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?
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.
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.
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.
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.
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 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