When a Video-Game World Ends
theatlantic.com
theatlantic.com
Through an exploit, a viral debuff can escape and infect any player or NPC in the world. Cue entire cities dying with no way to stop it. It was interesting enough that the CDC investigated.
Blizzard ended up repeating this event intentionally as a promo for the second expansion (a zombie apocalypse) and ironically, people hated it because it made the game unplayable!
Another funny accidental apocalypse in early WoW was kiting raid bosses to cities, letting them wreak havoc until a GM despawns them: https://www.youtube.com/watch?v=Jl0VWJdE01M
On January 27, 2014 (YC 116 in-game), the one-year anniversary of the immense Battle of Asakai, player corporation "H A V O C", a member of Nulli Secunda, which in turn is a part of the N3/Pandemic Legion coalition, mistakenly failed to make a scheduled payment to in-game security force CONCORD. This resulted in the star system B-R5RB losing its sovereign status, which meant that other players could capture the system without needing to wait for the normal "reinforcement timers" (real time waiting periods of several days designed to allow defenders to rally).
I played EVE Online for a good 6 months but never really got over the learning curve hump, at least to the point where I would consider it "fun". I found myself split screening it and having an Excel spreadsheet open and suddenly I realized I was competing in an virtual economy that was all too real.
There is a legendary weapon (Thunderfury) that can only be gained through a long questline ending with an open-world boss fight that takes 20-40 players (depending on your skill level), just for a single person to get the weapon.
We raided Darnassus at the same time we knew our rival guild was attempting the quest and successfully prevented them from getting it by crashing all of Kalimdor* :)
> Another funny accidental apocalypse in early WoW was kiting raid bosses to cities, letting them wreak havoc until a GM despawns them
Blizzard repeated this event as a promo for the BC expansion too! "High Lord Kruul" would spawn in front of player cities with an army of burning legion mobs. He had nearly identical stats and skills as Kazzak.
* They tried again next week and got the weapon...
About a month after the game closed, she woke up from a nightmare. She dreamed of the pets huddled in the ruins after all the fairies (players) had left them behind. It sounded heartbreaking.
I don't get nostalgic often or easily, but I felt this amazing sadness for a minute. All those people who were so close to me. All gone half a lifetime ago but they're still here in a way. Memorialized as bits on a German university server which very few still visit.
What's interesting about this game is how the creator of it solved a lot of very difficult technical challenges where there was no common solution at the time. There was always one computer running one persistent world, so he spent a lot of time working on scaling out the performance of that server to be able to handle a possible load of 200 concurrent connections, where the average game at the time could maybe handle 6-8.
Knowing what I know now about programming, I would love to be able to get under the hood of that game and play around with it.
Some guys who started more or less as a Bard in ClanLord as a teen ended up making a living out of it eventually, as a real life composer! http://www.donaldsonworkshop.com/coriakin/
But there are still a few hundred players of Sierra's The Realm, which first came out in 1996.
There are also many community emulators for Ultima Online.
https://en.wikipedia.org/wiki/Habitat_(video_game)
https://en.wikipedia.org/wiki/Neverwinter_Nights_(1991_video...
https://en.wikipedia.org/wiki/Meridian_59
I think the publisher should make a useful software to create some private servers after they shutdown their services. mostly that games could still "live" even without the publisher. I mean if they didn't some things will be gone like forever.
Take a game like Star Wars Galaxies, for instance. Sony didn't own the rights to Star Wars; it was licensing them. When it shut down the game, turning the code over to the public would have been a violation of their license and would have gotten them sued.
Now let's take an example of a game based on original IP. Even then, the publisher presumably wants to maintain its control over that IP. It wants to preserve the option to sell new iterations on that IP at some point in the future.
Even in the case of a publisher's going bankrupt or shutting down, it will attempt to liquidate its assets (IP being a key asset) in order to pay off its creditors. (For example: this is how the Terminator franchise keeps surviving in various iterations, despite the bankruptcy of its original IP holder. The rights were auctioned off at fire sale prices, rather than simply committed to the public domain.)
Intellectual property is the entire basis of the entertainment industry, be it movies or games. It is, accordingly, very fiercely guarded.
[Note: this is not a comment about the ethics or the morals of IP, nor a comment on what game companies should do. It is merely an observation.]
ie: At the end of this licensure period, $publisher may make technical game material available for use. These materials do not extend a license etc etc. $publisher may not charge for, etc etc.
Most of the time, these old games will have small user bases, and if not, the licensor should be able to exploit that in some way.
Of course, every license is slightly to significantly different from the rest. So no telling which games involved more liberal or more restrictive terms within their original agreements.
Not sure how that would translate to MMO games though... should we put only the code and design in escrow, or also (parts of) the generated worlds? Player characters? Design tools?
Because of it, two revival projects exist: Eleven (http://elevengiants.com/) and Children of Ur (http://childrenofur.com/).
I only played this game briefly when it was around and it didn't hold my interest for long, but it was a really unusual and quirky game. I'm sure the devs go into more detail somewhere why it failed, but it was likely because of bad timing-- it was a post-Farmville Flash game during the time when mobile gaming and HTML5 were really starting to kick off.
Hopefully if it got popular game companies and crowd sourced games would be "forced" to use it.
Useful commented server stuff would be nice, but the least they could do just drop the server blob and let the community figure it out.
Needing to reverse engineer the servers is the hard part.
It was a incredible adventure, we had to reverse everything from server to client. We made our own tools, reversed each packet byte by byte, maintained a wiki. It took years. I personally learned alot and would love to do something like that again. If only I had time.
One of the best way to learn if you ask me.
Those art assets probably just languish on some backup server. If they're not just completely lost.
This is what I find cool about Freelancer (and games like it). There are STILL a decent amount of Vanilla and mod servers out there, and that game came out in 2003.
This is one of the big reasons I don't play much multiplayer anymore, other than Minecraft. There's no permanency and no assuredness that what you put together with your friends will be around tomorrow. I know my minecraft server is always going to be running and my friends know it too, we've built amazing things there because of it.
The overall problem is interesting. You can just shut everything down, preferably in a cool way that feels epic for the players. This is perfectly fine if the game doesn't make money anymore as a player I don't expect games to exist forever. On the other hand you could consider this scenario from the getgo and have a clear transition path once you don't want to support the game anymore. In a perfect world you'd open source everything and/or provide a transition for community run servers. It's an interesting problem how to freeze the data and keep characters the way they were but hard reset is ok as well I'd guess. This rarely happens because well open sourcing stuff is considered a bad idea often but most importantly noone wants to plan for failure (how many startup founders have a plan to wind down the business gracefully). Realistically the technology is pretty old when you fade out a game so...why not? It'll be extra afford but could also turn out to be a great trust-boost for future games. Think ID software :)
Much like the article says of Star Wars Galaxies, everyone gathered for the server shut down, and at the end a video played of the impending apocalypse.
Their marketing has also been very polished - especially for a fan revival of a game targeted at young children - and the community is surprisingly healthy as a result. In run-ups to a major releases, they've run puzzle trails/mini-ARGs that have brought hundreds of people to try and piece together the clues [3].
I hope Disney doesn't swoop in one day and shut it all down, Nintendo-style. They must know about it in some capacity, as core team members from Toontown Rewritten are now major contributors to Astron. Perhaps they think it's better for their public image to let it be.
[1] https://www.toontownrewritten.com/
[2] https://github.com/Astron/Astron
[3] http://toontownrewritten.wikia.com/wiki/Alternate_Reality_Ga...
https://web.archive.org/web/20090503173458/http://archive.ga...