Stagnation
Moderator: punt
Stagnation
Have you noticed lately how stagant emus and UO development in general has become? It is downright boring. Perhaps everything that needs to be done, has been. But surely one can think of new or different ways of doing the same thing at least!
Looking at emu development, you have a few emu's moving on. But none really generate excitement from a development perspective. Runuo with its desire to be the largest and first (to the point of people ridiculing one for even considering using something else), to the other small projects, and even UOX3 all continue to plod on. But do any of these really spark some excitement, for new developers? It is no longer the wild untamed west, with every turn some new unknown adventure to discover and implement. Most is now known, and one is capable of implementing a rather complete server (at least data wise).
Put oneself in a developers shoes for a moment. If one wants a complete/functional emu to "tinker" with, there is RunUO. One wants to tinker on a non windows platform, they choose Wolfpack or some other emu. But want of the one who wants to really do something more then maintenance work?
Isn't it time to really do something different? Perhaps take an approach to emu design/development that allows for constant visible progress, but still have enough "from the ground floor" that would interest new developers?
If one really wants to a scripting server, then why not design one from scratch? Get involvment, and keep it simple. Start with a basic network/login, that allows one to "hook" any packet to a scriptiing function(or code for that matter). Then, let the group decide how to evolve the abstraction from there. And decide as it is built, to do as a script or code.
It may not be anything more then what one has in terms of useablity, but i may get some interest in development. Other then just rehashing the same old code for the third year in a row.
Anything to get some interest moving.
Looking at emu development, you have a few emu's moving on. But none really generate excitement from a development perspective. Runuo with its desire to be the largest and first (to the point of people ridiculing one for even considering using something else), to the other small projects, and even UOX3 all continue to plod on. But do any of these really spark some excitement, for new developers? It is no longer the wild untamed west, with every turn some new unknown adventure to discover and implement. Most is now known, and one is capable of implementing a rather complete server (at least data wise).
Put oneself in a developers shoes for a moment. If one wants a complete/functional emu to "tinker" with, there is RunUO. One wants to tinker on a non windows platform, they choose Wolfpack or some other emu. But want of the one who wants to really do something more then maintenance work?
Isn't it time to really do something different? Perhaps take an approach to emu design/development that allows for constant visible progress, but still have enough "from the ground floor" that would interest new developers?
If one really wants to a scripting server, then why not design one from scratch? Get involvment, and keep it simple. Start with a basic network/login, that allows one to "hook" any packet to a scriptiing function(or code for that matter). Then, let the group decide how to evolve the abstraction from there. And decide as it is built, to do as a script or code.
It may not be anything more then what one has in terms of useablity, but i may get some interest in development. Other then just rehashing the same old code for the third year in a row.
Anything to get some interest moving.
I was going to do something like this but I lack motivation recently to code. It depends what one wants really. After working on some platform independant classes recently (and some other projects) I have realised that building an emu isn't really that tricky, especially if it is just to add a scripting engine as described. Modifying UOX3 to be platform independant is a major PITA and very time consuming. One could reasonably quickly build something reasonable and more stable from scratch and have lucrative results.
Design is the important bit I think, lack of design and you get what UOX3 was :<
For a module *script plugin* type emu, one would have to think what really is left to the scripting engine.
Obviously the network layer (buffers, low level byte sequencing etc) would be beneficial to have in a low level language. One could possible have an *event system* or some sort of function pointer mechanism to allow plugin functionality to the coded sections that require it. For example say you wanted to implement some sort of ip blocking (firewall) at the network layer - you could use a function pointer AllowHost(string host) that would get exposed to the scripting engine. I don't know how would one design something like this as it isn't very OOP ?
Logging, gump interface, tiledata/map/statics reading would be beneficial to have in a low level language too (I think.) These can also probably be extended to the scripting engine too?
I wouldn't mind tagging along, working with a development team for such a project but the lack of interest is indeed stagnating, and working alone seems boring also :<
Design is the important bit I think, lack of design and you get what UOX3 was :<
For a module *script plugin* type emu, one would have to think what really is left to the scripting engine.
Obviously the network layer (buffers, low level byte sequencing etc) would be beneficial to have in a low level language. One could possible have an *event system* or some sort of function pointer mechanism to allow plugin functionality to the coded sections that require it. For example say you wanted to implement some sort of ip blocking (firewall) at the network layer - you could use a function pointer AllowHost(string host) that would get exposed to the scripting engine. I don't know how would one design something like this as it isn't very OOP ?
Logging, gump interface, tiledata/map/statics reading would be beneficial to have in a low level language too (I think.) These can also probably be extended to the scripting engine too?
I wouldn't mind tagging along, working with a development team for such a project but the lack of interest is indeed stagnating, and working alone seems boring also :<
I think of the UO emulation community as somewhat of a tsunami – started by an earthquake that nobody on the mainland noticed, developed quickly without being seen, then culminated in a tidal wave that peeked high but quickly dissipated into the stagnant mud puddles left behind. We are just the fish that caught the wave and are now wallowing in the mud.
I believe the primary factor behind the decline in interest is the lack of new blood. While still alive, the official UO servers are nothing as they once were, and certainly do not attract (and later repel) the same crowd. We are, for the most part, a generation that was given something we loved but was torn away from it by dramatic changes that made us think, “We can do it better.” Today, there are few (if any) dramatic changes going on like in the old days, and anyone who plays UO today either enjoys it (and continues) or doesn’t (and plays something else), which leads me to the next primary reason: saturation.
Back when most of us found the emulation scene, there were not a lot of alternatives to UO. Today there are hundreds, so the desire to create something fresh is whittled down by all those who find something else acceptably close to what they call fun. Not only that, but much of the driving force behind the original UO emulation community has been torn away by other games that come close enough to what they want that it justifies halting development. Not to mention, many just got bored with UO eventually.
Those few developers who were not torn away by other games, boredom, or lack of support, eventually got so good at emulators that they inevitably ponder the notion that making an entire game from scratch is the same thing, but with a client too (which is even easier). That is what has happened to me. UO emulation development is like a stepping-stone – you learn how the greats did it, realize it is not so hard after all, and move on to something more challenging.
A lot of people, too, got into UO because they had a lot of free time, and now many of those who were practically full-time developers have “gotten lives” and moved on or simply do not have enough time to devote to the development of an emulator.
Another consideration could be the sheer number of shards that arise and fall… it is daunting to think that 99% of shards fail, and that even the few which don’t do not even come close to what the creators would like in terms of popularity or resemblance of their dream. Back when the emulators were under heavy development, this was not so obvious.
There are probably another billion or so factors…
It does all boil down to what you said, though:
Been there, done that.
I believe the primary factor behind the decline in interest is the lack of new blood. While still alive, the official UO servers are nothing as they once were, and certainly do not attract (and later repel) the same crowd. We are, for the most part, a generation that was given something we loved but was torn away from it by dramatic changes that made us think, “We can do it better.” Today, there are few (if any) dramatic changes going on like in the old days, and anyone who plays UO today either enjoys it (and continues) or doesn’t (and plays something else), which leads me to the next primary reason: saturation.
Back when most of us found the emulation scene, there were not a lot of alternatives to UO. Today there are hundreds, so the desire to create something fresh is whittled down by all those who find something else acceptably close to what they call fun. Not only that, but much of the driving force behind the original UO emulation community has been torn away by other games that come close enough to what they want that it justifies halting development. Not to mention, many just got bored with UO eventually.
Those few developers who were not torn away by other games, boredom, or lack of support, eventually got so good at emulators that they inevitably ponder the notion that making an entire game from scratch is the same thing, but with a client too (which is even easier). That is what has happened to me. UO emulation development is like a stepping-stone – you learn how the greats did it, realize it is not so hard after all, and move on to something more challenging.
A lot of people, too, got into UO because they had a lot of free time, and now many of those who were practically full-time developers have “gotten lives” and moved on or simply do not have enough time to devote to the development of an emulator.
Another consideration could be the sheer number of shards that arise and fall… it is daunting to think that 99% of shards fail, and that even the few which don’t do not even come close to what the creators would like in terms of popularity or resemblance of their dream. Back when the emulators were under heavy development, this was not so obvious.
There are probably another billion or so factors…
It does all boil down to what you said, though:
Been there, done that.
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giwo
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I'm pretty much with Sydius on this one....
Probably the only thing that keeps me around UOX3 is some feeling of obligation.
In reality I'm back playing AC, and I'd far rather be working on an Emu for that game....
As for stagnation, honestly, developers flock where there is a need, and where they can find it. Currently devs are flocking to projects like Gaim and Miranda, why? Because everyone uses I'm programs, and most of them suck
The Emu community has RunUO, which to most, is about as complete as an emu is going to get, eliminating the need. Secondly, we have a swarm of other games drawing the attention away from UO, let alone UO Emulation. Fresh blood just isn't a reality in this community, and most of what is left in terms of UOX3 is bad blood.
Wow, that was kind of a bitter/sad note to end on, but *shrug*.
I'm still feeling obligated, so slowly but surely UOX3 will trudge on.
Probably the only thing that keeps me around UOX3 is some feeling of obligation.
As for stagnation, honestly, developers flock where there is a need, and where they can find it. Currently devs are flocking to projects like Gaim and Miranda, why? Because everyone uses I'm programs, and most of them suck
The Emu community has RunUO, which to most, is about as complete as an emu is going to get, eliminating the need. Secondly, we have a swarm of other games drawing the attention away from UO, let alone UO Emulation. Fresh blood just isn't a reality in this community, and most of what is left in terms of UOX3 is bad blood.
Wow, that was kind of a bitter/sad note to end on, but *shrug*.
I'm still feeling obligated, so slowly but surely UOX3 will trudge on.
Scott
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lingo
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I am new blood
. Thanks to giwo for keep going, it really not easy. I appreciate your effort and sacrifice.
Well, we develop because we have a itch to scratch, that was spoken by some smart guy
. I think there is a lot more you can do for the emulator. The most important, I think, is intelligent behavior from the NPC and learning Monster. You can see the trend in GDC 2000, GDC 2001, GDC 2002, GDC 2003, GDC 2004, GDC 2005. In 2005 AI technique and discussion exploded. With a small MMO, a few hundred players, a stalking or marauding Monster Army can bring a lot of fun to everyone. Plus a proper character development, aka Fable or the old ultima, is just so much more interesting. Present day MMO involve too much farming and leveling. And the intelligent ain't gonna happen in the main stream MMO in near term, they are too busy creating new graphics effect and new content to explore(to farm).
From my perspective, creating a interesting new shard is just too darn hard. Writing a lot of script and coding is just not going to work, that why 99% of shards failed. Coding is long, hard, buggy and unpredictable work. What we needs is an GUI, or tools, that eliminated most of the scripting, NWN Script Wizard, is a good first step. But it not going far enough because the underlying engine is weak, intelligent wise, there is just not a lot of high level decision to develop. So the action get repetitive quickly.
My ideal is not going to be easy, I have no illusion about that. I develop pc games long enough to know that, but I like to try because it more fun this way. I don't like RUNUO because I don't like c# and c# or VB is just too low level programming wise as a good AI scripting language. Python is fine and wolfpack is very polish, but javascript is an even better choice, Javascript is another syntax for Lisp, No kidding, functional language is the programming of choice for AI work. Javascript also support imperative and object-oriented paradigm very well, and javascript is easy to learn and useful for DHTML work.
Of course there is a lot of work to do. Polishing, debugging and make UOX3 feature complete is gonna take a few monthes of hard work, at least, before we can do the hard work of AI. But I am strangely attracted to UOX3.
Well, we develop because we have a itch to scratch, that was spoken by some smart guy
From my perspective, creating a interesting new shard is just too darn hard. Writing a lot of script and coding is just not going to work, that why 99% of shards failed. Coding is long, hard, buggy and unpredictable work. What we needs is an GUI, or tools, that eliminated most of the scripting, NWN Script Wizard, is a good first step. But it not going far enough because the underlying engine is weak, intelligent wise, there is just not a lot of high level decision to develop. So the action get repetitive quickly.
My ideal is not going to be easy, I have no illusion about that. I develop pc games long enough to know that, but I like to try because it more fun this way. I don't like RUNUO because I don't like c# and c# or VB is just too low level programming wise as a good AI scripting language. Python is fine and wolfpack is very polish, but javascript is an even better choice, Javascript is another syntax for Lisp, No kidding, functional language is the programming of choice for AI work. Javascript also support imperative and object-oriented paradigm very well, and javascript is easy to learn and useful for DHTML work.
Of course there is a lot of work to do. Polishing, debugging and make UOX3 feature complete is gonna take a few monthes of hard work, at least, before we can do the hard work of AI. But I am strangely attracted to UOX3.
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lingo
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Another thing, I think, prevent people from joining old projects is the lack of documentations. Clear documentation of API, example usage of class, tutorial, and sample code is a must. I frequently only get it when sample code is given.
People will be force to read code when there is no documentation, but code reading is just hard and tedious tasks. So people just give up on the whole project and move on even if the project is interesting to them
. Well, that just my theory.
So writing unit test, that a sample usage, and documenting the uox3 source code is what I am going to do now.
I agree that the tsunami has passed so the easy fame is gone, but uox3 can be popular again if we make it interesting. That a lot of hard work and needs a lot of luck too. I have a link Tips that summarize it well.
People will be force to read code when there is no documentation, but code reading is just hard and tedious tasks. So people just give up on the whole project and move on even if the project is interesting to them
So writing unit test, that a sample usage, and documenting the uox3 source code is what I am going to do now.
I agree that the tsunami has passed so the easy fame is gone, but uox3 can be popular again if we make it interesting. That a lot of hard work and needs a lot of luck too. I have a link Tips that summarize it well.
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giwo
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Well truly good to see new blood around, as I noted before, I didn't figure any existed in the UO Emulation community anymore. 
As for documentation, I certainly agree. You will notice that there are some sections of the code that are documented quite alot (most of our documentation is actually in the form of block comments in the code itself). While other areas don't have much at all. Typically as we rewrite functions or replace them we document the file, the class, and the subsequent functions.
However I have no problem with the Doxygen example you showed in the other thread, just note that there are still big changes planned for many areas of UOX3, and thus that information may change with time.
As for documentation, I certainly agree. You will notice that there are some sections of the code that are documented quite alot (most of our documentation is actually in the form of block comments in the code itself). While other areas don't have much at all. Typically as we rewrite functions or replace them we document the file, the class, and the subsequent functions.
However I have no problem with the Doxygen example you showed in the other thread, just note that there are still big changes planned for many areas of UOX3, and thus that information may change with time.
Scott
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ShadowBranch
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Since everyone has said their piece, from the people who have been in on UOX3 from the early days to the new commers, I guess it is my time.
I'm not old school, nor am I new school, I'm more middle school. My forum account is from January of this year, but I remember working with UOX3 at the version 0.70 level. I remember the rebuild, and I've seen UOX3 progress since then. I've worked with Dragon, World Forge and world builders. I scripted JS and modified C. I've seen what UOX3 has to offer and what most other EMUs have to offer. I've seen Wolfpack start, I've seen Lonewolf begin, I've seen the explosion of RunUO and the fallout that resulted. I've seen projects rise and fall. I've seen just about all.
The only thing I haven't seen yet is something original. There are fan created EMUs and software company distributables. There are fan support sites and company support sites. There are fan made mods and company designed add-ons. Some original and some carbon copies of other systems.
Now, there aren't a whole lot of original ideas left. Developers have done the old and the new. They have done the world of UO and the world of The Sims. They have done Earth and they have done outerspace. There is almost no region uncharted. The future has been done as well as the past.
The truth is plain and clear! EMULATORS ARE DIEING! There is nothing fresh to do. Game companies develop the client, server and support system. Soon after releasing, either the company "leaks" out how the server and client interface, or the source for a server is released. Then, shortly there after, every kid in a garage has used the source, modified it, and claim it as a new EMU. Others use the source as guideline to writing there own in a language that is easier for then to use. Others still branch off from another EMU and develop something new, yet they are always the same in the end. All EMUs eventually reach their climax and no more development can help make it better.
To free ourselves from the monotony and same old thing, why not get a new project to work on. I propose that instead of creating a server and modifying it, why not build the client and server. Develop something that can be configured for several different purposes. A client that can be like a server, customizable! A server that can be added to and maintained. Full documentation of functions, classes and packets. Something that would be a great example to all the upcomming programmers.
I, myself, have done C/C++ for about 4 to 5 years. I, like any other programmer, have a bookcase full of programming books. I have books from PHP to HTML to VB to C/C++ to Java to Assembly. I've tried to dabble in all languages. I have graphics programming books to AI books to 3D world designing books. I think that a new client and server would be great idea. I'd enjoy doing it just to help further my C/C++ networking skills.
Maybe some of the UOX3 designers/coders should get together in an IRC chat room and throw around ideas. Maybe get a good project started. An online game, fully developed and supported by developers. All open-sourced! Something that would turn the gaming community on its ear! Something that will start a movement! Cause game companies to see something new. Maybe something that will inspire!
What do you guys say? Try something new? Or keep developing for someone elses client?!
I'm not old school, nor am I new school, I'm more middle school. My forum account is from January of this year, but I remember working with UOX3 at the version 0.70 level. I remember the rebuild, and I've seen UOX3 progress since then. I've worked with Dragon, World Forge and world builders. I scripted JS and modified C. I've seen what UOX3 has to offer and what most other EMUs have to offer. I've seen Wolfpack start, I've seen Lonewolf begin, I've seen the explosion of RunUO and the fallout that resulted. I've seen projects rise and fall. I've seen just about all.
The only thing I haven't seen yet is something original. There are fan created EMUs and software company distributables. There are fan support sites and company support sites. There are fan made mods and company designed add-ons. Some original and some carbon copies of other systems.
Now, there aren't a whole lot of original ideas left. Developers have done the old and the new. They have done the world of UO and the world of The Sims. They have done Earth and they have done outerspace. There is almost no region uncharted. The future has been done as well as the past.
The truth is plain and clear! EMULATORS ARE DIEING! There is nothing fresh to do. Game companies develop the client, server and support system. Soon after releasing, either the company "leaks" out how the server and client interface, or the source for a server is released. Then, shortly there after, every kid in a garage has used the source, modified it, and claim it as a new EMU. Others use the source as guideline to writing there own in a language that is easier for then to use. Others still branch off from another EMU and develop something new, yet they are always the same in the end. All EMUs eventually reach their climax and no more development can help make it better.
To free ourselves from the monotony and same old thing, why not get a new project to work on. I propose that instead of creating a server and modifying it, why not build the client and server. Develop something that can be configured for several different purposes. A client that can be like a server, customizable! A server that can be added to and maintained. Full documentation of functions, classes and packets. Something that would be a great example to all the upcomming programmers.
I, myself, have done C/C++ for about 4 to 5 years. I, like any other programmer, have a bookcase full of programming books. I have books from PHP to HTML to VB to C/C++ to Java to Assembly. I've tried to dabble in all languages. I have graphics programming books to AI books to 3D world designing books. I think that a new client and server would be great idea. I'd enjoy doing it just to help further my C/C++ networking skills.
Maybe some of the UOX3 designers/coders should get together in an IRC chat room and throw around ideas. Maybe get a good project started. An online game, fully developed and supported by developers. All open-sourced! Something that would turn the gaming community on its ear! Something that will start a movement! Cause game companies to see something new. Maybe something that will inspire!
What do you guys say? Try something new? Or keep developing for someone elses client?!
--== Programming is not a job, it's a life! ==--
- Xuri
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There are already groups of people doing what you're suggesting, SB. Take, for instance, "Magic Hat Software" (or "the ex-Sphere developers" as they're sometimes refered to as) - who are making Irth Online. There are mixed opinions about whether or not they're succeding, though there's a NDA in place which doesn't really give the beta testers much room for opinions to the outside world. *shrug*
And there's the client/server-projects over at worldforge.org. Open-sourced, they all seem to follow some pre-determined "standards" for server/client-communication, etc etc. But it's still hobby work and progress hasn't really come that far in the years they've been in existance. To make a completely new client/server project you'll need graphic designers who can consistently deliver quality graphics over time - using their free time, you'll need sound-effects, music, lots of coders (if you ever hope of completing the project), and so forth.
The good thing about server emulators like the ones for UO is that it allows people (like myself) to basically put their plans and ideas into practice without having to create new projects specifically for this purpose from scratch.
And there's the client/server-projects over at worldforge.org. Open-sourced, they all seem to follow some pre-determined "standards" for server/client-communication, etc etc. But it's still hobby work and progress hasn't really come that far in the years they've been in existance. To make a completely new client/server project you'll need graphic designers who can consistently deliver quality graphics over time - using their free time, you'll need sound-effects, music, lots of coders (if you ever hope of completing the project), and so forth.
The good thing about server emulators like the ones for UO is that it allows people (like myself) to basically put their plans and ideas into practice without having to create new projects specifically for this purpose from scratch.
-= Ho Eyo He Hum =-
Maybe what we should be doing is making tools to make tools that would make making what we want (MMOs) easier.
Instead of building a skyscraper with only our hands, we should be building hammers and nails, then saws and cranes, then maybe ponder the thought of something more. A hut, then a house, then a store, then a tall store, then the skyscraper we imagined. Of course, all that takes time, but not nearly as long as building an entire skyscraper with only your two hands, no matter how stubborn you are.
We have seen a whole host of tools developed: map editors, map generators, art converters, macro assistors, building assistors, command utilities, etc. Yet, what we really need is tools that make the creation of the programs those other tools assist much easier.
We need to be able to build the great pyramid in under a decade, not over several centuries, and for that, we need a strong base of technology which few are working on.
Instead of building a skyscraper with only our hands, we should be building hammers and nails, then saws and cranes, then maybe ponder the thought of something more. A hut, then a house, then a store, then a tall store, then the skyscraper we imagined. Of course, all that takes time, but not nearly as long as building an entire skyscraper with only your two hands, no matter how stubborn you are.
We have seen a whole host of tools developed: map editors, map generators, art converters, macro assistors, building assistors, command utilities, etc. Yet, what we really need is tools that make the creation of the programs those other tools assist much easier.
We need to be able to build the great pyramid in under a decade, not over several centuries, and for that, we need a strong base of technology which few are working on.
I think a lot of what made the emulator community shine was lost when RunUO came about.
RunUO didn't attract all of the PVP shards like Sphere and to some extend UOX did. To me these PVP shards are what gave life to the emulator community. There were lots of PVP shards that gave out free skills/items/you name it. Anyone who could manage to run an exe could make one if they so pleased. I strongly believe that this brought many people into the UO emulator scene.
RunUO brought the downfall of these types of shards. Its no longer so easy to get players on your shard so less people make them. Getting listed on SphereList required running your server and nothing more. To be listed on UOGateway which is the main outlet for attracting players today a shard needs a webpage and 'JoE's L33T SeRvEr' isn't allowed either. The requirements for running a shard and getting players have gone up. If you look around today a large number of the remaining shards are ones that started during this period or are trying for the 'all out new game' feel and may never open.
The other big loss is the fact that UO is losing popularity in general. It can't seem to keep up with the fully 3d games out there today. UO isn't getting coverage on places like slashdot and such, it is a dying game that needs a major overhall to survive. Its unlikely that complete outsiders to UO are going to go and download the game then start playing on an emulator.
I tend to agree with lingo that the ability to add decent AI to a world is going to become more and more popular. Automated movement across a map is still one of those challenges that needs to be conquered. This is one of the few interesting tasks left in emulator development.
The idea of a fully scriptable server isn't really going to go anywhere. Most of the people who want this are the ones trying to make an entirely new game using UO and who are very unlikely to succeed. If you look at the RunUO shards they almost all have the same default rules/look/feel/ect that it was shipped with.
Someone mentioned Magic Hat as being an example of people drawing from UO emulators. They have the right idea but I do believe they went about it all wrong. From what I've seen they took Sphere as a whole instead of taking what they had learned from Sphere and applying it to a new project. Creating a new game from scratch is an exciting idea but in reality its hard to see a bunch of freelance coders producing something that will draw more than a blank stare of disgust.
RunUO didn't attract all of the PVP shards like Sphere and to some extend UOX did. To me these PVP shards are what gave life to the emulator community. There were lots of PVP shards that gave out free skills/items/you name it. Anyone who could manage to run an exe could make one if they so pleased. I strongly believe that this brought many people into the UO emulator scene.
RunUO brought the downfall of these types of shards. Its no longer so easy to get players on your shard so less people make them. Getting listed on SphereList required running your server and nothing more. To be listed on UOGateway which is the main outlet for attracting players today a shard needs a webpage and 'JoE's L33T SeRvEr' isn't allowed either. The requirements for running a shard and getting players have gone up. If you look around today a large number of the remaining shards are ones that started during this period or are trying for the 'all out new game' feel and may never open.
The other big loss is the fact that UO is losing popularity in general. It can't seem to keep up with the fully 3d games out there today. UO isn't getting coverage on places like slashdot and such, it is a dying game that needs a major overhall to survive. Its unlikely that complete outsiders to UO are going to go and download the game then start playing on an emulator.
I tend to agree with lingo that the ability to add decent AI to a world is going to become more and more popular. Automated movement across a map is still one of those challenges that needs to be conquered. This is one of the few interesting tasks left in emulator development.
The idea of a fully scriptable server isn't really going to go anywhere. Most of the people who want this are the ones trying to make an entirely new game using UO and who are very unlikely to succeed. If you look at the RunUO shards they almost all have the same default rules/look/feel/ect that it was shipped with.
Someone mentioned Magic Hat as being an example of people drawing from UO emulators. They have the right idea but I do believe they went about it all wrong. From what I've seen they took Sphere as a whole instead of taking what they had learned from Sphere and applying it to a new project. Creating a new game from scratch is an exciting idea but in reality its hard to see a bunch of freelance coders producing something that will draw more than a blank stare of disgust.
I believe those who just use out-of-the-can shards for PvP purposes do not really care about the development of emulators. It is those who want everything to be perfect, those who want a world all their own, that care the most.
If people stuck to doing what other people said was practical and never tried to make anything that seemed too difficult, UOX would not be here, nor would UO.
UO is here because a bored kid working in a computer store made a crappy game in BASIC and put it out to sell in the little shop. Now the author owns a castle and leads the top MMORPG development team in the world. He still does not even know C, heh.
Be optimistic.
If people stuck to doing what other people said was practical and never tried to make anything that seemed too difficult, UOX would not be here, nor would UO.
UO is here because a bored kid working in a computer store made a crappy game in BASIC and put it out to sell in the little shop. Now the author owns a castle and leads the top MMORPG development team in the world. He still does not even know C, heh.
Be optimistic.
Its true that the PvP shards may not directly care about emulator development but atleast they attracted players. The players might start caring at some point in time.
The people who want everything to be perfect are still the ones who are very unlikely to ever open a shard much less a successful one. This is more or less a dead end and trying to make these folks happy will just lead to boring things.
The whole not knowing C deal couldn't shine brighter in the UO emulator world to me. Look at the most successful shards of years past. Novus Opiate, The Dark Side, Santiago, XUO, Oblivion all 200+ online player base at most times. The thing they all had in common is that they all ran TUS 48e. It doesn't get much simpler than TUS 48e, yet it got the job done for a lot of people.
They weren't popular because of super complex storylines with the greatest graphics ever. They were popular because the gameplay and the fun factor couldn't be beat.
The people who want everything to be perfect are still the ones who are very unlikely to ever open a shard much less a successful one. This is more or less a dead end and trying to make these folks happy will just lead to boring things.
The whole not knowing C deal couldn't shine brighter in the UO emulator world to me. Look at the most successful shards of years past. Novus Opiate, The Dark Side, Santiago, XUO, Oblivion all 200+ online player base at most times. The thing they all had in common is that they all ran TUS 48e. It doesn't get much simpler than TUS 48e, yet it got the job done for a lot of people.
They weren't popular because of super complex storylines with the greatest graphics ever. They were popular because the gameplay and the fun factor couldn't be beat.
There is a big difference between “successful” and “popular” to many people, including me. My goal, and the goal of most every developer I have had the honor to work with or know, has never been to be popular – it has been to be successful, and that means realization of their dream.
Fame is a temptress that has lured many a good-hearted developer into working on a project, but it does not take long before she turns around and destroys them. Fame is fleeting, and more so in the world of free software development. Those that stick with it, and those who actually finish projects which they start, find a much deeper meaning that cannot so easily be ravaged by the rapidly changing mood of the end user.
With the wave of users come the wave of part-time develops who work on a project for either fame or mild amusement, and as the water returns to sea, all that are left are those who have something much heavier to attach their focus to. Then the next wave comes, and the same happens…
As for the C comment, that has no implications behind it that Richard Garriott had it easy – if anything, he had it much harder than any of us will ever face – and yet he prevailed.
Fame is a temptress that has lured many a good-hearted developer into working on a project, but it does not take long before she turns around and destroys them. Fame is fleeting, and more so in the world of free software development. Those that stick with it, and those who actually finish projects which they start, find a much deeper meaning that cannot so easily be ravaged by the rapidly changing mood of the end user.
With the wave of users come the wave of part-time develops who work on a project for either fame or mild amusement, and as the water returns to sea, all that are left are those who have something much heavier to attach their focus to. Then the next wave comes, and the same happens…
As for the C comment, that has no implications behind it that Richard Garriott had it easy – if anything, he had it much harder than any of us will ever face – and yet he prevailed.