Updated
Glyn Moody has an interesting post over on Linux Journal about Second Life. To which Techdirt responds.
The idea of an open source implementation of an MMO style world presents some interesting problems. One of the great things about the web is its decentralized nature. Why not an MMO-application in the same fashion (this is something that Moody gets into, as well as being discussed in the comments)? The users would host their characters, any sort of in world object they created, or even perhaps the land they own.
This is something that David and I have discussed in the past and while this isn’t a new idea, it does present some interesting problems. What appeals to us about the idea of a distributed MMO-application is that we don’t have to create content. To be honest, it’s not something we’re very good at (as is evidenced in most of our artwork…if the artwork is any good, we had nothing to do with it). This way, the users could create whatever experience they wanted and not be confined by our limited imaginations.
But what happens when someone is offline? Does that “land” disappear from the map? This could be handled in a very similar way to the way the web handles this kind of issue now. If the website you’re looking for is offline, that’s too bad. What about security? Once again, I think the web has a good system in place. The browser runs in something of a sandbox (as does the webserver). Also, you avoid shady e-commerce sites, and while these kind of places could exist in the virtual world, it would be easy enough to avoid. But what other security issues are there? I’m sure I’ve overlooked something.
What about currency? To be honest I’m not much of an online game player. I have never gotten into any sort of persistent online world so I’m not sure how it works in current implementations. But I assume you have a credit to your account which “The Company” tracks. When you spend money, the money is debited from your account, and if you mine gold, that is credited to your account. All you inventory would work the same way (if my imaginary scenario is correct). So let’s say we have a fully implemented distributed virtual world but with no standard currency. Ideally, “banks” would be created by users. These banks could create their own currency, or simply use real currency. When you visited an establishment (reputable, of course), they would need an account with the bank, and through an API supplied by the bank, you could transfer the appropriate funds to the owner of said reputable establishment. So essentially, instead of one company providing all the currency for the game, you could have a free market which anyone could enter with their own “banking” product. The same could be done for security/law enforcement. Who knows if that would work, but it’s interesting to think about.
If we ever finish with Crown and Cutlass, this may be a future project for us. This clearly shows how our motivation works. We do stuff if we don’t know how it works, or if it’s cool, or it peaks our interest.
Collin
Update (1/8/2007):
Linden Labs has announced that the client portion of Second Life has been released under the GPL. They liken the move to the release of the Mosaic browser in 1993. It’s great that Linden made this move, but it by no means fulfills what I describe above. Open sourcing the server software would go much further towards that goal. I certainly understand why this decision was made and don’t slight Linden for protecting their business model, but this is not the open source victory it may seem at first glance. Perhaps there will be some work done to create a compatible open source server for the viewer.
I am excited to look at the source code to see how things are structured. Going through our rewrite, we’ve often wondered how commercial games are setup, and this affords us the chance to see another example.