Dreaming of Massively Multiplayer Open Source
Remember Myst Online? You shouldn't. GameTap shut the servers for the fumbling MMO in the beginning of this year, leaving plenty of fans of massively multiplayer online puzzle-solving out in the cold. Until the rights were returned to Cyan Worlds, which promptly promised to resurrect the MMO under the clever acronym of MORE -- the Myst Online Resurrection Experiment. Which was all fine, until funding difficulties killed the project once again. Which has since been resurrected again (surpassing Jean Gray's record), this time as a result of Cyan Worlds turning the entire Myst Online platform over to the open source community.
Strangely, this is the first big announcement from any of the "larger" MMOs that involves open source in any fashion. When an MMO dies, it usually dies for good, regardless of how persistent the fan base is toward resurrecting the fallen title into a working project.

The curious part of Myst Online is that Cyan Worlds is going to host a server with all of Myst Online's data for its fans to use. It's quite a conciliatory gesture, especially since other dead MMOs that live on through fans and private servers usually end up having to extract engineer the materials themselves. As Ars notes, this is a great way to keep the game from dropping off the radar for good. The code release will invariably lead to a bunch of rogue servers, but even in this, Myst Online could find a larger base -- imagine a version of the game that's been customized to a completely different experience entirely? Don't discount the coding tenacity of rabid fans. Cyan Worlds certainly isn't.
We mentioned this being the only MMO that's gone the open source route. We can't think of any officially released MMOs that' have dumped their code to the community like this, but that's not to say that the gaming world is devoid of open-source MMOs:

Shown above, PlaneShift is a larger title that's attempting to push an art direction comparable to a modern-day retail MMO. The game features GM events, trading and crafting, and a separate "death realm" that you have to escape each time your character meets the reaper. All that, and it's an open-source title! This game is ready-for-download, unlike plenty of other open-source MMOs that exist more in idea than reality.
Crossfire isn't an MMO in the modern sense of the word, but it harkens back to the MUD era with its simple graphics and archetypal role-playing gameplay. 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. If people are still tweaking and adjusting a game like this, the sky is practically the limit for a robust title like Myst Online.
Speaking of originators, WorldForge is one of the earliest open-source MMO engines to be released with full-fledged graphics. The giant framework was primarily designed to help developers create alternatives to Ultima Online (if that helps to give away its age), although scant alternatives have actually been created since the framework's launch. You can check the full list here, which can be accessed using one of two 3D clients found here (Ember or Sear). Still, bookmark WorldForge's homepage if you like watching the efforts of a giant community working hand-over-fist to incorporate new functionality into an evolving MMO concept.
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Visitor999
December 15, 2011 at 10:04pm
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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hath80
September 30, 2011 at 4:14pm
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
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Jabberd
August 30, 2009 at 5:58am
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.
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FenixSS
December 19, 2008 at 2:15pm
So being that these games are open source, does that make them free to play, and or modify?
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AndyYankee17
December 19, 2008 at 11:04am
seems to me that an open source multiplayer game would be susceptable to all kinds of mischieve like hacking.
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bloodgain
December 19, 2008 at 1:15pm
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.
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shellpc
December 19, 2008 at 10:28am
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.
















