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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!"

7 of 280 comments (clear)

  1. 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?
  2. 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 Lemmy+Caution · · Score: 4, Funny

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

  3. 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.

  4. 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?

  5. 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.

  6. 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