Archiving the History of Virtual Worlds
eldavojohn writes "Some members of the University of Texas are trying to create a repository to store the histories of online virtual worlds. They hope that game makers will take advantage of this repository as they define standards of how to save interactions not only between players and the virtual worlds but also other players. How many times have I destroyed you in a duel? Let's check the records!"
Some alien beings have partially downloaded the Enterprise's computer files. The files contain a history of a made up 'world' from a game that Wesley Crusher had been playing. The aliens believe this to be the true history of humans.
Of course the aliens believe that Wesley is the captain. Captain Crusher saves the day by traveling through time and re-writing the history file to show that he is actually the Alien's God and they should be friendly to the Enterprise. The aliens go on there merry way. Worf then kills, slaughters and eats Wesley.
Please open your BlizzardBook to the Gospel of Warcraft.
It looks like they are discussing recording the primary in-game events (they list the WoW plague outbreak and the death of Morpheus). This makes it sound like they really just want a nifty little wiki dedicated to each game. When they start talking about interactions between players, significance starts becoming very important. Are we talking statistics? Chat logs?
With real world history, we have the benefit of a (somewhat) objective viewpoint from which to determine how much the world has truly been impacted. With these games, and I say this carefully, who cares?
The statistics are important - how many people stopped playing after Morpheus died or the outbreak made them think the game was unfair. But do they represent history in a virtual world, where death is mutable and guilds form and die in weeks instead of years?
Take it to the limit, everybody to the limit, come on, everybody fhqwhgads.
Jan 3, 2007 12:42:35 Qzukk killed a rat!
Jan 3, 2007 12:42:37 Qzukk killed a rat!
Jan 3, 2007 12:42:52 Qzukk killed a rat!
Jan 3, 2007 12:42:53 Qzukk killed a rat!
Jan 3, 2007 12:42:55 A rat killed Qzukk!
Jan 3, 2007 12:44:23 Qzukk killed a rat!
Jan 3, 2007 12:44:24 Qzukk killed a rat!
Jan 3, 2007 12:44:24 Qzukk is now level 2!
Jan 3, 2007 12:45:38 Qzukk killed a spider!
Jan 3, 2007 12:45:52 Qzukk killed a spider!
If I have been able to see further than others, it is because I bought a pair of binoculars.
In EvE, if you add this:
http://www.eve-iss.com/external/maps/territoryanimated.gif (1.7MB animated gif)
with this:
http://eve-files.com/media/corp/CRII/ (map jpegs have dates)
You can get a relatively accurate look at what's happened in player controlled territory since 2003 in New Eden.
For the un-initiated, eve has it's NPC-controlled sandbox, it's all the space in the middle of these maps. In this space, you can do your mining, crafting, running NPC missions / quests, invention, market trading, etc etc. Space in EvE is given a security rating 0.0 ~ 1.0, with 1.0 being tightly controlled by NPCs and 0.0 being lawless. For the adventurous, 0.0 space has different rules. There's no penalty for shooting someone else's ship, there are stations that can be captured, sovereignty to be gained, bountiful assets to take advantage of, and all the PVP you can shake a stick at - from the small 5 man roaming gangs to the laggy 300v300 fleet battles (these are usually over territorial control).
Anyway, in a nutshell, there's the history of eve. At odds with each other for years in EvE are the Band of Brothers alliance (mostly UK, Euro, and US), and the Red Alliance (Russian speaking players, mostly).
~Wx
sig?
There aren't enough real events to chronicle, so we're moving on to virtual worlds? We've perfected news reporting with CNN and FOX so now we're going to start working on current events in WOW?
What is wrong with us?
too many stories to tell
and our planet is really becoming a virtual world
http://twinverse.com/
Yeah, the online gaming industry needs to get a life. All those damn CEOs with all that money, probably a new hooker every other weekend. They're such losers.
Seriously. Nobody really gives a shit about the official stuff. It's the impromptu weirdness (including Rainz' murder of Lord British) that they remember and celebrate.
So the average gamer has no influence on real-world events ... but they do have some degree of influence in game.
Therefore, document the influence you have in the game! It's kind of like making it into the history books ... kind of.
Well, for starters, my shoulders hurt like hell first thing I wake up in the morning. I can't find a position that doesn't cause them to hurt so much.
Another pressing matter: I just rubbed my eye after eating a banana pepper about 2 hours ago, without having washed my hand. I look like somebody shot my dog right before my eyes.
I've got a lot of weight to lose, I'm starting to get a bald spot, and I have a yeast infection on the end of my trouser trout that I'm seeing a doctor about on Wednesday 'cos the Cloromotrinasdlkjasdf;ljasdf;lj stuff isn't working.
And that's just for starters.
This seems like a strange attempt. You mean there aren't already tons of message boards that contains peoples personal experiences, wikis that provide in-game information, and tons of indexing by google of both of these? The best example of this I've seen was the effort by the Disney's Online Worlds wiki to document information about VMK while it was running, and then the frantic effort to preserve as much as they could before the game was shut down.
The ability to store 'demo' captures has been in Unreal since UT1 in the late 90s. I discovered this when I ran a server for deathmatch games and decided to keep a log of every game played. The format is a timestamped delta encoding of every movement, entity and actor in the level. Of course it occupies quite a lot of file space.
Many years later I stumbled upon a few gigabytes of this data on a backup disk. Watching through old games from different player viewpoints was very entertaining. Then it occured to me that certain players were behaving strangely. In my spare time I started thinking about how to analyse this data and eventually discovered it was possible to tell with a *high level of certainty* that some players were cheating all along.
Now I don't play online computer games much any more, but I still see the same problems and chuckle at games like WoW trying to detect and defeat cheats with client solutions. This will never work. But, given enough server side data you can easily see that some players are way outside the statistical norms for certain actions. Distributions show a typical curve from the worst to the best players, and then a separate, clearly identifiable peak of weird data bound to about 5% of players. My reckoning is that these are the cheats.
For example, one of the oldest cheats is a wall hack that allows you to see other players that should not be visible. What is the chance of a player being able to regularly track another within a few degrees of their location without this knowledge? When you run the sums on enough old games the cheats stick out a mile.
Just do a search on youtube for secondlife. Guaranteed you'll find lots of historical SL footage. Free hugs, Harry potter, and flying penises are all there.
Feed the need: Digitaladdiction.net
Seriously, what? That is precisely what this story is about, archiving the history of MMOs, how it's been done in the past, and why.
I care, but only a little, as a previous poster linked to a nice quick and simple animated image of land territory (IF) I was playing that game it would be a nice tidbit of information.
The only thing this tells me is, if you're going to make a game, keep logging/recording in mind nowadays (not to mention this helps being an admin against bug abuse). Since some games (growing) actually do allow replays to be saved for review. You don't have to be a nerd to find it interesting, you just have to play the game enough, or want to learn how to play and review what happened.
Strategy games are the best games to save replays in, because then you can view the opponents strategy and tweak his to yours. Whereas MMORPGs, a statistical report/highscores list would be better (I don't need to know every detail of what I did, and I'm sure others don't care either, just that I gained x amount of XP doing y task)
Some will like the logs, some won't, and that's based solely on whether you play for FUN, or play to WIN.
Would rollbacks be like an alternate reality?
Restarts are like mass amnesia?
Remember that time that rat killed you? You totally got served by that rat! Yeah... those were the days...
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
Whenever I see projects like these, I see how computers effect the lives of everyone. In the past with paper records, important documents like deeds were kept indefinitely, but general information like water bills etc. was kept for a few years, then destroyed. Now, everyone wants to keep every tiny aspect of our lives in some way, be it photos of kids every day for their entire lives, to Paypal keeping all of my transactions forever, etc. If this trend continues, eventually certain groups of society will be able to log and examine every second of everyone's life. While some documents including deeds and the occasional family photo are important, it shouldn't become an extreme burdon that I could be fined for J-Walking in 1983. I don't want someone knowing that I have said hello 7326 times in my life versus 203423 times I said hi. Humans are an imperfect species, and monitoring everything we do to then be punished/rewarded/fill the curiosity of others is rediculious.
Aren't there already enough permanent records of all the stupid stuff I do in the real world? Now I have to go back to single player.....
The first time I saw Cause and Effect, which is the episode you're referring to, I was three years old and watching with my parents. Needless to say, I started bawling because everyone was DEAD! My parents frantically tried to calm me down, and had pretty much succeeded by the end of the commercial, when they were able to say "Look, there they all are!" And then the ship exploded again, with exactly the same results. And again. And again. By the end, my parents were cracking up, but I wasn't allowed to watch Star Trek again until Voyager started.
Would be interesting to document from because while there is a lot of garbage in the old AW world, there is also a lot of history of the users that did things in that world.
Users were allowed to build virtual areas where they could hang pictures, sounds, and text. Pretty much a gussied up 3D web site of sorts in a world. There were various levels of creativity in designed plots of land.
The URLs to the sounds and pictures most likely don't function much more, but all the signs with text people left could be interesting to document along with the URL histories.
~~ Behold the flying cow with a rail gun! ~~
In the mmo Shadowbane (currently free) that emphasized pvp, gvg and total player city control, the map changed significantly. Though, some cities stayed for years.. Others last mere days.
--- We need more Ron Paul!
If this proposed archive does contain information about individual players, it could turn into an interesting little case study on privacy and modern technology. Many of the newer threats to privacy are about technology that can retain and search little details of your life online: the details individually may be public, but when they're all available at once they may start to feel like a breach of privacy. An MMO is a microcosm where the technology is already sufficiently advanced for this.
This can happen with the WoW Armory, where anyone with Web access can pull up game data on any World of Warcraft character. From this, others can infer things like how much time you've spent playing lately. A player might wind up embarrassed over a WoW addiction ("Level 70 already?!"), or be bugged to play more by less casual-playing friends who want a high-level buddy to go raiding with. (I have experienced the latter and I believe there was a "Penny Arcade" strip about it once.) What's interesting is that your character level is not secret information—it's publicly visible every time you log on—but the dynamics of privacy do shift when it's a "matter of record" for anyone to look up on a website, rather than observed only by others on the same server when you're actually logged in and playing.
Suppose that events in a virtual world were transactional and were logged to a change log, ala a DBMS system. Suppose further that you could rollback the state of the virtual world to a known point in time, apply a different transaction, and then replay the remainder of the transaction log. Obviously collisions would happen.
A popular topic in science fiction is "what would happen to the future if you went back in time and messed with the past?"
Why speculate? Why not simulate it using virtual world technology?
Obviously this is more interesting in some VWs than others (2L comes to mind as an interesting place to try something like this). And obviously, the meat of the discussion is deciding how to apply conflicting transactions..
I think it would make a fascinating research project for grad students. For a collision policy X, what is the total measured discontinuity between world W and W' based on a given historical modification. Have a few differing conflict resolution policies and see what the ramifications of each are.
Infact, there's probalby some sort of innovative gameplay dynamic that could be built around history modification. Assuming that time travel is atrociously expensive (in terms of in-game cost) and there's only a limited window of opportunity or impact while you're "in the past", how can players maximize their future outcome by manipulating world history?
(Yes, I'm aware of the Microsoft game that had a token "time travel" component in it. Obviously I'm talking about something more grandiose)
My opinions are my own, and do not necessarily represent those of my employer.
The article seems to be mainly concerned with recording the history of high-profile global events in virtual worlds, but this technology can go a lot further than that. Every single event can be recorded, and replayed later for our delight, amusement, education, and for less savoury purposes as well (like tracking and stalking people).
Many gaming environments have replay systems available, most commonly associated with their PvP side. Guild Wars provides a good example: with a keystroke you can enter Observer Mode, and choose which tournament or battle to watch from a large selection of recent events of different types. It's quite engrossing to watch the tactics of expert teams pitted against each other, and since you can control the camera yourself to follow a player (or leave it on auto) and monitor the skills that they use during battle, it's very educational for players within the game as well, and a good spectator sport.
If Observer Mode can be used to replay PvP tournaments, then it can also be used to replay every other event occurring in the Guild Wars world and any other virtual world or online game, and in principle this data can be stored forever, much as suggested in TFA. What's more, we're not talking about massive amounts of data either, because no video needs to be stored but only the stream of event data, which is hugely more compact. (And as a bonus it's a lot more flexible than video, since camera control is left to each observer and not decided at the time of recording.)
This event replay technology clearly has huge potential. Indeed, one day it could provide the "new TV", as this approach is not limited to virtual worlds alone. At the present time we can't really display real-world events in this manner photorealistically, but in a few years or decades that ability will come. And with that will come full digitization and replay of all events, in all our worlds. First we'll see virtual events that just look like real-world ones, but it's quite inevitable that there will be a convergence of the two.
It's very early days of course, but it already hints at a very interesting (but somewhat scary) picture of where we're heading in the area of event digitization and recording.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
The title of the story is wrong. The problem isn't Archiving history, the problem is Achieving history.
Shadowbane is one of the few games that really had an opportunity in this arena. I was in the beta for it long long ago, and if it hadn't had such a huge glut of bugs and horrendous launch, it really would have had a chance.
There can not be a history in WoW because nothing ever changes. Sure, there are occasionally 1-time events. The opening of AQ 40, or the Scourge invasion, but honestly, these 1 time events aren't a history, they are just a 1-time thing that you either got to see or didn't. For the vast majority of players, there is no imapact they can have on the world at all. They've killed hundreds of thousands of radiated gnomes, but Gnomerangan will always be inhabited by more of them. They've slaughtered Illidan over and over and over, yet he'll pop right back up again after the next weekly reset.
That's one of the big reasons why Warhammer online has a nice draw to it, there is a story that can be told, a battle between rivals where the map changes. An on going fight where every player is making a difference as to where the battle is being fought.
The down side though, is that it is a PvP game, which is a turn off to a lot of people. If it were possible to design a PvE MMO such that there was a progression over time in driving the borders of your empire forward (or retreating!) was possible, the effects could be huge. As players level they delve deeper into the un-civilized lands to find more challenging enemies, but as they slaughter more enemies, the enemies they face retreat, increasing the land mass of the empire, and pushing the battle lines out. Imagine riding through a farmers field on your steed and saying to a newer player, "When I was your age, this place was goblin country, we spent weeks clearing them out and months more patrolling before these farmers took hold here."
Just a thought.
-Rick
"Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
Seriously... history is hard enough to keep track of what with the country names changing and walls falling and whatnot. Then again, I suppose if some folks move to a WoW history class from a real-world history class, they might find it easier to graduate. Dumbing down America to match our fearless leader FTW!
LEEEEEROYYYYYYYYYYYYYY JHHEEENKKINSSSSSSSSSSSSSS!!!
http://www.youtube.com/watch?v=LkCNJRfSZBU
Least I got chicken!
People who always tell others to 'get a life' need to find something better to do.
Paying taxes to buy civilization is like paying a hooker to buy love.
Actually that's just the thing: those stereotypical EA and Sony CEOs probably care more about the money, than about each time M33tm1ss1le ganked PigBenis in their game.
Even for a game designer, you're just a statistic. Even the guy scratching his head about balancing priests in the next patch, probably cares more about the percentage of times a priest won against a rogue. Not about the individual events.
Heck, even looking at RL history, we're only really interested in the big picture. We may be interested in the fact that Brennus's Gaul army crushed the Roman army by totally pwning the newbs on the wings and then enveloping the centre. But nobody gives a fuck about exactly which Celtic warrior killed exactly which roman, and viceversa.
The saying that comes to mind is: not seeing the forest for the trees. That's the problem with looking at the details of billions of data points, as opposed to the big statistic.
So basically even if it were RL events, nobody would want to know it in the detail that the summary implies. For online games? Heh. In UT alone there were many millions of deaths per week after launch, or more death per second than at Kursk or the famous wipe at Cannae or Teutoburg. Nobody sane is interested in _that_ kind of level of detail.
At best, a few people will be deluded enough to think that someone else gives a flying fuck about how many times they pwned who. As the summary seems to imply. You know, that all will bow before the mighty PigBenis because of his score.
So, yeah, it's a shame that the OP will probably get modded down, because that's exactly what it is: anyone thinking that humanity is interested in knowing the how many times PigBenis won against M33tm1ss1le, needs to get a life. Not because it's a game, but because it's that fucking stupid even from the perspective of a games addict. Again, nobody is interested in that kind of detail even for RL battles that (arguably) changed the course of history. And that goes double for anyone who thinks that _he_ personally is that important and worthy of having his online exploits documented for all to gasp in awe.
A polar bear is a cartesian bear after a coordinate transform.
No more cartoon sex!
Theres very few game worlds with history worth tracking. "First 1000 players to complete XYZ quest"? Yeah whatever. For the most part these virtual worlds are totally static, modulo periodic content updates.
I'd be interested to hear what games have good data to track. Eve has outpost data and sovereignty data available via an API that tells you the status of the universe, although theres no long term historical data available from the company.
Planetside and maybe DAoC might have data worth tracking, but I have not played either. Anything where player controlled PvP regions make up a large part of the game world probably is similar.
What games do you think have data worth tracking?
I already get sick by those "in popular culture" entries in Wikipedia...
This a perfect example why humanity will fail to survive: collecting every peace of crap, unable to find the important informations, instead of solving _real_ problems some university nerds waste resources.
Go and work hard for your money!
No, because my hobby is saving babies.
Solid gold babies.
Athiesm is a religion like not collecting stamps is a hobby.
OT, but you know it's spelled Atheism, right?
A student interning at my workplace was writing a thesis on communication via the internet (e.g. HTML forums) across great distances in rural Africa a while back, when the site was suddenly removed.
Thanks to me finding it on archive.org, she could still complete the thing and not look like an idiot.
To have something similar for gaming, we'd need not only promo-trailers and cover shots, but actual video (of recorded gameplay) or demos of the game.
But I'm an FPS'er and when it comes to roleplaying I'm all pen & paper, so it may be different for these MMORPGs or whatever. What happened to MUSH anyway?
Defining Statistics and Social Research
Now we can carry virtual wars into the real world! Won't that be wonderful? Why do people intentionally TRY to create conflict? What is the point of history? We do not learn from it anyways, so that cannot be its purpose. Its only possible purpose is to obfuscate what actually happened, and create further tensions.
To have some sort of record or replay of the really great moments in WoW.
The coolest one I saw was a literal herd of lvl 60's that made it into undercity, captured, !and held! the kings chamber for like 20 minutes. It was pretty cool, then one of the big DOT's got aggro'd and ..
Oh my god. I am one of those people. I'm burning my computer.
a.c.
Can you imagine if what we are, our world, our lives, are all virtual? wouldn't that freak your mind? we don't exist, except by intelligent design? a computer simulation? ah! and imagine this, whoever is running our app, what if he/she/it was also a virtual simulation too!
On the plus side, it means my ex never really existed, and that's good to hear.
On the bottom side, why am I simulating this post in the first place then? uh? :)
plan B for using up the available space that comes with ever-cheapening storage. (Plan A was porn, but as we all know that just encouraged us to make storage even cheaper).
http://www.uomovies.com has almost 2500 videos posted of Ultima Online across many servers, since August of 2004. It is without a doubt the largest online video/recording repository and sharing system for UO.
I'm quite proud of my little community and having helped to document the history of UO in this particular way, as well as helping players share their shenanigans with the world and provide visual fodder for crap-talking on UO forums worldwide. It's also nice since I haven't played the game in almost 4 years to still have some kind of connection to it.
# Minsc TDP of UOMovies.com
Full site block robots.txt files limit the sites use, and it still doesn't account for the huge gap from 1994-1997 when they really kicked into gear their archival efforts.
On another note, if these guys were going to do this project seriously, they would be tracking down Meridian 59 players. That's the first graphical MMO to feature a real time online wedding between two U.S. players from each coast. Meridian 59 always seems to get lost in the mix, and it's a shame because it was pretty cool for the time.
since they popped out of their moms'. Just pathetic.
I'm talking about the one where someone shot Kirk with a "web bullet", a particularly nasty weapon that extended a kind of fungal growth through his entire body causing a slow agonizing death. I believe it was by Diane Duane... at any rate I was told the author claimed that scene was the most satisfying one she'd ever written.
I bought the book, and was not terribly surprised and only a little disappointed to learn that Spock had to go back in time to save the universe (again) and only incidentally prevent Kirk from getting shot.
675 terabytes of: "you ganking faggot!" "I ganked yer mom" "lrn2noob" "wts conan's hairy balls" "why r u on rp server with l33t name fucker?"
Life needs more saving throws.
Brilliant now that 1 time I tossed a frag grenade into my teams bunker to kill an enemy, but ended up fragging 7 of my teammates will haunt me till the day I die.
One a brighter note, I got the bastard!
I am Bennett Haselton! I am Bennett Haselton!