Build Your Own MMOG 207
yebb writes "CNet reports about a company called Multiverse that has just begun beta testing of its platform for creating and integrating online virtual worlds. They are allowing developers and companies to use their online framework to expedite development of online games. Their network is free to use as long as you don't make any money from it's usage, but they also provide open source client applications to use or modify as you see fit." From the article: "'The business model is long-term,' said Richard Bartle, one of the pioneers of online games and an editor of Terra Nova, a leading Web site about virtual worlds. 'Although Multiverse's software will help speed up the to-market time for companies, it's still going to take developers ages to create content.' While Bartle is cautious about Multiverse's business model, he's fascinated by its potential."
Pre-CU (and NGE) SWG server maybe? (Score:2)
Acronym translation (Score:5, Informative)
SWG = Star Wars Galaxies
CU = Combat Upgrade, which changed SWG in large ways, making it incompatible with previous versions. This led to pre-CU servers being made for people who preferred the old way
NGE = New Game Enchancements, which did much the same thing in terms of splitting the userbase.
I read too damn much gaming news.
Re:Acronym translation (Score:3, Informative)
The rest is accurate.
My mistake (Score:2)
Re:Acronym translation (Score:2)
Re:Acronym translation (Score:2)
<obligatory
Has anyone got the
</obligatory
-Jar.
Distributed MMORPGs (Score:5, Interesting)
I suppose that would open a whole new slew of issues, though.
Re:Distributed MMORPGs (Score:4, Interesting)
The goal was to have a server that could be distributed, so that say you direct your avatar to go through portals which would transfer your avatar and any compatible objects you were carrying to the linked server. Really the idea was to make the equivalent of hyperlinks, but that the servers would negotiate a transfer of the avatar and in game objects.
Some of the issues that came up (all solvable)
*security - ensuring that game objects could be transferred from one server to another without violating any rules of the local server.
- we looked at parsing the incoming python for undesirable code in the same way that "Wizard" created code would be validated on the local server.
- also having several levels of trust available between servers. (ie peered servers, trusted servers, unknown servers, banned servers and the ability to specify what individual privileges would transfer and correlate between servers)
*saving game state - assuming what if the remote server crashes, would we save any game state in the client (but what about cheats?) Probably just leave reliability up to the local admin and have a inactive copy of the avatar left on recently visited world servers so that you could just reconnect and pick up where you left off (more or less)
*also, game experience. What would you do about themed world servers? So, that if I was say on a Star Wars themed virtual world, and then went through a portal to a Barney themed world server, would my Chewy avatar suddenly turn into a Purple dinosour or would there be some sort of "Customs" border process where by you went through and specified preferences the first time you visited someplace. But that might really interfere with game play...
Anyway, those are a few of the things we talked about. The project is dead, codebase didn't include any distributable elements. Seems like distributed MMORPGs are wide open for an open licensed and non proprietary standard for connecting MMORPGs together to really create a workable metaverse [wikipedia.org].
Re:Distributed MMORPGs (Score:3, Interesting)
SuperNodes? (Score:3, Interesting)
Re:Distributed MMORPGs (Score:3, Interesting)
Actually I was thinking it would be more fun and interesting the more exotic the differences and if sometimes you could have arrangements between differently themed worlds to allow migration of items and characters with all their traits across worlds. Likely such linking could only be done across trusted servers, so that you woul
Re:Distributed MMORPGs (Score:2)
Re:Distributed MMORPGs (Score:3, Insightful)
So no, I doubt anyone will ever get around to making a truly distributed MMORPG. Keep in mind that all MMORPGs are distributed by nature (as the client and the server both have a set of responsibilies), but as far as distributing the server part, it just gets too complicated.
But then a
Re:Distributed MMORPGs (Score:3, Interesting)
Re:Distributed MMORPGs (Score:4, Funny)
Re:Distributed MMORPGs (Score:2)
Since Blizz had no control over what people did on their home computers and there was no CD-Key system in D1 people could do anything they wanted, and they did.
90% of D1 players cheated, 9% were liars, 1% were foaming-at-the-mouth elitist-legit zealots.
How about 3D FPS? (Score:2)
Re:Distributed MMORPGs (Score:2, Insightful)
Re:Distributed MMORPGs (Score:3, Insightful)
Re:Distributed MMORPGs (Score:3, Interesting)
A 'distributed world' would make more sense (and probably what the parent post was saying) if 'zones' would be distributed. So running to the edge of one 'zone' might switch you to another one that might live on a different server at a different location. This of course might include a different type of game server if the client would be able to manage both. So you go from a street-based game and hop in a rocket a
Re:Distributed MMORPGs (Score:2, Interesting)
The whole issue? (Score:3, Insightful)
All you need is one renegade sysop handing out +127 boltlightnings or modifying stat points and the entire site is gone, all users have to reset. Do you trust others with that much control over your system?
I suppose if you really had to do something like that you could introduce realms where attributes didn't carry over (say, air, fire, water, spirit or some such garbage). The problem is that to make it work your stats and items c
Re:The whole issue? (Score:2)
You can flag objects (avatars) with various aspects. Regions as well.
This land, that I own, does/does not permit combat. Avatars start killable/unkillable.
All you really need is a permissions system; think Unix
Re:The whole issue? (Score:2)
How do you build a gun? There must be some cost in building a bigger gun than a smaller one, right? How does the company determine which is smarter?
And if you allow it to be really flexible (as they seem to in Second Life), how do you stop people from making killer toys really cheaply by combining unexpected traits?
For instance, say a lame gun costs 10 to make (assume the cost is based on what kind damage ea
Re:The whole issue? (Score:2)
It's really, really too bad that won't fit on a sig.
Re:The whole issue? (Score:2)
If you want to make the ultra-powerful-uber-gun-of-doom, your going to need to learn how to write the code to create it. I'll give an example:
Re:The whole issue? (Score:2)
Re:Distributed MMORPGs (Score:2)
This is nothing new (Score:2, Informative)
Re:This is nothing new (Score:2)
Umm... (Score:5, Interesting)
I just cannot see anyone getting a large community of players together without a large development and advertising budget. Large development budgets also lead to independent, customized systems with total control, which is the opposite of the Multiverse concept.
Re:Umm... (Score:5, Interesting)
Didn't people say the same thing about Linux (and its variations)? Look at all the different flavors, and then consider the select few that have a reasonable following. I imagine that's what will happen here, assuming the base code is worthwhile. We'll see a handful of good games emerge from a cool idea, but we'll also see several thousand others that die.
Re:Umm... (Score:2)
Re:Umm... (Score:2)
Re:Umm... Right (Score:4, Informative)
Seriously, word of mouth is and remains the main way to recruit new customers.
Just make a good enough product and your customers are more than happy to do the advertising for you.
Re:Umm... (Score:2)
I mean huge for-profit MMORPGs are having a hel
Never heard of mods? (Score:2, Insightful)
Re:Umm... (Score:5, Insightful)
Re:Umm... (Score:4, Insightful)
I made it through the entire page of comments (ok, only 2+, didn't read the others) and not a single person mentioned where this has all been done before in the MU* (MUSH/MUX/MUD/etc..) realm. You know, hundreds of players at a time in a multi-user game. Game services that did nothing but rent game accounts for you to build and run your own. All of the software highly customizable, with the better ones (Like PennMush, TinyMU*, etc..) having an in-game programming language that still has list and string functions easier to use than most high-level languages today have.
You know, the things that today's MMOG are built on top of? Heck, if you looked at Everquest, you could tell it was just a MUD with a GUI thrown on top.
This "Multiverse" is simply bringing the current crop of graphical MUDs back to the previous realm of how things were before some big budget guys starting spending the cash necessary to stick a GUI on top of some MUD software.
Re:Umm... (Score:2)
Oh great (Score:4, Funny)
Too Late! Been done... (Score:2, Funny)
Let Users create content (Score:5, Interesting)
Re:Let Users create content (Score:2)
Now, there will be issues with items and EXP. Either you have to have all EXP and items not appear in the common world or (less likely) force a computer generated cap on EXP
Re:Let Users create content (Score:2)
Re:Let Users create content (Score:3, Insightful)
If a certain MMOG consisted of a patchwork of user modules conventional EXP and loot wouldn't work as it is. To build off of my last post, maybe there could be some sort of economic or regressive reward system. Somebody creates their instance or whatever and a formula approximates the reward that each mob gives, or the reward for completing an instance or a quest
Re:Let Users create content (Score:2)
Re:Let Users create content (Score:2)
Levels have survived because they're simple. That's why 30 years of RPG design experience have resulted in d20 games outselling everything else in the pen-and-paper world, and it's why all the most successful MMORPGs still have levels; even the ones created by fans of point-based, skill-based systems [cityofheroes.com].
Re:Let Users create content (Score:2)
Incidentally, I don't think "practicing to get your skills up" is any less like work than, say, wandering
Re:Let Users create content (Score:2)
Re:Let Users create content (Score:2)
-matthew
Re:Let Users create content (Score:2)
Re:Let Users create content (Score:2)
-mattthew
Re:Let Users create content (Score:5, Informative)
Re:Let Users create content (Score:4, Informative)
Scrolling through the comments, I see:
1. People who read about a similar universe in a book.
2. People who think this is a new great idea.
Seriously, guys, anyone interested in a collaborative freeform 3D world should have already registered an account at Second Life. It's been out there for a couple years already. The client *is* a 3D modeling tool, everything from clothes to massive Klingon spacecraft are built inworld. You can build anything you want in one of the sandbox areas if you don't own land. You can attach scripts to do almost anything to almost any object; everything from animating a sculpture to running a store or party game.
Second Life is now free. That is, you can register, have an avatar, get a weekly stipend, build anything you want, but you can't own land. No excuse not to try it out. One hint: turn off local lighting to speed up the framerate, Second Life is CPU-bound.
Re:Let Users create content (Score:2)
There's been lots of promises of things that are supposed to be out in the next update, then it comes, and there is no mention of it.
These things include html on prims, new havok physics engine, and a new rendering engine.
Interestingly I don't see the new features being developed helpping the main features of secondlife. Building and socalizing. I see no mention of work on i
Re:Let Users create content (Score:2, Informative)
If I recall, it's something like $12/year.
Re:Let Users create content (Score:4, Insightful)
User generated content is only good if it's made so insanely easy to do that it's a no-brainer. As soon as you make it so users "design" the content, you're toast.
The general solution is to have pre-fab structures and templates for users to plop down and then to some limited extent fill in *some* custom content (usually smaller prebuilt objects the devs provide).
Player generated content is the holy grail of a lot of MMORPGs, but the trade off in a system like that is so much work has to go into making a workable world for players to create within, and a system robust and simple enough to make creation accessable to players, that there is almost always very little GAME built. Look at Star Wars Galaxies for an example of that. It's a beautiful sandbox system (prior to NGE) that allowed the users to define a vast majority of the game world through the economy, player towns etc... But there wasn't any gameplay or real content in there.
The portion of MMO players who want a toolset to create a universe is vanishingly small. Most people want a game to play, so devs like Blizzard don't bother with the player creation and focus solely on game content.
Re:Let Users create content (Score:2)
Re:Let Users create content (Score:2)
Stories are always about the human element. It sounds like current MMORPGs are to restrictive and don't allow the full range of human interaction. Thus, we have no human drama. So MMORPG companies have to hire people
What goes around (Score:3, Informative)
I remember playing a MUD in the early 90s where when you hit the max level you could plant a dungeon somewhere (just connected your dungeon to an existing room node) and write object oriented code to implement monsters, puzzles and treasure. I always figured it would be a good way to teach OO design since it's a lot easier to think of a monster or a magical scepter as an object with attributes than it is to start with abstract data structures...
A
Re:Let Users create content (Score:2)
-matthew
Re:Let Users create content (Score:2)
I had thougth of something along the line (Score:2)
Re:Let Users create content (Score:2)
The problem with MMORPGs is 3D art is the barrier to most development. All the other elements besides art players are more than capable of doing.
Ever hear of Second Life? (Score:2, Informative)
While not exactly an RPG, it is versitile enough to let you create your own little fantasy subworld and invite other people in for some leveling up on orcs and trolls. While I don't play it, I'm thinking of signing up sometime soon, it looks pretty fun.
Win* only (Score:2, Informative)
Indeed... (Score:2)
Now, having said this, I'm not interested if they're not going to come to the table to discuss. There's enough projects that are really, really close to this in the first place that could be commercially s
Re:Win* only (Score:2)
Totally wrong approach to portability (Score:2)
You are heading towards your product becoming completely non-portable, in practice. This is because it will cost you money to port it later, which you won't spend.
If you are genuine about multi-platform availability, there is only one approach that works. Compile, build, and test across all the major platforms as part of your standard developmen
Tech (Score:3, Insightful)
Re:Tech (Score:2)
Don't know - you have to "sign up" to get that info.
Platforms?
They don't mention anything for the server software, but the client is apparently Windows XP only. [kothuria.com]
I guess I'll be sticking with NWN for the time being
Re:Tech (Score:2)
Re:Tech (Score:2, Informative)
And as I mentioned in a different thread, the client that's in beta right is WinXP, but other platforms are on the roadmap. We are a bunch of early-days Netscape folks, so we've been pretty committed to the cross-platform thing for a decade or so.
We'll be posting more info on our tech specs at our site in coming weeks and months. You won't have to be an early developer on our beta platform to find out the importan
Nice press release. (Score:3, Insightful)
It could be good if it works out. If not, at least it will let more people see that game design isn't about eating donuts and throwing darts at the "Nerf This" board.
I suppose it has merit... (Score:3, Funny)
Somehow I find it hard to imagine how they could provide enough universal resources to accommodate many possible different themes and gaming environments -- unless you don't mind using a "thud" sound for your AK-47 as you storm the beaches of Normandy on your shimmering unicorn.
Spell Jammer? (Score:2)
-Rick
Been Done Before... Sorta (Score:2)
Re:Been Done Before... Sorta (Score:3, Insightful)
Half life was built on a heavily modified Quake I engine (which still looks gorgeous to me). Medal of Honor: Allied Assault and Jedi Knight II were built with the Quake III engine. Those were fairly popular games, as I recall. A good list of games derived from the engine can be found here [wikipedia.org].
But that's always how iD has been. John Carmack is a dyed-i
Re:Been Done Before... Sorta (Score:3, Informative)
Another game, though greated underrated, is Deus Ex. It used the Unreal Engoine and introduced gamers to the world of Cyberpunk and to a form of gameplay that didn't revolve around hosing down room after room with bullets. It was also an RPG of sorts, though it wasn't the first RPG built to play like a FPS. That honor goes to The Elder Scrolls: Daggerfal
TomeNet engine is open (Score:5, Informative)
TomeNet is a roguelike multiplayer online rolepaying game based on Tolkien's work. The single player game is also getting closer to version 3.0, with a revamped game engine (open, with source code available). Great game and great community.
Re:TomeNet engine is open (Score:2)
Re:TomeNet engine is open (Score:2)
That's not how it works anymore. You can also set automatic actions if there is lag, like auto-defense and auto-attacking. I can't tell you a lot more about it simply because you reached the limits of my knowledge. But read the TomeNet forums and ask questions there if you haven't found any answers. There's also an insightful Tome wiki linked from the site.
The
Re:TomeNet engine is open (Score:2)
I know. I played it briefly. TomeNet loses much of what makes Tome so great to play. No serious Tome/Nethack player would trust "auto attack." Tome is more like Chess than it is like Diablo.
-matthew
WoW (Score:4, Insightful)
But seriously, what's to stop people from implementing their favorite games here, and what kind of liability is assumed by this company for providing the platform? With the current legal climate, services (such as Kazaa, morpheus, even bit-torrent) have been held accountable for copyright violations despite not having any control over the contents.
How long until the same issue effects this system?
World of Warcraft (Score:2)
Blizzard
-everphilski-
Re:World of Warcraft (Score:2)
You misspelled Vivendi Universal.
What's To Stop Them? (Score:2)
Blender (Score:3, Insightful)
LetterRip
Re:Blender (Score:2)
Re:Blender (Score:2)
LetterRip
Hasn't this been done? (Score:5, Informative)
Re:Hasn't this been done? (Score:2)
There really is not much limiting to what you can do in Second Life. Basically, you're only limited by your imagination and your pocket book. You make the rules.
It's really quite fascinating.
Game design (Score:2)
Shrug,
NeverWinter Nights? (Score:5, Insightful)
This product supports ANY setting (although it probably requires a ton of work to make it support anything other than the vanilla fantasy setting they first thought of)
This product supports ANY ruleset (although it probably requires a ton of work to make it not support something other than the default fantasy ruleset)
This product is MASSIVE whereas NWN isn't. Although NWN or a descendant probably will be before they ship anything.
This product provides developers with an SDK. NWN provides developers with a fully functional IDE allowing a person only one skill (e.g. writing / programming / art) to contribute to or create a world.
This product provides a revenue model for content developers. NWN kind of does (they can commercialise a module you develop) but so far this hasn't worked out well for anyone except the developers of NWN.
This product doesn't exist. NWN does.
The biggest problem is (Score:2)
Considering that the largest part (time and effort) of the game development is in creating a story line, objects, quests, dialog, NPC's, etc. and all they're offering is an engine, there should be a one time fee for the engine and it should be free or nearly so. I would say that better than 90% of the total development effort is centered in these areas. These areas are also the ones that make or break a
Mac Support (Score:3, Insightful)
Based on history, I would assume if it's not being developed for both Mac and Windows simultaneously, then it's highly unlikely that it will ever support Macintosh (or Linux for that matter). As a general rule, it's not economically viable to take an already-developed MMOG and make a Mac port of it. (That was the official answer to our question about a Mac version of Star Wars Galaxies, in fact.)
Almost all the MMOGs that have appeared on the Mac platform came out of a combined PC-and-Mac development process: WW2 Online, Shadowbane, Second Life, and World of Warcraft.
Of MMOGs that began on PC and were later ported to Mac, the only one that comes to mind is Everquest. It was so late arriving that EQ2 and WoW were already knocking at the door, and it lacked compatibility to allow Mac and PC users play on the same servers.
Another example is Neverwinter Nights, which is not quite really a MMOG but is similar in some respects. It was ported to Macintosh, but the whole Aurora toolkit was left out -- excuse being that it depended on some developer library provided by a vendor who promised Mac support but never came through with it.
Multiverse are setting themselves up to be the same kind of obstacle. Basically, they're creating an ecosystem that locks out Macintosh not at the consumer level, but at the developer level.
Re:Mac Support (Score:2)
I still can't help being a bit skeptical, though. Doesn't the client software use DirectX 9? Surely you must be aware that DirectX (and notably Direct3D) is not available on Mac and Linux -- OpenGL is t
Next on the horizon... (Score:2)
No cheating possible if designed properly (Score:2)
Not if the designers understand the two golden rules:
- Everything client-side belongs to the owner of the client machine.
- Everything that protects the integrity of the game resides on the game server.
In particular, all game-resource management and player capabilities control, and all cheat detection and prevention, must reside on the server end, and NEVER NEVER NEVER on the client.
Under that 2-part strategy, it does