March 2004
- Quick question SSL Mats Lidstrom
- Player Justice (was: Character Restraint & Capture (bounty hunting)) Damion Schubert
- Player Justice Paul Schwanz
- Player Justice Damion Schubert
- Player Justice Freeman, Jeff
- Player Justice Koster, Raph
- Player Justice Michael Sellers
- Player Justice Koster, Raph
- Player Justice Matt Mihaly
- Player Justice Freeman, Jeff
- Player Justice Paul Schwanz
- Quick question SSL...solution? ceo
- The Economic Model - as a Game Matt Chatterley
- The Economic Model - as a Game j0hn@mistydale.com
- Parser engines Brian Hook
- Parser engines Hans-Henrik Staerfeldt
- Parser engines Malcolm W. Tester II
- Parser engines Mike Rozak
- Parser engines Miroslav Silovic
- Parser engines Mike Rozak
- Parser engines Artur Biesiadowski
- Parser engines Jason Slaughter
- Parser engines Mike Rozak
- Parser engines Travis Casey
- Parser engines Nathan Yospe
- Parser engines ext.Christer.Enfors@tietoenator.com
- Parser engines Sean Middleditch
- Parser engines T. Alexander Popiel
- Parser engines Lars Duening
- Parser engines Brian Hook
- Parser engines Helps Family
- Parser engines Travis Casey
- Parser engines Robert Zubek
- Parser engines Brian Hook
- Meet & Greet IV Anthony R. Haslage
- N00b question Matthew Turland
- N00b question Peter Harkins
- [good] N00b question Manuel Lanctot
- Player Justice Brian 'Psychochild' Green
- Player Justice John Buehler
- Player Justice Damion Schubert
- Player Justice Jester
- Player Justice Baar - Lord of the Seven Suns
- Player Justice cruise
- Player Justice Jeff Fuller
- Player Justice Travis Nixon
- Player Justice Tom "cro" Gordon
- Player Justice John Buehler
- Player Justice Eric Random
- Player Justice Matt Mihaly
- Player Justice Brian 'Psychochild' Green
- [good] Parser engines Manuel Lanctot
- [good] Parser engines Travis Casey
- [good] Parser engines Mike Rozak
- Character Restraint and Griefing mark
- Cultural impact on Muds Ola Fosheim Grøstad
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL szii@sziisoft.com
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Brian Miller
- Character Restraint & Capture. (long) Jester
- MUD/MMO Service Tools Jim Purbrick
- [Biz] Bots Open Door to Gaming History Michael Tresca
- [Announcement] Mesh Project Jon A. Lambert
- Sun's Sim Server and Gordon's 10 Reasons (the first one :)) ceo
- Sun's Sim Server and Gordon's 10 Reasons (the firstone :)) Koster, Raph
- Sun's Sim Server and Gordon's 10 Reasons (the firstone :)) Michael Sellers
- Sun's Sim Server and Gordon's 10 Reasons (the first one :)) Luca Girardo
At 14:54 31.03.2004, ceo wrote:
> His summary is "So in short, which of Gordon's 10 does the Sim
> Server adress? My answer is every one thats real!" which I find
> somewhat blinkered. It appears he chooses to ignore all the
> non-technical problems, including issues of maintenance, customer
> support, ongoing development, etc.
I do not think he is ignoring all the non-technical problems. His
answers are fitting if you consider the MMOG as a standard
distributed legacy system. And following that model, if you have a
good architecture, you have solved all your problems. Is that true?
Yes and no. Yes, a robust distributed server architecture is a huge
benefit and it is a factor to take in consideration with a growing
customer numbers and possibly multiple MMOGs. And if you look at
Jeff's answers, you see they are correct. Correct as long as you see
the MMOG just a standard legacy system and you just try to analyze
the impact of the software architecture. The problem is that a MMOG
is more then a software architecture and it is more then a standard
distributed legacy system. The fact that Jeff is ignoring this fact
in his answers make me wonder why that: absence of experience in the
MMOG field (therefore this limited model view) or because would like
to market the Sim Server Technology (see here for a short
description
http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=News;action=display;num80684805
as the final and unique solution (see Chris comment "...I know that
there are others that have been building companies doing similar
things, but we think we have a unique solution here..." at
http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=News;action=display;num80684805;start
for all the problems developers will encounter during the creation
and development of a MMOG. Or is again an example of Gordons reason
#9 why not invest and make a MMOG?
It could also be interesting to initiate an in-depth discussion of
Gordon's 10 reasons with their implications for all the different
aspects of a MMOG (and not only software architecture even if that
is one of the principal aspects).
Luca Girardo - Sun's Sim Server and Gordon's 10 Reasons (the firstone :)) Mike Rozak
- DGN NEWS: Master's thesis on quest systems for MMORPGs William Saar
- DGN NEWS: Master's thesis on quest systems for MMORPGs Douglas Goodall