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by gabereiser
993 days ago
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Oh I feel for the author. I’ve made games. I’ve made distributed web platforms. I have profound respect for modern mmo architectures because of one, nasty, “I wish this wasn’t a thing” class of data. State. Who, where, what animation, what modeled entity, is in my party, on my screen, under my axe. Synchronized playback of my swing to my party members so we all yell in excitement at the same time when the boss falls. This level of synchronization across shards (server clusters of servers) is enormously complex. Not to mention just writing “net code” in general. Network speed is the biggest issue and often TCP isn’t enough. You need network prediction. Where will they be based on position, direction, etc until I receive the next packet. I can then error check the prediction with the actual and correct. If UDP is available to you, you use it so you can deliver that state as fast as possible, with no ACK back and forth. A combination of UDP state transfer peer2peer for animation and basic state, TCP network connections for services and server state, REST for that auction house. SQS or pub/sub for that item delivery and party/match making/world chat. It’s a beast of a problem. Rewind 15-20 years ago and all the folks who wanted to make a game, their first game, and they want to build an mmo. None of them succeeded. Not 1. The only ones since were from people who knew the ask. Or had a crowdfunded ponzi scheme. |
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I guess it depends on how you define success, but I would posit FOnline [1][2] as a success story. FOnline is a fan made MMO of Fallout by a single guy, using the assets of the original Fallout 1 & 2 single-player games. Having these assets and also general game mechanics already finished definitely played a huge role in getting it to a playable state in reasonable time. Still, FOnline is a from scratch code base not a mod of the originals. Also it changed plenty of mechanics too, most notably being real-time while the original games were turn-based.
It's still being pushed forward even today after 20 years of development by this one guy but it was playable in late 2000s already. Peak concurrent players that I remember seeing was a few thousand. Definitely not AAA level, but way past simple multiplayer. Would have gone higher due to the hype at the time, but the server started to really struggle at that point. After a few years of being a closed source free game it got converted into a SDK and spawned a dozen new fan games using that engine.
Perhaps even more importantly, it was extremely fun in the early days. PvP gained you experience and all the other player's loot. Later on the PvP was limited due to PvE lobbyists, but perhaps it made the game more fun for PvE lovers.
Here's a random screenshot from my personal archive that shows a bunch of players on the screen at once. [3]
In any case, I view it as a great example of a single person MMO success.
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[1] https://fonline.ru/
[2] https://falloutmods.fandom.com/wiki/FOnline_Engine
[3] https://imgur.com/9sMJNE5