Sep 012022
 

I just watched a couple of videos about sandbox vs themepark games (in particular one by NerdSlayer and another by Josh “Strife” Hayes)… One thing that struck me about the ways players often talk about this (because at this point the history is so old) is that people think of sandbox as the older version of MMOs, and themeparks as newer. But that’s not right – sandbox is not the older form.

Sandboxes are the evolution of themepark MMOs, not the antecedent.

Part of the reason why this isn’t clear is because most players today haven’t played what themeparks were originally, back on the text virtual worlds called MUDs that led directly to MMOs. Given that I suspect I am partly to blame for these two words having currency in the first place, I thought I’d put in my two cents.

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Oct 142021
 

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

Items as pure data

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

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

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

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

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Oct 072021
 

First we talked about clients and servers; then we talked about maps. Now we are finally at the hardest part of virtual worlds to wrap your head around – not coincidentally, also the aspect that gets people the most excited.

Things. Stuff. Bits and bobs. Widgets. You know: objects.

A lot of folks think a digital object is something like this:

Objects might seem simple, but they are actually very complicated. The subtleties lead to confusion about what is possible in online worlds or metaverses – and the answer is both more and less than people tend to think.

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 Comments Off on Digital Objects: How Virtual Worlds Work part 3
Sep 232021
 

Diagram one: the client and the server

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

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

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

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 Comments Off on How Virtual Worlds Work, part one
Sep 092021
 

Last week, I talked about “metaverse,” the hype around it, and how much of what people dream about is actually stuff online worlds have done for many years now. I ended the article on a bit of a tease, promising that I would talk about what we are doing.

I won’t tease this time.

We have built a metaverse platform.

Wait, did you say “have built?” Past tense?

Oh, it’s not done. We’re probably going to be working on this for years. But I say “built” because, well, we have the basics of this stuff working. 

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