Gamemaking

Wherein I talk about games I am making

Ultima Online’s 25th anniversary

 Posted by (Visited 36119 times)  Game talk, Gamemaking  Tagged with: , ,
Sep 242022
 

Well, twenty-five years is a long time. Half a life, in fact!

Given that I actually started work on UO on September 1st 1995, it’s actually more than half. The fact that the game is still running is a testament to the devoted community and the ongoing maintenance over the years from countless people.

I note a lack of thinkpieces and articles, this time around. The fact of the matter is that the most frequently targeted gamer audience wasn’t born when UO came out. A lot of the folks streaming about games weren’t born yet either.

I saw a post on Reddit yesterday that asked “how come no other MMOs have done open world housing, besides ArcheAge?” Ah well….

In many ways the influence of UO is so pervasive that it isn’t visible. Whether it’s Runescape, Minecraft, Eve, DayZ or Neopets, those younger folks probably played something that was inspired by UO in some fashion, and don’t realize how big a shift from prior games it represented. These days, when people say they are sick of crafting being in everything — it makes me want to apologize a little bit. Won’t apologize for games that let you sit, decorate a house, or go fishing, though.

I’m running low on specific stories about UO and its development, so instead, I’ll just point back at older ones:

Continue reading »
Oct 212021
 

Let’s get one thing out of the way first. Ownership of anything digital is illusory, and always will be.

Then again, it’s illusory in the real world, too. Ownership is a convention, not physical reality. This is why we have sayings like “Possession is nine-tenths of the law,” which basically means “you can claim you own something all you want, but if you don’t physically have the object, it’s pretty hard to enforce.”

In digital settings, of course, you never physically have anything. At best, you have a physical container of data.

Continue reading »
 Comments Off on Ownership: How Virtual Worlds Work, part 5
Oct 142021
 

Making objects in a virtual world actually do something is way harder than just drawing them – and as we have seen, drawing them is already fraught with challenges.

Items as pure data

Once upon a time, in the old days of DikuMUDs, every object in the game was of a type – ITEM_WEAPON, ITEM_CONTAINER and so on. These were akin to what I referred to as templates in the last article. But they were hard-coded into the game server.

If you added new content to the game, you were limited by the data fields that were provided. You couldn’t add new behaviors to a vanilla DikuMUD at all. That item type defined everything the item could do, and a worldbuilder couldn’t change the code to add new item types.

To extend the behaviors a little bit, there was a small set of “special procedures” also hardcoded into the game – things like “magic_missile” or “energy_drain.” The slang term for these was “procs,” and to this day players speak of weapons that “proc” monsters. You could basically fill in a field on a weapon and specify that it had a “spec proc,” choosing from that limited menu.

If we look back at the previous article, and think about what this means for portability of object ownership, one fact jumps out at us: the functionality of a given object in a DikuMUD is inextricably bound up with the context in which it lives: the DikuMUD game server. There wasn’t any code attached to the item that could come with it as it moved between worlds. Instead, it really was just a database entry. The meaning of the fields was entirely dependent on the game server.

Continue reading »
Sep 302021
 

Last week I wrote about the challenges of moving art between virtual worlds – especially the long-standing dream of moving avatars across wildly different worlds and experiences.

Something I didn’t touch on is whether this is a dream you actually want.

Chasing the wrong dreams

There are a lot of things people assume they want out of a metaverse which don’t really hold up under close scrutiny.

Do you really want to move your avatar between a fantasy world and a gritty noir world set in the Prohibition era? Even if it shatters all immersion when you head into a speakeasy and someone casts a fireball spell at you?

Do you really want to be in a ten thousand person battle with the latest weapons technology if it means you get headshot by a sniper a mile away that you never got to see, dodge, or avoid in any way?

Continue reading »
Sep 232021
 

Diagram one: the client and the server

Apparently, our recent articles have caused a bit of a stir. It’s been gratifying to see so many folks commenting and weighing in on what we have planned, and the metaverse in general.. One thing that’s really struck me is  the enthusiasm for the reinvention of online world technology. Whether a particular commenter is focused on decentralization, player ownership, or user creativity, there’s clearly a lot of interest in new ways of doing things.

In my experience, whenever we are exploring new ways to approach old concepts, it’s important to look backwards at the ways things have been done before. A lot of these dreams aren’t new, after all. They’ve been around since the early days of online worlds. So why is it that some of them, such as decentralization, haven’t come to pass already?

The answer lies in the nitty gritty details of actual implementation. A lot of big dreams crash and burn when they meet reality – and some of our most cherished hopes for virtual worlds have pretty big technical barriers.

Continue reading »

 Comments Off on How Virtual Worlds Work, part one