2004 RuneScape fit a multiplayer RPG into 56k dial-up
21–30 of 94 posts
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#22I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#23I also would argue it was a more complex game.
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#24not to take away from the article, but some did with similar fidelity on 14.4k https://en.wikipedia.org/wiki/History_of_massively_multiplay... i think the author would find ultima online emulators interesting
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Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#25I wish the author got more into the weeds of anitcheat and how it evolved over time. Jagex was banning bots based on mouse movement heuristics in like 2005. 20 years later and there's some JS framework on the front page here heralding that same kind of analysis as some revolutionary new approach. I can only imagine what the modern anticheat engine entails, especially in the era of LLMs that can reliably emulate a hum…
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#26Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#27> Before any networking occurs, the client runs a breadth-first search using the local collision map to build a path from where you are to where you clicked, and then writes the packet for the server to read. [...] The packet contains the absolute position of the first waypoint in the path, followed by the delta of each waypoint in the path against the first one How come the client sends waypoints rather than just th…
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#28I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!