Re: Check your inboxes people.
Posted: Tue Nov 28, 2006 2:24 pm
This is just my opinion. It could be 100% wrong. I could be completely off-base and I may just be talking to myself (as often seems to happen out here). There are points in here that have already been raised by others. But I thought that it would make sense to put it in one big post.
Yes, an open-source client *could* work. There's no doubt about it. The strength of the team managing it and the effectiveness of the change control would determine how well it worked, but it certainly could work at some level.
The problem isn't the client. It's the servers on the backend. I don't claim to know how the whole mess is architected but from the occassional error messages, it appears that there is a single large server or cluster of servers used for client validation (and probably accounting/billing/etc.) and then another one for each of the game environments. All appear to be driven off of a set of monolithic databases. I would guess that there would be a considerable rewrite required to turn this into a distrubuted environment. Even if it could be done, as an open-source game, the backend would then become highly susceptible to tampering and the integrity of the game goes away. No matter how many checks and balances are put into place there will always be someone smart enough to mess with them. The only way to prevent it is to keep centralized control of the backend.
The practical community alternative is that the game becomes instanced and you have little 8-16 player implementations and no more MMORPG. Not much value to that in my book. But maybe others would appreciate it.
Anyways...back to my original premise a few dozen messages ago. If people believe that the game is going to get trashed in the transition, then there needs to be a dialog between Nevrax's creditors (or buyer) and the community to 1) keep the current infrastructure (or some stripped down version of it) running and 2) restructure it to keep it viable going forward. If the game isn't profitable, then there needs to be some plan put together to make it profitable. That would require access to the financials and an understanding of the current organization and infrastructure.
Essentially, I think that there needs to be some organized front/represetnation approaching this from a business perspective. Based on the bickering that I see in the forums, I don't know that this would ever be possible. I don't know if the game is at risk, but many of you seem to beleive that it is. If it *is* at risk, then that dialog needs to be started fairly quickly. If they throw the switch on the game, starting it back up again probably won't be possible.
As for email addresses going astray, how much code would cost, whether or not ryzom.org is a scam or not....well....They're important issues, but I think that the bigger one is how to keep Ryzom going as a game and as a community (and, if we need to do anything at all).
Anyways....just another two cents.
Yes, an open-source client *could* work. There's no doubt about it. The strength of the team managing it and the effectiveness of the change control would determine how well it worked, but it certainly could work at some level.
The problem isn't the client. It's the servers on the backend. I don't claim to know how the whole mess is architected but from the occassional error messages, it appears that there is a single large server or cluster of servers used for client validation (and probably accounting/billing/etc.) and then another one for each of the game environments. All appear to be driven off of a set of monolithic databases. I would guess that there would be a considerable rewrite required to turn this into a distrubuted environment. Even if it could be done, as an open-source game, the backend would then become highly susceptible to tampering and the integrity of the game goes away. No matter how many checks and balances are put into place there will always be someone smart enough to mess with them. The only way to prevent it is to keep centralized control of the backend.
The practical community alternative is that the game becomes instanced and you have little 8-16 player implementations and no more MMORPG. Not much value to that in my book. But maybe others would appreciate it.
Anyways...back to my original premise a few dozen messages ago. If people believe that the game is going to get trashed in the transition, then there needs to be a dialog between Nevrax's creditors (or buyer) and the community to 1) keep the current infrastructure (or some stripped down version of it) running and 2) restructure it to keep it viable going forward. If the game isn't profitable, then there needs to be some plan put together to make it profitable. That would require access to the financials and an understanding of the current organization and infrastructure.
Essentially, I think that there needs to be some organized front/represetnation approaching this from a business perspective. Based on the bickering that I see in the forums, I don't know that this would ever be possible. I don't know if the game is at risk, but many of you seem to beleive that it is. If it *is* at risk, then that dialog needs to be started fairly quickly. If they throw the switch on the game, starting it back up again probably won't be possible.
As for email addresses going astray, how much code would cost, whether or not ryzom.org is a scam or not....well....They're important issues, but I think that the bigger one is how to keep Ryzom going as a game and as a community (and, if we need to do anything at all).
Anyways....just another two cents.