there's nobody around here to play it with).

      I nearly fell over laughing when we ended up looking at a Toothless Sabertoothed Snot Elemental.

      For some reason, our games always ended up being not so much "what will you give me if I help you" but rather "what will you give me if I don't help the monster?" heh

      --
      Everything I need to know I learned by killing smart people and eating their brains.
    22. Re:Suckitude? by nuzak · · Score: 2, Funny

      > what's to stop everyone from making a monster at the start that dies in one hit and drops a trillion gold?

      My monster would drop as soon as you see it, and drop 2^1000 gold (needs a bigint patch)

      But I decided it was easier to just make the game say that I win, and not play at all.

      --
      Done with slashdot, done with nerds, getting a life.
    23. Re:Suckitude? by mildred · · Score: 1

      it is already portable ... Started with OpenGl in order to make it possible to create a linux port.
      And it works great with wine, so I think you would just need to compile the sources with winelib no have a native executable

    24. Re:Suckitude? by saddlark · · Score: 1

      You were eaten by a trillion grues.

    25. Re:Suckitude? by exspecto · · Score: 1, Funny

      Yesterday I was playing with my little brothers. One of them was fighting a tough monster and needed my help, so I agreed to join in for 2 of the 3 treasures from the kill. After it died and I got my treasure, he went up one level from the kill and then another from a "gain a level" card that he got from the treasure pile. That made him level 3. Then I smiled at him and tossed him a Duck of Doom, bringing him back down to level 1. Yeah, I'd do that to my own family.

    26. Re:Suckitude? by ArcticCelt · · Score: 3, Funny

      Mine will spawn and instantly decapitate any player that start overusing "net slang" like ROFL LMAO or intent to use the word gay as pejorative slang.

      Exemple:
      Player 1 : Meh, got a gray item this is gay.
      Monster : *Pouff* *chop* *chop*.
      Player 2 : Ha ha! pwned ROFL LMAO!!111
      Monster : *Pouff* *chop* *chop*

      --

      Yahh, hiii haaaaa! -Major Kong, from Dr. Strangelove
    27. Re:Suckitude? by bladesjester · · Score: 1

      My family isn't fun enough for that sort of thing. It's a shame, really.

      The most exciting thing you can get any of them to play is the occasional game of monopoly or poker. Even then, you get to hear whining about how badly they're doing. There have been games where I've just gotten up and left because I was sick and tired of the "poor me" comments.

      Then you have me. I love games (win or lose) as long as I'm having fun (which generally happens if I'm playing with a fun group). But then, I'm also the person who makes one of the "bleeding heart" jello dishes (where it bleeds red sauce when you stab it) for Halloween only mine isn't a heart - it's an anatomically correct brain =]

      My family tends to think I'm "a little weird"

      --
      Everything I need to know I learned by killing smart people and eating their brains.
    28. Re:Suckitude? by tenco · · Score: 1
      My monster will not pursue a level 4 or below unless you're a male character, it is saturday, and your nick name starts with an f! It has a +4 bonus against goblins or dwarves (actually, it has nothing against dwarves but it is too stupid to notice the difference). When struck with an unholy bastard sword of doom it immediately vanishes leaving its treasures behind, but you don't gain any experience.

      Sounds like you're a nethack dev...

    29. Re:Suckitude? by exspecto · · Score: 0

      Don't lose hope. There's a new card game engine in the works that will be able to handle a game *exactly* like Munchkin. Once it comes out, you and I could play such a game over the interweb.

      http://octgndev.wordpress.com/

      It's the 2nd generation of this program:

      http://www.cardfloppers.com/

    30. Re:Suckitude? by ultranova · · Score: 2, Interesting

      If everyone's the equivalent of a dev team member, then what's to stop everyone from making a monster at the start that dies in one hit and drops a trillion gold?

      Inflation. With such monsters gold becomes worthless in player-player transactions very soon. And you can't just make the monster drop more gold ad infinity, since even Bigints have numerical limits.

      Simply scale the prices of computer-controlled vendors by median gold income of the players who are buying that item. That way the law of supply and demand kicks in while still allowing infinite supply of basic supplies, and this kind of scamming becomes pointless.

      Or simply make a game where the players are gods (read "Deities & Demigods" D&D-book to get an idea of the applicable game mechanics) instead of rat-killers. With the right attitude it could become absolutely hilarious and very engaging gameplay - just look at pretty much any mythology to see the possibilities for political scheming and over-the-top action; and of course such a game doesn't need to be the least bit balanced powerwise. Begin at divine level 0 quasideity (who has to do a heroic deed to advance to level 1 demigod, which acts as a tutorial) and work your way up to level 20 greater god; and of course dying isn't a problem, since everyone has Revujenation (which rises the slain deity from the dead after a while).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    31. Re:Suckitude? by apoc.famine · · Score: 1

      Get a copy of "Settlers of Catan" and introduce your family to it, by telling them that it's "a little like monopoly but a lot more fun". It's a "gateway game", and once you hook them on it, you can sucker them into other games. It's worked wonders on many of my non-gaming family and friends. To date, I've taken more than a half-dozen non-gamers and turned them into rabid fans. Once you get them into that, try Flux and Gloom next. I've had good luck with both of those as well. At the moment, I can get about 1/2 of my former non-gaming friends and family into a game of Munchkin, and I'm working on the rest.

      --
      Velociraptor = Distiraptor / Timeraptor
    32. Re:Suckitude? by bladesjester · · Score: 1

      You don't understand. It's really not the game. It's the people playing it.

      They whine and gripe when someone makes them pay rent in monopoly. I hate playing games with them. The only time they enjoy it is when they're winning, and then they like to rub it in everyone else's face, so really the only person having fun is the one who's winning no matter who's winning unless it's me and then I don't have fun because I'm sick of listening to them whine.

      I just don't play games with my family minus a couple of my cousins that I almost never get to see.

      --
      Everything I need to know I learned by killing smart people and eating their brains.
    33. Re:Suckitude? by SBFCOblivion · · Score: 1

      Which of course strays away from the fact that Ryzom is a skill-based game...

    34. Re:Suckitude? by JazzLad · · Score: 1

      Reminds me of running a personal BBS with LORD back in the day ... games can be fun with only a dozen or so players & if fun (and if the players have friends) it will grow.

      I can see it appealing to some people.

      --
      "If you have nothing to hide, you have nothing to fear." - Every fascist, ever
    35. Re:Suckitude? by ArcticCelt · · Score: 1

      "Maybe in theory, but who has the money and interest to keep their own personal MMORPG running, and who will play it? Won't work."

      First of all that was the model that helped for the huge success of Counterstrike/half-life. People like to be God in their world so thousands of people host and run games for free just to have the chance to be the admin.

      Then if you prefer a example about an MMORPG. What about "MANGOS". Mangos is the World of Warcraft server reverse engineered. This one is open source but there are a couple of other third party WOW server's emulators around. People are using those servers and are hosting games for free. At the moment you can host WOW realms with up to 500 players and even more. Search for http://www.google.com/search?hl=en&q=WOW+private+s erver+&btnG=Google+Search ">"WOW private server" and you will see.

      Now everything I just described is borderline illegal and sometimes blatantly illegal; Blizzard as already played the legal game and closed a couple of projects and servers. This project would be a completely legal project and I see no reason why it shouldn't work.

      --

      Yahh, hiii haaaaa! -Major Kong, from Dr. Strangelove
    36. Re:Suckitude? by apoc.famine · · Score: 1

      Part of the beauty of Settlers of Catan is that it is constructive - no matter who wins, you're always able to achieve something useful. Even if you're behind, you may be trying to build a city, or make a road to a good location, or claim a good harbor. And even if someone else wins, you can still say, I built x cities, or I claimed y resources.

      I too have struggled with those sorts of people - what helps is a game where you can be successful without winning. In monopoly or poker either you get crushed or you win. In Settlers of Catan, you can "almost win". You "could have won" if you had gotten x roll of the dice. You were y close to winning if z had occurred. For people who suck to play games with, it's quite nice. We still play with my sister, even though after every game she swears that she'll never play again. Yet she's the one who always asks to play...

      --
      Velociraptor = Distiraptor / Timeraptor
    37. Re:Suckitude? by Das+Modell · · Score: 1

      You missed the point. Running a Quake server doesn't require nearly as much hardware and bandwidth as a MMORPG. Now of course you can run a game with just a couple of players, but what the hell is the point? Would WoW be fun if the server had a total of 500 players?

    38. Re:Suckitude? by lazyl · · Score: 1

      Would WoW be fun if the server had a total of 500 players?

      If the world was smaller then yes. It's all relative. It's not as if you interact with more then a few dozen players each session, so if the world is properly designed for 500 players then it can be just as fun as a server designed for a larger population.

      --
      Aw crap, ninjas!
    39. Re:Suckitude? by Fred_A · · Score: 1
      Inflation. With such monsters gold becomes worthless in player-player transactions very soon. And you can't just make the monster drop more gold ad infinity, since even Bigints have numerical limits.
      Ah, but my monster would be an economist...
      --

      May contain traces of nut.
      Made from the freshest electrons.
    40. Re:Suckitude? by Anonymous Coward · · Score: 0

      You've never met his family... they're... um.... special. Yeah, that's a polite word for it. Special.

    41. Re:Suckitude? by jZnat · · Score: 1

      If it's hard-coded for one game, it would be non-trivial to use it in other games. Trivial means doable, and non-trivial means nearly impossible or ueber tedious (in the programmer sense of the words anyhow).

      --
      'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
  2. umm... by Anonymous Coward · · Score: 0

    isn't the 19th a tuesday?

    1. Re:umm... by Lord+Kano · · Score: 1

      isn't the 19th a tuesday?

      Not in 2007.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  3. whos going to host it? by huguley · · Score: 4, Insightful

    The cheap part is the code... How is the project going to be hosted?

    Last I checked it still cost money to put a cluster of computers on the internet.

    1. Re:whos going to host it? by Anonymous Coward · · Score: 1, Informative

      According to their site last time it was linked on slashdot, there will still be a monthly fee to use the central servers. You can run your own server, but it wouldn't be the one that most people used (Unless you were awesome).

    2. Re:whos going to host it? by Anonymous Coward · · Score: 0
      The cheap part is the code... How is the project going to be hosted?

      Remind me to never hire you as a financial planner, given your genius estimation skills.

    3. Re:whos going to host it? by aussie_a · · Score: 1

      Remind me to never hire you as anything, given your genius memory skills.

    4. Re:whos going to host it? by Ingolfke · · Score: 1

      You can run your own server, but it wouldn't be the one that most people used (Unless you were awesome).

      I am awesome. I'm also pretty rad.

    5. Re:whos going to host it? by Lemmy+Caution · · Score: 4, Funny

      Hey, if he needs to remind you, then it seems you've got the memory skills problem.

    6. Re:whos going to host it? by orasio · · Score: 1

      Anyhow, he will hire the guy, because that guy will forget to remind him not to. And that will happen, because the guy in question didn't ask anyone to remind him to remind his potential employer not to hire him.

  4. Can you save a sinking ship by rblancarte · · Score: 3, Insightful

    The market has spoken, this game was not worthy. I get that the cause is noble and all. But just because it becomes open source, etc, doesn't mean that this is a good game.

    Now, I do see some advantages of having an engine like this open sourced, so I guess just for having this bit of code out and about, that could be a good thing.

    RonB

    --
    It is human nature to take shortcuts in thinking.
    1. Re:Can you save a sinking ship by Otter · · Score: 2, Insightful

      And of course it's their money, but it still seems like an odd use of 60,000 Euros of donations to the FSF.

    2. Re:Can you save a sinking ship by Calinous · · Score: 1

      The market is not a better judge for valor of a game, than the elections are for valor of a man.
            These being said, it is possible the game was not worthy (but there are plenty of worthy games that had little success on the market)

    3. Re:Can you save a sinking ship by leathered · · Score: 1

      I've just put the finishing touches to my new MMO. It's the best game ever made, and everyone who has played it agrees with me. Problem is that I don't have the marketing budget of likes of Blizzard and SOE, I can't afford to run the servers, and now my company is about to go bankrupt.

      So does that make my game not worthy in your opinion? I'm not pretending that Ryzom is the best game in the world but it certainly doesn't fit your 'not worthy' tag.

      --
      For all intensive porpoises your a bunch of rediculous loosers
    4. Re:Can you save a sinking ship by lawpoop · · Score: 1

      Yes, The market has spoken, and it is still speaking. If the 'community' can raise the € 200K, then the market will again have spoken. If they are unable to raise the money, and some other company buys it, the market *again* will have spoken.

      You seem to imply that because this game has failed once with a certain development cost and subscription model, nobody should ever waste their money or time with it again. That's not how the market works. Now, with the bankruptcy, somebody else has a chance to acquire these goods for considerably less than it cost to develop, and maybe with the reduced costs they can make money with a cheaper subscription and less initial cost to recover. Or, if people chose to donate money to get it released as open-source, that is also the market speaking.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    5. Re:Can you save a sinking ship by Cthefuture · · Score: 1

      The same could be said of Blender. Its interface sucked and the market rejected it. However, enough people collected enough money to open-source it and it's still around and last time I looked had a decent following dispite its flaws so there ya go.

      --
      The ratio of people to cake is too big
    6. Re:Can you save a sinking ship by aussie_a · · Score: 1

      I'm sure people said the same about Myst Online: Uru Live. Fortunately some people didn't give up, and so I'll be able to play it come Wednesday.

    7. Re:Can you save a sinking ship by MindStalker · · Score: 1

      Open Source it!! :)

      JK, though it is theoretically possible to make a game like that semi-open and make money off it at the same time.
      1) Provide an open server architecture so that anyone can run a server who wants to.
      2) Release a small part of the game open.
      3) Sell expansion packs to server operators for a percent of profit.

    8. Re:Can you save a sinking ship by ShieldW0lf · · Score: 1

      I don't know much about this game, but it would seem to me that an open source Second Life type setup that isn't a vehicle for delivering advertisements and selling vapor might be a good FSF investment. Everyday people are flocking to those types of virtual worlds, and if an open source MMORPG can get into the game, they could really embed a lot of the benefits of open source into the popular mindset.

      Imagine one young girl saying to another "It's like Second Life, except you don't need to pay a bunch of money to have nice furniture in your place.", that's the kind of mindshare this could garner if it was well done.

      --
      -1 Uncomfortable Truth
    9. Re:Can you save a sinking ship by MadEE · · Score: 1
      The market has spoken, this game was not worthy. I get that the cause is noble and all. But just because it becomes open source, etc, doesn't mean that this is a good game.
      I don't know, raising what works out to $144,000 (not including the FSF money) is a pretty good sign that people like what they see and are not wanting it to go away. That is a heck of a lot of money for a game to be completely crap, particularity one that wasn't marketed a lot. Besides there are a heck of a lot more ways then simply having a bad product to run a company into the ground.
    10. Re:Can you save a sinking ship by Anonymous Coward · · Score: 0

      The engine is already GPL. They're trying to free the game - the art, game design, etc.

    11. Re:Can you save a sinking ship by kjart · · Score: 1

      Imagine one young girl saying to another "It's like Second Life, except you don't need to pay a bunch of money to have nice furniture in your place.", that's the kind of mindshare this could garner if it was well done.

      So where is the money going to come from to run the game? Either it's funded by ads, subscription or _____. The first two already exist - I'm interested in what you think the third would be.

    12. Re:Can you save a sinking ship by Maxo-Texas · · Score: 1

      The costs will be the same except subtract executive and staff salaries.

      Basically you have free development and deployment and only have to pay for bandwidth and servers.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    13. Re:Can you save a sinking ship by vadim_t · · Score: 1

      You don't need to pay in Second Life to have furniture, there's plenty of it that's free. Now, if you want custom furniture and no artistic ability you can pay somebody to make it for you. Or you can buy something commercial, which is generally better made. But there's quite a lot of decent free stuff, if you can find it among the pile of various free crap.

      OSS won't do anything to change that situation, really.

      The one thing you HAVE to pay for is land, but land happens to translate to server resources, so open source or not it has to be paid for anyway.

    14. Re:Can you save a sinking ship by SScorpio · · Score: 1

      Actually phase 1 of the beta is live right now. They are in bug fixing so the normal beta date keeps getting pushed back. But you can play right now if you don't mind losing your progress.

    15. Re:Can you save a sinking ship by rucs_hack · · Score: 0, Offtopic

      Ok then, I'd just like to take this opportunity to say that I'm a MMORG, and I need donations quickly to, um, make myself open. Can I have some money please?

    16. Re:Can you save a sinking ship by aussie_a · · Score: 1

      Err.. your information is slightly outdated. They're closing it down today (if they haven't already) and will perform what everyone hopes will be the last vault wipe (something pretty drastic would have to happen for Cyan to even consider a vault wipe after this point). Tomorrow on the 19th the storyline will begin once more on the Until Uru server (with a Cyan employee recommending people at the very least log in and head into the Cavern, even if they don't go to the meeting) and then on the 20th we'll be able to log into the Myst Online: Uru Live servers once more with the story continuing until and beyond the official launch.

    17. Re:Can you save a sinking ship by TheSpoom · · Score: 1

      I'm confused as to who, exactly, is going to pay for these servers of which you speak. ;^)

      I don't think the point of this is to save the game; I think the point is to open the code, so others can learn from it and use it for their own projects.

      --
      It's better to vote for what you want and not get it than to vote for what you don't want and get it.
      - E. Debs
    18. Re:Can you save a sinking ship by Rhabarber · · Score: 1

      The market has spoken, this game was not worthy. Netscape (the product) was killed on the marked but mozilla/firefox (the phenomenon) reincarnated. The definition of being worthy is not necessary the same in business and culture.

      Just because it becomes open source, etc, doesn't mean that this is a good. True. Not necessary. But it is a possibility the community shouldn't miss.

      Don't think that narrow minded. This is not only about same kiddies and their game. The future of the web is 3D. It just cannot be bad to have a descent real time 3d engine available in the community. This is why I pledged to donate. There is no risk - I'll only pay if they win.

      That said I wouldn't expect any ryzom successor to take over the world tomorrow. For mozilla it took so many years to arrive where it is today.

    19. Re:Can you save a sinking ship by MBraynard · · Score: 1
      The market spoke - but that doesn't mean people have to listen. The game was pretty bad and unfinished. Those are untolerable in the days when you can have WoW or Eve - two very different kinds of games - that are finished.

      That the FSF has made a joint bid suggests it is moving from the open market environment to a charity or a political cause.

    20. Re:Can you save a sinking ship by Foofoobar · · Score: 1

      The market may have said that THIS version of the game weas crap but open source can create a 50 different versions of the game with a variety of genres. Do any one of them have to come out on top? Nope. Because they all win if any of them win because all code goes back into all the other projects and Linux gets a MORPG community. The initial game may not have been able to compete due to lack of imagination of recources but when you throw a couple hundred thousands wannabe game developers looking to break into the business at the code, I'll bet the can retool this into something better. :)

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    21. Re:Can you save a sinking ship by Rogerborg · · Score: 1, Insightful

      Also, it begs the question: if the bazaar model is so great, how come the only games that it's produced are cheap knock-offs and clones of popular five or ten year old closed source games?

      Open source development of abandoned commercial games doesn't even seem to achieve much: WarZone 2100 was open sourced 2 years ago, and all that's been achieved in that time is a POSIX port, plus the addition of some crash bugs.

      This kind of pokes the argument that open source promotes diversity in the eye with a sharp stick.

      As an ex professional games developer, I think that the open source guys clamouring to get their paws on Ryzom are in for a shock, if they think it's going to be easy to adopt, adapt and improve it. In my experience, successful games development means running the project with a fist of iron, and ruthlessly preventing developers from falling noff into fugue states where they get obessed with their own little area of navel lint. It will be very interesting to see how Ryzom develops (if at all) after it's open sourced.

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    22. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      Your hypothetical game, like Ryzom, is a pig in a poke. Until we have the source code, we can't judge how much it's worth. Personally, I think 150,000 Euros is a lot for soon-to-be abandonware software, but if other people want to pay to make it available to me, well, good luck to them.

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    23. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      And its interface still sucks, and people stick with it because of cognitive dissonance, not merit. Open source tends to do UIs very, very badly, and a game is almost nothing but a user interface.

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    24. Re:Can you save a sinking ship by orasio · · Score: 1

      The FSF is not about Open Source, it's about Free Software.
      They don't care as much about the source, and learning from it, as they care about mmporg users not needing to use propietary software, and offering them a choice, hoping they will choose the free one.

    25. Re:Can you save a sinking ship by JoshJ · · Score: 1

      The FSF was never about an 'open market environment'. It was always a political cause. I support it here- quality Free Software games are something that the world sorely needs, and I'd definitely support Ryzom (ingame, grassrooting, etc) if this happened- I can't say I would pay for it, as I'm a poor college student, but I can easily see how this could get people into Free Software. If it's opensourced I'd expect it to run on Linux within the end of 2007 anyway.

    26. Re:Can you save a sinking ship by DrCode · · Score: 1

      Blender's cryptic interface was developed long ago when it was proprietary software. Since becoming open-source, it has improved quite a bit.

      There are many purely open-source projects, such as Amarok and K3b, that have perfectly fine UI's.

    27. Re:Can you save a sinking ship by KDR_11k · · Score: 1

      The Blender UI is unintuitive but not bad. It's fast and the way the mouse is used (many actions use two clicks instead of a drag) reduces the RSI risk.

      --
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    28. Re:Can you save a sinking ship by Maxo-Texas · · Score: 1

      No confusion- if you want to use it, you'll need to pay for the cost of running it in some way. The costs will be lower but there will still be costs if it involves more than a few dozen users.

      It's not this particular game. It's all those other games folks can make from this code.

      And to be honest, looking at japan and korea we are paying about 22 times what we should for bandwidth and servers 10 years from now will be cheap. I could see someone easily running a game with a few hundred users based on this free code.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    29. Re:Can you save a sinking ship by Ibn+al-Hazardous · · Score: 1

      Since this is slashdot - I won't suggest you read the FA before posting. I'll just point out that some of the current Ryzom devs are part of this initiative. I can't see why they should be in for a shock anymore than the Blender community was (which also retained a couple of the original devs).

      If you just toss the source out there - sure; it'll be hard to adapt. If there are some original devs who care for their baby, as well as a number of new enthusiasts who actually has paid some money to get their hands on the source - it's a whole world of a difference.

      --
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    30. Re:Can you save a sinking ship by An+Onerous+Coward · · Score: 1

      The bazaar model has never been ideally suited for games. Games have to have a lot of work done over a very short time in order to be completed while they're still close to cutting-edge. They also require art, plots, and other content, which isn't really our strong suit. So it seems like buying games up this way isn't a bad idea, since it gets a lot of content into a legally usable form.

      As nice as it would have been to see Warzone developers go crazy, throwing in all sorts of new features, new units, deleted scenes, audio commentary, etc. (I can't even apt-get install it... bummer), it seems their biggest achievement is simply keeping the game alive and free and legal for the people who want it. That's no small achievement, though as someone who has never played Ryzom, I'm not sure I'd spend my money to help repeat it.

      --

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    31. Re:Can you save a sinking ship by LetterRip · · Score: 1

      "As an ex professional games developer, I think that the open source guys clamouring to get their paws on Ryzom are in for a shock, if they think it's going to be easy to adopt, adapt and improve it. In my experience, successful games development means running the project with a fist of iron, and ruthlessly preventing developers from falling noff into fugue states where they get obessed with their own little area of navel lint. It will be very interesting to see how Ryzom develops (if at all) after it's open sourced."

      First this is purchasing the game content and code, the code is probably the least interesting part of the package. Most open source games lack quality game content - that tends to be 'why they suck' - so a way to get a large number of models and textures and then be able to repurpose them for any game will be of huge value to opensource gaming. Also Blender with its new digital sculpting tools; retopology tools; fast 3D painting; game creation specific tools such as light map baking, multi uv sets, etc. is now to the point where it can much more easily be used for a complete game asset creation (previously it could be used for such, but in a more limited fashion and requiring more effort). This will make it much easier for even novice users to repurpose the content to their needs.

      Also the people organizing the purchase are some of the developers of the software - as seen with Blender it is the love of the previous users and developers which form the strong base community with which a previously closed source project can succeed.

      LetterRip

    32. Re:Can you save a sinking ship by DeadChobi · · Score: 1

      Agree. The purpose of picking up large game projects like this is to appeal to those of us gamers who really would be interested in jumping to OSS but would still like to play MMORPGs and the like. Particularly for Linux, it's not about developing a rock-solid game, it's about building a variety of uses for your OS beyond server and workstation markets. Besides, if enough gamers jump over to Linux, ATI and nVidia will finally have enough market share to write good drivers for their video cards. The donators aren't doing it to buy the game itself, they're doing it as a bid to gain a market for open-source gaming.

      --
      SRSLY.
    33. Re:Can you save a sinking ship by DaAdder · · Score: 1

      The "market" isn't all it's cracked up to be.

      Capitalism is a very nice theory, but I can't help but think that it only works if everyone that competes in this market is competing on equal terms.

      If you create something someone never hears about, how is it supposed to compete?

      If you create something that has initial problems that leaves a very bad reputation, you fix these problems but no one hears about it, how can it compete?

      If you create something utterly fantastic, but you only get 50% of the way there, then you run out of cash or is shut down by changes in law, policy or something else governing your region of operation, how is that fair competition?

      Granted, given an inifinite amount of time, I'm sure something else will pop up that serves the same purpose as all these temporarily lost opportunities, but I don't have an inifinite amount of time. Nor do I feel like wasting more time and resources than we have to.

      "The market has spoken" is just simply no excuse or explanation i see fitting anywhere near the suggested open sourcing of an mmorpg. Especially when everyone involved is chipping in on their own terms. You might not want to contribute, which is fine, but I don't see your reason to weigh in with your opinion and condemn those that do.

    34. Re:Can you save a sinking ship by Wakk013 · · Score: 1

      They can open-source it all they want. Just have to make the users understand there will probably still be a subscription fee to pay for the support services to maintain the product at its current capabilities.

      Open source doesn't mean free. Just means that the product isn't being sold. Making the users pay for services to keep the product free... I don't see as problem. As long as the proceeds are only used to maintian/improve the product.

    35. Re:Can you save a sinking ship by An+Onerous+Coward · · Score: 1

      My impression is that the purchasers intend to keep the old Ryzom servers running, and make money on subscriptions the way the bankrupted company did. It will be interesting to see how that shapes up.

      --

      You want the truthiness? You can't handle the truthiness!

    36. Re:Can you save a sinking ship by kiddygrinder · · Score: 1

      The market may have spoken but it's still one of the most highly regarded games on mmorpg.com, I think in general most people think it's a good game, but you need more than that to be a commercial success.

      --
      This is a joke. I am joking. Joke joke joke.
    37. Re:Can you save a sinking ship by Tom · · Score: 1

      The market has spoken, this game was not worthy. Your concept of market is about 100 years outdated. Only in rare cases are the "not worthy" products the ones who get axed. In the majority of cases, bad accounting, bad management decisions or simply the fact that the hedge fund who owns 60% of you needs to improve its cash flow before month's end determine the fate of a company or product.
      --
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    38. Re:Can you save a sinking ship by Foofoobar · · Score: 1

      Heh. I myself would love to see what this is built in and help tweak it. Maybe even contribute artwork and eventually build bots and cheats :)
      Of course, releasing the bots and cheats as open source will also make it easier for the devs to make the AI and the game a little better to guard against that kind of thing which it turn makes bot developers try to build a better bot, etc etc.
      Open source development really causes innovation to occur alot faster than in a proprietary environment as far as I'm concerned because you aren't limited by what your supervisors think should be done. You're limited only by the amount of time you have to code and your ability to code.

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    39. Re:Can you save a sinking ship by ultranova · · Score: 1

      And its interface still sucks, and people stick with it because of cognitive dissonance, not merit.

      Blender's merit is that it is Free Open Source. This means that you don't need to pay for it, and can customize it to your heart's content, by yourself or in cooperation with other people. It also means that you can make 3D pictures and animations without paying anyone anything, and the results won't have watermarks or any crap like that.

      Sure, the UI sucks. I've never seen a 3D program who's UI didn't suck. Keyboard is meant for inputting character sequences, and mouse is meant for indicating locations in a 2-dimensional screen; they are about as horrible tools for working in 3D as can be. And of course you are usually modeling and animating solid objects with volume and mass, while most (all ?) 3D programs model the objects in the scene as polygons with neither, leading to all sorts of interesting problems such as surfaces penetrating themselves. There's various ways to give the illusion of mass (such as jiggle deformers), but in the end they are just hacks to cover the fundamentally flawed model of treating 3D objects as just surfaces.

      This got a bit of-topic, but anyway: People don't stick with Blender because of cognitive dissonance. They stick with Blender because it's the best alternative they have. Not everyone who wants to do 3D graphics can afford Maya or other proprietary packages, and some may just want to hack around with it.

      Summa summarum: Blender sucks, perhaps a bit more than some other 3D programs, but it is still the best alternative for many people, so they stick with it.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    40. Re:Can you save a sinking ship by Anonymous Coward · · Score: 0

      I used to think that blender's UI sucked. I used it for a couple of months, and then I took a class in 3D Studio Max.

      Everything seemed to take too much work. Basic operations like extrude took key combinations, instead of single keystrokes. With max, creating subsurfaces was buried in the sidebar, while with blender the button is right in front. Admittedly, Max does a lot more than blender, but it could still benefit from blender's space-economical UI. Blender also makes button size proportional to the importance of the button; for instance, the "render" button is huge. It doesn't follow any commonly accepted interface conventions, but it definitely works.

    41. Re:Can you save a sinking ship by Bert64 · · Score: 1

      People will create their own small communities of players, much like what happens currently with quake servers and the like.

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    42. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      Cognitive dissonance, #1 of 3.

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    43. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      It was Slashdotted, so I (foolishly, I admit) believed the bullshit summary.

      So, the source is already GPLd; what's being sold is the content, trademarks and servers. 150K Euros for some models seems rather steep, so there better be some big iron in the deal.

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    44. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      Cognitive dissonance, #2 of 3.

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    45. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      Cognitive dissonance, #3 of 3.

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    46. Re:Can you save a sinking ship by KDR_11k · · Score: 1

      The only cognitive dissonance I see is you trying to use Bender's UI as a GUI. It's a keyboard UI for all practical purposes (and pretty much any 3d application's UI turns into a keyboard UI if you want to get stuff done fast, some even have an option to disable the GUI completely and use only hotkeys). Vim with 3d graphics. There are simpler interfaces, they usually belong to the 3d equivalent of notepad.

      --
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    47. Re:Can you save a sinking ship by xappax · · Score: 1

      150,000 Euros is a lot for soon-to-be abandonware software

      First of all, it probably won't become abandonware if the community fails to buy it - it'll be sold to some other corporation who will chop it up and use parts of the IP for some other cookie-cutter MMORPG.

      Second, even if it did become abandonware, that wouldn't be nearly as good as having it legally open-source. Abandonware exists because the company who owns the copyright chooses not to enforce it, because there's not really any money to be made by doing so. But if the Ryzom code was developed into a great, free, community owned MMORPG, there'd always be the threat that the copyright holders would come knocking one day and shut it all down - sort of like how if there really was "abandonware" SCO code in Linux, it'd be a deadly blow to the open source movement.

      Third, it's not possible to pirate an MMORPG the same way one pirates Quake. As soon as ID stops enforcing the copyright on Quake, we can all get free copies from our friends, but with an MMORPG, the server code is the most important part, and nobody has that but the company. They need to be persuaded to actually bother to share that.

    48. Re:Can you save a sinking ship by Ibn+al-Hazardous · · Score: 1

      Didn't read this time either - did you? There are just some portions of the code released under the GPL. Older versions of the client has been released under the GPL - but it has been a couple of years since then. As for the server, AFAICT not much - if anything at all - has been previously released under the GPL.

      Is it so important to belittle an initiative that you could care less about the actual circumstances? For real nonpartisan info: http://lwn.net/Articles/212810/

      --
      Yes, I am a biological organism. All rumors to the contrary are just that, rumors.
    49. Re:Can you save a sinking ship by ultranova · · Score: 1

      Cognitive dissonance, #2 of 3.

      "Blender sucks" and "Blender is the best I can afford" aren't in any way in conflict.

      I could be wrong about what you're referring to, since you didn't bother to specify - maybe you're referring to the second definition in some encyclopedia or dictionary, or maybe my second point, or maybe my second paragraph ? Who knows.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    50. Re:Can you save a sinking ship by Rogerborg · · Score: 1

      It's not important, it just gives me an e-woody watching geeks paying money for old rope.

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  5. Open Source MMORPG by ximor_iksivich · · Score: 1

    I seem to recall there being quite a few open source MMORPG already present. Wouldn't it make sense to use/work on the them rather than trying to opensource an existing game?

    1. Re:Open Source MMORPG by Aladrin · · Score: 2, Interesting

      This game DOES have a small fanbase, and (from what I remember from beta) is fairly well-programmed. Unfortunately, near the end of beta, they made a greed-based design decision with the skill system and the game took a huge dive. They never realized why, and so that decision stands.

      I pledged a donation because if this goes open source, the first thing I'll do it work on reversing that decision and making the game fun again. I'll have a rogue server, and probably only a few friends on it, but it'll be fun. Maybe my change will even make it back to the regular code-base and I won't even have to run a rogue server.

      This differs substantially from FOSS MMOs that were free from the ground up in a few ways:

      I can't figure a way to make them fun.
      They don't have artwork that was paid-for. (Like it or not, graphics can make or break a game.)
      It's got a fanbase of non-developers.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:Open Source MMORPG by KDR_11k · · Score: 1

      What is this change you want to undo?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Open Source MMORPG by Aladrin · · Score: 1

      Unfortunately, the entire change is pretty complex, but I think I could probably rework the reworked skills to bring the fun back.

      The basics is this: They made it so you have to grind for 6 months to reach level 250. Early in beta, they were aiming quite a bit short of that because of the wipe schedule, but they made a mistake in their skills and it was about 2 weeks.

      There was a particular setup you could build on your skills that would allow you to heal the entire party for a decent amount of health, plus regain some magic. If your group was tight-knit and followed the plan, you could heal spam heals forever.

      Obviously, that was quite overpowered and would also have made the game pointless. But instead of toning it down, they totally dismantled it and replaced it with a quite-boring skill system.

      So in a nutshell, I'd rebalance the skill system to be fun again.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  6. Don't Donate! by Realistic_Dragon · · Score: 1, Funny

    If it's GPL it'll get ported to Linux and then my marriage will be over! Please! For the love of Mike! I only just escaped from WoW!

    --
    Beep beep.
  7. meh by aleksiel · · Score: 1

    i really hate to be the downer, but i played ryzom for a while and found myself totally underwhelmed.

    there's a reason why its going out of business.

    1. Re:meh by Schraegstrichpunkt · · Score: 4, Insightful

      The same thing could have been said about Netscape. The point is that this gives people a point to rally around, and something to improve. It's classic Cathedral&Bazaar stuff.

    2. Re:meh by cjjjer · · Score: 1

      Yeah but you can only kick a dead horse for so long ....

    3. Re:meh by Ingolfke · · Score: 1

      Yeah but you can only kick a dead horse for so long ....

      Yes... I guess that's true if your intention is to motivate the horse... but if you just like kicking horses... well you can kick them for quite a long time, dead or otherwise.

    4. Re:meh by Ingolfke · · Score: 0, Offtopic

      Cathedral & Bazaar... oh shit, does anyone still read that crap? Oooh... wait... I think I just disrespected someone's holy book.

    5. Re:meh by aleksiel · · Score: 1

      i'd totally agree if we didn't have to pay a fee to enter the bazaar.

    6. Re:meh by quintesse · · Score: 1

      I've played a while too and while it certainly isn't World of Warcraft it also certainly isn't bad. For example I found the resource system quite inventive and the fact that crafting things doesn't require exact ingredients like WoW but that the choice of ingredients affects the result makes things interesting. Of course it has a horribly complicated interface but I'm getting used to it ;-)

      And of course there are enough examples in everyday life that the success of something does not necessarily have any relation to its quality and in the Free Ryzom campaign that is the more important consideration: is the potential there? Is it worth it?

      For me as a developer the answer is YES. If something like this becomes free software I'll be a happy camper. Personally not so much because of the software, although I'll probably take a look at it, but because finally I'll have some pretty neat graphics (more importantly: animated 3D models) to use for my own pet projects :-)

    7. Re:meh by Anonymous Coward · · Score: 0

      Once the source is out, you can start your own bazaar! With blackjack, and whiskey, and hookers! Okay, forget the blackjack.

  8. I'm in for $10... by Panaqqa · · Score: 2, Interesting

    Let's make this open source and see what's there. If there's a half decent engine behind it, then nothing's to stop one of us with the time, resources, or the inclination, from forking it and having something worthwhile pop out the other end.

    1. Re:I'm in for $10... by Ingolfke · · Score: 1

      Your innocence and naiveite delights me. Even with forked code a MMORPG still requires big infrastructure to run.

    2. Re:I'm in for $10... by Stocktonian · · Score: 1

      Can someone confirm the accuracy of the wikipedia page http://en.wikipedia.org/wiki/The_Saga_of_Ryzom/ which states that the games engine is already licenced under the GPL?

      I'm very cynical in general but since this already GPLed why are we being urged to pledge money. If it's for the graphics, models and hardware that was used to run the game then fine, if it's because the Free Ryzom project founder, Olivier Lejade, was the CEO of Nevrax (Ryzom's creator), then all this money will certainly help cushion his fall with all that bankruptcy and the creditors who are out for blood.

      Disclaimer: I am completely uninformed as to the history and details of this project. The site is down too so I can't check all the facts. I hope someone can answer my questions and convince me to donate.

      --
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    3. Re:I'm in for $10... by Panaqqa · · Score: 1

      I have a dozen dedicated servers including a couple of nifty Xeon duals in three colocation data centres across North America and bandwidth to burn. Does this qualify as infrastructure?

    4. Re:I'm in for $10... by colganc · · Score: 1

      To support thousands and thousands of concurrent users and many servers with different rules yes. If you want to run *A* server it would probably be handled by a couple of boxes from a hosting service.

    5. Re:I'm in for $10... by Anonymous Coward · · Score: 0

      I fork things all the time and I have yet to see anything worthwhile pop out the other end...

    6. Re:I'm in for $10... by KDR_11k · · Score: 1

      I can confirm that. I think the GPL only covers the engine, not the game scripts or any of the art, audio, etc. You'd have the engine but AFAIK it's badly documented or partially closed source or something (people who used it couldn't figure out some parts). The game data would provide lots of examples to look at and materials to use for templates (so if you're e.g. a lone coder you can still implement your game idea with the existing graphics and sound to test the gameplay).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:I'm in for $10... by Anonymous Coward · · Score: 0

      Worse yet, the client software will remain free, but the server software can be forked and closed (if licensed under the GPLv2). Much like Google uses a custom-version of Linux that they don't need to post because they don't distribute it.

      That being said, this entire endeavour seems like a waste of time and money.

      Nothing to see here, move along.

    8. Re:I'm in for $10... by bigjocker · · Score: 1

      The engine (NeL) is already GPL.

      --
      Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
  9. benefits? by Boeboe · · Score: 3, Insightful

    If you (like me) can see the benefit of having a fully developed MMORPG that is completely open source just donate a little, quickly!" I do not see the benefits actually, can anyone explain?
    1. Re:benefits? by Ingolfke · · Score: 0, Troll

      No. There are no benefits. This is a complete and total waste of money.

    2. Re:benefits? by forrestt · · Score: 1

      I haven't played Ryzom. However, he benefit is that the game will be able to be changed into another game by anyone who is creative enough to do so. These people can still charge you to connect to their server to play a particular game, but they don't have to spend the money necessary to develop the engine itself nor the particular character objects within the game. This would mean a lower cost of entry and potentially a lower play cost as less expenses will need to be recouped before income goes toward profit.

    3. Re:benefits? by Lodragandraoidh · · Score: 2, Insightful

      Another benefit would be the ability to migrate the client to other platforms, and hedge against forced obsolescence. If you and your friends (or larger group) didn't want to upgrade your gear, you could always fork an earlier version of the engine and host your own game for the FPS challenged - unlike commercial games that evolve away and above marginal users ability to keep up.

      As a pure money-making enterprise, PC game development shops focus their dollars on the platform most likely to provide a return on their investment - e.g. MS Windows - with a smaller, lagging amount reserved for Apple (if they even support Apple), and next to nothing for FOSS (Linux/BSD et al). I know game shops that ported early versions of their games 5+ years ago to Linux, but dropped the support due to a lack of return on the investment.

      My thought is if FOSS makes it easy for developers to port their current Windows apps as a planned adjunct to their existing development, and also have key tools/engines that are open source, we can attract more of the mainstream game producers to make games for Linux, or at a minimum port their existing Windows games to Linux. By lowering the bar to entry into the FOSS market, they would be more likely to take advantage of it. Many of them probably won't due to percieved threats to their IP and competitive advantage. My hope would be the titles that I enjoy would take advantage of it to get my entertainment dollars; if they did I could remove the last vestage of MS Windows from my network, and gain the benefits of my high-end system for things other than gaming and listening to music.

      Failing that or in addition to that - the FOSS world would at least have the tools to build our own stuff on par with mainstream games, without having to reinvent the wheel, and different groups could handle the upgrade path as they desired. So I see it as valuable from that perspective.

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    4. Re:benefits? by _KiTA_ · · Score: 1

      I do not see the benefits actually, can anyone explain?

      "Well gee, I have a great idea for a MMORPG, but, man, creating the engine, the server software, the UI, it's all so daunting. I wish I could just, you know, find a basic GPLed package and maybe work on creating one myself from a base, or at least get some sorta idea how the whole "client-server" thing works. Yeah, I won't be the next Everquest but I'd settle for being the next Asheron's Call."

      Don't underestimate the importance of this, if it succeeds. Neverwitner Nights has shown us that if people are given tools to release their creativity, the community can come through with some pretty amazing experiences.

    5. Re:benefits? by angel'o'sphere · · Score: 1

      The benefit of open sourcing a windows only game might be that it can be ported to linux / Mac Os X / BSD now.

      angel'o'sphere

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  10. Nerf! by RenHoek · · Score: 1

    A democratically run MMORPG? Have you seen the Warcraft forums? 100% of the userbase will be screaming "NERF!" about all the other classes in the game. :) There can be only one captain on a ship, is what I say.

    Just as an afterthought.. what would happen if Blizzard would GPL their software? Obviously they would remain in control of the artwork and such, so nobody can start running their own little World of Warcraft. But what would it mean for other MMORPGs out there?

    It's not such an insane idea really... look at the Unreal engine which gets used in dozens of other games. Would it improve or destroy the MMORPG market? Would Blizzard go bankrupt or be able to buy even more solid gold humvees?

    1. Re:Nerf! by COMON$ · · Score: 1
      Neverwinter Nights did this to an extent. Built a toolset for the game so everyone could mod away. I think the battlefield series did it as well. It just wasnt completely open.

      However the support for the server side would be aweful, on the other hand your clients would have a plethora of mods to choose from. We would need to take a good look at the success of BF and NWN2 to see how well it would work for Blizzard.

      --
      CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    2. Re:Nerf! by Bieeanda · · Score: 1
      The Unreal engine is licensed, for one thing. It's also a great deal simpler, both from a client and a server perspective.

      I'd guess that it might cause a minor flood of 'me too' titles, but nothing spectacular. Software development is a huge expense that would be largely obviated, yes, but not so the similar expense of art asset development and, of course, servers.

      Any real effect that it might have on the MMOG market would probably be felt overseas, and by Blizzard itself-- the Korean market's apparently used the Serious Sam engine at least once or twice, so parceling out or recycling huge parts of the WoW engine would be a given for other development houses. At the same time, there's going to be a huge influx of hackers working for WoW gold farming concerns, trying to parley quirks in the code into new, exploitable glitches.

    3. Re:Nerf! by broeman · · Score: 1

      Since when is Open Source == Democracy? You can do open source projects, where you are the sole power of where the project turns (some of them are actually popular) and you can do projects, where a commitee decides what to do (or not do). Open Source means that you share code with others and distribute it free. Some projects demand a return of added code (GPL) and some don't (BSD).

      --

      (yes this can be compared with sex)
    4. Re:Nerf! by Kreigaffe · · Score: 1

      Blizzard's engine is less than ideal.

      And by less than ideal, I mean it's like a lawnmower held together with duct tape.

      Seriously, they're still having stability / playability issues that are directly related to database issues that were recognized oh, how long ago now? Near 3 years?

      That's bordering on obscene, is what that is. I wouldn't buy it.

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    5. Re:Nerf! by KDR_11k · · Score: 1

      Don't worry, there are no classes in Ryzom IIRC, it has four skill "trees" (combat, magic, crafting, mining) which you advance on individually.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  11. hmmm by joe+155 · · Score: 1

    I see the need for open source games that can rival the closed source ones and maybe a few moves like this might not go a miss... but do we need this game? If things have really gone that bad that they've been forced out of the market and can't compete then maybe this is because the game isn't that good. I've heard people saying that there are big problems with the way it plays - can we fix them to make this game as good as it needs to be? Even if that is possible will this be less effort than putting all that money towards one of the open source MMORPGs which already exist and making them a lot better?

    How will this make money seems to be the other question? Will it be charged for or free as in beer aswell, if it is then how do we keep things ticking over with the servers etc? and who will own it? the FSF? the contributors? the donators? I can't get on the site but I really do hope that they have decided on these things and decided well... and would want to know the answers before I gave a penny (or euro, it seems)

    --
    *''I can't believe it's not a hyperlink.''
    1. Re:hmmm by Psymin · · Score: 1

      Too bad the site is down. Last time this was linked on /. the site had the answers to your questions. IIRC there would still be a monthly fee to use the official servers. Anyone would be allowed to copy the code and run their own server freely.

  12. Wednesday the *19th*? by blank_vlad · · Score: 1

    The deadline is a full year away then, no need to panic.

    --
    Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.
  13. Bah! by TodMinuit · · Score: 1

    If you want money, you have to pay for it, like the rest of us!

    Hippies.

    --
    I wonder if I use bold in my signature, people will notice my posts.
  14. Surely by goldcd · · Score: 3, Insightful

    To keep this thing ticking over you need full time sys-admins, support teams, server farms, bandwidth and various other reasonably expensive things.

    Open Sourcing it would seem to alleviate the expense of the actual game developers, but not much more.

    Now the game has already been written, so I'd have thought dev expenses would currently be minimal - so not too much saving moving it to OSS.

    The first load of expenses are fixed(ish) and have to be covered, so either OSS as a whole is going to have to pay for other people to play - or people themselves will have to pay to play - and we can't let everybody run about compiling in their own stuff...and the more people come in, the more it's going to cost to run..

    And it's not even as if the damn thing is covering it's costs at the moment - hence the sale...

    The whole concept seems bizarre.

    Seemingly there is something that is losing money, so OSS thinks it's a good idea to buy it?

    Imagine this were some failed Microsoft product - would the OSS community all start bouncing on their chairs clammering to take it over and give up on this 'Linux thing'?

    1. Re:Surely by Odin_Tiger · · Score: 2, Informative

      The point isn't to get the game itself running. The point is a F/OSS MMORPG engine. Getting the graphics and network code available in a way that people can use and learn from it...lower the coding time / expense barrier to entry in the industry a tad.

      --
      Unpleasantries.
    2. Re:Surely by quantaman · · Score: 1

      To keep this thing ticking over you need full time sys-admins, support teams, server farms, bandwidth and various other reasonably expensive things.
       
      Open Sourcing it would seem to alleviate the expense of the actual game developers, but not much more. I can't load the site right now but I've looked before and that they state in their FAQ that to play on official servers you will have to pay.
      --
      I stole this Sig
    3. Re:Surely by nonlnear · · Score: 1
      Imagine this were some failed Microsoft product - would the OSS community all start bouncing on their chairs clammering to take it over and give up on this 'Linux thing'?
      Actually, a lot of OSS peole would LOVE to open source some MS projects. The only problem is that MS won't do that for many projects because of their IP centered business plan. They can afford to sit on old IP in hopes that new value can be found - like what they tried to do with FAT. (I know, it was a patent issue - not exactly the same as open sourcing project code, but the point is still clear.)
      --
      argumentum ad fallacium: Fallacy of defining a fallacy which allows one to dismiss the argument in question.
    4. Re:Surely by kyouteki · · Score: 1

      Actually, the point is to keep the game running. The engine itself is already GPL.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    5. Re:Surely by Squiggle · · Score: 2, Insightful

      For me, keeping the game running is secondary to getting the rest of the code base and art and other resources free to go along with the NeL GPL engine. For the sort of coding I do, access to that code is much more valuable than the engine code.

      --
      Complexity Happens
    6. Re:Surely by Reziac · · Score: 1

      I'm wondering if there's a practical way to make a MMORPG run on a P2P network? that would at least take care of the need for servers, and surely there'd be enough interested participants who'd take on some of the admin chores.

      I recognise the "everyone compiling their own hacks" issue, but if the game ran in a specialized P2P client, perhaps it could be set up to disallow illegitimate clients, or to compartmentalize players depending on which set of "allowed hacks" they're using.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    7. Re:Surely by Hausenwulf · · Score: 1

      "Imagine this were some failed Microsoft product - would the OSS community all start bouncing on their chairs clammering to take it over and give up on this 'Linux thing'?" It's like trying to imagine the sun not coming up tomorrow. It may happen sometime, but you are never going to see it. And don't call me "Shirley!"

    8. Re:Surely by kiddygrinder · · Score: 1

      You're looking at it wrong, there's plenty of people running pirate wow servers RIGHT NOW, i'm pretty sure they don't have any full time sys-admins, support teams or server farms, the trick is to limit the player numbers per server. It may cost a buttload to run a 10000 player server, but a 1000 player server can be run cheaply from an altruistic isp with little difficulty and a bit of donated time.

      --
      This is a joke. I am joking. Joke joke joke.
    9. Re:Surely by Bert64 · · Score: 1

      But if it's being run by volunteers and not for profit, then although bandwidth and hosting will still be a factor, you won't have loads of staff, including overpaid execs, to pay for out of the subscription. All of the subscription revenues can go directly towards the bandwidth and hosting etc.
      Also, with the game being opensource, people will get a chance to try it out for free on a small scale (there will nodoubt be some independent servers with less players) and if they like it, they can subscribe to the main server with many thousands more users to play with.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
  15. Benefit by pkcs11 · · Score: 0

    I've read the article and most of the replies.
    What exactly are the benefits of having an open-source MMORPG?
    The load balancing costs, server costs, bandwidth costs will force every instance to be a pretty small one.
    Admitedly it's super-cool to run your own little world, so from that angle I can see a benefit.
    But is there some sort of greater-good benefit that I'm missing?

    --
    "I have an odd craving to whisper about those few frightful hours in that ill-rumored and evilly shadowed seaport of dea
  16. A reason to donate by DoofusOfDeath · · Score: 1

    I've never played MMORPGs, and might never do so. I don't have the time to get sucked into something like that. I'm more into games that I can save and walk away from, then come back later.

    However, by adding this game class of game to the open source arsenal, we increase the overall attractiveness of open source systems like Linux to people (especially kids and young adults) who are sitting on the fence. I may donate for that reason, rather than from having a personal attraction to the game.

    1. Re:A reason to donate by westlake · · Score: 1
      However, by adding this game class of game to the open source arsenal, we increase the overall attractiveness of open source systems like Linux to people (especially kids and young adults) who are sitting on the fence.

      Yes.

      Of course.

      Because it is the development model and the code which draws players into a game.

      Not the game play. The story. Art and animation. Vocal performance. Music. Oblivion sells poorly, because it demands bleeding-edge performance.

      It does a driver for sales of the XBox 360. Dual core Vista rated systems. HDTV and the wide screen LCD monitor. Surround-sound audio.

      The Geek goes to Disney World for the back-stage tours.

      His family because they want to surrender themselves to the fantasy, if only for a single weekend.

  17. There used to be plenty of OSS role playing games by Viol8 · · Score: 3, Insightful

    They were called MUDs.

    What surprises me is that no one has written an open source 3D graphical MUD (which is all MMORGS are) from scratch yet. I realise its difficult but when has something being difficult stopped many projects before?

  18. Web 2.0 it! by morboIV · · Score: 1

    I vote we buy it, and make it all web 2.0ish. It'll be a socially collaberative MMORPG, where the common man develop patches and the community will vote for it. It'll go the way of Digg, and then the trolls will get to it, so you'll end up fighting greater goatse monsters in the dungeons of 'BIlL O'REILLY'S VAGINA LOLZ!1!'. It'll be fantastic.

  19. Good game by LittleImp · · Score: 1

    Ryzom wasn't very good when it was released, but now it's actually really fun. The dev-team has already released an addon that allows players to create their own adventures. The graphics are also quite good for an MMORPG, so it should be possible to create a cool open-source MMO.

    The engine itself is already released under the GPL: http://www.nevrax.org/tikiwiki/tiki-index.php But there seems to be very little documentation available.

    1. Re:Good game by lucychili · · Score: 1

      I think this is the interesting thing about the engine is that it was designed for the players to be able to have impact on the story
      most MMORPGs have a fixed route that everyone plays through and there is not a sense of changing the world youre a part of.
      think of this as a framework for an open secondlife? Janet

  20. Is the textures, art, models included? by rar · · Score: 3, Insightful

    Can someone who knows about this tell me if the textures, art, and models are included in open-sourcing this? Preferably in a commerical-use-friendly license? Because then I would absolutely consider donating.

    A large library of free 3d-models with textures would be incredibly useful as a starting library for other open-source engine projects.

    1. Re:Is the textures, art, models included? by Anonymous Coward · · Score: 1, Interesting

      Yup, everything....

    2. Re:Is the textures, art, models included? by Xarius · · Score: 1

      The engine behind it all is already GPL I believe. This bid will be for the whole package, including all of the art assets.

      --
      C17H21NO4
    3. Re:Is the textures, art, models included? by Aladrin · · Score: 1

      The 'engine' is GPL, but the specific code for this game was not GPL. Of course the poor site is slashdotted now, but I believe it DID include all the assets for the game as well, as it would be nearly nothing without them. (And I believe there was a discussion about needing so much money because of the assets.)

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    4. Re:Is the textures, art, models included? by fotbr · · Score: 1

      Its a moot point if they're wanting to put it under the GPL, which is not commercial friendly, by design.

      Now, if they were to buy it, and put everything into the public domain, or release it under the BSD license, THEN it'd be commercial-friendly, and I'd consider supporting it.

    5. Re:Is the textures, art, models included? by 99BottlesOfBeerInMyF · · Score: 1

      Its[sic] a moot point if they're wanting to put it under the GPL, which is not commercial friendly, by design.

      My company makes millions every year using GPL software. How is that not commercial friendly?

      Now, if they were to buy it, and put everything into the public domain, or release it under the BSD license, THEN it'd be commercial-friendly, and I'd consider supporting it.

      I disagree. Until the project has momentum and regular contributors, I think the GPL is a better way to go. There just aren't enough game development shops that understand the open source model. They'd try to make a closed product from it and be afraid to contribute back and lose most of the benefits. As a result, they'd poison the reputation of the engine and drive other companies away.

      Instead of making it BSD they should GPL the code and make the artwork and existing gaming scripts and the like public domain. Then they should make it a modular system so that different developers can easily load in proprietary artwork, sounds, etc. without any licensing issues. This will encourage gaming companies that they have sufficient protection for their IP, while at the same time force them to contribute core changes back to the project.

    6. Re:Is the textures, art, models included? by fotbr · · Score: 1

      I guess our disagreement is rather funadmental -- you believe that people should be forced to contribute their work back. I don't, which is why I prefer the BSD license -- when I release stuff under the BSD license, I'm thrilled to see someone else take it, modify it, and if they can turn a profit with it, even better for them.

    7. Re:Is the textures, art, models included? by 99BottlesOfBeerInMyF · · Score: 1

      I guess our disagreement is rather funadmental -- you believe that people should be forced to contribute their work back. I don't, which is why I prefer the BSD license -- when I release stuff under the BSD license, I'm thrilled to see someone else take it, modify it, and if they can turn a profit with it, even better for them.

      I think the BSD licenses are ideal for a slew of projects and I even contribute. I think the GPL is ideal for other projects and public domain ideal for yet other IP. To me, each has its place. For official standards, infrastructure components that the author(s) are planning to use and which they would like the most widespread adoption for, I favor BSD licenses. There is less to be gained by forking these projects and the compatibility gains are more important. For consumer projects, I think Linux and Apache have shown why a more GPL styled approach pulls in more development work and faster progress. In the case of a game engine, I think this is the sweet spot. Developers already have a way to prevent their work from being run off with, in copyrights on their artwork and trademarks on their story elements. It doesn't benefit them much to keep the code to themselves, but the gaming industry is such that most would anyway. This would quickly piss off hobbyists and the like who would fork a GPL version anyway, basically wasting time and work.

      I don't believe in forcing anyone to contribute their work. I believe that as a contributor, I'd much rather contribute to a project where each user pays for using the code of one another with any code they create and publish, rather than with mere credits. Really, if I spend a month making a bunch of cool models and textures for some beasties, I'm happy to give them to someone who will give me back a better way to script them, or some AI to make the whole game more fun. I'm much less happy about providing them, only to have them incorporated into a closed source project that they want me to pay them for. Not that I think making for sale games from this is a bad idea, so long as they contribute back the work so other people can also make open games with them.

    8. Re:Is the textures, art, models included? by Anonymous Coward · · Score: 0

      My company makes millions every year using GPL software. How is that not commercial friendly?

      Do you mean GPL software you developed, or GPL software that's worked on by people not paid by your company? I don't think I've ever ran across the former in a real life situation. The latter, a company making a bundle off some guy coding away while living on raman noodles, I see quite often. I don't know why anyone out of uni. would work on open source, but I'm thrilled they do for this exact reason.

    9. Re:Is the textures, art, models included? by 99BottlesOfBeerInMyF · · Score: 1

      Do you mean GPL software you developed, or GPL software that's worked on by people not paid by your company?

      You make it sound as though these two are mutually exclusive. They aren't. We sell systems that include hardware, open source software, and closed source software. We write most of the closed source software included, and we write a small part of the open source software included. It works like this. We make some really cool software developed in house that no one else has really figured out how to duplicate. That code and the intellectual property around it we keep closed and top secret. The boxes we sell, however, also need an OS and a slew of random tools and the like. Also, they need a few services. The OS, services, and tools are not our core competence and are commodities, so we rely upon OSS solutions and end up contributing a lot of code back to these projects. Linux and a couple BSDs, Apache, and dozens of lesser known projects benefit from our work. This is not unusual, but the norm from my experience. Most OSS coders are being paid by someone. That is why branding OSS as "non-commercial" seems so strange. It is a different business model with less waste and more benefit to customers than the developers, but most developers are also customers. It works and it makes a lot of money for a lot of very major companies. IBM is not a charity.

  21. Wednesday, December 19th... by JBHarris · · Score: 1

    We have an entire year...the next time we have a Wednesday, December 19th is in 2007.

    Peace,
    Brad

  22. Way to help by chrismcdirty · · Score: 1, Offtopic

    I'm not usually one to criticize how people spend their own hard-earned money. But given the time of year, if I had an extra few dollars to spend, it would not be to buy a game to have it open-sourced, it would be to help sick kids enjoy life.

    --
    It's like sex, except I'm having it!
    1. Re:Way to help by Per+Abrahamsen · · Score: 1

      They could enjoy life playing Ryzom...

    2. Re:Way to help by Anonymous Coward · · Score: 0

      If you're not one to tell people how to spend their money, why the fuck did you bother to post?

    3. Re:Way to help by chrismcdirty · · Score: 1

      Hooray for reading comprehension! The key word in that sentence was "usually." Meaning that this circumstance compelled me to do something I don't do regularly.

      --
      It's like sex, except I'm having it!
  23. Hopefully, this is controlled by the server by Lonewolf666 · · Score: 0

    A serious response to your troll post:

    I hope things like spawning monsters and their attributes are controlled by the server. So only the guy running the server can use that sort of cheat, and if he overdoes it, he will find his server empty.

    --
    C - the footgun of programming languages
  24. Quake as an example by mabhatter654 · · Score: 2, Interesting

    Quake 3 is a good example! Remember that there were several Open Source Mods just waiting for the engine code to be OSS... I believe you'd see the same here. There are OSS MMORG games out there, but none work "out-of-the-box" to where the focus can be on JUST art and game play not spending time waiting for basic features. All the "really good" OSS games are clones of commercial games that were able to leverage lots of free artwork made by fans for the established commercial game.. Nexius, Battle for Wesnoth, FreeCiv, etc. The open source "artists" and "gamemasters" are a different breed than programmers and they prefer to be in already working places like Neverwinter or Diablo2 for example where their work gets a large audience. The real NEED is for an artwork repository for OSS games with tools to migrate art between OSS engines. An extension of CChost just for game art would be really useful so engine writers would have something to work with... think of all the game mods out there...Quake, Unreal, Neverwinter, Dungeon siege, Diablo...but it's all over the web right now in incompatible formats... that needs fixed.

  25. FAQ (from slashdotted ryzom.org) by Anonymous Coward · · Score: 0

    Informations and contributions
    Q: Where to get news, discussions about ryzom.org and contribute to the project?

    A: Discussions, news and decisions regarding the project are open to the public, you can check them or participate by the following means :

    * English and French ryzom.org forums
    * The project dedicated chat (freenode IRC network, chan #ryzom.org)
    * Ryzom.org mailing-lists

    Q: What is the goal the donations have to reach?

    A: The first goal for the donations pledges is 100.000 euros. This sum has been estimated as a reasonable target, in order to have some credibility with the administrator, to cover part of the expenses linked to Ryzom buyout and recovery and last, to provide to the Association enough involvement as a - at least - third part in the SAS (Société par action simplifiée) structure offered by the buyout plan.
    Q: How to help the project except by doing pledges?

    A:

    * Discussion: first, you can contribute to the project development, in the forums and chat discussions.
    * Diffusion: "Spread the word next steps". You can also help diffusion and knowledge about the project by communicating and debating on it around you and in the various places of speech you are used to be active (forums, etc.). Ryzom.org doesn't want to give a strict guideline about it, nor "news model", which can simply appear as spam. The Community think the conviction of each one's own is the most precious strategy of communication. Nevertheless if you have no idea of how to communicate, and in order to coordinate actions (the deadline is very short), you can find on the forums some threads making proposals (French, English) and listing websites which have been may have to be contacted by the community (English).
    * Translations and various skills: at last, some help regarding to the online writings translations (Call for translators), website improving and update, or more largely every genius and constructive idea, any goodwill are welcomed !

    Ryzom.org, the buyout plan and the Association

    Q: What is Nevrax's position toward this project?

    A: Nevrax France is nor linked to and does not support Ryzom.org project.
    Q: What are the project's chances of success?

    A: Our chances are weak but not nonexistent. In fact, the stronger your investment will be, the more the project will stand a good chance. At this time, the project's credibility is growing exponentially with time and each one's commitments.
    Q: What are Ryzom's alternatives?

    A: Some potentials purchasers will propose buyout plans which will be studied by the judge. Priority will probably be given to the financial offer, to the viability of the plan over the time and to the preservation of French employments.
    Q: Who is actually driving the project?

    A: At the moment and as a temporary situation due to an urgency context, a decision-making committee has been made up with four personalities of the community (following the 27th of November chat's decision) :

    * Ace: Technical (ensuring the website is running, configuring the shards if we get the code, getting new servers, etc.)
    * Quim: Community Communication (ensuring the information is everywhere, writing news on the ryzom.org forums & MLs, translations, etc.)
    * Thanys: Juridical (making the best proposal the judge will ever see, checking everything is made according to the law, etc.)
    * Xavier : Philosophy (checking the social contract is respected, staying in touch with everyone, answering to contact demands, etc.)

    NB: "These are position to serve, not to command".
    Q: What about the juridical form? The Plan.

    A: If the first idea was about a buyout and management by a community of donators, it ap

  26. What *is* the reason? by GeekDork · · Score: 1

    Contrary to popular belief, an MMOG requires a lot of logistics, financial backing and personnel to be run. It also requires a lot of users to be fun (which requires a lot of hype and a wisely-chosen release to get started). Neither of those points could really be met in an OSS project. OK, there may even be three or four people having enough time and motivation to try and understand the system, and they might even get it to run on a small scalle, supporting a few hundred players.

    A lot of people without the necessary skills will start forks, which in this case is very damaging. If you have, say, fifty slight variations of the same thing (all with programmer art, or at least with the same assets and rules), neither fork is likely to ever attract the necessary manpower and player base to reach a critical mass and stay alive.

    Also, realise that I used the word "release" above. This is not something OSS people are generally very good at. Unless development is strictly centralised, there will be a never ending slew of broken and incompatible client- and server versions which no user can even hope to understand. Current commercial MMOGs are extremely stable. Sure, they make changes to core rules now and then, add new assets and do other kinds of maintenance, but large-scale overhauls are rare. If such a thing happens, there usually are enough resources to update a good part of the userbase within a few days, which involves moving massive amounts of data, which, again, is not something the run-off-the-mill OSS project would be able to cope with. Generally speaking: "Massive Multiplayer Online" and "Release Early, Release Often" are pretty much mutually exclusive. So, any such project would have to be strictly regulated and changes would take very long to go live.

    IMO, the FSF is just wasting a lot of money for something that can't end well.

    --

    Fight hunger. Filet a politician and send him to a 3rd world country of your choice.

    1. Re:What *is* the reason? by Vampyre_Dark · · Score: 0

      With Neverwinter Nights, lots of people splintered off an ran their own little mini-mmorpgs, and it thrived. Just because this game can support thousands of players, doesn't mean an operator has to. Limit your server to 25 players, it worked fine in NWN, it can work fine here. It was fun having small communities where everyone knew everyone else. You knew who the good guys were, you knew who the bad guys were, and it wasn't just hundreds of random players passing you by.

      As long as you get together a community site where people can post their server connection details, and their rules, you can have a strong following for the game.

    2. Re:What *is* the reason? by Anonymous Coward · · Score: 0
      Also, realise that I used the word "release" above. This is not something OSS people are generally very good at.


      Hear, hear! Leave software development for those who can release, proprietary vendors.

    3. Re:What *is* the reason? by bigpat · · Score: 1

      Contrary to popular belief, an MMOG requires a lot of logistics, financial backing and personnel to be run.

      The same could have been said about websites 10 years ago, but that didn't stop tens of thousands of people from giving it a try. And... some succeeded. Or at least made a living at it, and the number of people just trying made the Internet a better thing to connect to.

    4. Re:What *is* the reason? by quintesse · · Score: 1

      Actually I read "OS" instead of "MMORPG" and thought the very same thing.

      So Linus, just stop with the nonsense will you?

    5. Re:What *is* the reason? by GeekDork · · Score: 1
      The same could have been said about websites 10 years ago, but that didn't stop tens of thousands of people from giving it a try. And... some succeeded.

      It is infinitely easier to create and run a website than to run an MMO. Just have a look at the number of successful "open" MMOs. I know of only one that got to the point of having a few dozen players and was actually halfway self-sustaining, in contrast to the numerous amateurs that try to start one and then just have to give up because they lack the skill or the resources.

      And to the "OS" reply: Linus got extremely "lucky" (I don't know if he would call it that) and has proven a skill in managing his beast, e.g. in preventing forks, that isn't common among developers. BSD had quite a commercial kickstart. The other OS-OSs aren't all that big and often to fail, more often than not because they're lacking community support, and for that aspect I'd like to point at my original post.

      --

      Fight hunger. Filet a politician and send him to a 3rd world country of your choice.

    6. Re:What *is* the reason? by bigpat · · Score: 1

      It is infinitely easier to create and run a website than to run an MMO.

      Why so? Seems the biggest inherent difference is simply processing power needed on the server and client sides and bandwidth... but those are things that are getting cheaper every year.

      All the management and sys admin stuff are done in a variety of ways through self management by many different types of open web communities. And who says that it has to be free just because the software and graphics become open source. It just means that small companies could spring up using free software to power their pay for MMOs, but that they could charge some monthly fee. I mean a lot of subscription websites run on apache and other open source free software. Server Software being open source and free makes a lot of sense because it allows greater standardization and efficiency so that a greater variety of content offerings can be made.

    7. Re:What *is* the reason? by An+Onerous+Coward · · Score: 1

      I can't name one major open source project that has fifty competing variations. Come to think of it, I'm having trouble naming a project that has more than two. In the most notable forks I'm aware of (GCC vs EGCS and XFree86 vs xorg) the two either merged or a clear winner emerged in a very short time. I really don't think version incompatabilities are going to be a huge problem.

      Release early, release often will work just fine. How often do most MMORPGs release their server software? Who knows? All we ever hear is that their servers are going down for "regular maintenance". I would be surprised if WoW wasn't patching their server-side software every couple of weeks. Client upgrades are more noticeable, since the user actually notices that they're downloading a new client. But again, it happens at pretty regular intervals. I would agree that changes need to be well tested, but you're supposed to have a decent test harness anyways.

      As for the business model, the purchasers are hoping to actually continue running Ryzom's current servers. So we can expect that they'll be continuing to maintain and improve the code. I think this very well could end well, and if it ends badly, well, we at least get a lot of free music and 3D models out of it.

      --

      You want the truthiness? You can't handle the truthiness!

    8. Re:What *is* the reason? by GeekDork · · Score: 1
      Why so? Seems the biggest inherent difference is simply processing power needed on the server and client sides and bandwidth... but those are things that are getting cheaper every year.

      Most websites offer their users rather disjoint snapshots of a current state. A game needs to push a common state with some realtime requirements to all clients in a certain environment. This gets into some problems of computer science that aren't usually encountered by your common blog or webshop. As an operator, you'll also want to guarantee some quality of service to your customers (and the internet so can't really do that), so you have to get into some peering contracts, and generally start looking more like an ISP than a developer.

      It just means that small companies could spring up using free software to power their pay for MMOs, but that they could charge some monthly fee.

      Such a company would enter an extremely hostile and satiated marketplace. The only point I could see there would be a niche product that aims at some small demographic, and it's at least questionable how well that would go.

      I can imagine a really good Open/Free game (Volition did release the source for Freespace some years back), but for an MMO, I don't see a chance.

      --

      Fight hunger. Filet a politician and send him to a 3rd world country of your choice.

    9. Re:What *is* the reason? by bigpat · · Score: 1

      Most websites offer their users rather disjoint snapshots of a current state. A game needs to push a common state with some realtime requirements to all clients in a certain environment. This gets into some problems of computer science that aren't usually encountered by your common blog or webshop.

      Like I said the hardware requirements are higher, but one can have about 64 simultaneous users on about $500 worth of hardware at todays prices and much less than a thousand a year in hosting. So, as long as the software allowed clustering it wouldn't take more than a few tens of thousands in hardware and yearly bandwidth costs for running a pretty large multiplayer domain. This is easily in the reach of a small business, which would need to limit its personnel costs as its primary cost consideration. A lot of the so called computer science considerations go away once you start with previously developed software. And once you are talking about creating a user community there are plenty of people that are willing to contribute content in order to make their game playing and those of others more enjoyable. I just don't see the inherent barriers that you seem to see. At least once the software would be made open source and freely available.

    10. Re:What *is* the reason? by GeekDork · · Score: 1
      Like I said the hardware requirements are higher, but one can have about 64 simultaneous users on about $500 worth of hardware at todays prices and much less than a thousand a year in hosting.

      That may hold for non-persistent games like FPS or tactics titles that have a ridiculously small world and just scrap pretty much all state after a short time. A good-sized MMOG needs to keep track of a persistent world, a lot of players, their belongings, their stats, their relationships (long-term like guilds, short-term like (battle)groups), missions, NPCs and enemies. Add some consistency checks to prevent cheating and have proper line of sight for good measure, and don't forget about mob-"AI" (granted, there's not much in that regard in today's games). That stuff usually scales quadratically or worse with the number of objects, so it is quite some difference between a 64 player BF2 match and a lazy 2000 player day on a WoW server. If a lot of players have the stupid idea of gathering in a small area, things really get fun. Doing this requires some real hardware. Luckily, bandwidth seems to have become quite cheap, or you would pay quite a bit for that too. Streaming data adds up, and you also need to add patches into the mix.

      A lot of the so called computer science considerations go away once you start with previously developed software.

      Heh :-)

      Only if the PDS doesn't use strange specialised workarounds that break once you do something that the original developer didn't plan for, and there's a big number of those. Most computer science considerations tend not to go away, and if they do, then not in a good way.

      --

      Fight hunger. Filet a politician and send him to a 3rd world country of your choice.

    11. Re:What *is* the reason? by bigpat · · Score: 1

      That stuff usually scales quadratically or worse with the number of objects, so it is quite some difference between a 64 player BF2 match and a lazy 2000 player day on a WoW server. If a lot of players have the stupid idea of gathering in a small area, things really get fun. Doing this requires some real hardware.

      Like what? Even spec'ing out a Dell Poweredge 6800 with Quad 3.4GHz/800Mhz/16mb Cache, Dual-Core Intel® Xeon 7140M Procssors and 32GB or RAM comes to just $22,780. What kind of hardware is WoW running on? Everquest? Everquest has 1500 servers around the world according to this article They don't make their own quantum computers or anything, so they must be using the same hardware as everyone else. I'm guessing that at worst you could invest 100k in hardware and get a decent size virtual world going on 4 or 5 high end machines. Or take that same 100k and plunk it down on say 30 lower end servers and you have yourself some serious hardware capability with today's processors.

      Or don't have a single monolithic game space, but rather have individual developers create a unified distributed gaming space. The web of online gaming. That would distribute the costs over multiple small developers and instead of one company needing thousands of computers to rival a big time publisher, they could invest in just a few to create a small part of a larger virtual world. Yes, the economics are still not as appealing as say running a simple web site, but expectations for an interactive online experience are pushing us in this direction. We can either choose to accept fragmentation and proprietization of the web or we can choose to adapt the open source movement to the new technology.

  27. You can make canoes out of his wood. by Tei · · Score: 1

    Having all this medias to play with, will be really helpfull to zillions of open source proyects. And people can really start to make different games out of this engine + medias.

    --

    -Woof woof woof!

  28. Interesting result by Shivetya · · Score: 1

    Topic related : I do like the idea of the "community" essentially buying the code and releasing it to the public. Ryzom did not have some neat ideas and it was a "professionally developed" MMORPG. I am only curious if there are many dependant libraries that are commercial that are required to make the code work.

    On a side note, yet another game Jessica Mulligan joined that closed. She/he came about during AC2s early days with the promise of improving the game and keeping it going. AC2 closed, but only after selling its players a new expansion and annoucing that close less than 4 months after selling the expansion (they closed later that same year). Perhaps past history with computer games (Jessica's stretches back to compuserv ) is not guarantee you can help the current generation survive. Of course its hard to survive today when the behemoths are so highly polished. The bar has been raised considerably and anyone without a highly defined and functional support system is going to fall flat on their faces.

    Ryzom was cool in some ways but honestly it sucked otherwise. Another game released too early and with horrid support. Most of the people I knew who played it beyond beta (I didn't go retail) dropped it quite quickly.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Interesting result by Hubbell · · Score: 0

      Don't even bring up that freak of nature known as Jessica Mulligan. That fool ruined Asheron's Call. "It's" complete hatred/reviling(word/sp?) of PVP brought about the nerfing and destruction of one of the best PVP scenes in an MMORPG. Now the game is dead, and "it" jumped ship shortly after everyone realized what had been done.

    2. Re:Interesting result by Lensar · · Score: 1

      I liked Ryzom. It had some very interesting design elements that I've not seen spiritually make their way into other games, at least not yet. But the game engine definitely wasn't where you need to be. It was more or less a 2D world, very much like Guild Wars, where you're unable to really jump or leave the ground in anyway. This was pretty clear the moment you played the game, and I think that's what turned so many folks off.

      But trying to blame Jessica for Ryzom's demise seems a little far fetched. The game had problems right from the get-go. And while you could maybe argue that Jessica wasn't able to turn it around and make it a success, I think you could also make a case that maybe no one could have.

  29. Daimonin by jbolden · · Score: 1
    1. Re:Daimonin by MadEE · · Score: 1

      IIRC the artwork in Daimon is not under GPL but only the code. This seems to be the case for a lot of so called GPLed MMORPGs.

    2. Re:Daimonin by jbolden · · Score: 1

      Well if that's the case it makes the whole discussion about why buy a MMORPG more interesting. We have lots of good free engines and really what's needed are art guys which the open source community has had trouble recruiting.

  30. Re:There used to be plenty of OSS role playing gam by netcrusher88 · · Score: 1

    It's actually considerably more challenging. First, there's the art. You need a lot of people with a lot of time to do a lot of models. Second, there's the bandwidth. Consider that a MUD could work with the bandwidth, of, say, and IRC server. In fact that's not a bad idea... but I digress. MMOs require streaming multimedia, massive patches (since not everything is server side), download-on-demand textures and maps, and so on. And the servers also need to track the exact 3d coordinates of every player, NPC, monster, and item. In short, the main reason that the only OS MMO I know of (PlaneShift) is not particularly complete is a lack of infrastructure to work with, not to mention the sheer complexity of tracking all the required information server-side.

    --
    There's an old saying that says pretty much whatever you want it to.
  31. Peer 2 Peer/distributed processing by Colin+Smith · · Score: 1

    It'll probably have to be re-written but I'd have thought that would be a good way to design a game running over a high latency connection like the Internet.

    Have the client and most of the server running on the user's computer, only interacting with other machines when needed.

    --
    Deleted
    1. Re:Peer 2 Peer/distributed processing by Ingolfke · · Score: 1

      Although it's probably not beyond the realm of possibility, the opportunity to cheat would be increased significantly and the distribution of location information across of a loosly coupled p2p network would seem like a very difficult challenge to overcome. Seems like a big gamble for 150k euros.

    2. Re:Peer 2 Peer/distributed processing by montyzooooma · · Score: 1
      "Have the client and most of the server running on the user's computer, only interacting with other machines when needed."

      Which I think is how Guild Wars can afford to scrub the monthly sibscription model and make its money selling (standalone) expansions packs.

    3. Re:Peer 2 Peer/distributed processing by huguley · · Score: 1

      Now that would be pretty cool to have it be distributed. I can't imagine how you would deal with the latency and trying to keep nodes synced.

      Reminds me of how the net worked in the book snow crash. Backwards from real life but it was still a good book.

    4. Re:Peer 2 Peer/distributed processing by SnarfQuest · · Score: 1

      Instead of a central cluster, why not have it set up so that it is hosted by "selected"[*] fans, each one hosting a specific "area" of the world. This would distribute the load over the network, and depending on the number of active players at any given time, should give decent responsiveness. Cross a line, and you automatically switch to another server. That provider would be responsable for the contents of his area, but should allow for outside developement.

      You might get areas hosted by companies as advertisements. An hotel company might create a city around a hotel with their name splashed all over it. A motorcycle company could have you riding their machines all over a sand dune. Have an online ski resort. A college based site. An area devoted to a TV show (24?, Farscape?, Oprah?). Done right, it could be a fun way to do advertisements. Done wrong, a horrible nightmare (but might still be intresting in a "plan-9 from outer space" sort of way).

      [*] The selection would be on the basis of being a known "good host", have a decent starting area, and a minimum bandwidth, processor, storage, etc. Probably by a panel created for that specific purpose.

      --
      Who would win this election: Andrew Weiner vs Andrew Weiner's weiner.
    5. Re:Peer 2 Peer/distributed processing by drinkypoo · · Score: 2, Interesting

      It's really not as hard as you make it out to be (though that doesn't make it easy either.) You have other, randomly selected nodes (with an endlessly changing cast) doublechecking the results from the other clients. The server's job is then just to decide what to send to each client to prevent them from having enough data to cheat intelligently.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:Peer 2 Peer/distributed processing by fotbr · · Score: 1

      Why not? Because second life does it that way, and it sucks.

    7. Re:Peer 2 Peer/distributed processing by Ruke · · Score: 1

      On the other hand, Guild Wars isn't really an MMO. Everything is instanced, to the point where I'd more readily compare it to Diablo II than World of Warcraft. You've got an instanced copy of the world that your party can quest in, and you've got instanced copies of cities that act as lobbies. Sharing the server load between four or five people in a small party, without having to worry about adding more later, is a very different concept than trying to figure out a way to make an entire world P2P, with people joining and logging off all the time.

    8. Re:Peer 2 Peer/distributed processing by Dutch+Gun · · Score: 1

      "Which I think is how Guild Wars can afford to scrub the monthly sibscription model and make its money selling (standalone) expansions packs."

      This seems to be a common misconception. Guild Wars games are hosted entirely on NCSoft servers in regional datacenters. Otherwise, the game would be far too insecure - given enough time, any locally running process can be hacked and exploited, no matter what safeguard you try to put in place. Anything on a client's machine has to be treated as insecure and untrusted, or the whole system breaks down. Perhaps someone in time will figure out a way to make use of distributed computing power to run the game, but for now, that's just not an option if you wish to create a secure game.

      In general, GW is designed to use far less bandwidth than most MMOs on the market, which helps to keep costs down. That, combined with a fairly rapid release of GW chapters is what's keeping ArenaNet in the black so far.

      - a GW dev

      --
      Irony: Agile development has too much intertia to be abandoned now.
    9. Re:Peer 2 Peer/distributed processing by zanglang · · Score: 1

      Actually that's... not a good idea. All things considered, it's always A Very Bad Thing to have game data reside on the client, or give the client any decent controls beyond sending the regular packets. How are you going to verify that the 9999-super-critical-hit just sent by your peer is authentic, and not a souped-up number by an unofficial modded client?

      In most commercial MMO's obscurity of how the client works (API, packet formats etc) actually helps a lot in preventing the game itself sinking in a downward spiral of hackers, bots and duped items.

  32. Heeeeeeeeey, wait a minute by Joebert · · Score: 1

    If you (like me) can see the benefit of having a fully developed MMORPG that is completely open source just donate a little, quickly!"
    This is starting to look a little like that email I got from the nice young man in Nigeria a few months ago, which reminds me, I need to call the post office to see if my tribal masks have arrived yet.

    --
    Wanna fight ? Bend over, stick your head up your ass, and fight for air.
  33. The point isn't "Free Ryzom"... by TBone · · Score: 2, Insightful

    ...The point is to create (or buy and free, in this case), a complete MMORPG gaming system. It's the MMORPG version of the Unreal Engine, for comparison's sake.

    So the game wasn't that great. It's open source now, get a group of people together (a la Legend of the Green Dragon), and make a new world system based in the engine.

    So it might take several servers and people to run the system. Set it up distributed, get someone to contribute the services of their 3DNS server somewhere, and now not only are you distributed, but you have geographical load balancing.

    Commenters are talking about this as if the idea that a group of people on the IntarWebs can't democratically organize a large distributed server environment and keep it running the latest code and staffed with admins. I wouldn't mention that to the people at all of the various irc networks, who have been doing exactly that for years, you might discourage them and make them shut down networks that have been running for longer than a decade.

    And even if the whole Massive part of the game doesn't take off, who's to say specialty environments won't crop up, with admin tools and pre-formed game world content, a la AD&D or GURPS Modules and Expansions, letting players run actual 3D immersive campaigns on a single server somewhere for relatively small groups of people. For that matter, the idea of online 3D Battletech with the whole army of people that I used to play with years ago, instead of going through all the work to build huge tables, seems like a pretty fun concept.

    The fact that such a beast could be released to the public is a good thing, even if you didn't like what the front end (Ryzom) was; the backend is what's important here. It's like the Unreal engine - there's a lot of games using it. Some of them suck, some of them are pretty good, but the content, and the engine to support the content, are two separate things. Yes, the bad (in the opinion of some people) content comes with it, but so does the engine that will let people drive whatever content they want.

    --

    This space for rent. Call 1-800-STEAK4U

    1. Re:The point isn't "Free Ryzom"... by Anonymous Coward · · Score: 0

      "It's pretty clear by reading the responses that people don't know that the engine is already GPL. This is to free the game."

      wtf - don't people read?

  34. Did anyone tell them? by crossmr · · Score: 1

    I was just browsing the site and forum, and I get no sense of their impending doom...at least from the stickys, unless I missed one tucked away. Is there some expected timeline for closure here?

  35. engine is already GPL by Anonymous Coward · · Score: 0

    It's pretty clear by reading the responses that people don't know that the engine is already GPL. This is to free the game.

  36. Buying In by Doc+Ruby · · Score: 1

    What's the deal with SecondLife? Isn't it open source? If not, isn't there a SourceForge project building a server that can interop with its network?

    Seems like $150K plus all the developer/activist interest would be better invested in extending access to an existing popular multiverse than just getting an unpopular one, which needs a new budget to compete.

    --

    --
    make install -not war

    1. Re:Buying In by MadEE · · Score: 1
      Isn't it open source?
      Nope
      If not, isn't there a SourceForge project building a server that can interop with its network?
      There may be but not one that I can find doing a search of "SecondLife". Linden labs sells collocated servers that you can lease though but that is hardly the same thing as having the code and artwork.
    2. Re:Buying In by Doc+Ruby · · Score: 1
      Nah, I found the "Open SL" roadmap:
      Cory Ondrejka, Vice President of Product Development, has stated that a while after everything has been standardized, both the client and the server will be released as open source.

      1. Throughout 2006 the built-in instant messaging system will be replaced with Jabber
      2. The current proprietary LSL virtual machine will be replaced with Mono
      3. uBrowser, an OpenGL port of the Gecko rendering engine [...] will also be used to display webpages on any of the surfaces of any 3D object the user creates.


      libsecondlife is the SourceForge project I was thinking of.
      --

      --
      make install -not war

    3. Re:Buying In by Anonymous Coward · · Score: 0

      Did they ever manage to find your penis, after all?

    4. Re:Buying In by Doc+Ruby · · Score: 1

      Quit your obsession with my penis, Anonymous pervert Coward.

      --

      --
      make install -not war

  37. Che Cocksuckers by Anonymous Coward · · Score: 0

    The communists
    are trying to snag a Proper Commercial MMO
    because they're too Inefficient to come up
    with a good one of their own.

    Where do you che-cocksuckers think Mozilla/firefox, openoffice,
    and all the other "great" open source apps came from?

    They were originally projects started by capitalist entrepreneurs,
    they went down hill and the communists snagged them. But they can
    never come up with something good on their own, because there
    is simply no incentive to under the socialist model of
    software production.

  38. The FSF? by InfinityWpi · · Score: 3, Insightful

    Y'know... if that's where the money I donated to the FSF went... screw them. No more donations. That's like donating money to the United Negro College Fund and finding it went to buy scholarships for upper-class basketball players. A nice gesture, but -so- not what it was intended for.

    1. Re:The FSF? by westlake · · Score: 1
      Y'know... if that's where the money I donated to the FSF went... screw them.

      You have to admire the impeccable sense of timing as well.

      The story makes Slashdot on the 18th. The court is expecting a credible bid on or about the 19th.

      The needs of local charities, the pressure of holiday shopping lists, all compete for the donor's time and money this time of year.

      I'll take this as on a par with BadVista.org. Still-born in the cradle one month before Vista becomes the default OEM install in the consumer market.

    2. Re:The FSF? by Darkman,+Walkin+Dude · · Score: 1

      OSS needs games to survive. Wake up.

  39. Private servers by Per+Abrahamsen · · Score: 1

    I'm guessing that the "private" MMORPG's would be used for:

    1) Private chatrooms for a bunch of friends, or an an organization. A school could run its own MMORPG server, so could a LUG.

    2) The game master for a bunch of dedicated role-players might want one for a private campaign.

    3) Developers might run one to test-drive specific ideas.

  40. What this really looks like.. by Xordan · · Score: 1

    If I can quote what a friend said:

    "Personally it feels like a battle to "win" a game for the open-source crowd, instead of preserving Ryzom as an outstanding model of MMORPGs - which has been created through a focused and truly dedicated effort :/"

    I have to agree with that. Especially with the FSF jumping on board it seems like a grab for something just so people can say "Look, a "free as in freedom (although funnily enough not as in beer for the main server)" MMORPG on Linux with graphixzomg!11" rather than a serious attempt to preserve Ryzom and continue its development. If it were just the code being put under GPL and the art/music/etc. being put under a restrictive license so it could only be used for Ryzom, then I would feel more confident about this. I think we can kiss goodbye to Ryzom as a game and a unique (in some sense) world if this really does work out.

    But hey, maybe I'm just pessimistic. One question which I haven't seen the answer too (probably because I'm lazy and don't search), if this 'project' fails... everyone who donated gets a refund right? :)

    1. Re:What this really looks like.. by qcomp · · Score: 1
      One question which I haven't seen the answer too (probably because I'm lazy and don't search), if this 'project' fails... everyone who donated gets a refund right? :)

      so far, they collect pledges, not donations (in order not to have to refund everybody). What I wonder is what percentage of pledges they expect to be actually donated if the bid succeeds.

    2. Re:What this really looks like.. by quintesse · · Score: 3, Insightful

      Think about it a bit more:

      - if the game, all of it is free, people can go and do whatever they want, which includes finding a way to keep the current players happy. If there are enough people who are happy with the game there will be a way to continue it. If a company buys it you can be sure it won't be thinking first about keeping players happy, it will be thinking about making money.
      - why do you think it's "funny" that the server won't be free? Didn't you just say you wanted Ryzom to continue? How they heck do you see that happening without earning some money somehow? Of course, it _might_ work, like somebody mentioned before people have been operating networks of servers for things like IRC for ages. So _if_ somebody comes up with a way to run Ryzom in a way that doesn't cost any money you won't have to pay. Even so, you can do whatever you want, just run a server and offer your services for free!
      - I don't see what good it would do to restrict the graphics/sounds to Ryzom. You'd still have a project that is dying and no incentive from anyone to help fix the problem. I certainly won't put any time in a project if I can't do what I want with it.
      - It's when the company gets bought by another company that you can kiss your unique game goodbye because it's obvious that _something_ has to change, just throwing more money at it is not going to solve the problem when your competitor is a hugely successful game as World of Warcraft. Or it must be a company with very deep pockets whose CEO just loves playing Ryzom and wants to keep it just the way it is (improving it of course, but keeping the spirit). I just don't see that happening.
      - Yes you are lazy ;-p
      - All there is now are PROMISES of donations, no refunds. When the judge says they can make a real offer they'll contact you to get your money.

    3. Re:What this really looks like.. by Xordan · · Score: 1

      - People argue, squabble, have tantrums etc. etc. Everyone wants different things and so people will go their own way. The people running the main server will go the way they think and probably doesn't cater to everyone else. We'll see hundreds of shards and branches off no doubt. This is only bad for the original Ryzom, it might be great for the players who're enjoying playing on whatever shard they like. As for the company thing... making money in a game usually means trying to keep the players happy. Unhappy players don't play your game. Unless there's a "1) Make players unhappy. 2) ??? 3) Profit!" strategy I've missed somewhere :P - It's funny because most 'free as in freedom' are also free as in beer (if you don't include support). I had no illusions of it not being P2P on the main server and I didn't say that. However, people will play on a shard if it's more fun or even the same amount of fun, and not pay. This is what restricting the graphics/sounds gets rid of, the clones which drag people away from the main Ryzom. Getting people to put time into something they like isn't a problem. In fact, having graphics/sounds open for anyone to use can and will put off a lot of artists from contributing. - The 'uniqueness' won't change hugely if bought by another company. People who are playing might notice new systems added, rules changes etc. but the game will largely look the same as it did before. - So when they get told they can make an offer, make one, and let's say they win... and then they don't have enough funds because people don't pay up... they look silly? :) Or are they legally bound to pay? Or do they have to have the funds before they can make an offer? If that's the case, then will they pay everything back if they get outbid?

    4. Re:What this really looks like.. by quintesse · · Score: 1

      - Why would "hundreds" of shards be a problem for the original game? Although I think "hundreds" is a bit of an exaggeration I can imagine dozens of shards catering to different groups of players. How can that be bad? Surely you don't think that without those shards all those people would go play (and pay for) Ryzom? And again, if the original Ryzom is not fun enough to keep enough paying/playing users a company won't be able to safe it either.
      - I knew you were going to bring this up and yes a company will want to keep it's players happy, but who is to say it will want the CURRENT players? It's abvious there aren't enough of them. It has happened often enough in corporate history that a company changed its course 180 degrees after a buyout, so don't expect they will buy Ryzom just to keep YOU happy, expect them to want to earn money, if that means atracting an entirely different segment of gamers by changing the game in ways current players don't like: don't be surprised.
      - Freedom: you said it "if you don't include support", what do you think keeping a server running is called? If you don't need/want their support you can run your own server, of course people playing on your server have to understand that you might get bored with it all and shut it all down tomorrow. FLOSS is not about services, services are normally not free. It's a recurring cost. They can be donated, but then somebody else is paying for it.
      - You might be right that artists won't contribute as much when they have to allow other people to use their work. It's true there is not as mucho of a Free Artistic movement as there is a Free Software movement. Which is a pity, but which might be the very reason that a payed service for Ryzom is still needed: to pay artists to make new content. Being payed their works become property of the Ryzom organisation which can then do with it whatever they want.
      - Uniqueness, like I said before, I think you're hugely mistaken if you think a company is just going to buy Ryzom and keep it as-is. Ryzom went BROKE! There was a REASON it went broke, so the company will make changes, probably BIG changes. The judge is NOT going to think about any players, the judge will think about the people working for Ryzom, so if the company just wants to make an entirely different game but employing the current people the judge will probably be perfectly happy.
      - The promise of donations seem to be sufficient to at least be able to talk to the judge, if the judge accepts them as a serious contender they will probably have to show the money somehow. IF they ever get that far something will have to be worked out with respect to refunds etc. First see if it ever gets that far, but without those promises it would be useless to even try.

      And finally

      - "IF", and that is a very very BIG if, IF people can go to a shard and have the same amount of fun WITHOUT paying then what the heck are you complaining about? You'd rather pay to continue to play Ryzom even if somebody would find a way to continue the service for free?

      Of course, it might fail horribly... but so might the next company.

  41. Screw MMPORG, try OSS VR engine by ciggieposeur · · Score: 1

    I don't care about MMPORGs so much since those tend to require huge fanbases and a Microsoft operating system. However, I think it would be awesome to have a F/OSS VR engine ala the "Metaverse" of Snowcrash or the "Matrix" of Neuromancer.

    Some applications of such:

    1. Training simulations. Emergency response, medical procedures, aviation, driving. All of these require learning how to coordinate with other people.

    2. A VR space for business meetings.

    3. A permanent VR space (ala Metaverse). Transfer files by "picking up a card" from another user.

    4. A VR space grafted onto the real world as "enhanced vision".

    A F/OSS engine + some initial usable artwork that could grow with more CC-licensed artwork could get the ball rolling for the Internet as sci-fi envisaged it twenty years ago.

  42. The plan is too keep the servers running by Per+Abrahamsen · · Score: 3, Informative

    The 200k Euro will be initial funding for a new company to develop, run and maintain the game. Not just to free the software and arts (the software is actually already free). They will start with the current user base.

    The French bankruptcy law is different from American, a judge is deciding for which plan for the company is going to win, and he will take into consideration such issues as keeping French jobs. Not just paying the debt.

    Most of the player base is French, and seems to be large enough to keep the game going. The company went bankrupt due to some bad business decisions.

  43. What about other FLOSS MMORPGs? by wrook · · Score: 1

    There are a few MMORPG engines in development that are FLOSS. Aside from the fact that this one is functional at the moment as a game, what distinguishes it against these other engines? Would a similar amount of money aimed at getting these other engines in a releasable state be better than buying code that is essentially sight unseen (I've seen some impressive looking apps that had a completely dead end code base more than once)?

  44. How about some facts with all this FUD? by Kedian · · Score: 5, Insightful

    Wow. Not only do 90% of the commenters miss the point, they are woefully uninformed as to the goals and the outcome of the project.

    First of all, the FSF did not just mail the Free Ryzom project a cashier's check for $60,000. The *pledge* has conditions: mainly that the software and artwork be released under entirely free licenses. Many commenters seem to be particularly confused as to what is free and what is not: let me clarify. The goal of the Free Ryzom project is to license the client, the *server*, and all of its related content, code and technology under free software licenses. All of it. The entire thing. Ryzom's Social Contract is modeled on Debian's, with slight modifications - including the assertion, which is rather revolutionary as far as MMORPGs are concerned, that the avatar belongs to the player.

    This would be an entire commercial MMORPG - client, server, libraries, artwork, models, etc - entering the free software realm. People who can't understand the utility in this need to have their heads examined. As another commenter put it, I'm sure a bunch of other people said "What good is Netscape, anyways?" many years ago.

    The project proposal would create a French non-profit that will function as the caretaker of the existing Ryzom shards. The players will determine how Ryzom will evolve as a game. And, again, 90% of the people commenting are missing the big picture, and why the FSF made its pledge: this will enable anyone to build MMORPGs using the Ryzom engine as a base. The FSF sees this as a stellar opportunity to push the advancement of free software gaming - a typically neglected arena. This is also a wonderful opportunity to bring the tools for making MMORPGs back into the hands of the users, and allow anyone to set up a world and modify it however they like. The FSF feels that this donation will encourage, in time, a vast collection of unique worlds, all based around the same basic toolkit.

    An auxilliary effect will hopefully be to help advance the cause of free software drivers. After all, complex 3D applications are pretty good for testing, eh?

    1. Re:How about some facts with all this FUD? by fotbr · · Score: 0, Flamebait

      under entirely free licenses

      Entirely free, as in BSD, or free-as-long-as-you-don't-ever-want-to-make-any-pr ofit-from-adding-to-it like the GPL?

    2. Re:How about some facts with all this FUD? by kripkenstein · · Score: 1

      Well, this is a minor matter in a well-written post which deals with much bigger issues, but I thought I'd say something about it:

      The FSF sees this as a stellar opportunity to push the advancement of free software gaming

      Actually, this might also push the advancement of proprietary gaming, interestingly, at least on the server side. Any company will be able to take the GPL code and utilize it, since unless they distribute the code, the GPL can't come into play (as it is based on copyright law). And if the code remains on their servers, it isn't distributed. However there might be legal issues with copying it from one server to another, internally... IANAL.

      On the client side, a GPL client obviously can't be proprietized. But the server code might. I'm not sure it's a problem, but it is something people should be aware of. GPL server code may effectively be BSD.

    3. Re:How about some facts with all this FUD? by Catiline · · Score: 1
      Entirely free, as in BSD, or free-as-long-as-you-don't-ever-want-to-make-any-pr ofit-from-adding-to-it like the GPL?

      It's only when you want to change the code and force people to pay you for those changes that the GPL says "No". In-house, undistributed changes do NOT have to be sent upstream. So actually, you would be free to add to the game and not have to distribute the changes, as long as the changes don't get distributed. (Say, if you make server code changes.)

      In fact, you could couple your server changes (that don't get distributed) with client changes (that, naturally, do get distributed) and still "make [a] profit from adding to it". You couldn't go making changes to the client renderer and expecting to keep that proprietary, but you could (for example) re-implement the server's streaming algorythm for greater efficiency as "secret sauce" and be under no mandate to tell the world.

    4. Re:How about some facts with all this FUD? by fotbr · · Score: 1

      The problem, from a commercial standpoint, is that you still have to release the code for the client -- anything you want to do as far as communication would get distributed.

      True, you could modify the server side as much as you wanted, but most commercial entities are not going to be happy controlling only one piece of the pie.

    5. Re:How about some facts with all this FUD? by ezavada · · Score: 1

      While it's true that commercial software developers would be hesitant to only control one half of the system (the server, while the client is open and modifiable), there are some factors that could make this useful for a commercial software developer regardless.

      MMOGs are selling a service, not software. The majority of MMOG income is from subscription fees, and the primary reason people pay for them is because they enjoy the content and they want to be able to play with their friends. Some MMOs forgo retail box sales altogether and just have a free download and sell subscriptions (or digital objects).

      There's not much reason to worry about people replacing the server to play for free, either. Developing and operating MMO servers and creating good content is expensive. Even with an Open Source client it would be tough for someone to just create a new server that was compatible, reliable under load and had better content while significantly undercutting prices. This means that alternate servers would remain unable to attract the majority of the community.

      Furthermore, if you create your own custom art, sounds and animations, those key elements of the client would not necessarily be available to competitor. They are data and so could remain proprietary without violating the GPL, so users would need a license to use them. Even client side scripts might be able to remain closed source, but that seems like more of a gray area.

      MMO development costs continue to climb, and the availablility of an Open Source MMO engine could be a very attractive alternative to developing your own or licensing a commercial one.

    6. Re:How about some facts with all this FUD? by Bert64 · · Score: 1

      They would still need to develop their own compatible client...
      And doing so without violating the GPL would require rewriting the entire of the client and making sure it can interoperate with the server, so they wouldn't gain all that much.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    7. Re:How about some facts with all this FUD? by Bert64 · · Score: 1

      Most of these online role-playing games are subscription based... You pay for the service, that is for someone to host a server for you and thousands of other users on a fast enough connection to handle it.
      Plenty of scope for companies to make money here, entirely within the bounds of the GPL... It's just like the many thousands of companies that make money selling webhosting on Linux.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    8. Re:How about some facts with all this FUD? by fotbr · · Score: 1

      Selling hosting service doesn't require creation of your own IP.

      Companies are protective of their own IP, and many do not like the GPL because of the terms it imposes.

      I'm all for having an open framework; I just don't think that it should come with the strings of GPL attached. Drop it in the public domain, or license it via a BSD type license, and let anyone who wants it, do anything they want with it, including make changes they don't want to give back, and make money from their work.

    9. Re:How about some facts with all this FUD? by Bert64 · · Score: 1

      Who says they have to sell the game?
      Just provide hosting for the existing game, plenty of companies make money selling game servers for running counterstrike and quake etc.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    10. Re:How about some facts with all this FUD? by fotbr · · Score: 1

      Because businesses tend to be run by people in suits who don't really know much about the tech, and to most of them "we spend money developing this, then give it away and charge people to connect to our server to play" doesn't sound like a good business plan to them. Especially when one of those people-who-knows-just-enough-to-be-dangerous points out that since, at minimum, the client source would be available, someone could make a new server, and the company wouldn't make any money that way.

  45. Hooray by goodtim · · Score: 1

    I like how Slashdot's way of showing support for the project is by reducing the server to a smoldering pile of wreckage.

    --
    "Flee at once, all is discovered."
  46. Who needs a Massive, just give me a world engine. by LaminatorX · · Score: 4, Interesting
    I'm an old school online gamer. You know, telneting from IBM 3270 terminals from one of the last bitnet nodes, or hopping across nysernet or psinet's gopher servers, that sort of thing. (Yeah, the BBS & mainframe gamers are crustier than I, but that's where I'm at.)

    I've flirted with a few MMORPG's and they've all left me flat. They've got pretty pictures, but they're essentially just graphical MUDS. You kill stuff, you get gold, you buy items, you level up, rinse, repeat. The better ones at least have some faction based intrigue beyond just bragging on who cleared the new expansion dungeon first.

    The thing is, those old text based games evolved beyond all this hack & slash dungeon crawling stuff. On DuneMUSH if you got into a violent altercation it means that you were either fighting a duel or you had seriously blundered somehow. At its peak it had hundreds of users with characters, factions, and settings spread across a dozen or more factions on multiple in-game worlds.

    GarouMUSH is still running after all these years! They are extremely exclusive as to whom they accept as players, to the point that you have to submit an application with a character concept for approval before joining. They would often reject them at first draft and offer suggestions on how to make the character more three dimensional and "real." While there were occasional moments of ultraviolence (it was a Werewolf: the Apocalypse game, after all), most of the time you were just interacting in character, researching mysteries, tribal politics, mentoring cubs, whatever.

    In both cases, they had such depth for two reasons. One, was that everyone got to build items and to some extent environments using a simple C-ish language. You could even code special attributes and behaviors on to your own character to some degree. The other (and more important) reason was that the games were ROLEplaying communities. I don't just mean having a message board and giving advice to newbies. I mean that everybody (at least the ones who stuck around) was invested in making the game an rich world full of interesting characters living out engaging stories. Most of the time you didn't break character except in the chatroom areas and nobody built areas (at leas In-Character areas) that broke with the setting.

    Second Life is approaching and in some ways exceeding the versatility, but that's not exactly a game. Because MMORPG players are customers/renters, they (in general) have a very different attitude than volunteers/owners. The scale required to run one of those things profitably (coders, designers/artists, admins, servers, etc) beans they have to go for the lowest common denominator dungeon-crawl play style that appeals to a mass-market. WoW is amazing, but it's still all about dungeon crawling and leveling-up.

    What would be amazing about a working Free Software MMORPG engine is that you could have a small, comunity based game. Imagine a close knit community where you trusted your fellow players enough to create your world together. Worldforge has been trying for years to make this happen, but for as far as they've come it always seem sjust around the corner. Dropping a fully functional world, physics, object library,game engine, etc into the wild would free creators from having to develop software, and let them start developing worlds.

  47. There are other GPL MMOs by NotFamousYet · · Score: 1

    Planeshift is a very capable GPL MMORPG. If you're looking for a 2D MMO, The Mana World is great as well (even though it is not fully developed yet).

    1. Re:There are other GPL MMOs by MadEE · · Score: 1

      Planeshift has a very restrictive license on it's artwork, to the point that it is unusable by other projects. This on the other hand will cover the whole shabang.

  48. yes, yes it is. by Anonymous Coward · · Score: 0

    the fact that no one has noticed......
    Draw your own conclusions, I guess.

  49. Whoever front paged this deserves a slap by sinij · · Score: 0, Redundant

    Not only this article is a dupe, it is also a fund raiser for a failed project with little redeeming qualities, be it IP or code, that is not feasible as an Open Source. Money you donate are better spent elsewhere.

    1. Re:Whoever front paged this deserves a slap by Anonymous Coward · · Score: 0

      "Money ... are"? Are you Slav, or Greek? (From the username I'm going with Slav.)

  50. Buying a new culture. by GodInHell · · Score: 4, Insightful

    So.. you didn't donnate to the FSF to promote free (as in birds) software?

    Look, the ideal here is to create a new culture for the MMORPG community that matches the idea behind all the other open source projects - let you build your own system to your own specs for your own goals, without putting in all the dev time and work it takes to get the foundation down. MUDS have survived for decades on the idea that anyone can write a persistant world where people can come and play.

    This is to be the MUDing of 3D worlds. Every person who wants to design a few meshes and work up a couple maps can create a world for their buddies to come play in. With a bit of additional development the community could produce a product which creates "small worlds" for people to get together in. Perhaps even taping some of the other potential uses of MMORPGs, like conducting on-line confrences and visible databases. There are reasons to promote the "freeing" of a generic 3d world interface.

    Can't imagine how that would work? Imagine logging into a library as a floating eye-ball (not graphically, but just limiting the avatar to a floating camera). Ctrl-F to bring up a search window. Type in name of author or title.. boom, the camera jumps to the shelf that has a visiual representation of your file.. which you download by double-clicking on it. Around that file are visual representations of other files matching author or subject - just like a real library. just as a quick example.

    -GiH

  51. Let the cheats begin! by BubbaFett · · Score: 1

    How's an open source MMORPG going to stop cheaters who have the source code to presumably both the client and server software?

    1. Re:Let the cheats begin! by WPIDalamar · · Score: 1

      By not relying on security through obscurity.

    2. Re:Let the cheats begin! by Anonymous Coward · · Score: 0

      Well, how do we keep people from hacking web-applications, when the code for popular web-browsers and web-servers is freely available online?

      Security for networked applications is accomplished for online applications thusly:

      1) don't trust the client program (commercial MMOG's screw this up routinely)
      2) use good passwords on your severs
      3) design your software to fail gracefully when hacked or attacked
      4) be prepared to resolve hacks and exploits when (not if) they happen
      5) Make sure your developers follow rule #1

      You are desiging a program to be launched into a harsh, and unforgiving environment. It will fail. It will be attacked. Plan for it.

      After all, they put pressure doors inside submarines for a reason.

    3. Re:Let the cheats begin! by Slithe · · Score: 1

      Simple. They can stop it by not depending on the client to report the accurate state of HP/XP/etc., and they can only give the client information (about incoming enemies, etc.) when absolutely necessary. Basically, DON'T TRUST THE CLIENT!!

      --
      ---- "XML is like violence. If it doesn't fix the problem, you aren't using enough."
  52. Asymetric information by Bozovision · · Score: 1

    I don't know if anyone else is in the running, but you'd think that it would be terribly useful to them to know just how much someone else is prepared to offer for the source code. Even if there is nobody else willing to pay for it, people who wind up companies are bound only by the duty to get the best offer for creditors; the fact that this is a community offer counts for nothing. It certainly would be useful to them to know how much cash is available, to make sure that they get most of it. Tough if there's nothing left for running the system.

    So if I was the people putting together the community bid I would shut up about how much they have gathered and how much they will offer.

    Information doesn't want to be free; it wants to be used.

  53. Remove the 100 ton lead from the side of the ship by Per+Abrahamsen · · Score: 1

    The original company should pay both for the running cost, and interest on the development cost in order to be viable. The development cost for a MMORPG of the class of Ryzom is huge.

    With the new company, all the dept is gone, so only the running cost has to be financed. The original investors have lost their money (almost all of it, apart from some fraction of the 200000 Euro), but to continue running the game may be viable for the new company.

  54. Eliminate cheating by Per+Abrahamsen · · Score: 1

    How about a MMORPG that, as an option from the character creation screen, allowed users to create a max-level avatars with any items and stats that are possible to achieve in the game?

    Then the only players who would go through the low level content would be those who thought it was fun to build a character by playing the game.

    A free Ryzom would make it easier to try out new concepts like that.

  55. Why stop there... by serodores · · Score: 1

    Why not Web 3.0 it? Lets make it all smart and stuff... with AI and whatnot... I mean, that's never been done before...

  56. Wednesday December 19th? Not in 2006... by Anonymous Coward · · Score: 0

    Wednesday is the fucking 20th. Fuck, how about some fucking editing from editors! FUCK!

  57. BSD by serodores · · Score: 1

    I already commented at length within the Ryzom forums that I believe a better license would be a BSD license. Unfortunately, everything, including the artwork, will be under the GPL. First off, this doesn't make it impossible to make money from. You can keep the server code proprietary for your version, since you don't distribute the server code, although you would have to make the client code available to the public, since you distribute it for your game. Not a horrible thing, since you could get user communities interested in customizing their client/UI, leaving you to better develop the server and core code. Secondly, you can add BSD modules to the game, if you wanted, that operate with the GPL core engine. This could handle physics engines, etc., that you may not want under a GPL. My recommendation in the forums envisioned having a BSD cycle with something like an MMORPG, where the investors would primarily be a community of MMORPG developers. Suppose an MMORPG company has a choice of buying a physics engine for $50k, or donating $10k to make the same engine open sourced under a BSD license, where multiple MMORPG companies 'chip in'. They all get the raw code of the engine they are using, to customize as they wish, and they pay less than they paid before. In return, when they made sufficient changes and feel they have enough differences to still put them ahead of the competition, but would like to make a bit of change, they could 'sell' their changes where the others in the community chip in. Here's an example. Let's say I release a raw physics engine, similar to that in Oblivion, City of Heroes, etc, that includes base ragdoll physics. Everyone chips in $1-10k, and buys out the BSD license so anyone can use it, including themselves. One company doesn't like how some animations end up 'stuck' on certain parts, so they fix almost all of the 'stuck' conditions, and auction up their changes in a few years, after they notice noone else has quite gotten it right. Others chip in for the fix, and more changes progress. It'd be very interesting (to me) if things worked like this, although I'm betting there are business reasons against it. But as a huge plus, anyone getting into the MMORPG market would have all of the code the other communities have invested in and bought out, which gives them a great start. Although those MMOGs that have been using it would probably be more familiar with the code, and would need less 'up to speed' time.

    1. Re:BSD by Anonymous Coward · · Score: 0

      Suppose an MMORPG company has a choice of buying a physics engine for $50k, or donating $10k to make the same engine open sourced under a BSD license, where multiple MMORPG companies 'chip in'.

      Or suppose that they just want to rip off the BSD code without giving anything back, like Wine.
      Giving the cool kids your toys won't make them like you. They'll just take them and laugh.

      One company doesn't like how some animations end up 'stuck' on certain parts, so they fix almost all of the 'stuck' conditions, and auction up their changes in a few years, after they notice noone else has quite gotten it right.

      Or suppose they keep their changes private because that gives them far greater competitive advantage in the marketplace (in the conventional view of things, despite the fact that they lose any other value they'd gain) and don't want to give away all their hard work to a bunch of fanboys for a few dollars.

      I know that BSD zealots believe that corporations are santa claus in legal form, but the harsh reality is that BSD projects get ripped off and eventually fold unless they switch to a license that protects their community rather than dangling dollar signs in front of their eyes.

      You admit that people can make money under the GPL, so I'm at a loss to explain why you feel the BSD license will have a different effetc this time to every other time.

    2. Re:BSD by serodores · · Score: 1
      Or suppose that they just want to rip off the BSD code without giving anything back, like Wine. Giving the cool kids your toys won't make them like you. They'll just take them and laugh.

      Or suppose they keep their changes private because that gives them far greater competitive advantage in the marketplace (in the conventional view of things, despite the fact that they lose any other value they'd gain) and don't want to give away all their hard work to a bunch of fanboys for a few dollars.

      The point here is that suppose you, as Company X, has some software advantage over your competitor, in one area. As time progresses, your competitors are likely going to try and mimic that advantage (unless it's patent worthy, etc., but that's another can of worms). Instead of letting them mimic that advantage, where they spent money developing exactly what you developed, wouldn't it be cheaper to sell them this advantage, and use that money to create another advantage? If company Y dedicates their efforts in mimicing this advantage, now all of a sudden instead of Company X selling it to Company Y for cash, they lose out on income they could have earned. However, I agree, identifying exactly what point you should sell, vs. which point in selling is too early, making you lose more money than it's worth, can be a toss up. That's why theoretically, Company X would only sell software components that have been around for a while, but noone has found a suitable solution for yet.

      Theoretically, if you hit the right spot, you could become a combination of a service developer and a service provider (using services you develop, and selling them to other service providers). There are many large companies out there that host services, and sell server software so that others can host their services. Something very similar already happens in large corporations.

      The point of this model isn't to BSD the code and hope people contribute. It's to sell the code to the few that want it to make it 'free' for everyone. It can be profitable from a standpoint of those wishing to pay for it (especially if they are given the option of buying BSD code they can change, or buying a proprietary plugin for more money), beneficial for anyone attempting to start up from scratch, but the biggest question is how profitable is it from the seller's standpoint. However, also consider that the seller can sell support to individual companies wishing to use the software as fast as possible. That provides even more potential income for the seller, and is how MySQL, Red Hat, and many others make money.

  58. Already Open source 3d Fantasy MMorph by iplayfast · · Score: 1

    The game looks interesting, but I think that you should save your money, and just use planeshift http://www.planeshift.it/main_01.html which is already open source, uses the crystal space game engine (also open source) and is available for free NOW.

    Then again I'm not really into MMORPH's so maybe there is more to Ryzom then I'm seeing.

    1. Re:Already Open source 3d Fantasy MMorph by A+Naughty+Moose · · Score: 1
      Then again I'm not really into MMORPH's so maybe there is more to Ryzom then I'm seeing.


      With Ryzom you'll have the code for the server side and can freely redistribute the artwork. With planeshift, you only get the code for the client.
  59. VRML failed by jschottm · · Score: 1

    There are reasons to promote the "freeing" of a generic 3d world interface.

    Other than as a virtual meeting place, not really.

    Imagine logging into a library as a floating eye-ball (not graphically, but just limiting the avatar to a floating camera). Ctrl-F to bring up a search window. Type in name of author or title.. boom, the camera jumps to the shelf that has a visiual representation of your file.. which you download by double-clicking on it. Around that file are visual representations of other files matching author or subject - just like a real library.

    Other than the keyboard shortcut to bring up the search, why do you think this is any better than a well done web front end of a library in a web browser? The reason that 3D languages such as VRML fail is because it's a really poor metaphor translation that gives you the worst of both physical and virtual realities. Why would I want to spend time downloading and rendering room information when all I really want to see if the metatdata of the book, perhaps images of the cover, and text from inside the book. The 3D metaphor adds nothing but slows down the process and make it more annoying. The power of computers is that they mean we no longer have to walk down the stacks of a library to find a book and reach out and pick it up to read the dust jacket. Why would we want to bring that back in a pretend world?

    It's the sort of thing that a small subection of HCI geeks love and the public has uniformly rejected again and again.

    1. Re:VRML failed by Anonymous Coward · · Score: 0

      For what it's worth, there were some other factors behind the failure of VRML. Remember that it hit the scene in the mid 90's, when:

      - Low-end 3D cards were still in the $200-500 range and varied in implementation
      - Most people connected to the internet via modem
      - 3D editing software was anything but free, in any sense of the word

      Never mind that the viewers out at the time were all very proprietary and didn't work that well to start with.

      The average VRML page of the time consisted of a few cubes that linked back out to HTML pages. That was pretty much the most you could do in a text editor without loosing your mind, or out-stripping what a software renderer could do on the client machine. As long as you stayed away from textures, bandwidth wasn't much of a problem.

      So there was a lot more to its demise than the typical HCI problems. Nowadays, all the technical challenges are over with, and even some of the interface issues have been pioneered via 3d games. So the big hurdles are down to raw support and interest.

      I'd like to think the present computing environment holds out a lot of hope for something like VRML to come back to the forefront. As the current Web 2.0 environment has shown, not every developer/designer out there is going to get it right: but let one person do it well, and the masses will try to emulate it as best they can. Let some enterprising group work past the interface issues and the rest will follow.

  60. Re:Who needs a Massive, just give me a world engin by Anonymous Coward · · Score: 0

    this already exists. and coincidentally, it comes from the ryzom guys http://www.nevrax.org/

  61. The artwork by inigo_jones · · Score: 2, Interesting

    one way in which the purchase / open-sourcing of ryzom would be of GREAT benefit to the open source (gaming) community would be the instant availability of a library of pro-grade 3d models and textures.

    Anyone who has worked on the dev team for an open source game knows just how hard it is to come up with quality artwork. especially quality 3d models and textures! If one can find artwork to use, it is almost always licensed under a (non GPL compatible) CC license.

    Having the library of graphics for a whole world would do outstanding things for MANY MANY open source projects. I dont think it can be understated how difficult it would be for the open-source community to develop this mouch content on its own. there simply (currently) arent enough artists with the time and talent developing open source models.

    I dont think that it would mean that all the games would look the same either. Many artists/developers who dont have the ability to create these models and animations from scratch by themselves, COULD modify the Ryzom models to fit th need of their project.

    so... in short... this would go a long way to making a lot of open source games look a lot better. which is one of the biggest areas in which open source falls short of commercial.

  62. Re:Making P2P Network MMORPG by Teancum · · Score: 1
    Now this is an interesting idea in some ways.... and incredibly difficult to work on in practice.

    What you are missing here is that the purpose of most servers is to perform some kind of accounting system to do two somewhat different tasks:

    1. Maintain a "permanent" database of personal/character information. - Note that this includes not only current "attributes", but also any "quest" stage information and items "stored" in the "bank". This information you want to have highly protected as it will be the equivalent of theft if the information is modified in any manner outside of the game environment itself.
    2. Describe player interactions. - This includes not only messaging between players, but also any "combat" or "trades" as in-game content is exchanged. Even something as simply as having one person move around a room and have that reflected in the other player "clients" is part of this inter-player interchange.


    3. Now I've seen IRC-like clients done with P2P systems like Freenet, so the player interactions are at least potentially possible in some ways. Certainly you could have a "client" that would "know" who is in a given room/area and you could set up some sort of P2P system that would exchange this basic interaction information. To be efficient, it would be advisable to make this some sort of "custom" P2P engine, however and ignore the security layers of things like Freenet, unless that was also an explicit design goal.

      The permanent database issue is IMHO much harder to overcome. While there are indeed some semi-permanent distributed storage systems available, most of this is for public data that is deliberately "pushed" around depending on the demand for the information. For a smallish community like was found on a typical MUD from back elsewhen that had only 50-300 players, it might be semi-reasonable to have everybody to have "copies" of just about everybody else who is or has semi-recently been playing. That also implies an element of "trust" among those in the community to not screw with other people's accounts, even if it is security by obscurity.

      Of course that defeats the purpose of calling it "MMORPG" as it really isn't that "massive" in terms of numbers of people involved. Keeping track of thousands or even millions of other players simultaneously would IMHO be defeated rather quickly. There might be some ways to work around that issue as some P2P networks have done with distributed storage systems, but it still isn't going to be easy. Keeping information syncronized would be a virtual nightmare, and is something that a central server does much better than a distributed storage system.

      Essentially think of what it would be like to have a distributed network version of an airline flight reservation system, and the issues here are almost identicle. You have thousands of people each changing significant pieces of information that have to be syncronized simultaneously and updated nearly instantaneously for everybody else to see what is going on (such as canceled, full, or new flights).

      By far this accounting system is what causes all of the difficulties and expenses, requiring a true database with record locks and advanced database concepts to simply keep track of all of the information. A central server deals with most of these issues so smoothly that trying to hack some alternative is far more effort than is worth it. This isn't to say that in some abstract theory something like this might actually be possible, it is not going to be an easy task and is something that by itself would be a software engineering marvel to even have running at all. There are reasons why this isn't done at the moment.
  63. Not VRML by GodInHell · · Score: 1

    Other than the keyboard shortcut to bring up the search, why do you think this is any better than a well done web front end of a library in a web browser? The reason that 3D languages such as VRML fail is because it's a really poor metaphor translation that gives you the worst of both physical and virtual realities. Why would I want to spend time downloading and rendering room information when all I really want to see if the metatdata of the book, perhaps images of the cover, and text from inside the book. The 3D metaphor adds nothing but slows down the process and make it more annoying. The power of computers is that they mean we no longer have to walk down the stacks of a library to find a book and reach out and pick it up to read the dust jacket. Why would we want to bring that back in a pretend world? One of the things web front ends fail at is bringing you to related-but-seperate material in the way a library does. In a library you can go to a book you know, and without knowledge of titles or authors find topic-similar texts. You can quickly grab them, view them, and if necessary stroll down the aisle to find more distantly related texts. It's probably not best to envision this as a "real world" library rendered in 3d, but rather as a series of shevles located on a plain grouped by relevance.

    The advantadge of library research is that keyword selection ceases to matter. You don't need to know what your looking for in specific, only a subject or a single text can lead you to volumes and volumes of information - information you would never search for explicitly but would gladly consume if it came to your attention. A simple wed front end (text) is default limited to a certain set of presented data. If you place the entire text on a single page the site becomes jerky and unresponsive, takes forever to access search or alter, and generally dosen't perform well. When you want to enter new data into a standard system (wikipedia) you must create the page and hope you've used the proper title so that it gains linkage. With this kind of format you would go to the "shelf" create a "book" and insert it in the proper section of the library.

    The advantadges in my suggestion are admittedly narrow - but as I said, it was just a quick idea, not a final and solitary use for the proposed tool.

    One strength of free software is getting the power to innovate into the hands of the public. Maybe this idea sucks, it certainly won't change the way we live anytime soon - but what if it leads someone else to start creating digital theater, new tools for physics and engineering experimentation, or just a whole bunch of freely available entertainment.

    As a final comment, I don't find the comparison to VRML compelling - that software was clunky, the enviroments were not compelling in the mode of modern MMORPGs, and the systems of the time couldn't run VRML code at reasonable speed - it was an idea far before its time that was poorly implemented and baddly marketed.

    -GiH

    1. Re:Not VRML by jschottm · · Score: 1

      In a library you can go to a book you know, and without knowledge of titles or authors find topic-similar texts. You can quickly grab them, view them, and if necessary stroll down the aisle to find more distantly related texts. It's probably not best to envision this as a "real world" library rendered in 3d, but rather as a series of shevles located on a plain grouped by relevance.

      What you're describing is the advantages of semantic searching and well organized metadata, which is a backend and user content creation/management advantage, not a 3D advantage.

      With this kind of format you would go to the "shelf" create a "book" and insert it in the proper section of the library.

      Again, that's all about the meta, not about whether or not it's presented in a flat text format or a 3D rendered one.

      As a final comment, I don't find the comparison to VRML compelling - that software was clunky, the enviroments were not compelling in the mode of modern MMORPGs, and the systems of the time couldn't run VRML code at reasonable speed - it was an idea far before its time that was poorly implemented and baddly marketed.

      Virtually everything in computer interface development started clunky, uncompelling, and slow. Everything you said above is true of HTML circa 1994 compared to today's slick Web 2.17232(beta) pages. But the standard form has lasted because it was possible to create useful pages and applications in it. Had 3-dimensionality provided any actual advantage, it would have survived and evolved. 3D is good for simulating environments (games, tour $LOCATION, architecture) or representing physical objects that you _need_ perspective on to appreciate. It's terrible for presenting text information.

    2. Re:Not VRML by GodInHell · · Score: 1

      I guess we've reached the point where I say, I see your point, lets wait and see.

      -GiH

  64. Suckitude! by Anonymous Coward · · Score: 0

    Yeah, and it sucks, you beanbag-sitting, pepsi-drinking, propeller-hat wearing nerd!

    COCKSUCKER!(!!)

  65. Re:Making P2P Network MMORPG by Reziac · · Score: 1

    Lots of points to ponder, for sure.

    As you say, P2P-based would be more suitable for smaller groups. Which makes me wonder if those smaller groups could in turn interact, perhaps by creating "border areas" where players would be seamlessly shifted from one P2P network to another. You wouldn't get the whole universe at once, but in its composite pieces it could be as large as the number of subnetworks present. The individual subnetworks wouldn't need to keep track of one another, except at those points where they overlap. -- This would probably be more suitable for a scenario involving, say, interstellar events, where each planet is a single network, rather than "everyone all in the same forest at once".

    As to the database, maybe some form of encryption with public and private keys could be used. The system would have one key, and the user would have another, with both keys needed to alter data.

    I'm neither a gamer nor a coder nor an encryption expert, so I may be making up bizarre and impossible concepts. But I find it an interesting problem. :)

    --
    ~REZ~ #43301. Who'd fake being me anyway?
  66. I really hope this happens by OfficeSubmarine · · Score: 1

    I've always thought it'd be a blast to work on a mmorpg chatbot/ai. But there's never been a game that has the level of freedom needed to really get something like that in motion. The closest so far being second life, with a bot stumbling its way around and sending requests to an http server. Fun for a bit, but not really the kind of autonomous, mistaken for a human, creation that would be really fun to create. This sounds like it might actually allow for something like that, at least in theory.

  67. I'll host it! And so will Nate, down the street. by Nakarti · · Score: 1

    Haven't heard of Ragnarok Online?

    With an open-source server emulator, there are hundreds of private servers for that MMORPG, very few that charge anything(those that do could easily get sued by Gravity, the sellers of the main server access.)

    I imagine an MMOG that I can serve without any fear of contradiction or repurcussions. Heck, I could even charge money if I wanted.

  68. Lemme see if I have this straight... by the_REAL_sam · · Score: 1

    They want a DONATION in order to make a BID?

    Making a BID is free. Paying an accepted bid costs money.

    What I'm saying is that it seems they should be asking for COMMITMENTS to donate, rather than for donations.

    Anyhow, it's still neat...I hope they get their bid together and make it work.

    --
    "Forgive us our trespasses, as we forgive those who trespass against us." -Jesus Christ The Lord's Prayer
  69. lol Ryzom by Stormie · · Score: 1
    If you (like me) can see the benefit of having a fully developed MMORPG that is completely open source just donate a little, quickly!
    Sorry, I thought this piece was about that hideous disaster Ryzom, but then you started talking about open sourcing a full developed MMORPG? Which MMORPG is that? I might be interested in donating to it.
  70. SL by mattr · · Score: 1

    I don't mean to throw water on it and have never used RYZOM, but I think Second Life is planning to be GPLd one day when things cool off. Don't know how they compare.

  71. Blizzard wants control - bnetd by Sinistar2k · · Score: 1

    Blizzard wouldn't do it. They couldn't even stand the idea of somebody emulating their Diablo servers so that people who bought the game could play it somewhere other than battle.net.

    See: bnetd