
Solipsis - a Decentralized Open-Source MMORPG 43
Anonymous Reader writes "Calling it an MMORPG is a bit of a misnomer because at this point there aren't any players, much less hit points, monsters, or flaming swords. Solipsis is an open-source project that aims to create a decentralized multi-user virtual world. It's still very much in its infancy, and as such the visuals are a bit lacking, but the aim is to create an endlessly scalable user-contributed world and it seems it's a nice platform to play with."
well, in theory. (Score:1)
Re:well, in theory. (Score:4, Funny)
If we're lucky!
Glorified Decentralized Chat (Score:2, Insightful)
Re:Glorified Decentralized Chat (Score:3, Interesting)
most MMOs (Score:4, Insightful)
and since its decentralized, server modification also. unless they store user data securly on a central server, cheating is gonna be BAD.
Re:most MMOs (Score:1)
Re:most MMOs (Score:5, Insightful)
When you get into a fight on one server (in a bar, for example
If you're worried that the <Lord Pants; Level 60> floating above your head won't mean anything because anyone will be able to do that... then yeah, you're exactly right. Some servers will follow conventions and some won't and that's fine. Hang out in the areas where you like the rules.
Re:most MMOs (Score:1)
Re:most MMOs (Score:2)
Croquet (Score:5, Informative)
It's not particularly mind blowing, but it has potential.
Cool... Let's see where this leads to. (Score:4, Informative)
With a client/server model, you can just say: "everyone trusts what the server says, what the server says goes". With a P2P model you have no such easy way out.
Anyway, I'll be very closely watching this - the only distributed system that comes close is opencroquet, but that's not really suitale for a real-time environment.
While they might not necessarily succeed, it'll be very interesting to see their experience and conclusions once their prototypes start being used.
Re:Cool... Let's see where this leads to. (Score:3, Interesting)
Here is an interesting article on cheating in MMORPGs.
http://www.arena.net/news/articles/mikearticle040is hacking the game part of the game? (Score:1, Offtopic)
it should be. they should call the game "hackers vs. GMs". oodles of fun! i'm serious. it would be awesome!
Neverwinter Nights (Score:1)
As others have mentioned, the cheating and stupidity will be the biggest hurdles to overcome.
As an oldtimer, let me say... (Score:4, Interesting)
*Waves cane*
We called them MUDs in our day! And people played with the concept of decentralizing them back then as well. Nothing ever came of it, AFAIK. As other posters have said, trust is a huge issue. There are other problems with latency, bandwidth, synchronization, etc.
Hacks (Score:5, Interesting)
For example: Have every client connect to the main server to track stats. If a stat gets modified faster than it could be changed in game, then an alarm goes off.
If you set up tons of trip wires like this, and institute a player based police system such as Halo 2 has, then you're set. If you don't protect a client side game against hacks, then if it gets popular, it will be hacked into the ground.
Re:Hacks (Score:3, Interesting)
Re:Hacks (Score:2, Informative)
For example: Have every client connect to the main server to track stats. If a stat gets modified faster than it could be changed in game, then an alarm goes off.
Under that assumption you have to at least allow 20 hours if not 24 hours of change. Sorry, but given the rate of casual players this would still screw them. You could still advance your character (characters with multiple computers or program instances) as if you were playing all day every day. Not nearly as fast as an insta-cheat, but still f
Hmm. (Score:1)
Re:Hmm. (Score:1)
Trouble. (Score:1)
Hopefully people would still have to pay to play. I think that subscriptions to MMORPGs set an entry level to prevent a lot of troublemakers from joining up and disrupting everything.
Otherland (Score:1)
Re:Otherland (Score:2)
Re:Otherland (Score:2)
Tad? Are you hearing this? Keep it up, dude! Give us more!
Re:Otherland (Score:1)
Re:Otherland (Score:1)
Nice... but unfortunately. (Score:3, Insightful)
However so far is a lot more of theory (and some mixed bag tech demos) than actual results. Lets face it, if a super MMORPG (like WOW) is having trouble to keep a lag free (more or less) environment by using centralized state of the art equipment and systems with lots of bandwidth to spare. What chances does a run of the mill client in a home PC have? (which is usually connected to a bandwidth sucker proxy which is connected to a bunch of dumb users with a lot of spyware installed) a: none. The lag would be completely unbareable is hardly noticeable for web surfing but for a system sending an update of several dozens of users each 2-3 seconds is a killer.
In the future we are going to see more systems like "guild wars" in which areas are instantiated for a limited number of users (including user based servers I think) instead of one server farm trying to handle all the users all the time. Now thats an idea that actually works! (although it takes the "massive" mostly out of the equation.) and it should be interesting for small developers.
Re:Nice... but unfortunately. (OT) (Score:1)
Is that like The Hudsucker Proxy [imdb.com]?
Re:Nice... but unfortunately. (Score:2)
I don't think the real lag would be worse then with normal server based MMORPG. The thing is, to play a game you have to interact not only with server, but with other client. Whatever lag other client have will affect you too while you are interacting with it in the normal MMORPG. In the central server case clients connect through the serv
Re:Nice... but unfortunately. (Score:2)
It May look that way but actually is not, the server (or the client) is capable of interpolating the data between packets transmitted, also is able to timeout a client if it lags too much. So although it influences lag, is only until the server chooses to kill it off.
In the central server case clients connect through the server. In the distributed case they connect directly.
Exactly, but t
It's been done before... (Score:2)
Bruce
Missing the point (Score:3, Interesting)
I think world boundaries and "streets" and other such metaphors for the physical world can be set up by using connection forwarding through other servers. For instance, if your Solipsis server is hosting a structure that's down the "street" from your buddy's server, then you would only accept incoming connections from your buddy's server. You would also block connection spoofing and maintain the illusion by checking back with his server to ask, "is XXX.XXX.XXX.XXX connected to you, and is it headed my way (trying to connect to me)?" Of course, lag issues would have to be worked out, but I certainly think it's something to work from.
I think goofy hacks will run wild, just like in Snow Crash, but server security can be set up to maintain a coherent world and keep out people you don't want around.
Re:Missing the point (Score:2)
Better in theory than in practice (Score:3, Interesting)
I really wasn't particularly impressed, to be honest, although I'm willing to give it the benefit of the doubt and say that it is still very much early days as far as the project is concerned.
There would also be a couple of major obstacles to this in the real world, sadly.
a) With regards to content in particular, Sturgeon's Law [jargon.net] would probably apply with a brutal vengeance.
b) With client-side character files and (worse yet) individual control of bandwidth from peers, you'd see 14 year old Neo wannabes swarming out of the woodwork everywhere, with things like the recent Blizzard speed hack, item duping, and so forth.
c) Although most people might, not everybody has broadband yet, sadly...and for this, everyone would need to. (I'm still on a 56k modem myself)
At least in terms of its level of progress, Croquet [opencroquet.org] is far more interesting. I downloaded it and had a mess around with it...and although there are some issues which could be majorly improved, (texture size needs to be made uniform, for one thing) it's coming along well. It will be a while I think before a sufficient portion of the online population will have the processing capacity or bandwidth for a networked version of Croquet to be large-scale viable...but when we get to that point it could be very interesting. It essentially looks like an ancestor of the sort of completely 3D, networked virtual environment that Gibson and others wrote about.
What this... (Score:2)
Re:What this... (Score:2)
So I would find Michael Jackson in MUD instead? That would explain a lot.
Sigh. (Score:1)
This would be awesome (Score:1)
When I first saw this article on Solipsis, I thought "w00t! Megaman Battle Network would become a reality!" For those of you who are not familiar with MMBN, it's a Megaman series game by Capcom. Basically, everybody lives in a world where everything electronic is/can be connected to the world network. There, people's avatars can move around, surf the net, delete virii, and such. That's what I thought of Solipsis.
I imagine that, sooner or later, through Solipsis or something else, people can set up their ow