Still hopeful that someone will make a new exciting sandbox MMO that fills the gap left by UO.
I've been working on this sort of game for awhile now. Never too seriously, though that will change in 2023. Hardly worth sharing at this point, but I will anyway. https://hoten.cc/gridia/play/ I need to seriously think about what I want out of this game (more of a mmo game engine), but "UO-like" is definitely top of mind.
We Burned Down Players’ Houses in Ultima Online
31–40 of 265 posts
Re: We Burned Down Players’ Houses in Ultima Online
#32> Not that I’m saying MMOs need blockchains; I would hope not! Lots of MMOs exist, for example. > but it turns out Proof-of-Work ledger technology had a use case here! Right, blockchain and more narrowly Proof-of-Work have loads of use cases. They're just the worst solution available for almost all of them.
They are actually pretty damn good for some criminal use-cases...
Re: We Burned Down Players’ Houses in Ultima Online
#33I missed UO's hayday, but when I've played the big modern MMOs I find myself instead attracted to the idea that individual characters shouldn't be able to do everything. I feel like forcing players to interact if they want to gather specific resources or craft vital items would really help a game feel "massively multiplayer". Are there any modern MMOs with mechanics like this, e.g. life-skill limits or some other sou…
I think Eve Online is the classic example. It's not technically true that players are limited in the sense that you mean. Rather, the limits are emergent.
The areas with the most valuable resources also have the least game provided security, so players are forced to band together into large organizations to protect themselves - essentially true virtual countries.
Re: We Burned Down Players’ Houses in Ultima Online
#34Earlier quoted context omitted.
also known as database
The article strictly points out the need for a shared concurrency models required in the functioning of a online game thats massively parrelled across both clients and various individual 'servers'. Unique, hash based, 'stacked' items that are non-fungible with a decentralized shared state across clients.... yes, technically that's 'Just a database' but a highly complex one. I get people hate the hype and 'uselessness…
As a super simplified example, if you want your distributed database to generate unique identifiers, partition the id space so each node is guaranteed not to overlap. You trust to nodes so you don’t need blockchain.
Re: We Burned Down Players’ Houses in Ultima Online
#35I missed UO's hayday, but when I've played the big modern MMOs I find myself instead attracted to the idea that individual characters shouldn't be able to do everything. I feel like forcing players to interact if they want to gather specific resources or craft vital items would really help a game feel "massively multiplayer". Are there any modern MMOs with mechanics like this, e.g. life-skill limits or some other sou…
Re: We Burned Down Players’ Houses in Ultima Online
#36Earlier quoted context omitted.
They are actually pretty damn good for some criminal use-cases...
Not even. Everything except Monero makes money-laundering analysis trivially easy.
Re: We Burned Down Players’ Houses in Ultima Online
#37I missed UO's hayday, but when I've played the big modern MMOs I find myself instead attracted to the idea that individual characters shouldn't be able to do everything. I feel like forcing players to interact if they want to gather specific resources or craft vital items would really help a game feel "massively multiplayer". Are there any modern MMOs with mechanics like this, e.g. life-skill limits or some other sou…
Re: We Burned Down Players’ Houses in Ultima Online
#38> Not that I’m saying MMOs need blockchains; but it turns out Proof-of-Work ledger technology had a use case here! Do you need a proof-of-work ledger, or just a central sequentially-consistent transactional ledger shared between all servers (without burning energy for rare SHA checksums)?
Re: We Burned Down Players’ Houses in Ultima Online
#39Ultima Online is the only MMO that felt like a true virtual world and not just a grindy RPG game played with a lot of people. It occurred at a unique time in history that is unlikely to be replicated again. You could build the same game but players have largely moved on from this style of MMO. A shame.
Re: We Burned Down Players’ Houses in Ultima Online
#40Earlier quoted context omitted.
The article strictly points out the need for a shared concurrency models required in the functioning of a online game thats massively parrelled across both clients and various individual 'servers'. Unique, hash based, 'stacked' items that are non-fungible with a decentralized shared state across clients.... yes, technically that's 'Just a database' but a highly complex one. I get people hate the hype and 'uselessness…
All of the server nodes are run by the same entity (the game developer). Blockchain is a good solution when the nodes are not necessarily trusted (thus the need to prove that you did the work). If all the nodes are trusted you can accomplish the whole decentralized thing much more easily. As a super simplified example, if you want your distributed database to generate unique identifiers, partition the id space so eac…
Like you said: most of these except B) could’ve been done with traditional techniques and relational databases, but I maintain A) might’ve been easier than the message passing code required to synchronize and emulate it.