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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."

31 of 125 comments (clear)

  1. WoW by sopssa · · Score: 4, Interesting

    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.

    1. Re:WoW by Tukz · · Score: 5, Interesting

      The best communites I have ever been a part of, was in MUD's (small communites compared to todays MMO's) and on "private" UO servers.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    2. Re:WoW by Snowtred · · Score: 5, Interesting

      I, too, messed with the private servers for awhile, with the same results. My friends and I messed around for a few hours, and then it got boring and we went back to our real characters.

      An interesting turn to this is training for raid bosses. So much time is spent clearing, ressing, gathering items, just for a wipe. You could reset to the beginning of a fight in less than a minute with teleport and item summon scripts. Get a whole raid of 25 with duplicated characters, getting 10-15 attempts on a hard boss in an hour, where it would take all day on a real server.

      Then with competitive Arena battles rising with real sponsors and cash prizes like the CAL league did for Counterstrike, it could become a big issue once people realize this advantage and get organized. Not just for WoW but the MMOs of the future, which I'm guessing will have substantial (and lucrative) competition-spectator components.

      A legit strategy, cheating, or just simply "unethical" by gaming standards?

    3. Re:WoW by your_neighbor · · Score: 3, Interesting

      It seems that a public private server is contraditory by simple inspection of its name. Some friends of mine host a private server, well, for private friends. The server is used mainly at night, since we work all the day. Once I was an addicted, lost one semester of college with UO. Now I dont have more the patience to PKs, being killed unadverted of a battle between those I dont care, and that sort of crap.

      I work 9h for day, mental work. My spare time, which is short, is applied mainly to have fun, no spaces to frustations. Being killed is normal to the game. Being abused is other history. This is why I look forward for these private server instead of public ones. And they are not -that- free, since someone is paying some sort of billing. I help my ppl with some bucks... less than the popcorn at the theater.

    4. Re:WoW by sopssa · · Score: 4, Insightful

      there will likely be class action suits against companies like Blizzard in the longer run and they will likely loose them. Having that in mind it might be smarter if they open up their servers and focus on getting paid for content they create

      That is just completely absurd. Or are we going to sue every company now that doesn't publish their server infrastructure or for-internal-use made software? Or companies that object to industrial spying?

      Not that there's anything bad with subscription model either. People pay it for cable TV, for Internet, for mobile, for rent. Or are you not using those either? $15 per month is actually pretty cheap for the amount of game play those games create, considering most people play them quite a lot.

    5. Re:WoW by PFactor · · Score: 2, Insightful

      It's only competitive if all players have access to such out-of-game training areas.

      --
      Don't believe anything I say. I crash test crack pipes for a living.
    6. Re:WoW by Tezcat · · Score: 3, Informative

      There is competition in the form of skill, and there is competition in terms of strategy and concentration. With many games a peak of 'skill' is achievable; but the best competitive players will spend time developing new strategies to defeat their opponents' strategies. This is what happens in games like Street Fighter, Starcraft and Chess:
      The meta-game BECOMES the game.

    7. Re:WoW by selven · · Score: 2, Informative

      Private as in "not affiliated with the government (ie. Blizzard)", not as in privacy.

    8. Re:WoW by Ash+Vince · · Score: 2, Informative

      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.

      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.

      This is exactly why Blizzard would try and shut them down, they reflect badly on the game as a whole. I know you could say only stupid people would think this, but stupid people can still post there opinion to the internet :)

      (See, told you so)

      --
      I dont read /. to RTFA, I read /. to offend people in ignorance.
    9. Re:WoW by geminidomino · · Score: 2, Funny

      This is exactly why Blizzard would try and shut them down, they reflect badly on the game as a whole.

      No, it's entirely about control. If they werre worried about things "reflecting badly on the game as a whole", they would have removed All-chat from the Barrens years ago.;)

  2. *yawn* by Ritz_Just_Ritz · · Score: 3, Funny

    "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.

    1. Re:*yawn* by JaredOfEuropa · · Score: 3, Funny

      Should try that other MMO called "real life." Some folks even manage to eke out a living by playing.

      RL has good graphics and very good immersion, but the quests suck, and the amount of grinding required to get anywhere puts Korean MMO's to shame. Besides, I'm not big on permadeath...

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
  3. Legality by Raumkraut · · Score: 2, Interesting

    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?

    1. Re:Legality by fiftyfly · · Score: 2, Interesting
      A common method of license enforcement is a serial check upon logging onto the official server network. Hosting your own server would, of course, avoid that.

      The problem as I see it though is that many online server networks do not make it easy or enjoyable or, in cases, even possible to setup games for the enjoyment of people who already know each other - particularly if they are in the same room. Explicitly working against local lan play makes many games a poor choice for those who would wish to use them in a social setting.

      --
      "Sanity is not statistical", George Orwell, "1984"
    2. Re:Legality by Aladrin · · Score: 2, Interesting

      Actually, that's not true. The server doesn't just let the clients community. It guides them, enforces the rules, and provides the spawns/drops. That means it needs to know everything about the maps and in-game stuff.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:Legality by daid303 · · Score: 2, Interesting

      The quests, NPCs and quite some other content is handed by the server. And might fall under intellectual property rights. As far as I know not a single MMORPG maker has gone to court with people running private servers. Usually they just send a letter threating action, and most private servers close down on that (as run by a group of friends, most of them don't have the finance or the guts to go to court over something like that)

      Some distribute full modified client versions, which is a copyright violation.

      But in the end, most private servers are left alone for a simple reason. They are not big enough, and full of people that wouldn't play otherwise.

      I've played on a private Ragnarok Online server for years. Lots of fun, met quite a few people there. (Unlike WoW, RO can work with just a small group of people) We never got in trouble for running that server, and we did client distribution with torrents.
      Private RO servers are way better then the offical thing btw, free, almost no lag, less bugs. They just lack the newest features sometimes, but not having 500ms ping times made up for that.

      In the end the server died because there where better alternatives (in MMO land), so a group of us started to play WoW. Now, of our RO group, atleast 10 people have started to play WoW. Offical server, so a private server actually did good for Blizzard in this case.

    4. Re:Legality by dave1791 · · Score: 2, Insightful

      Why bother with reverse engineering a commercial game server and putting your work at risk in the first place? Why not instead contribute to one of the real OSS MMO projects, such as Worldforge, Open NEL or Planeshift?

  4. Call of Duty: Modern Warfare 2 by Anonymous Coward · · Score: 2, Interesting

    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.

    1. Re:Call of Duty: Modern Warfare 2 by sopssa · · Score: 2

      Or play on PC, where there is keyboard and mouse available (plugging USB keyboard&mouse on xbox 360 wont work)

      But I guess the parent is just trolling about MW2 and all the things we've already heard and discussed before. It's offtopic too, as MMO private servers are quite a different thing than dedicated servers on FPS games.

    2. Re:Call of Duty: Modern Warfare 2 by Ma8thew · · Score: 2, Interesting

      Microsoft forbids developers from supporting keyboard and mouse I believe. Besides, it would give you an unfair advantage over gamepad users.

  5. Irony by pdusen · · Score: 4, Informative

    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.

    1. Re:Irony by r_naked · · Score: 4, Informative

      It must have been a very long time ago that you tried a private server, or you happened to pick a really crappy one that disabled LoS processing to save ram / cpu.

      The "terrain" issues that you speak of are a lack of 3D data in the maps (vmaps). This problem has been solved for a long time. However (at least on Trinity and MaNGOS) you can disable vmaps processing on certain maps -- this will save you some memory and cpu usage. By default only map 369 (the deeprun tram) is ignored since it has no 3D data in the maps -- we aren't sure HOW blizz handles LoS (line of sight) issues on that map.

      I would say that I am one of other scenarios ... the one that blizz doesn't like. I liked running my own server with just me and my wife playing that I quit playing on blizz's servers, and hell even started developing the database that drove the server I was using.

      --
      -- http://anonet.org -- The internet the way it was meant to be. Check it out, you may be surprised.
    2. Re:Irony by Anonymous Coward · · Score: 2, Insightful

      problem is most people whom just want to "play" don't seem to realize that in order for private servers to work... we have to reconstruct all the server side logic that the client doesn't have access too. There are numerous projects for making private servers for pretty much every mmo and all face this issue, so unless there is an insider to dump the server side logic. Its an uphill battle to get the same playability.

      If you want your quests to happen just like in game, capture the dialog, get an idea of what the quest is. Then join a project and help script that quest into the server side!

  6. a home for retired MMOs by spyrochaete · · Score: 4, Interesting

    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.

  7. South African WoW player by ultral0rd · · Score: 3, Informative

    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.

  8. Re:The poor corporate victim by Yosho · · Score: 4, Informative

    Those poor, poor mega-billion dollar corporations. So victimized.

    Just because a company has lots of money doesn't mean they don't have rights.

    If a company makes a game, they own it. If you want to play it, you have to agree to their terms. If you don't like their terms, ok, go away and play a different game. Sorry, you don't get to play the game and ignore the rules. Is that really so hard to accept?

    --
    Karma: Terrifying (mostly affected by atrocities you've committed)
  9. Re:The poor corporate victim by WizarDru · · Score: 2, Insightful

    Those poor, poor mega-billion dollar corporations. So victimized.

    Mega-billion dollar corporations? I guess if 'mega' translates to 2.9 (in 2007), then yes. For ALL of Activision-Blizzard, not just Blizzard...remove console sales from their and you lose between 1-2 billion. But assuming you meant 'mega' just as a pejorative, sure. Still, I'm not sure what your point is. Are you saying that simply because they're successful, that they rescind all legal rights to protect their interests? That if someone steals from them, it's OK because they're a big corporation? Never mind the fact that a big corporation is funded by thousands or millions of stockholders, both individually and through portfolios (including 401K and retirement funds). That big, bad corporation represents the financial interests far beyond some CEO paycheck. And even if it did, that doesn't mean that someone else is entitled to harm them or infringe on their work, just because they don't have the good graces to not make a profit.

  10. Re:The poor corporate victim by dave1791 · · Score: 4, Informative

    The principle is simple. You pay them 50 cents a day and they let you spend as many hours on their servers as you want. It is win-win for everyone until you bring an unwarranted sense of entitlement to the table. It's not food or medicine that Blizzard sells, its freaking entertainment. You CAN go without it and going without it would probably actually be good for you. If you don't like their terms, go elsewhere.

  11. Re:we need more alternatives by dave1791 · · Score: 2, Informative

    The only reason this is an issue is because the priority is money, rather than having fun.

    Company wants to make money, news at 11.

  12. Why don't we see more OSS MMO contributors? by dave1791 · · Score: 3, Interesting

    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?

    1. Re:Why don't we see more OSS MMO contributors? by AntiDragon · · Score: 3, Insightful

      Time and Effort and Expectations.

      The thing is, reverse engineering an existing game and duplicating whatever scripts or behaviours are needed on the server side to allow the commercial client to connect is far less work than doing it from scratch.

      To put it another way, for most OSS projects, you are your own master. You write the code when you feel you have the time and (unless you have some sort of mutually agreed deadline) there's no particular pressure to fix a bug other than the pressure you put upon yourself. For an MMO, there are players, live, playing on your server all the time. There's constant pressure - technical improvements and bugs to squash, desire for new content, need administration and various disputes to solve. MMOs are 24-7 and likewise so are the demands from your player base.

      When you create a server for an existing MMO, you only have to match what already exists. No one will be hounding you to add new content - the original developers will be doing that. You also have the momentum of an existing game with an existing fan base and it's own momentum and quite often a world that's been fleshed out with history, lore and so on. Create your own and you have to do that from scratch, you have to let people know you exist and you have to create both server *and* client.

      Projects like Planescape show that it can be done but ultimately it's the harder path. MMO players tend to have a reputation for whining too, so I doubt it's the most thankful development hobby you could have!

      (I have no first hand experience either way but this seems a likely explanation to my mind)

      --
      "...So I hung back and lurked. For 18 months. Can't beat a good old-fashioned lurking."