[HN Gopher] We Burned Down Players' Houses in Ultima Online
       ___________________________________________________________________
        
       We Burned Down Players' Houses in Ultima Online
        
       Author : yreg
       Score  : 518 points
       Date   : 2022-10-03 21:58 UTC (1 days ago)
        
 (HTM) web link (blog.cotten.io)
 (TXT) w3m dump (blog.cotten.io)
        
       | anvic wrote:
       | yay, you invented UUIDs (?)
        
         | shiftpgdn wrote:
         | Ultima Online invented a significant amount of technology we
         | use today. The technical term "sharding" literally comes from
         | the intro video in the game where they explain why there are
         | multiple copies of the same world.
        
           | Dylan16807 wrote:
           | > Ultima Online invented a significant amount of technology
           | we use today.
           | 
           | Yeah, but not UUIDs. Those go back to the 80s.
        
             | cottenio wrote:
             | But shards! lol
        
             | __d wrote:
             | I _think_ they were invented by Apollo Computer as part of
             | their NCS (Network Computing System). From there, they were
             | adopted by the OSF (later Open Group) DCE RPC system, and
             | from there, by Microsoft (who renamed them GUIDs).
        
               | capableweb wrote:
               | In that vein, earliest mention of UUID I could find
               | (thanks Apollo Archives):
               | 
               | > 2.4 Unique Identifiers
               | 
               | > An important aspect of NCA is its use of universal
               | unique identifiers (UUIDs) as the most primi-
               | 
               | > tive means of identifying NCA entities (e.g. objects,
               | interfaces, operations). UUIDs are an exten-
               | 
               | > sion of the unique identifiers (UIDs) already used
               | throughout Apollo's system [Leach 82]. Both
               | 
               | > UIDs and UUIDs are fixed length identifiers that are
               | guaranteed to refer to just one thing for all
               | 
               | > time. The principal advantages of using any kind of
               | unique identifiers over using string names at
               | 
               | > the lowest level of the system include: small size,
               | ease of embedding in data structures, location
               | 
               | > transparency, and the ability to layer various naming
               | strategies on top of the primitive naming
               | 
               | > mechanism. Also, identifiers can be generated anywhere,
               | without first having to contact some
               | 
               | > other agent (e.g. a special server on the network, or a
               | human representative of a company that
               | 
               | > hands out identifiers).
               | 
               | https://jim.rees.org/apollo-archive/papers/ncs.pdf
               | 
               | The paper is not dated but probably was around 1986 or
               | later?
        
       | pmoriarty wrote:
       | This reminds me of the assassination of Lord British: [1]
       | 
       |  _" Lord British was a player character created by Richard
       | Garriott, the producer of Ultima Online. Using this character,
       | Richard acted as Ultima's King and would sometimes interact with
       | other players. Lord British had considerable protection from an
       | entourage of bodyguards and was even explicitly coded to be
       | invulnerable to virtually any attack. During the game's online
       | beta test, Lord British gave an address to fellow players at his
       | Castle Britannia. But while British was giving his address, a
       | player character known as Rainz cast a spell scroll that set the
       | Lord on fire, killing him instantly._
       | 
       |  _" It turns out that shortly before this event, the server had
       | crashed and needed to be restarted. Garriott forgot to
       | reimplement his invulnerability flag, leaving him open to being
       | killed. If that wasn't shocking enough for the attendees, a
       | fellow developer of the game known as Starr Long, with his in-
       | game character Lord Blackthorn, summoned a horde of demons to
       | kill the assassin. Not only did the assassin manage to escape,
       | but the demons had killed nearly every player attending the
       | address..."_
       | 
       | [1] - https://www.cbr.com/ultima-online-lord-british-
       | assassination...
        
         | JoeOfTexas wrote:
         | Wow, talk about a train wreck lol.
        
           | egypturnash wrote:
           | Thus continuing the time-honored tradition of the entire
           | Ultima series: trying to find a way to kill Lord British.
           | Garriot's self-insert is the king of the land of Britannia in
           | pretty much every one of the games, and there's _some_ way to
           | kill him in just about all of them.
           | 
           | https://ultima.fandom.com/wiki/Killing_Lord_British
        
           | rvba wrote:
           | It was incredible marketing for the game. I remember all the
           | gaming press wrote about it. It would just inspire you to try
           | to play the game.
           | 
           | If someone made an MMO today, it would make sense to stage
           | similar events to get some nice viral marketing. The
           | 'corrupted blood' incident in World of Warcraft gave the game
           | a lot of free marketing even in normal press - who loved to
           | write about it. From what I understand (many?) players
           | enjoyed the few days of chaos too.
           | https://en.wikipedia.org/wiki/Corrupted_Blood_incident
        
             | RektBoy wrote:
        
         | jansan wrote:
         | Rainz was allegedly was banned from Ultima Online and all other
         | OSI games for life.
         | 
         |  _Rainz had used a Fire Field scroll on Lord British without
         | any real hope that his assassination attempt would be
         | successful. When Lord British died Rainz admitted he was in
         | complete shock and even burst out in laughter. Rainz faced
         | immediate repercussions from Ultima Online programmers and was
         | summarily banished from the game. The official reason for his
         | banning was said to be because of the sheer number of
         | complaints other players had filed against him due to his
         | playstyle. He was also banned from all future OSI games,
         | however Rainz refused to rule out that he might continue to
         | play under another alias._
         | 
         | https://clanet.io/wiki/Ultima_Online/Beta_Pacific/Rainz
        
           | pixl97 wrote:
           | Rule #1: Do not embarrass the dictator.
        
             | stavros wrote:
             | Yeah, that was shit, when someone beats you with the rules
             | you yourself wrote, don't be angry.
        
         | andrepd wrote:
         | Ultima Online was an absolutely amazing game and it's pretty
         | telling that despite all the technological advances since, _no
         | game whatsoever_ came as close as Ultima Online to fulfilling
         | the promise of the Computer MMO: a virtual, shared, persistent
         | world.
         | 
         | Maybe Star Wars Galaxies was the one who came closer.
        
           | bovermyer wrote:
           | Playable Worlds is working on an MMORPG that should come
           | pretty close to the original idea. Raph Koster - one of the
           | designers of SWG - is heavily involved.
        
             | andrepd wrote:
             | Wow, I didn't know that! Gonna check it out.
             | 
             | Making an MMO true to the name is probably my dream
             | lifetime project. If I had f-u money it's absolutely what I
             | would be doing.
        
         | samstave wrote:
         | I was there that day.
         | 
         | >>" _It turns out that shortly before this event, the server
         | had crashed and needed to be restarted. Garriott forgot to
         | reimplement his invulnerability flag_ "
         | 
         | I never believed this...
         | 
         | it was a fn PK game.
         | 
         | I doubt he had such a flag.
        
           | gfosco wrote:
           | Of course GMs and staff had invuln flags... the Lord British
           | character didn't play the game normally, he appeared for
           | events.
        
             | samstave wrote:
             | Thats fine, im just saying as one of the most prolifics (we
             | were the 24/7 testers at intel) etc... and being there that
             | day - no way this wasnt lit on by default, if exist...
        
               | lozenge wrote:
               | Yeah, they could have caught this with even the most
               | basic Github Actions workflow.
        
               | superrad wrote:
               | I don't know if you're joking but Ultima online was
               | obviously released 20 years before GitHub actions existed
        
               | xani_ wrote:
               | So spend man-hours on developing a feature for one player
               | in the game.
               | 
               | or just tell them to type that command once in 2 weeks
               | when he logs on
               | 
               | Yeah good fucking idea, let's waste dev time on that!
        
           | tommica wrote:
           | Easy to imagine that it existed, probably very useful during
           | development
        
           | Nexxius wrote:
           | I worked for Origin at the time as a UO Admin using the
           | handle GM Snarf, we had a control console on our standard
           | installs which allowed us to toggle "god mode", "smite", cast
           | spell, create item, create gold, summon monster, etc. If you
           | forgot to toggle god mode after logging into your avatar
           | stupid things would happen and the players would screen shot
           | it to spread the fun. I remember forgetting to toggle it
           | before responding to a customer call and getting insta-killed
           | by a dragon.
        
         | synicalx wrote:
         | I remember when MMO's were fun like this :(
        
           | b0afc375b5 wrote:
           | Maybe we just grew old. I recently paid real money just to
           | support a private server of my favorite childhood mmorpg.
           | After playing a couple of days I got bored and never played
           | again.
        
             | bodge5000 wrote:
             | To be fair it does feel like something changed, online
             | games used to feel a lot more social. As a kid you could
             | just jump into an MMO and make new friends, that seems to
             | have gone away now.
             | 
             | I guess they served as a proxy for what we now have with
             | Discord, and now that we have "the real thing", its kind of
             | naturally gone away. Which is a shame, because meeting
             | people over Discord is much more difficult imo, or at very
             | least not as beginner friendly.
        
               | jghn wrote:
               | > As a kid you could just jump into an MMO and make new
               | friends
               | 
               | Some of us were past "kid" when UO came out :)
               | 
               | But I do think the key phrase here is "as a kid". I was
               | in university when UO came out, and it became my life. I
               | had some strong social interactions with a bunch of
               | people, although they tended to skew my age or older.
               | However there was an obvious pattern. These were mostly
               | people who did not have to take care children, either
               | they hadn't had them yet for one reason or another, or
               | their kids were already older.
               | 
               | There was a bunch of us who stayed in touch and played
               | other games, but as the main pack of late 20-something &
               | early 30-somethings started to have kids, they faded off.
               | This wasn't the only reason, other types of
               | responsibilities pulled people away, but it was the big
               | one.
               | 
               | It's easy to sink time into things when you don't have
               | huge time sink responsibilities in your life. And when
               | you sink lots of time into social things, you tend to
               | make strong connections.
        
             | lethologica wrote:
             | Same thing happened with me and WoW Classic. I was hoping
             | that classic would recapture the magic I felt playing the
             | game a decade ago but after a few days I was just bored and
             | cancelled my subscription. I guess that feeling is just a
             | moment frozen in time now.
        
               | rightbyte wrote:
               | Playing "solved" games is not as exiting. The effect is
               | most clear with boardgames I think. Also if you were a
               | kid at the time way more things are exciting in gemeral.
        
               | Alex3917 wrote:
               | > Playing "solved" games is not as exiting. The effect is
               | most clear with boardgames I think.
               | 
               | While this is probably usually true, a good counter
               | example is Go, which actually become more fun after
               | computers surpassed the abilities of humans. (Because, as
               | it turns out, the boring parts of the game don't actually
               | matter that much in terms of points.)
        
               | JeddHampton wrote:
               | The game could return to what it was but the community
               | couldn't. You can't recapture the past like that.
               | Everything has moved on. The game is known, not new
               | again.
        
               | andrepd wrote:
               | To be fair WoW is a completely different beast from
               | Ultima. They might as well be different genres.
        
               | synicalx wrote:
               | I was hyped for Classic for YEARS and when the release
               | date got announced I booked a full week off work (and
               | with the missus lol) so I could no-life it just like old
               | times.
               | 
               | If the community could have had their memory wiped of
               | Vanilla on launch day it would have been a different
               | experience. But instead we just ended up with a bunch of
               | seasoned veterans min/maxing everything to the extreme
               | and burning through content they'd already solved more
               | than a decade ago.
               | 
               | I still re-visit Classic every now and then, maybe just
               | to level another character up to level 15 or so and re-
               | experience the starting zones I like so much. But it
               | doesn't have the same allure as when it was brand new and
               | that's kind of sad.
        
             | synicalx wrote:
             | The problem with re-playing an old game I think is that
             | it's already "solved". There's no sense of adventure or
             | mystery any more, and it just becomes a race to accomplish
             | whatever objectives the player base comes up with. WoW
             | Classic is a great example of this - people had Ragnaros
             | down in like 48 days after launch or something ridiculous.
             | 
             | Even though it's not an MMO, I caught a brief glimpse of
             | that same feeling earlier this year playing through Elden
             | Ring. No one really knew anything and the world was huge
             | and inscrutable at first, it was a lot of fun to explore
             | and sort-of interact with people doing the same thing
             | through messages, ghosts etc.
        
             | jandrese wrote:
             | IMHO the fun drained away when MMO publishers decided to
             | refocus on making money. Ironically this caused most of
             | them to go to a Free 2 Play model (F2P), which requires the
             | developers to implement ever increasing amounts of grind to
             | create a market that can be monetized. To spend creative
             | energy on building elaborate gambling systems to lock away
             | as much of the content as they can get away with from the
             | majority of the playerbase.
        
             | Eumenes wrote:
             | Asheron's Call?
        
             | nicolas_t wrote:
             | Which server and game was that?
        
         | trissylegs wrote:
         | I think Garriot said originally he stepped out of the fire
         | instinctively. Then remembered "Wait I'm invincible I can stand
         | in fire." Then proceeded to stand in the fire and die.
         | 
         | Which is kinda funny as it's become a meme about WoW players
         | standing in fire and dying when they couldn't just moved. (To
         | much frustration to healers)
         | 
         | https://wowpedia.fandom.com/wiki/Stay_out_of_the_fire
        
           | xani_ wrote:
           | Don't think it's related in any way to wow thing aside from a
           | fact you can stand in fire in both games...
           | 
           | But I remember telling our DPS "THE GREEN FIRE DOES NOT HEAL
           | YOU" in some boss fight...
        
             | Retric wrote:
             | That's mostly just poor game design as players don't worry
             | about standing in fire when leveling up. MMO's tend to add
             | such arbitrary new gameplay mechanics in raids and nowhere
             | else. Then everyone gets annoyed because players can only
             | really practice in raids.
        
             | jghn wrote:
             | In UO standing in fire walls was a method people used to
             | skill up. UO was skill based, not level based. And you
             | gained skill points by doing those actions. A good way to
             | have a group build up spell resistance was to cast fire
             | field, everyone stands in the fire, and have someone cast
             | heals. Casting the field and the heals also improved
             | casting abilities
        
       | bevacqua wrote:
       | As someone who got involved in an open-source version of the
       | Ultima Online server, this is a fun read
       | 
       | Instead of `areaserv` like the article talks about, RunUO had the
       | concept of sectors within a region[1]. Sidenote: To this day
       | RunUO is one of the easiest codebases to understand i've ever
       | come across
       | 
       | We too had a pretty bad item duping bug, around how banks allowed
       | you to create checks with money, and an overflow bug leading to
       | people being trivially able to print money -- this led to runway
       | inflation in some servers.
       | 
       | UO economies themselves being matter of study, for a _Really_
       | interesting article, see [2]
       | 
       | [1]: https://github.com/runuo/runuo/blob/master/Server/Region.cs
       | 
       | [2]:
       | https://static1.squarespace.com/static/5bf1bc95506fbe3baadb7...
        
         | retrac wrote:
         | That's an amazing paper. Non-PDF version is available too [1].
         | It's quite a laugh and really makes you think. A lot seems
         | obvious to me as a sometime-MMO player, but this was written
         | almost 10 years before I started playing MMOs! I think my
         | favourite bit is this:
         | 
         | > Indulgences. Services such as 'red hair dye' which players
         | are willing to pay for but which don't cost server resources.
         | Extreme examples might be titles; for example, 10,000 gold buys
         | a character the title "lord".
         | 
         | I think I'm going to call such features "indulgences" in the
         | future.
         | 
         | > At first, the designers attempted to solve the deflation
         | problem by pumping more resources into the world - they simply
         | increased the total quantity of resources in the bank. But, no
         | matter how much they added, the resources always flowed into
         | inventory and just sat there. The problem, they concluded, was
         | the lack of drains - not enough stuff was flowing out. However,
         | players are (understandably) extremely resistant to rule
         | changes which take things away from them. Thus, significantly
         | increasing the decay or degradation rates is politically
         | unfeasible. New drains were proposed: taxes, maintenance fees
         | on housing, etc. Unfortunately, many of these drains feel too
         | much like real world "work" and are therefore politically
         | unacceptable. [...]
         | 
         | > Many may argue that this economy is not real; that it is
         | merely a simulation. However, this misses the point. UO players
         | are engaging in this commerce voluntarily; in fact, they are
         | paying real money for the privilege! Proof of the reality of
         | the economy can be obtained by observing the real-world prices
         | fetched by players who auction off existing UO characters and
         | property on the electronic auction house ebay.com. As of this
         | writing, one character sold for $2000! It is this economic
         | reality which makes UO a potentially very interesting research
         | platform.
         | 
         | [1]
         | https://web.archive.org/web/20150709101636/http://www.mine-c...
        
         | stepanhruda wrote:
         | Hey I learned to code thanks to RunUO!
        
           | bevacqua wrote:
           | I learned C# and landed my first coding job thanks to it too
        
         | aasasd wrote:
         | > _UO economies themselves being matter of study_
         | 
         | More than that, in regard to MMOs in general: both Cory
         | Doctorow and Neil Stephenson wrote books involving exchange of
         | money in MMOs, remarking that bringing a bag of gold to another
         | dude in the game is an actual method of transferring money
         | cross-border without oversight, used by mobs. I vaguely heard
         | (and again mentioned by Doctorow) that the size of economy of
         | larger games like WoW can dwarf not-so-small countries.
        
           | aasasd wrote:
           | Though the latter bit about the 'size of economy' is doubtful
           | to me: the populations of top MMOs are in millions each, but
           | surely the players don't spend the sums of their monthly rent
           | and food bills in the games. This report from January 2021
           | puts the daily volume of transactions in WoW at about two
           | million USD: https://massivelyop.com/2021/01/21/world-of-
           | warcraft-players...
           | 
           | I eyeballed the rate for late-ish 2021 from this hastily
           | found site, at 20 bucks per 200k gold--seemed to change
           | little in the past year, so hopefully holds true for January
           | 2021 as well: https://www.playerauctions.com/market-price-
           | tracker/wow/
        
         | benlwalker wrote:
         | There's also now an open source recreation of the original
         | client, all written in C# that actually uses a GPU so it
         | renders 4k at 250fps instead of 800x600 at 12.5fps. It's a very
         | mature and stable reproduction at this point.
         | 
         | https://github.com/classicuo/ClassicUO
        
           | onlyrealcuzzo wrote:
           | Now if they could just eliminate the grind, and get a
           | thriving player base again!
        
             | tcoop25 wrote:
             | https://uooutlands.com/
             | 
             | Over 2k active players daily (edit: by active I mean there
             | are over 2k players logged in and playing at any given
             | time). The devs are incredibly active, and there is a lot
             | more to do here than original UO.
        
               | canadiantim wrote:
               | I tried playing uo outlands, but what really struck me
               | was the lack of bugs. Tbh my favourite part of playing uo
               | back in the day was exploiting bugs so uo outlands isn't
               | really for me
        
             | benlwalker wrote:
             | As an alternative, may I offer you a wasm port?
             | https://play.classicuo.org/
             | 
             | (I've never used this but I heard it runs well)
        
               | w-ll wrote:
               | f. on a monday.. come one i gotta get work done. now i
               | gotta go afk for the week a nd blame it on pg&e
        
               | Huh1337 wrote:
               | It's Tuesday man
        
             | kethinov wrote:
             | UOForever is quite active.
        
         | erichurkman wrote:
         | > As someone who got involved in an open-source version of the
         | Ultima Online server, this is a fun read
         | 
         | Ultima Online emulators were what took small interest for me
         | and blew it up into a career. But for me, it was pre-RunUO:
         | SphereServer (aka GrayServer, I think) and UOX3. C++, with its
         | own scripting engine built in. It wasn't exactly closed or open
         | source. It also got me into Linux: while some emulation servers
         | were run on home PCs, others were run on hosted machines.
         | Debugging often meant the server administrators would give you
         | root access to debug their running server. New Ultima Online
         | releases meant being late for school to try and debug the
         | client code changes to be able to quickly update the server,
         | otherwise no one could log in.
         | 
         | It was incredibly buggy and never, to my knowledge, reached
         | feature parity with the full game. The workarounds individual
         | servers made through the rudimentary scripting language was
         | impressive (many of these hacks were then copied into the core
         | emulation scripts).
         | 
         | For trips down memory lane, these sites are still live -- and
         | being updated? Wow.
         | 
         | https://www.sphereserver.com/
         | 
         | https://www.uox3.org/
        
           | philliphaydon wrote:
           | There was another server software prior to SphereServer,
           | which I just cannot remember the name of. Despite running a
           | server off it for 2 years.
           | 
           | Probe is one of the developers of Sphere who was admin to NOS
           | (Novus Opiate Seclorum)
           | 
           | I believe he rebuilt NOS on POL which ultimately died :(
           | 
           | After NOS died I was admin for a shard which I think was
           | called UOX, and built a server called Alphanine which we had
           | ~250-450 players on. That's what got me into programming, at
           | the time I believe I built the first in-game capture the flag
           | (unaware of any other shard doing it, but got the idea from
           | Team Fortress)
           | 
           | I really miss UO and the feeling I got playing as a kid.
           | Nothing to date gives me that same feeling.
           | 
           | https://www.polserver.com/
        
             | v8xi wrote:
             | I was like 10 years old when I started playing on free
             | shards - was even GM on one that had about 100 players and
             | I remember putting an event together with giants invading a
             | town and I had made a whole mini town out of little model
             | houses in the mountains...
             | 
             | There really was something about it...I used to play with
             | my brothers and we were just the absolute worst griefers
             | but man did we have fun. For us, it was the lawlessness of
             | it all. That you could actually steal from other players
             | and it was a valid part of the game with skills like hiding
             | and stealth to make it easier... My favorite was filling a
             | pack llama with greater explosion potions, "all drop" and
             | then magic missile-ing it in the middle of a crowded bank
             | to kill everyone nearby.
        
           | RektBoy wrote:
           | Can you imagine that there are servers which is running on
           | sphere to this day? It will be like 23years of runtime for
           | this one server in CZ. Czechs had a lot of servers, I
           | remember time when there was like 15 different server
           | running, each with own lore and everything. Great times.
        
         | Quick2822 wrote:
         | ModernUO is the most advanced implementation of RunUO/ServUO,
         | worth checking out if you're starting a new project that isn't
         | based on the newest UO content.
         | 
         | https://github.com/modernuo/ModernUO
        
       | Eumenes wrote:
       | I attribute alot of my success in the professional/tech industry
       | to MMOs. I started playing games like Asheron's Call, Everquest,
       | and UO as young as 3rd grade. I helped organize pvp events,
       | traded constantly, communicated on forums, participated in
       | guild/clan events, recruited new members. Sounds silly and I
       | can't really explain it but made me more resourceful, social, and
       | generally comfortable in ambiguous situations.
        
       | RektBoy wrote:
       | > CEO "Mmm, I don't think deleting them all [the duped items] is
       | a good idea, you'll hurt too many players."
       | 
       | > I wanted to chafe and say something, maybe assert that he just
       | didn't understand, but reined myself in and after the meeting I
       | went back to the team and told them that we were forbidden from
       | auto-deleting all the dupes.
       | 
       | No wonder many players rather switched to private shards.
       | C-levels were out of touch pretty soon. Also this shows how
       | different your work cultures in US is in comparison to ours in
       | some EU country (no problem here to call CEO out on his BS)
        
         | barrucadu wrote:
         | How is it out of touch? Dealing with the cheaters who are
         | duplicating items is one thing, but what about the victims who
         | have bought items they thought to be perfectly legitimate? And
         | before you say "delete the items and refund them", how are you
         | going to get the purchase prices? Pore through game chat logs?
         | What if the items have been sold on again? Manually find and
         | reverse all the transactions?
        
       | djitz wrote:
       | This is giving me Leeeeroyyyy Jenkinssssss vibes
       | 
       | https://youtu.be/mLyOj_QD4a4
        
       | furyofantares wrote:
       | > 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.
        
         | ezoe wrote:
         | Yeah, If it has a single authority to consult, there is no need
         | of inefficient proof-of-work bullshit. Just like explained in
         | the article, UUID and simple KVS can detect the dupes.
        
         | hnbad wrote:
         | I think that pitch was inevitable given the author's tagline:
         | 
         | > Building interactive digital assets for the Metaverse.
         | 
         | Of course the joke is that the use case is as easily solved by
         | _a database_ , which he even explicitly says UO didn't have.
         | The "double spend problem" has been solved by any database that
         | supports cluster-wide transactions and there are a number of
         | pieces of software that implement only this aspect of a
         | database as a part of "turning the database inside-out"
         | (usually with only a promise of eventual consistency, e.g.
         | implementing only a write-ahead log).
         | 
         | Sure, a "proof of work ledger technology" could have been used
         | but it would also have been the wrong tool for the job given
         | that proof of work (or proof of stake for that matter) adds
         | nothing to the solution but makes everything slower and more
         | expensive. The only valid use cases I've heard of are
         | interfaces between different companies and even in those cases
         | I'm not convinced blockchain is a good solution, let alone the
         | best one, rather than a buzzword someone used to get a raise by
         | wooing upper management.
        
         | palata wrote:
         | They are actually pretty damn good for some criminal use-
         | cases...
        
           | kmeisthax wrote:
           | Not even. Everything except Monero makes money-laundering
           | analysis _trivially_ easy.
        
             | cottenio wrote:
             | Ironically I gave an interview to VICE News about exactly
             | this during the Mueller investigation and they had to cut
             | my Monero comments out for time.
        
             | JohnJamesRambo wrote:
             | If the funds are sent to mixers?
        
               | ceejayoz wrote:
               | I would bet the FBI operates and controls a non-zero
               | amount of mixing services.
        
             | fatneckbeardz wrote:
             | ok so to restate.
             | 
             | proof of work blockchain use case:
             | 
             | you want to invent a money transfer system that will
             | attract criminals to use it, and they will think it is
             | anonymous, but its not really anonymous.
        
             | palata wrote:
             | Money laundering is one. What about ransomware? What about
             | malware mining cryptocurrencies? Also I think North Korea
             | is using cryptocurrencies to get money out of cyberattacks.
             | 
             | It does not feel like all this is prevented by trivial
             | analysis, is it?
        
         | not2b wrote:
         | Couldn't they just use a Merkle tree, like git does, to keep
         | track of the history? I think that's what he's referring to
         | here. They don't need proof of work if the code that can modify
         | the history is trusted.
        
           | cottenio wrote:
           | As a huge fan and experienced implementer of merkle trees in
           | my modern work I really wish I had known what they were at
           | the time :)
           | 
           | Merkle trees don't solve the forgeability issue, just the
           | unbroken chain of what you currently have. So, if you have
           | control over the server you can just create a set of events
           | with your "+5 billion gold" event injected in it, recalculate
           | the tree and root and voila: forgery.
           | 
           | PoW doesn't prevent this, it just adds computational time
           | provably spent between the events so that if you DID try to
           | inject a false record a year ago you'd have to spend that
           | same amount of time calculating the resulting merkle tree.
           | 
           | Merkle trees all the way down!
        
         | arduinomancer wrote:
         | Yeah this seems like another "how is that better than a
         | centralized database" situation
        
           | welshwelsh wrote:
           | Pretty much every MMO has implemented some type of
           | censorship/shitty rules, so no company can be trusted to run
           | a game
        
             | bearmode wrote:
             | Communities on MMOs these days aren't like they were 20
             | years ago. They're FULL of racists, bigots, and morons
             | spewing their shitty political opinions in the different
             | world chats. Way more than there used to be.
             | 
             | I'd be happy for some moderation to silence all of those
             | people.
        
               | sidlls wrote:
               | Um, 20 years ago MMOs were also full of racists,
               | misogynists, and others engaging in harassment and
               | "spewing their shitty political opinions" both in-game
               | and out (e.g. guild sites).
        
               | bearmode wrote:
               | >Way more than there used to be
               | 
               | If you played 20 years and today, you can surely notice
               | the difference in the community?
        
               | [deleted]
        
               | markhesketh wrote:
               | There's just more players which means more bad apples.
        
               | sidlls wrote:
               | Not really, proportionally it seems about the same to me.
               | Or did as of last year when I stopped playing MMOs again.
        
             | xani_ wrote:
             | And how the fuck would blockchain help here ?
        
             | EamonnMR wrote:
             | Few people actually enjoy being in a community without
             | moderation though.
        
               | registeredcorn wrote:
               | To welshwelsh's point, he wasn't advocating for _no_
               | moderation, but rather _good and limited_ moderation. For
               | example, I doubt most would have an issue with something
               | like moderation over cheating.
        
               | altairprime wrote:
               | Most cheaters do -- but they'll represent their viewpoint
               | in terms that claim a "greater cause", such as individual
               | liberties or rights or whatever, so that they can try to
               | rabble-rouse the crowd against enforcement in order to
               | continue cheating. (This occurs with kernel anti-cheat
               | drivers, for example, but there's no way to measure what
               | percentage of folks that is.)
        
               | viridian wrote:
               | Christ, if a game needs access to my operating system
               | runtime to function, I think I'll just play a different
               | game. Might as well just give them every file on your
               | computer and a list of every connected device at that
               | point.
        
               | Huh1337 wrote:
               | _Kernel anti-cheat drivers_??? You mean the game is
               | hooking into the OS kernel, with privileged access? That
               | 's _not okay in any case whatsoever_.
        
               | wheybags wrote:
               | Welcome to 2022, this is the new normal
        
               | altairprime wrote:
               | No need to act surprised, and a rabble-rousing post isn't
               | necessary here. This is HN. We go around the same
               | circular warpath about kernel anti-cheat drivers every
               | few months for the past five years, and your argument is
               | a poorly-presented rehash of a common viewpoint from
               | those many, many discussions.
        
               | Huh1337 wrote:
               | Eh, we are talking about _games hooking into OS kernels_
               | , "rabble rousing", if that's what you want to call it,
               | absolutely is necessary. Do the games even notify the
               | users that this is happening and what exactly it means to
               | the security of their computer - the tool they (or their
               | parents) probably use to manage their entire life on? I
               | really don't think so.
               | 
               | Regardless of what you might think, since I'm not a gamer
               | (the isometric Ultima Online was about the last game I
               | was interested in, more than a decade or two ago) this is
               | the first time I heard about it - and it's completely
               | insane. How can we - the industry, the software engineers
               | - allow it? Why do we even turn on the protected mode?
        
               | altairprime wrote:
               | https://hn.algolia.com/?q=anticheat
               | 
               | The first post shown, and the first couple pages of
               | results, will help you catch up on the discussions around
               | these methods. I don't have anything new to offer you
               | that isn't already hashed out extensively therein. Good
               | luck with the reading, and welcome to HN.
        
               | StanislavPetrov wrote:
               | I think there's a bright line between "content
               | moderation" where speech and behavior is being moderated,
               | and spam and/or bug abuse which has nothing to do with
               | content of speech whatsoever. Rate limiting inputs is not
               | the same as picking and choosing who is allowed to say
               | what based on arbitrary standards of speech content.
        
               | noman-land wrote:
               | Not to speak for a whole community but I think the
               | decentralization idealist would say that people can do
               | their own moderation, instead of relying on a central
               | entity which makes the same broad rules for everyone
        
               | abraae wrote:
               | Isn't everyone doing their own moderation exactly the
               | same as no moderation?
        
               | StanislavPetrov wrote:
               | Not at all. Doing your own moderation depends on having
               | the tools available to mute/censor/block people you don't
               | want to hear from.
               | 
               | For example, I used to play Rocket League. I played
               | either solo or teamed exclusively with a few friends and
               | mutual acquaintances. They have various settings to mute
               | the chat and comments from other people. I'm not
               | interested in all in hearing flames or nonsense chatting
               | from random people I'm playing against, so I have all
               | chat muted except for team chat (people I know and choose
               | to team with). This is doing your "own moderation", and
               | is the ideal circumstance is far as I'm concerned.
               | 
               | Unfortunately, however, Rocket League doesn't allow you
               | do your own moderation, despite the proper tools being
               | available. One time, someone I was teamed with (who
               | similarly had all non-team chat muted), typed something
               | in team chat that ran afoul of Rocket Leagues
               | sensibilities, and they subsequently received a week-long
               | ban. Nobody could see this chat except our team (myself
               | and this other person). We had already engaged in our
               | "own moderation" by muting everyone else. This was an
               | overreach as far as I'm concerned, and would far prefer
               | to have the power to see and hear what I choose, and not
               | what the platform chooses.
        
               | Kiro wrote:
               | Rocket League is a bad comparison. You only have at max,
               | what 5 other players, that you need to block if
               | necessary. In an MMO without moderation you wouldn't be
               | able to keep up with blocking every troll spamming even
               | if that was all you did.
        
               | fastball wrote:
               | Not really. Take Minecraft for example - before the
               | acquisition by Microsoft, servers were entirely run by
               | individuals/groups who set their own moderation policies.
               | Some servers were entirely PG-rated, some allowed
               | cursing/sex stuff/etc. Mojang technically still had some
               | level of control over things like skins (which were
               | centrally managed), but otherwise it was choose-your-own-
               | moderation for each individual server.
               | 
               | However recently (and widely discussed on HN[1])
               | Microsoft has started censoring the entire ecosystem, to
               | the point where you can get banned from _all_ servers for
               | chat behavior in one server, because your MC account is
               | now your MSFT account. So they can just ban the latter to
               | block you from all of MC (except for cracked servers).
               | 
               | [1] https://news.ycombinator.com/item?id=32772810
        
               | [deleted]
        
               | meheleventyone wrote:
               | But the point of an MMO is to share a space with
               | thousands of people so individual servers with differing
               | rules don't really work in that context. And individual
               | servers doing moderation is the same as individual server
               | based games doing moderation, it's just a difference in
               | scale. I'm sure there are loads of other games people can
               | play. For example Rust is infamous for a lack of
               | moderation and has all the racist and otherwise edgey
               | content in it your heart desires.
        
               | 5560675260 wrote:
               | Ultima had plenty independent (pirate) servers with
               | vastly different cultures and even game mechanics. Even
               | WoW, I think, has servers with different moderation -
               | those that require roleplay and those that don't. Unified
               | experience IMO would be a detriment for most games.
        
               | [deleted]
        
               | Kiro wrote:
               | Those servers still had moderation. Very different from
               | "no moderation".
        
               | madeofpalk wrote:
               | You still have centralised moderation there - moderation
               | is centralised on the server admins.
        
               | Kiro wrote:
               | There's no difference between a Minecraft server
               | implementing moderation policies and an MMO implementing
               | them. The self-moderation we're talking about would be on
               | an individual level.
        
               | xani_ wrote:
               | _a_ minecraft server yes, but this is forcing same set of
               | rules to every server
        
               | Kiro wrote:
               | That's not what we're talking about though.
        
               | Animats wrote:
               | That's how Second Life works. Landowners can eject or ban
               | people from their land. This is entirely at the
               | discretion of the landowner. People are always
               | complaining about having been banned from clubs, but
               | there are hundreds of clubs, run by hundreds of people.
               | 
               | This is far, far better than having "moderators". In
               | practice, social media moderators come from the same pool
               | of people that staff low-end call centers. Arming them
               | with ban hammers while giving them anonymity and lack of
               | accountability creates major headaches of its own.
               | 
               | Second Life does have a few paid moderators. A user has
               | to file an abuse report to make anything happen, and in a
               | few days, someone will process the trouble ticket. Policy
               | is not to attempt to intervene in resident to resident
               | disputes at all.
               | 
               | What makes this work is that it's a big, sparsely
               | populated world. A user's radius of annoyance is about
               | 100 meters, and the whole world is about the size of Los
               | Angeles. So, jerks are local, even with over 50,000
               | people logged in.
               | 
               | The metaverse crowd, if and when they actually create big
               | virtual worlds with large numbers of users, needs to
               | understand this.
        
               | Kiro wrote:
               | An MMO without central moderation would mean a chat with
               | 99% trolls spamming and even if you spent all time
               | blocking people instead of playing you wouldn't be able
               | to keep up.
        
       | aasasd wrote:
       | I continue to be burdened and mystified by a memory from an
       | article circa early-mid 2000s, about UO or a similar game, if
       | there was one: that in the game, when one was being robbed or
       | beaten, they could summon some wunderpolice, whose representative
       | immediately teleported to the scene and instantly killed the
       | culprit. However, if the alarm was false, then the supernatural
       | officer killed the player instead. The implication, as I
       | understood it, was that the divine entity was operated
       | automatically by the game.
       | 
       | It's possible that the story went through a bad case of 'broken
       | telephone'--and my few feeble attempts of finding the truth in
       | more recent years were unsuccessful. Still I wonder: was there
       | such a thing as described above? Did it work? Was the 'police'
       | really an NPC?
        
         | Justsignedup wrote:
         | In ultima online players were split into 3 categories:
         | 
         | Blue Gray Red
         | 
         | and later Orange
         | 
         | Blue = "good". If you are in a "guard protected zone" and you
         | attack someone "blue" guards will come and murder you
         | instantly. As long as someone says "guards"
         | 
         | Gray = "criminal". You commit a criminal action, you are gray.
         | If you attack someone gray, no consequences will be made
         | against you. Only thing is if I am gray, and you are blue, and
         | you attack me, you turn gray _only to me_. Gray expires in 5
         | minutes.
         | 
         | Actions that cause this: stealing, healing someone gray / red,
         | attacking someone blue but not yet killing them.
         | 
         | Red = "permanent criminal". You are red as long as you have any
         | player kills registered to you (they decay 1 kill per 8 hours I
         | believe. A PK is only counted if you kill a blue player or
         | participated in killing a blue player.
         | 
         | There were a few fun exploits:
         | 
         | You can transform into a creature. This meant you turned gray
         | without any crime. Well if someone attacks you, you can attack
         | back. So it was a scam we used to pull where there would be
         | occasional attacks against the town, I'd run around screaming
         | that I'm a noob and need someone to get a monster off me, and
         | the monster would be a friend.
         | 
         | Well the friend had a nearby tamed dragon that can now freely
         | attack the guy who flagged himself against my friend without
         | consequences. And anyone who assists now has a dragon to fight
         | (killable, but lots of resources spent, and usually would take
         | a few people to do, AND my friend was a competent mage, so now
         | you also have a mage gunning for you). We didn't always succeed
         | but it was fun. I think we got suspended a few times for it.
         | lol.
         | 
         | There were some tricks to getting people to attack the wrong
         | target and thus flag themselves in town and get the guards to
         | kill them. But it wasn't commonplace. Maybe during beta there
         | were problems.
         | 
         | Oh yeah, orange. Orange were players participating in guild
         | wars. Orange players can attack other orange players. It is
         | basically permitted criminal activity among those participating
         | in a guild war. And in Order vs Chaos you also got the best
         | shield in the game for free for being on either side.
        
         | Misdicorl wrote:
         | Yeah it worked like that. Saying "guards" would instantly
         | summon the guards if any criminal was present and subsequently
         | murder the criminal(s). Nothing about incorrect summoning
         | though.
         | 
         | Most people had a macro invoking "guards" "bank" abd "vendor
         | buy" all at the same time. The interface was mud like and the
         | first (?) command in a statement that was valid would execute.
        
           | aasasd wrote:
           | Thanks, I now found a wiki describing these mechanics, and it
           | turns out that UO had an entire system of markings for
           | players who committed illegal activities. This clears things
           | up a bit.
           | 
           | Idk where the 'killing the player' part came from--though
           | local game journalism at that time was quite, uh,
           | idiosyncratic. But, as the workings of these guards were
           | somewhat hazy in my mind, they gained an ominous air.
        
             | baobabKoodaa wrote:
             | I think I know why you have this hazy memory! Oftentimes
             | these robber groups patrolled around the edges of the "safe
             | zones" where it's possible to call guards. When there were
             | battles, it was often chaotic with multiple characters
             | moving and mauling each other. Sometimes an innocent player
             | would be attacked near the border, they would defend
             | themselves and accidentally do some action which marks them
             | as a criminal (for example, moving inside the border of the
             | safe zone and defend against an attacker who is outside the
             | safe zone and not marked as criminal). The innocent player
             | defending themselves might call "guards", but because
             | they've accidentally made some particular action, the
             | guards would treat them as the criminal and kill them.
        
           | naz wrote:
           | As an avid player I can confirm that all commands would
           | execute. So if you were next to a vendor, you'd see the buy
           | menu, but also if a criminal was nearby they'd have the
           | guards summoned on them at the same time.
        
           | v8xi wrote:
           | Though at the beginning the guards didn't teleport and
           | instakill you, instead they would have to chase you - I don't
           | remember if their hit was an instakill but I do remember a
           | before/after of when suddenly you could not escape the
           | guards.
        
             | jghn wrote:
             | Originally they were just standard NPCs. They did not
             | instakill. And while quite tough, they could be defeated.
             | So a strong enough group could go in and clear out the
             | guards until they respawned. At which point the town became
             | lawless. I think the shift towards effectively being
             | deities smiting criminals was complete by the end of Beta
             | test though.
        
         | 1ark wrote:
         | It sounds like it could be the guards, inside the cities, of
         | UO.
        
       | RektBoy wrote:
       | Great that you can still play very good UO servers like UO
       | Outlands.
       | 
       | Because OSI UO turned into care-bear themepark, which is
       | unplayable.
        
       | cosgrove wrote:
       | >And it wasn't just players: autonomous mobile objects (mobs)
       | like monsters, animals, and NPCs could cross them as well.
       | 
       | Started playing MMOs in 2001 and it wasn't until this day that I
       | learned why they were called _mobs_. Wow.
        
       | Geenirvana wrote:
       | I miss UO.
       | 
       | I only played on unofficial servers but I had many hours of
       | entertainment.
       | 
       | My greatest achivement is that I wrote a Macro program called UO-
       | Mcro in VB6. It was a stepped based Macro program that didn't
       | require coding to use. It had popular actions such has
       | 
       | LeftClick x Wait x seconds Set Variable If / Loop
       | 
       | Each action was designed using VBScript, so it was possible to
       | extend to more advanced actions.
       | 
       | It has long since gone but the website is available on the
       | wayback machine
       | 
       | https://web.archive.org/web/20040802021732/http://uo-mcro.tk...
        
       | psyclobe wrote:
       | Gosh I remember beta testing this game, was a coming of age time,
       | the first MMORPG. Glorious times of guilds and true PvP (e.g. you
       | leave the town you basically were on your own) these were the
       | true days of high online adventure!
        
         | samstave wrote:
         | Same era - but I had a "cheat mode" ;; We ran the Intel DRG and
         | ran this on a bank of Intels highest end machines on a T3 to
         | our gaming lab, just when 56K got released... and were able to
         | effecitvely MASS PK players with 6 accounts with 100 sneak, two
         | rogues, 2 dread lords and two great lords.... we would taunt
         | with our dreads, run, hide, and appear with our great lords of
         | same name and get attacked ruining the reputation of others,
         | allowing them to kill us but specifically die next to our
         | hidden sneaks who would loot us... and run our bullshit back to
         | our castle.
         | 
         | We had a 7th castle butler account who all he would do was
         | manage keys...
         | 
         | our third member of our guild got wasted one night and managed
         | to lose our rune stones... but we had a teleport mech where we
         | had the courtyard covered in bags of wheat? and in order to
         | tele to the courtyard, you had to have the butler acct go pick
         | up the bag to the tele spot such that you could zap in...
         | 
         | Then, our guy, Draygor,,, he accidentally got whacked with the
         | rune stone before he could make it to the bank, and the
         | Japanese Guild spent MONTHS waiting for us to fuckup with an
         | account that allowed them to portal into our castle... then
         | they fn hid until we showed up...
         | 
         | We used to teleport dragons onto the roof such that we could
         | trap them behind chests and practice our spells until we had
         | 100 in every skill ...
         | 
         | but we went to vacation, DRAYGOR (largest pot grower in BC
         | Canada) who had a T1 to his house
         | 
         | We also had a bugged weapon that was an axe/or/hammer cant
         | recall -- but it was one-hit-one kill no matter what.
         | 
         | We were actually followed for a while with that bugged weapon
         | as we would trade it back and forth... and chased by invisible
         | mods... (they basically have a super account that their sprite
         | was invisible and they would follow us around....
         | 
         | That aside from the hitman series - is my golden games.
        
       | nyanpasu64 wrote:
       | > 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)?
        
         | armchairhacker wrote:
         | Is there any efficiency benefit to blockchain vs just storing a
         | unique ID for every item, so that even a stack of coins has a
         | stack of UIDs?
        
           | cottenio wrote:
           | Consider the sheer scale: people sell 200 million UO gold for
           | $10. Can you imagine every gold piece having a unique UUID?
           | Even if you didn't use 256 bit hashes, even at _64_ bits
           | you'd be talking about 1.6gb per $10 worth of UO gold.
           | 
           | UXTO would've been a neat technology to have to experiment
           | with at least.
           | 
           | Memory was at enough of a premium that even in the tagging
           | system we made in the article it was just for the rarest
           | items.
        
             | namrog84 wrote:
             | Could you mux the data of the coins?
             | 
             | If you have a stack of gold containing 5 uuid and mix it
             | with another stack of 3 uuid but only support 5 uuid per
             | stack. Then calculate proportional weightings which 5 you
             | store.
             | 
             | You could probably find a way to try and wash the money but
             | I think it could be done with right heuristics to catch a
             | good majority of use cases but maybe not all.
        
               | cottenio wrote:
               | I just want to note that I only started paying attention
               | to cryptography _after_ I left UO and got into Bitcoin,
               | which sounds like an NFT-grifting MMO supervillain origin
               | story - I know - but I sure did learn a lot about merkle
               | trees and solving interesting social problems.
        
             | googlryas wrote:
             | Are 1 UO gold coins even individually addressable?
        
               | cottenio wrote:
               | No, stacks are stacks. They're an object id with a
               | quantity counter. Each stack, however, was capable of
               | holding its own separate script and objvars; there were
               | event triggers to handle special cases like "onStackAdd"
               | and such.
        
         | nrb wrote:
         | Since only the server is authoring the entries, just a ledger.
        
           | tiagobraw wrote:
           | also known as database
        
             | Animats wrote:
             | No, a ledger and a database are different. The ledger is a
             | transaction log. The database holds the current state.
             | 
             | Basic bookkeeping concept: every once in a while (usually
             | daily) you take a snapshot of the current state and mark
             | that point in the ledger. Then you take the previous
             | snapshot, re-run the day's transactions, and you should get
             | the current snapshot. If you don't, something has gone
             | wrong. This is called "reconciliation".
        
               | MereInterest wrote:
               | So, an append-only database.
        
               | seanhunter wrote:
               | A database can hold state but it can also easily hold a
               | ledger/transaction log. Or both. Most of the databases I
               | have built or worked on end up organically evolving to
               | have both "state tables" and "event tables" where event
               | tables record state transitions broadly speaking. That's
               | just a very natural way to model systems where you need
               | to capture information about the state changes (eg when
               | they happen etc).
        
             | TrapLord_Rhodo wrote:
             | 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' of crypto and
             | even the term 'Blockchain' is loaded, but dismissing the
             | technology out of hand is uncalled for. Especially when the
             | author gave a very clear use case for a very real problem
             | in shared state computing.
        
               | twodave wrote:
               | If I understand correctly this can be solved with much
               | less complexity via something like snowflake to guarantee
               | ordering consistency. There are of course dozens of ways
               | to achieve consistency across nodes, and a blockchain is
               | one such solution. The reality is if blockchain were an
               | optimal distributed store it would be used for that
               | purpose in more places. Instead what we have is a bunch
               | of buzzword shoehorning (which frankly today sounds a bit
               | overplayed/stale).
        
               | zeroclip wrote:
               | Can you describe how a snowflake ID would help? Imagine
               | the data contains two Rare Items, when it should only
               | contain one instance. They both have different snowflake
               | IDs. How do you determine which is authentic? The
               | timestamp on the duplicated item could have been spoofed.
               | 
               | I think the real solution to this problem is just to
               | trust a centralized actor and single large database that
               | is shared across all servers. Not what the author wants
               | to hear, but most games don't need the level of
               | decentralization of PoW or PoS for all of their game
               | assets. But a fully decentralized MMO would be cool in
               | theory.
        
               | palata wrote:
               | Yep. I think the one place where blockchain shines is
               | cryptocurrencies. If it's not a cryptocurrency, then
               | there is a better alternative.
        
               | xani_ wrote:
               | >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'.
               | 
               | Uh, no. The servers are essentially independent. Each
               | server have maybe few thousand clients at once.
               | 
               | The data _most_ clients change is independent of
               | eachother. Hell *you don 't need to store most of them*.
               | 
               | All you need to store is basically _some_ world state
               | data (nobody GAF that non-boss monster just respawns
               | after server restart ,no need to store that data in the
               | database) and player possesion
               | 
               | >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.
               | 
               | Uh, no.
               | 
               | <server-id>:<item-id>:<account-id> + a server signature
               | to signify it was _actually_ generated by that server.
               | 
               | Any change of ownership within a server is server
               | changing account ID item belongs to + signing the
               | transaction and resulting record. Alert on fraud if
               | someone has same <server-id>:<item-id> pair.
               | 
               | You reduce the problem space to "do I trust the other
               | server" which is much easier to solve. And even if you
               | say allow malicious server with tons of accounts having
               | cheated in items transfer to yours.... each item has that
               | server's ID so you can trivially fix it by removing them
               | from yours.
               | 
               | All that would need to be tracked above that are account
               | transfers.
        
               | veleek wrote:
               | 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 each node is guaranteed not to
               | overlap. You trust to nodes so you don't need blockchain.
        
               | cottenio wrote:
               | Yeah, my point was that an internal PoW ledger (not
               | decentralized but still technically a blockchain)
               | would've been useful because: A) stack tracking per
               | stackable type is trivial with UXTO, and B) adding a few
               | seconds of PoW makes the resulting chain so hard to forge
               | for crime-of-opportunity style attacks (preventing
               | internal employees from making untraceable gold) that it
               | could've prevented a few firings/calls to the authorities
               | during my time. Oh, and C) it might've resolved the
               | duping issues with cross-server character transfer
               | exploits (a different beast than areaservs), and D) heh,
               | maybe conned an engineer into making a block explorer
               | dashboard so we could see the global state of
               | currency/stackable amounts
               | 
               | 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.
        
               | DelightOne wrote:
               | Are there ready-to-use blockchain libraries to simply
               | create such a blockchain or does everything have to be
               | custom-written and tested manually -> requiring the
               | developer be an expert?
        
               | cottenio wrote:
               | Apparently it was a valuable enough idea to Amazon that
               | they spun it up as a service in AWS: QLDB.
        
               | palata wrote:
               | Note: valuable as in "people are willing to pay for it",
               | not as "it is solving a use-case better than
               | alternatives"
        
               | agentultra wrote:
               | You don't need the proof part if all the server nodes are
               | trusted. Just the hashes is enough. I think that's the
               | part the author was pointing out in the article and we're
               | reading a bit too far into it.
        
               | ohmahjong wrote:
               | cottenio is the author in this case.
               | 
               | If there is the potential of internal employees being
               | malicious, then maybe trust isn't guaranteed.
        
               | meheleventyone wrote:
               | The question then is the additional cost worth it.
               | Employee tampering is rare and already dealt with in
               | other ways. Also putting things on chain doesn't prevent
               | it because there are still employees making the game and
               | thus can still add back doors that will be legit
               | transactions.
        
               | xani_ wrote:
               | Okay? What makes you think this would stop them from just
               | running some GPU in the corner and generating a bunch of
               | expensive items to peddle ? They'd have all the access to
               | make it look legit ?
        
               | agentultra wrote:
               | I can't believe I missed that.
               | 
               | I still don't think the proof part is necessary even with
               | the potential for internal employee tampering. With
               | sufficient system authorization and security auditing
               | catching someone tampering would be enough than wasting
               | all that compute resource to prevent it for such a rare
               | case.
               | 
               | Cool story though. I really like UO back in the day.
        
               | kelnos wrote:
               | I think employee trust is not something you solve with a
               | blockchain. This is like that section of the "why your
               | idea won't work" checklists, where you have "you are
               | attempting to solve a social problem with technology,
               | which does not work". Access controls and audit logs are
               | the way to go. Employees who know that they can't behave
               | badly without the system recording all their bad actions
               | are much less likely to do bad things. And when they
               | inevitably do bad things (which would still be the case
               | in a blockchain system), you have the audit trail to
               | prove it, and you fire them and/or involve law
               | enforcement.
        
               | kelnos wrote:
               | You still don't need PoW here, though. All the servers
               | are presumably trusted. You perhaps have a trust issue
               | with your employees, but that is what access controls
               | (limit the number of people who can create items) and
               | audit logs (after an item is created, you know exactly
               | who did it and when) are for.
               | 
               | And yes sometimes an employee that you've trusted with
               | item creation access will turn out to be a bad actor, but
               | you have the audit log to prove that, and you fire them.
               | That's... just life. Hopefully the fact that there are
               | audit trails dissuades most of the borderline-sketchy
               | employees that it's not worth the risk.
               | 
               | > _adding a few seconds of PoW makes the resulting chain
               | so hard to forge for crime-of-opportunity style attacks
               | (preventing internal employees from making untraceable
               | gold_
               | 
               | I just don't get why this needs a blockchain. Internal
               | access controls! Don't just let random employees make
               | arbitrary, untraceable changes to game state! Of _course_
               | you 're going to have problems if you allow this,
               | blockchain or no.
               | 
               | Obviously you are much more knowledgeable about the
               | issues around transferring state across server
               | boundaries. But I still have not seen anything (in
               | general) that suggests that inherently centralized
               | systems (like an MMO run by a single corporation)
               | meaningfully benefit from PoW systems. PoW is just there
               | to ensure that people can't forge things. But when your
               | ledger is centralized, if you implement the proper access
               | controls and audit trails -- which you should be doing no
               | matter what -- then PoW/blockchain is just not necessary
               | or useful.
        
               | cottenio wrote:
               | Oh, and a good aside: thanks to player exploits the nodes
               | themselves weren't necessarily trustworthy (such as
               | duping exploits across shards, not just areaservs).
               | 
               | Like I said, not saying we "needed blockchain", but when
               | AWS released QLDB I was like "ohhhh, that would've been
               | useful" since, you know, forging log files is a thing.
        
               | josephg wrote:
               | > 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.
               | 
               | You can also generate unique IDs by giving each
               | server/node a unique hash and then use (node_id,1),
               | (node_id,2), ... etc. Its more complex this way but this
               | approach compresses way better if you have a lot of IDs.
               | (Thanks Martin Kleppmann for this trick)
        
       | glonq wrote:
       | I participated in the public alpha and beta testing for UO.
       | 
       | I recall it being a very laggy experience back in the days of
       | 28.8k modems.
        
       | zeroclip wrote:
       | I am very pro-NFT and pro-blockchain but disagree with the
       | author. Blockchain is not going to replace a MMO item database.
       | Blockchains have bottlenecks and are not needed if you and your
       | users are OK with a centralized database to meet high performance
       | requirements.
       | 
       | Now, imagine your goal was to create a distributed and
       | decentralized MMO not owned by any single company, and
       | permissionless so that anybody could built on top of it. For this
       | it does make sense to use blockchain-like technology like a
       | rollup that aggregates state deltas of many transactions,
       | batching them into a proof that is posted to a distributed
       | ledger.
        
       | arduinomancer wrote:
       | This is pretty specific but does anyone remember in one of the
       | Runescape open betas back in the day there was a duping bug? I
       | think involving a chest?
       | 
       | If I recall it was really easy to do and by the end of the beta
       | like everyone had totally jacked up gear
       | 
       | Of course it all got reset eventually since it was just a beta
       | but I recall it being pretty hilarious to play during that period
        
         | barsonme wrote:
         | The part hat dupe trick!
        
         | asdff wrote:
         | GTA Online had a number of methods to quickly rack up unlimited
         | money when it came out. Not really external hacks, just regular
         | old in game glitches were around. I used it to get a bunch of
         | money in game, and rather than breaking anything, it just made
         | it a lot more fun being able to drive whatever car or get
         | whatever I wanted. Calling up a tank is a blast in a game like
         | gta online! I pretty much stopped playing the game when they
         | patched everything and reset the in game economy and made my
         | character broke and boring.
        
         | namrog84 wrote:
         | Not only that but diablo 2 had such a prolific duping problems
         | of this 1 ring. The ring itself became a currency.
         | 
         | They eventually added a mechanic in game that consumed the
         | rings for something else as a way to remove the rings from game
         | without deleting at will.
        
           | ithinkso wrote:
           | I think SOJs became currency and the duping problem made them
           | worthless and moved the currency to high runes? But what they
           | did with the anni quest to get rid of the rest of the SOJs
           | was clever
           | 
           | Oh man, thanks for the nostalgia trip!
        
       | cottenio wrote:
       | I hope anyone who enjoyed the article will find time to listen to
       | the original team discuss UO's early development and the crazy
       | design and social problems they were trying to solve.
       | 
       | They succeeded at some, spectacularly failed at others, but
       | brought forward things that still impact MMO and (now) Metaverse
       | design today.
       | 
       | https://www.gdcvault.com/play/1024930/Classic-Game-Postmorte...
        
       | bastawhiz wrote:
       | > Not that I'm saying MMOs need blockchains; but it turns out
       | Proof-of-Work ledger technology had a use case here! (No wonder
       | Amazon now offers a similar service: QLDB).
       | 
       | For one, QLDB isn't proof of work. It's centralized: if you think
       | you need a blockchain within your own data center to establish
       | consensus, you don't.
       | 
       | Blockchains are only useful when there is no central authority,
       | which isn't the case with (all?) MMOs. Badly written blockchains
       | have double spend issues. Video games with race conditions and no
       | locking controls have duping problems. Blockchains only manage to
       | eliminate the centralization (in theory), not the bugs.
        
       | kdazzle wrote:
       | Man, I ran across PK Ghost the other week. So many memories.
       | Actually, looking back, it was a pretty innovative webcomic.
       | 
       | https://www.imanewbie.com/
        
       | no_wizard wrote:
       | Aside from being an amazing story, my other takes are the
       | following:
       | 
       | C / C++ are truly powerful and efficient languages for execution.
       | Can you imagine doing this with Java or C# and still keeping the
       | memory usage and speed reasonable, even in 2022? This is the late
       | 90s (maybe early 2000s). C++ is a workhorse, warts and all.
       | 
       | Game development is just so different from all other types of
       | development, but I feel like if you can game dev at _this_ level
       | you can develop just about any type of interactive application,
       | but maybe I 'm wrong?
       | 
       | The golden age of MMOs has long passed, hasn't it?
        
         | cottenio wrote:
         | I just want to mention that the C++ code running UO was
         | incredibly fast at what it did, and it even wrapped a custom
         | scripting language called Wombat that ran all the gameplay
         | logic.
         | 
         | Pretty sure Jason Spangler, genius, made a JIT compiler in LLVM
         | for Wombat just to see how much code we could execute in each
         | 250ms tick.
         | 
         | During one of my live events I got 500 people on-screen (in
         | what, an 800x600 pixel screen?) thanks to how efficient the
         | networking, gameplay, and client rendering code had become.
         | 
         | Well. Then the telestorming began because I forgot to disable
         | it...
        
         | munk-a wrote:
         | I'm a former game dev, I worked in PHP on the server side of
         | our game and honestly - C++ is mostly just the dominant
         | language because everyone is constantly overworked and
         | everything has always been done in C++. Java and C# are some
         | counter examples you offered which, if done right, should rival
         | the performance you can get in C++ pretty trivially - Java may
         | have a larger memory footprint for some things (it's harder to
         | sanely get down to the bare metal within some contexts) but
         | it's still quite fast. I honestly think that sometime soon
         | we'll probably see Rust shoulder C++ out for game development
         | once someone (eyes Epic) writes an engine with native language
         | hooks in it simply because you get pretty much all of the
         | performance characteristics along with one of the most valuable
         | things in the world - extensive and resilient static code
         | evaluation.
         | 
         | You can make things efficient in a plethora of different
         | languages depending on the setting (PHP, similar to how I used
         | it, is often chosen because it's extremely readable, flexible
         | and all the expensive performance stuff you're doing is usually
         | in SQL on the server-side anyways) but there are definitely
         | certain languages that are better suited to some tasks. I would
         | really suggest not focusing in on language choice that much
         | though, since there are much more important decisions to make
         | when discussing high performance architecture and having access
         | to pointer arithmetic is, at this point, honestly more of a
         | curse (since you have to deal with horribly unmaintainable crap
         | in some library you need) than a benefit. Over a decade ago I
         | had my first C++ job which used the Qt framework and using
         | references by default (which Qt strong encourages but doesn't
         | force) is simply a much more sane approach to development.
        
         | nrb wrote:
         | The main server emulator for UO, RunUO (and ServUO that spun
         | out of it), is written in C# and runs worlds that are as large
         | as UO had in its heyday.
         | 
         | A few of the very hot code paths in the netcode and elsewhere
         | drop to unsafe to do pointer math and faster array walking but
         | the vast majority of it is in managed space.
        
         | edmcnulty101 wrote:
         | > Can you imagine doing this with Java or C# and still keeping
         | the memory usage and speed reasonable, even in 2022?
         | 
         | Lots of samples if you google.
        
         | gwbas1c wrote:
         | > Can you imagine doing this with Java or C# and still keeping
         | the memory usage and speed reasonable, even in 2022?
         | 
         | It's all about programmer skill. You can write bloated C++ just
         | as easily as bloated C# and bloated Java.
        
         | philliphaydon wrote:
         | Yes.
         | 
         | RunUO
         | 
         | ModernUO
         | 
         | ServUO
         | 
         | JustUO
         | 
         | Classic UO running in the browser.
         | 
         | https://classicuo.org/
        
         | ianbutler wrote:
         | I don't know about that I'd say we're doing pretty good on the
         | MMO scene. FF XIV really revitalized the space, but WoW is
         | still chugging along, ESO, Star Wars, New World, Guild Wars,
         | EVE, MMO Lite Destiny 2, etc. Basically there are a lot of MMOs
         | with really stable populations where doing activities isn't
         | cumbersome and you can play whatever aesthetic (fantasy, space,
         | etc) you'd like.
         | 
         | It's certainly different from the age of MMO's like Ultima
         | though and the sense of community is vastly different than it
         | was back then by virtue of how mainstream they are now and
         | because of all the different tools and such people use to build
         | those communities now.
         | 
         | So if not golden, I'd say still pretty strong silver.
         | 
         | To your other points though I completely agree.
        
           | Macha wrote:
           | I'm not sure I'd even call Destiny 2 MMO-lite at this point,
           | it feels as much of a MMO as retail WoW or Guild Wars 1 at
           | this point.
        
           | yreg wrote:
           | I've heard good things about Oldschool RuneScape.
        
         | [deleted]
        
         | AtlasBarfed wrote:
         | If you arena allocate (which would probably be typical in
         | games), then GC isn't as much a problem.
         | 
         | Most MMOs aren't a graphics problem (usually not pushing the
         | edge) or performance problem (high FPS for twitch isn't as big
         | a thing), they are a database problem.
        
         | Dylan16807 wrote:
         | > Can you imagine doing this with Java or C# and still keeping
         | the memory usage and speed reasonable, even in 2022?
         | 
         | Yes.
        
           | chii wrote:
           | for example, EVE Online is mostly done via python (server
           | side at least - not the frontend iirc).
           | 
           | In fact, i reckon the reason a lot of games would have
           | crashes is because it's written in an unsafe language like
           | C++.
           | 
           | And the reason there's so many successful plugins for
           | minecraft is _because_ it's in an "easy" language like java.
        
             | xani_ wrote:
             | > And the reason there's so many successful plugins for
             | minecraft is _because_ it's in an "easy" language like
             | java.
             | 
             | Minecraft got mod support way after there was already a ton
             | of mods for it. The way it got initially was basically
             | hacking into game jars, not because it was supported in any
             | way, it only got support later.
             | 
             | Granted, Java JVM did made that easier, but still the
             | reason it got so much stuff is because it was so fucking
             | popular first. All of the modding tools were pretty much
             | made by community from scratch, way before Mojang moved
             | their ass.
        
               | chii wrote:
               | > hacking into game jars, not because it was supported in
               | any way, it only got support later.
               | 
               | decompiling java is much easier than decompiling C++
               | output. Adding code to such a decompiled source is much
               | easier and safer, and thus much more accessible.
               | 
               | if minecraft had been in C++, i seriously doubt the
               | initial mods from hacking it would've been possible.
        
             | Operyl wrote:
             | Client uses a ton of Python too, mind you they have a very
             | special interpreter. https://github.com/stackless-
             | dev/stackless/wiki/
        
               | chii wrote:
               | oh didnt know their client used python! Wow!
        
               | dbrueck wrote:
               | Great point!
               | 
               | Side note: you can get a lot of the power of Stackless
               | Python without a special interpreter if you use greenlets
               | (https://greenlet.readthedocs.io/en/latest/).
        
       | DixieDev wrote:
       | I 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 source of dependence on other players?
        
         | Avicebron wrote:
         | I've heard Ashes of Creation is trying to implement something
         | like this (but they don't have a release date yet, just some
         | interesting conversations with devs on their tooling and
         | schedule)
        
         | Globz wrote:
         | Yes, Mortal Online 2 is the closest thing to UO to this day.
        
         | tcoop25 wrote:
         | https://uooutlands.com/
         | 
         | It is still as fun today as it was back then.
        
         | RektBoy wrote:
         | But you still can play UO in UO Outlands server, made by people
         | who actually understands original concept, not like OSI-UO devs
         | which turned UO, over the years, into care-bear themepark.
        
         | Cloudef wrote:
         | Old MMOs mostly were like that. FFXI and UO are probably the
         | most famous.
        
         | waynesonfire wrote:
         | The reason UO will never be re-created is that it was the first
         | game of it's kind and thus every player had only one option. In
         | modern times, the gamer population is so bifurcated that I'm
         | not sure it'll ever be possible to have such a mix of player
         | types in a single unforgiving ecosystem.
        
           | josephd79 wrote:
           | Plus newer game generation wouldn't like the idea of being
           | pk'd and losing items....
        
             | imtringued wrote:
             | MMOs are still stuck with the concept of permanently
             | undamagable items that can be worth hundreds of in-game
             | hours because of insanely low drop rates.
             | 
             | If items had a finite lifespan and you could replace them
             | quickly like in Minecraft, then the downside of losing your
             | items would be far more acceptable.
             | 
             | This is also the reason why MMO economies tend toward
             | deflation. Players craft thousands of food items that never
             | perish and just pile up in some auction house or automated
             | market place.
             | 
             | If every player sold their items when they quit there would
             | be more items than players.
        
               | Ekaros wrote:
               | Or towards hyperinflation when the currency generation
               | out paces any sinks thus driving the price levels to
               | outright stupid levels, with only limiting factor being
               | what players can hold and trade.
        
               | charlieyu1 wrote:
               | Then players simply don't trade gold. Eventually a new
               | currency appears will facilitate the trades anyway.
        
               | tstrimple wrote:
               | This is exactly what happened in Diablo 2. You had a gold
               | limit, and the value for gold was so low that players
               | began using Stone of Jordan rings as currency for other
               | item trades.
               | 
               | https://gaming.stackexchange.com/questions/22688/why-did-
               | sto...
        
         | Lammy wrote:
         | > forcing players to interact if they want to gather specific
         | resources or craft vital items
         | 
         | "sup, u gm angler?/"
         | https://web.archive.org/web/20030731200633/http://spla.sh/bp...
        
         | namrog84 wrote:
         | One of the challenges is finding the right proportional scale.
         | 
         | If the difficulty or fun of say blacksmithing nice items for
         | the community. And you have it balanced out that you expect 20%
         | of players be blacksmith. But then either 10 or 30% be
         | blacksmiths either items skyrocket in price and make it
         | unobtainable to most or the floor bottoms out making it not
         | viable for most to engage in a market.
         | 
         | I think its solvable but itd require a lot of dynamic based
         | systems to scale properly based upon number of players in each
         | categories of life skill limits.
         | 
         | With that said, check out a game called Eco. They have life
         | skill limits and force cooperation on small scale (30 day per
         | server wipe). I think you can reasonably have 2 or 3
         | professions of 12 and people buy and sell from each other.
        
           | jghn wrote:
           | In early UO, say Beta through the first few months of
           | production, I knew a lot of folks who were primarily crafts
           | folk. The town blacksmith, that sort of thing. After a while
           | most players developed mules who had GM blacksmith skill or
           | whatever so it became less of a thing.
           | 
           | But even then there were people out there. One woman I knew
           | spent most of her time as an interior decorator for people's
           | houses. It was a fun element that I never really saw in other
           | games.
           | 
           | I do think to a large extent it came from the genre of game
           | being new and every play style getting mushed into one game.
           | People looking for the more pure social RP type role will
           | congregate in a game catering to that, while the hack & slash
           | adventure types will go elsewhere.
        
           | onlyrealcuzzo wrote:
           | I don't understand why MMOs could never figure out how to
           | make resource gathering as fun (or more fun) than hack &
           | slashing.
           | 
           | Stardew Valley and other games - Death's Door, A Short Hike,
           | Toem, etc - figured this out.
           | 
           | Why haven't any MMOs done it?
        
             | adra wrote:
             | I'd argue that New World made gathering and to a lesser
             | degree crafting a lot of fun. The rest of the game was
             | kinda crap, but I did actually enjoy doing material farms.
        
             | hulahoof wrote:
             | FFXIV has a decent gathering approach
        
             | debesyla wrote:
             | Dunno, RuneScape seems fun? There's lots of types of
             | materials, lots of ways to gather? True, most of the
             | mechanics are just click-and-wait, but it's not like most
             | MMOs where wood isn't any different from ore...
        
         | asdff wrote:
         | Certain minecraft survival servers certainly, if they have the
         | player count to make it feel "massive". Sometimes servers
         | establish group protected towns or cities (these work like
         | linux group permissions on files but over an arbitrary
         | dimension of blocks in the server map) and there would be
         | shared resources, e.g. a farm or chests full of leftover
         | cobblestone from mining for diamonds, or even tools free for
         | use to members of the group.
        
         | nordsieck wrote:
         | > Are there any modern MMOs with mechanics like this, e.g.
         | life-skill limits or some other source of dependence on other
         | players?
         | 
         | 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.
        
           | ericbarrett wrote:
           | In addition, in Eve nearly all items (ships, modules, ammo,
           | even starbases) are player-manufactured, player-hauled, and
           | player-sold.
        
           | cottenio wrote:
           | EVE is my favorite example.
           | 
           | There were four games I played at EA Redwood Shores: UO,
           | Battlefield 2, EVE Online, and Microsoft Excel (because EVE).
        
             | [deleted]
        
             | the_only_law wrote:
             | > Battlefield 2
             | 
             | Really is a shame what happened to that franchise.
        
               | mod wrote:
               | I spent a bajillion hours flying helicopters. Really
               | loved 3 & 4.
               | 
               | Haven't played since, though. What happened?
        
               | the_only_law wrote:
               | It's hardly even battlefield anymore
               | 
               | It's like some unholy amalgamation of every shooter genre
               | that's been popular with kids in the past few years. It's
               | like hero shooter meets battle royale meets call of duty
               | meets the battered corpse of what used to be Battlefield.
               | It really feels like some out of touch suits said "see
               | what kids like these days and rip it off".
               | 
               | The previous game had its own controversies, and many
               | veteran developers apparently left due to the stifling of
               | creative control.
               | 
               | If you don't mind a shitpost-ey video, I saw this the
               | other day and it probably explains everything better than
               | I can in an HN comment: https://youtu.be/d0lXNq2jrG8
               | 
               | It's spends a lot of time on performance issues and bugs,
               | but those are usually forgivable to me, at least as long
               | as things get patched.
               | 
               | Also there's a complete lack of content. Twenty something
               | guns if I recall correctly, and lack of content can kill
               | games, even otherwise good ones.
        
               | the_only_law wrote:
               | Just an addendum for anyone who clicks the video: the
               | actual content starts around 2:40.
        
       | xwdv wrote:
       | Ultima 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.
        
         | Alex3917 wrote:
         | > 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.
         | 
         | I don't necessarily personally disagree with this, but this
         | counter argument is worth watching:
         | 
         | https://www.youtube.com/watch?v=1H4j-5YFKK4
        
           | zinckiwi wrote:
           | I largely agree with the perspective of that video.
           | 
           | Specifically thinking of the difference between EQ and WoW, I
           | do think there's one objective difference though: downtime.
           | It wasn't uncommon to spend minutes recovering from a fight,
           | or wait 20+ minutes between spawns if you were camping a
           | particular spot. At the time we moaned about it, so WoW came
           | along, and "solved" the complaint.
           | 
           | In hindsight, the downtime was the best part of the game.
           | Chatting with strangers in a pickup group. Gambling. Friendly
           | duels. Dumb feats of strength. Mutual grumbling about waiting
           | for the boat. My fondest memories were all the things around
           | the gameplay, but that doesn't make the game irrelevant. It
           | was an excuse and a reason, but also a setting. The
           | _combination_ was intoxicating.
        
             | toast0 wrote:
             | > In hindsight, the downtime was the best part of the game.
             | 
             | There's a lot of this in baseball spectation as well, maybe
             | american football too. The game is there to bring you
             | together and hang out.
        
         | munk-a wrote:
         | I would strongly _strongly_ suggest investigating MUDs if that
         | 's your bag. They're non-graphical so they can be built and
         | maintained by small numbers of people with low programming
         | skills and they tend to be almost entirely about community
         | experiences. I'll just leave http://www.middle-earth.us/ here
         | because it's where I met my now SO and it's an absolutely
         | wonderful community - but there are hundreds of them out there.
         | They do take a serious time commitment though, since they're
         | all about building up that interesting social world.
        
         | nhinck2 wrote:
         | Yeah UO only worked because it was basically the only game in
         | town.
         | 
         | The sheep were playing alongside the wolves. Once there was
         | more choice in the market the more casually and cooperatively
         | minded players self-selected into games catered to them.
         | 
         | Everyone who wants 'the next UO' has got to realise it's never
         | going to happen.
        
           | nrb wrote:
           | > Yeah UO only worked because it was basically the only game
           | in town.
           | 
           | As someone who was deeply involved with UO for a number of
           | years, this explains a lot of it I think.
           | 
           | Once there was a choice of optional PvP in UO itself the
           | players OVERWHELMINGLY voted against non-consent PvP by
           | fleeing to Trammel.
           | 
           | That said, even after Renaissance the game and community
           | itself was still in good shape before they caught the WoW bug
           | and destroyed what they built trying to capture that
           | audience.
        
       | andrewmcwatters wrote:
       | I get the feeling that any good, truly "massive" MMO eventually
       | has to deal with stuff like this beyond a technical level, beyond
       | a gameplay balance level, and straight into social ramifications.
       | 
       | As a younger guy than these players, this story reminded me of
       | the Disk of returning and Thordur's black hole from RuneScape.
        
         | nominusllc wrote:
         | The solution is to make the pipeline for reporting bugs easy
         | and lucrative enough to encourage bug reports.
        
       | washywashy wrote:
       | I remember my days playing on a likely not-so-legal role playing
       | shard that also had a connected blog where players posted stories
       | about their characters.
        
       | eigenschwarz wrote:
       | Darknet Diaries does a two part episode that covers, among others
       | exploits, this infamous (and famously entertaining) UO zero-day
       | exploit:
       | 
       | https://darknetdiaries.com/episode/7/
       | https://darknetdiaries.com/episode/8/
        
         | palata wrote:
         | I wonder if Darknet Diaries will someday become the XKCD of
         | security stories: "there is a Darknet Diaries for that" :)
        
       | victorclf wrote:
       | Still hopeful that someone will make a new exciting sandbox MMO
       | that fills the gap left by UO.
        
         | hoten wrote:
         | 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.
        
           | alexose wrote:
           | I was excited to play but I couldn't make it past the
           | character creation screen. There's a bug preventing me from
           | spending all of my attribute points.
        
             | hoten wrote:
             | Huh, that's odd. I can't figure out how to get that problem
             | to happen. Not even selected a preset works?
             | 
             | By the way, if you manage to get it to work, make an
             | account starting with '@' to get admin privileges. You
             | could also explore the local play-it's the same server
             | code, but running in a web worker instead of on my server.
        
               | victorclf wrote:
               | I got the same bug when I clicked create button without
               | filling the "character name" field.
               | 
               | Great demo btw!
        
               | hoten wrote:
               | ooooh yup that'll do it, thanks!
        
         | v8xi wrote:
         | there with you - UO was the greatest game I ever played
        
           | axus wrote:
           | A game development pair working on a kind of similar MMO for
           | the last 10 years. "Haven and Hearth" has all the house
           | building, player killing, crafting, and trading. No pre-made
           | safe zones, though, and it resets every year or two.
           | 
           | I think all of these small, independent efforts fall under
           | the radar without the advertising of more expensive games. I
           | don't know if UO was well-advertised at the time, but it was
           | certainly the only option at launch!
        
             | nerdix wrote:
             | UO was well advertised before launch. One of my most prized
             | possessions as a kid was a summer of 1996 (want to say
             | June) issue of PC Games magazine that had an in depth
             | preview of UO. It came out about a year before the game
             | actually launched. I probably read that article about 100
             | times. I was never going to get my parents to pay the
             | monthly subscription fee so that magazine and my
             | imagination was the closest I got to UO until I was in
             | college and could afford it myself (that was during Age of
             | Shadows and EverQuest had already supplanted it as the most
             | popular MMORPG)
             | 
             | In the late 90s, Ultima was still one of the biggest (if
             | not the biggest) PC/Western RPG franchises. UO launched
             | before Ultima 9 kind of killed the franchise. I'd be
             | surprised to find anyone who was really into PC gaming
             | during that era that hadn't heard of Ultima Online.
        
         | chongli wrote:
         | Sadly I don't think it can be done. I mean sure, the game could
         | be written, that's not a problem. The trick is to get people to
         | show up and in particular get players to play who aren't "UO
         | fans."
         | 
         | UO was amazing because a ton of people played it who weren't UO
         | fans or even MMO fans because such things didn't exist. The
         | players were simply RPG fans wanting to try something new and
         | what happened was magical and serendipitous.
         | 
         | Now any game that tries to do the same will only attract UO
         | fans or classic MMO fans. That original audience of people who
         | were essentially naive but open to a new experience are gone.
        
           | jghn wrote:
           | It doesn't help that the majority of people who bemoan the
           | loss of games like UO quickly reveal themselves to be the
           | sort of psychotic players who are the exact reason games like
           | that no longer exist. You'll hear things like "I miss being
           | able to slaughter dozens of people and take all their stuff".
           | Ok great, but your average player _hates_ that sort of game.
           | And you need a high prey /predator ratio to satiate such
           | desires.
           | 
           | I say this as someone who thinks of early UO as the best game
           | they've ever played. I didn't mind that type of player, even
           | spent most of my time fighting with/against them. But I also
           | recognize that this segment is why we can't have nice things.
        
             | asdff wrote:
             | The skill gap issue is huge in games. When a game is
             | popular you have plenty of people worse than you at the
             | game to stomp. When it becomes niche its just you against
             | the pros who play nothing but this one game for thousands
             | of hours, and it becomes a lot more frustrating to get into
             | a game.
        
             | chongli wrote:
             | I am one of those rare people who actually really enjoyed
             | the thrill of playing a miner (or some other crafter) and
             | having murderers show up and try to kill me for my valorite
             | ingots. It felt like high stakes (in game terms, low stakes
             | in real life terms) hide-and-seek!
             | 
             | Over the years I ended up wearing many different hats, of
             | course. I had red characters and thieves and mage-thief
             | hybrids (by far the most annoying character for people to
             | play against). I participated in guild vs guild combat, I
             | had a tamer, a bard, a smith, a fisherman. I loved
             | everything there was to do in UO. On a free shard I even
             | dabbled in programming, writing a bot to automate shearing
             | sheep and storing the wool in the bank. That shard had a
             | really high spawning rate for sheep so I was able to earn
             | enough gold to purchase a keep to share with my friends in
             | about a week of real time!
        
               | jghn wrote:
               | Likewise, it's just that we were a severe minority.
               | 
               | I spent most of my time either PvPing in some form and/or
               | heavy RP activity including tradesperson type stuff. My
               | main character was notoriously red-but-actually-good as
               | he would fight against wrongdoing even if it earned
               | criminal flagging. So I wound up with a pretty diverse
               | set of friends no my server.
               | 
               | On my shard there was a cluster of PKs who were actually
               | pretty mature/sane, many of them got into the RP side as
               | well with one group featured in Wired. We became OOC
               | friends and often would concoct RP reasons why my guild
               | and those groups would band forces against the K1ll3rd00d
               | type PKs that would roll around. And that's how I got
               | most of my PvP enjoyment.
        
         | no_wizard wrote:
         | It appears to be still around?
         | 
         | https://uo.com/
         | 
         | EDIT: looks like it changed hands a number of times, very
         | unlikely its as good as it once was, I imagine
        
           | cottenio wrote:
           | Not really "changed hands."
           | 
           | Stages:
           | 
           | 1. EA with original Origin devs 2. EA post-Origin 3. EA,
           | integrated into Online group (with Westwood) 4. EA Mythic (UO
           | & DAOC) 5. Broadsword (owned by the former GM of EA Mythic
           | under a licensing deal)
           | 
           | I think that's fairly accurate. Older devs correct me if I'm
           | wrong.
        
       | unicornmama wrote:
       | UO was an awesome experience. No one has ever made a similar
       | game, and UO doesn't exist in its prior form. But let's not
       | forget that we all stopped playing UO for a reason.
        
         | quelltext wrote:
         | What's the reason?
        
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