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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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.
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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.
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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.
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.
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.
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.
I actually BOUGHT Tradewars to run on a BBS I never started.. but a friend has a BBS he's running through Telnet, gave him the license.
However I'm pretty sure it has not been open sourced, although if it has I'd love to see the link. Last I remember there was a telnet version or something, and it cost $.
Ah the joys of colonizing planets, buying big ships, and having it all gone in a turn when you accidently go to an unknown sector with some dudes planetary defense cannon, or if you had the add on, the borg :P
I miss the BBS days :'(
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