Open Sourcing MMOs
The Stropp's World blog has an interesting editorial of the pros and cons for open sourcing MMOs, especially those that have "died." Stropp examines both sides of the issue and makes some compelling arguments. "So, there are some good reasons for a company to open source the game that it is soon to retire, and there are a couple of good reasons against. What to do? If opening up the client is not an option, open up the server code. This would allow the open source community to take the software, install it on a community server and open it up to the fans. Other players might want to grab the source and create their own private servers, perhaps with different rule sets for PvP and the like. The life of the game could be extended for years, supporting a thriving community."
If you open source the game, anyone can read from source how all the quests and puzzles work.
Kinda defeats the point of playing..
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It would be great if Cyan open-sourced Myst Online. They are now in the process of resurrecting the game for the second time. Myst Online has a crowd of almost religious followers who would be very happy to be able to keep the servers running after the games final death.
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Why would they want to extend the life of their game? They want you to buy the new one!
Didn't they do this with UO?
Oh, wait, they reverse engineered the protocol, made a ton of implementations of the server, and the game is still played. There was even a new official client version in 2007, according to the Wikipedia page. http://en.wikipedia.org/wiki/Ultima_Online
I'd love to play Galaxies or Matrix Online, but I'd never pay for them, just like I never paid for UO, yet played it religiously for three years.
Colin Dean Go a year without DRM
The simple fact is, its volunteer work and as such it is not a priority for those doing it.
Lets throw in a few other issues.
1. Differences. It is very hard to have a leader over a project like this in an environment where a dissatisfied group can up and fork their own
2. Feature creep.
3. Boring crap. All the graphics needed for the client. This collides with issue #1. Designers want X but available artists deliver Y.
4. Time, time to deliver something playable isn't quick if they want a lasting product. Linux didn't spring up overnight.
5. Mindset. Too many would come at it with the mindset that "if only game X did this". Well see #1. Everyone can't agree and many lock into a pattern of wanting to do X because either they liked X or didn't.
Really I don't see any large scale MMORPG like those given. I can see a contribution based one where the approach is modular like Never ending nights yet that still would require a good deal of client and server work. Yet the base framework could be created to allow people to sub the art in and if the scripting language is good enough to build their own. I am sure there are many examples of this already but it probably comes down to #1 again. Differences.
* Winners compare their achievements to their goals, losers compare theirs to that of others.
I'm willing to bet most MMOs trust the client to some extent, in order to reduce their load. Open Sourcing them might not be such a good idea.
thus they don't need to be open sourced..
every day http://en.wikipedia.org/wiki/Special:Random
The only thing they have to lose is in rereleasing the "new" and "improved" version in the future (many people will stow file cabinets worth of stuff in thier basement for 20 years hoping it will be "worth something one day", instead of letting people enjoy it for free). I dunno if they really lose this but certainly most people are terribly nervous about thier IPs being used outside of thier control.
I can see thier argument to some degree, but once the game is "officially dead" they need to put "need before greed" and let the community have it. Like the great Jerry Garcia said about people taping dead shows; "Once Ive played a note, Im done with it. Let the fans have it."
Ohh spiteful one tell me who to smote and he shall be smolten!
Because the reasons to play a FPS (most updated graphics, best new gameplay features) aren't the same reasons to play a MMO (building a character, seeing time invested result in virtual properties). The 5-year old MMO can compete very well with recently released MMO's (Warcraft vs AoC).
This is why MMO's aren't OS'd, and probably won't be.
How do you support a website with bandwidth usage comparable to youtube?
My solution is to let various MMO game apps running on a cluster of servers, and add a subscription and/or advertising to that cluster.
This would be an extension of having shared forums in a single machine. The owner of the machines doesn't have to deal with game user accounts - that part is controlled by the game masters.
Games such as Quake, Counter-Strike, etc, work just fine because they are meant to be split into 8 or 16 or 32 player chunks. MMO's are meant to be played by literally thousands of players. How do you group for an instance if only 100 people even have accounts? You certainly can't raid. How do you do large scale PvP battles? You can't. How do you have an economy when only 1 person is selling something and the other 5 people don't want it?
My second point is this..
BANDWIDTH!
WoW takes about 2-4KBps per person of bandwidth. Multiply that by lets say a minimum of 100 people we're talking 200-400KBps dedicated and this doesn't allow for growth. Pretty sure my upstream on my home connection is capped at 64KBps. I don't want to think about paying for a business class line to let people play a dying game for free.
There is a reason MMO's will stay corporate, it takes a lot of money to keep them running. Yes, you can have offshoots, just like people run private WoW servers, but those aren't MMO, they are toys, novelties, something the masses will never join.
I've seen many games thrive on user created content, and it is going to be seen more and more often. Games like Counter-strike started out as a modification of another game (halflife). Now Counter-strike itself has mods. (Mods of a mod if you will) In terms of MMO's, In World Of Warcraft, I don't know any guild that doesn't require several certain add-ons for raiding. The add-ons are of course not made by Blizzard but by the community. Instead of making the game incredibly complex by offering every utility built-in that a player might want (not to mention the work involved)- They've opened up to allow players to create the add-ons so the players can pick and choose how to play. They've even gone so far as to allow complete customization of the GUI.
Wouldn't this make it incredibly easy for bot writers as they would know all of the anti-cheating countermeasures built into the game?
Not to say that this is a bad idea, I feel that a lot of times MMO companies fail because they do not listen to their users, this would simply be taking it to the next level if implemented well.
They don't open source old games probably for the exact same reason any large legacy project isn't automatically open sourced - licensing issues. There are probably large swathes of code they don't have the right to release in such a manner. Game companies very rarely write all their own code from the ground up. Instead they take some basic building blocks (graphics engine, sound engine, network engine) and build around that.
In some cases, they simply take an existing game engine, license it and add their own content. Interestingly enough, one of the few game companies that has a reputation for opening the source on their old games is also one of the few game companies with a reputation for completely rewriting the engine from scratch every time (a.k.a. ID Software)
Even if you somehow wave your magic wand and make all the licensing issues in the engine code disappear, you're still left with the same issue for art assets: There are often a large number of licensed art assets (textures, music, etc etc) in a game as well.
Planeshift, a project I worked on for a short while, is an independent open-source MMO. I was only involved for a year, but it's been around since the 90's I think, and is still going pretty strong today. Pretty amazing. Open-sourceness doesn't seem to be a negative thing for them, as many developers come and go to support it. Just thought I'd mention it, even though TFA seems to be talking more about commercial ventures.
Auto Assault was great. Sure, it failed, big time, because it wasn't really the kind of game you want to pay $15 a month for, but it was still a fun casual game. If it was buy-once-play-forever, I think it would have done much better. When they killed it off, people begged for some kind of lifeline. I just wish they would let people run independent servers, or Sony or NCSoft would pick it up and add it to a "play all our games for $x/mo" type of service.
Just mentioning this shows how "Get-Off-My-Lawn"-old I am...but anyone remember Tradewars 2000 - the old BBS/Doors game. I think they did open the source for that game...granted, it was text-based, but it was still a really great (and in my opinion, the "first great") MMO.
They still have some sites that host the game, I think.
OS MMO? You mean like World Forge?
There is an Open Source MMO project, launched over ten years ago (I remember it was announced on Slashdot) called WorldForge. It, so far, has failed to really go anywhere. Don't get me wrong, it has stayed alive, and they do have some tech they've built. But nothing that's really much of a game. They've had various things that I would describe as 'prototypes' or 'tech demos' - I check in on them every year or two to see what they have.
WorldForge has it's developers, but for whatever reason, it never seemed to reach that critical mass where there were a lot of developers, artists, writers, etc who really jumped in and started building a true MMO with it, that I can tell. It's interesting, but for whatever reason, it seems like an MMO is just something that, at least so far, doesn't seem to work well as an Open Source project.
WorldForge
Sun has the Darkstar engine which is open source -
http://projectdarkstar.com/
Being bitter is drinking poison and hoping someone else will die
If the company is large enough to create a successful, large MMO, you may be assured that they are exclusively interested in making a profit - no matter what their PR claims.
Opening their code will not cause profit, probably causes licensing issues, and might distract from their latest game.
Simple.
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I don't think it would really be practical to open the source of a dead MMO because of all the non-source assets in such a game: the art assets (textures, models, sounds, music, etc.). Plus, any open MMO will have rampant cheating, which will kill any real interest that a larger community may have.
I think the best thing that can happen to a dead MMO, meaning after they have pulled the plug and shut down the servers, is to release the server software to the public. Not the source, mind you, but the software as a closed-source package so that the community can take over and at least run the game in its final state.
Anyone have any idea how much computing horsepower and bandwidth it would take to host a single, fully populated WoW realm? Of course, after the death of WoW (which will probably not happen for a few decades), a lot of the interest in private servers will be for small groups to get together and not a full-blown realm (though the possibility of a few privately owned full-blown realms does exist).
Intelligent responses welcome, flames will be met with marshmallows.
Well I guess that a great company who want to create a new buisness model could:
1- Create the software.
2- Host de server.
3- Get a community driven game content creation.
Like Linus, the Company act has "accepting" or not the new content on the server. The company can "blur" the cards, by changing coordinate or the X,Y,Z factor for the sake of secrecy. So the CIE is the integrator.
So, while it's not open source on the sense of the software, it could use all the great concept of community driven creations to content. (so a lot of new content each week for the player base = WoW cannot compete here)
The only problem with that, is the majority of MMO don't get the proper game content editor for their own staff. Vanguard for example, didn't get editor... all the stuff was directly program into the 3D world. (don't try to understand why it has crumble under a deluge of bugs)
Jourdelune
Nice example, and some games have far more drastical limitations:
In Day Of Defeat: Source (a HL2 mod) admins can set a "maximum ping" in the millisecond range.
I often see messages like "Player X was auto-kicked for breaking the 150 ms latency limit".
C - the footgun of programming languages
Yes, all the MMOGs that trust the client have been subverted and people can cheat in them. They still do it anyways though. Look at wow, you tell the server where you are, and it trusts you. This is why people can teleport anywhere they want in wow. Rather than fixing this, the idiots at blizzard (who made this same mistake before in D2 btw) added extra code to detect people teleporting and ban them.