The Struggle For Private Game Servers
A story at the BBC takes a look at the use of private game servers for games that tend not to allow them. While most gamers are happy to let companies like Blizzard and NCSoft administer the servers that host their MMORPGs, others want different rules, a cheaper way to play, or the technical challenge of setting up their own. A South African player called Hendrick put up his own WoW server because the game "wasn't available in the country at the time." A 21-year-old Swede created a server called Epilogue, which "had strict codes of conduct and rules, as well as a high degree of customized content (such as new currency, methods of earning experience, the ability to construct buildings and hire non-player characters, plus 'permanent' player death) unavailable in the retail version of the game." The game companies make an effort to quash these servers when they can, though it's frequently more trouble that it's worth. An NCSoft representative referenced the "growing menace" of IP theft, and a Blizzard spokesperson said,"We also have a responsibility to our players to ensure the integrity and reliability of their World of Warcraft gaming experience and that responsibility compels us to protect our rights."
Blizzard haven't really fight against the private servers good afaik, and why would they - anyone who has ever tried any of them knows how crappy they are.
Sure, it was fun to set up my own WoW server and get some friends to join it. I had fun with the console commands, made everyone admins and we got the max levels and best items and flying mode. Some fun moments messing around for one night with some beers - but to actually play the game on such servers? No please.
MMO's are in good position because the private servers can never reach the same amount and quality of quests, other players (major part in mmo!), raiding, instances, battlegrounds or in-game economy. MMO's are a lot about the community and other people you play with - they make the world.
The sad part here is people who might for cheapness reasons to play on those servers instead and think the game is crap, while in fact the server just sucks.
"amount and quality of quests, other players (major part in mmo!), raiding, instances, battlegrounds or in-game economy. MMO's are a lot about the community and other people you play with - they make the world."
Sounds kinda like...'erm....Wall Street. Should try that other MMO called "real life." Some folks even manage to eke out a living by playing.
The article throws around "piracy", "illegal" and "copyright infringement". But what do any of these actually have to do with the servers people run?
Surely all the "intellectual property" is encapsulated in the official client software (models, sounds, etc.), which more than likely was acquired legitimately from the developer/publisher, or is resident only on the official servers (dialogue, quest text, etc.). Third-party server developers only need reverse-engineer the communications protocol, and then implement their own quests and such.
Is the "illegal" action involved here no more than the violation of a EULA, or am I missing something about how these servers operate?
As most of you know,
http://en.wikipedia.org/wiki/Modern_Warfare_2
For the PC version, Infinity Ward has decided to implement a new matchmaking service: IWNET working through Steam. This system is nearly identical to the console version of IWNET. Dedicated server support is removed, eliminating the ability for mods or user-created maps to be incorporated. Because the multiplayer aspect runs within Steamworks, the PunkBuster anti-cheat system utilized in previous titles has been replaced by VAC.[28] In addition, the PC version shares the same 18-player cap as the console versions (matches are a maximum of 9 vs. 9).[29] Such decisions have created some controversy amongst the PC community.
I played it on Xbox 360. I was saying to myself: This would have been a great game if they would have had it in a version that had :
a. A keyboard and mouse
b. Private servers
I could pretty much give up my Counter-Strike: Source: Gun-Game / Deathmatch addiction.
I can understand the argument for MMOs: In order to do "massive", one needs "massive servers". I've yet to figure out the logic behind killing private servers for a first person shooter game. The only FPS game which I could see needing company-hosted servers is the upcoming MAG, but that's only because it has support for up to 256 players.
The alternative is inevitable: People will make their own private servers. And guess what? When they bend over backwards to do so, they'll probably skip out on the cd-key authentication.
Oh, wait, There is already a video of someone running a COD:MW2 private server.
As opposed to making private servers and allowing you to set the ground rules, they've given the average PC FPS player the finger. Guess who's giving the finger back now?
Discuss.
The fact of the matter is that, at least in the case of WoW, private servers are downright terrible. They are so incredibly bad that, after spending a few weeks trying some different ones, I was actually driven to spend money on the real deal to have a decent gameplay experience.
Besides obvious problems like population shortage, all the servers I tried had two things in common; the first was XP scaling. In every server I tried, without fail, the exp scaling was always either too low, making it impossible to level properly through normal questing, or far, FAR too high, to the point that you'd finish a quest and have to walk a few miles to find another one you could get XP for.
The second problem common to all of these servers is really stupid glitches, especially terrain glitches. They come in all shapes and sizes. On every private server I tried, it is basically impossible to do any quest around small houses or in a mine (unless you are part of a party or already too high of a level), because as soon as a mob notices you, ten or so mobs in other rooms notice you and charge you through the walls. On servers that already have trouble with not dealing out enough XP this is pretty damn frustrating.
Some games might be fine on private servers, but MMORPGs, especially those based on large persistant worlds like EVE Online, don't work that well on private servers. These player driven games need a large player base to work properly. Aside from bugs on those private servers and legal discussion my question is: Does it make sense to have private servers for "every" game?
There have been decent private servers for EverQuest for some time, Sony only tends to go after ones that get a player base. More recently, the mere threat of a classic server had them sending out C&Ds like nobody's business. Anyone familiar with the game knows that it changed a great deal in the 10 years it's been around. An eqclassic server is something their players ask for routinely and continuously are told, no.
Is running a database of the data: http://lucy.allakhazam.com/ any less illegal than running a database you need to have a copy of the client to view?
When will gamers learn that they shouldn't be modifying proprietary software, which they don't own?
Modify something that wants you to modify it or allows you to modify it.
You simply don't have the right and it has been proven in court (battle.net).
I wish decommissioned MMOs like Tabula Rasa and Auto Assault could be released to the public for private server admins to host. Unlikely to happen, so it remains my wish.
Blizzard did in fact try to take some measures a couple of years ago regarding South Africa and our fleet of Private Servers. Because of the high volume of "private servers" in SA (hosting all of Blizzards games [starcraft, d1,d2,War3, and WoW]) Blizzard threatened not to ship WoW - The Burning Crusade to South Africa. This fell through as the game was oddly enough available in Zimbabwe, and so suppliers were just importing the game. This being said, one of the main reasons PS exist in SA is because our pings to Blizzard servers(and everywhere else in the world) usually vary between 600-1200ms. It can be lowered to 350, but this requires a purchase of an unshaped account (which sells for over R125 per gig). So instead, SA gamers choose to rather enjoy a lag free game, rather than a full feature game. And with local bandwidth costing almost 10% of our "blended" bandwidth some players are almost forced into using PS. I'm not saying that this is a valid excuse to host PS, but sometimes when you are forced into a corner, you just have to make do with what you have.
I always love it when some major corporation making billions of dollars plays themselves off as some kind of victim. They were forced into it. Right. Reminds me of the the mob. We's didn't want to whack Joey, but der was no other choice. Hey, he was gonna rat, we had to do it.
Those poor, poor mega-billion dollar corporations. So victimized.
That's our life, the big wheel of shit. - The Fat Man, Blue Tango Salvage
I wish there was an alternative platform that wasn't so damned tied into the corporate money-hungry mindset. The only reason this is an issue is because the priority is money, rather than having fun. I'll stick to ID games that can be hacked and extended without all the corporate bullsh#t.
boycott slashdot February 10th - 17th check out: altSlashdot.org
Companies should give up their servers once they close them down and allow players to save their characters locally. The number of Final Fantasy XI servers keeps going down and with Final Fantasy XIV just around the corner, sooner or later Square-Enix are going to shut down all FF XI servers.
The best thing they could do is to at least merge everyone unto a single server, make it free-to-play and just keep it going for the sake of respecting their players.
From the summary, emphasis mine:
"had strict codes of conduct and rules, as well as a high degree of customized content (such as new currency, methods of earning experience, the ability to construct buildings and hire non-player characters, plus 'permanent' player death) unavailable in the retail version of the game."
Why would anyone want to play on a server that could kill them?
Player - the fat slob (anecdotal evidence to be sure) sitting in front of the computer.
Character - the blob of pixels that represent the aforementioned fat slob within the game.
(I'm shooting for Funny, but Insightful is okay, too).
So how do private servers get made? Are they based on leaked code, running something that ships with the game in a different way, or are they written from scratch?
is competition good, or is duplication of effort bad?
Seriously, for all of the "corporate bashing" in this thread; either complaining about subscription models or justifying reverse engineering, why is it that open source MMO projects don’t thrive? I remember when Ryzom was up for sale and a former community manager launched a very public campaign to raise funds to open source it. There was a lot of buzz. After it fell through, at least two OSS MMO projects sprung up from it; one game project which died within a week and another framework project which has one active developer (me) three years later. At least four other framework and game projects (Planeshift, WorldForge, Open NEL, Peragro Tempus) also tried to recruit among that populace. Of them, three are limping along with 1-3 active developers with only Planeshift having an active development community.
So why are people not clamoring to work on OSS MMO frameworks so that communities can run OSS worlds?
The reason that Blizzard et al are attempting to keep server code private is that if you only have one (or a central group of) server(s), you can tie that server into your billing / CD key verification server and make sure that people pay to play, which is not the case with private servers.
Ongoing payment is the core business reason for MMOs. Of course they're going to use everything in their arsenal to protect it.
It's better to vote for what you want and not get it than to vote for what you don't want and get it.
- E. Debs