Dreaming of Massively Multiplayer Open Source



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The first approach has been tried many times in both science fiction and reality. In this new novella, at over 30,000 words, his longest work to date, Ted Chiang offers a detailed imagining of how the second approach might work within the contemporary  landscape of startup companies, massively-multiplayer online gaming, and open-source software. It’s a story of two people and the artificial intelligences they helped create, following them for more than a decade as they deal with the upgrades and obsolescence that are inevitable in the world of software. At the same time, it’s an examination of the difference between processing power and intelligence, and of what it means to have a real relationship with an artificial entity.

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The fact that it's still around in development since its creation in 1992 shows the strength of the open-source community to cling to projects. dvd creator, mp4 to dvd



PlaneShift has one foot in the open source realm, and one foot firmly out. The source code can be used for whatever you like. However, the Art, Music, and Content are strictly and undeniably proprietary. You my not take the game and modify it at will. You may only do so with the code that makes the game run. My team found that out rather rapidly when we probed PlaneShift for a possible shard to experiment on while we worked out how to use the engine for our own game.

For now, we are going with another engine. The PlaneShift engine is too young to be of any real use.



Props for the Jean Gray/Phoenix reference.



LOL you beat me to it.



So being that these games are open source, does that make them free to play, and or modify?



In theory, yes. 



seems to me that an open source multiplayer game would be susceptable to all kinds of mischieve like hacking.



The theory behind that, which is the same theory behind companies not releasing all or part of their source for "security" is that open source apps are inherently less secure because any old cracker can read the source code (hackers are hard-core coders, who do not necessarily have anything to do with cracking -- the names are just misused a lot). While this is true, most crackers are NOT competent coders or anywhere near skilled enough to identify weaknesses. Furthermore, open source applications tend to be patched more quickly, often by the person who finds the original vulnerability -- sometimes before he even tells anyone about the vulnerability.

Lastly, the game will still be played using a server and client. You will likely have to authenticate to show you're using an approved client, and the server will only be updated with code approved by the overseers of the particular project/server.  It is pretty doubtful that anyone wanting to "hack" the game will go to the trouble of writing their own special client, especially since the game will be probably be free on most servers.  There's no value in it.

The open source movement works in part for the same reason DRM doesn't work and isn't necessary.  Just because you try to stop someone from doing something doesn't mean you'll succeed (and you probably won't).  More importantly, just because someone CAN do something doesn't mean they will.  It's all about the value of an action: if there's value, someone will do it no matter what.  If there isn't value, very few people if any at all will do it, no matter how easy it is.



I remember it. I was one of those who played it before Gametap shut it down. I even played the offline version years ago just after Ubisoft killed the Online mode before it made release or got out of beta.(been ages, I don't really recall how far along the Original Myst Online was back when Ubisoft had it)


I was a bit disappointed to see it go. Especially since Cyan had plans to release tools to allow users to create and upload their own worlds to Myst Online. Its interesting to see it continue through open source and I'll prolly be checking it out when a client and servers come out.

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