[MUD-Dev2] [Design] Where are all the amateur MMORPG devs?

Jeffrey Kesselman jeffpk at gmail.com
Tue Mar 4 15:23:28 CET 2008


The biggest problem with second life as an MMO platform is the first M.
In the end your not going to scale that much better then NWN did. And
NW has much nicer end user tools.

And then tehre is the additional problem of 2L's non-existant security model.

Actually NWn stands as a great example of how much game design  and
story creativity can be expressed by amatures when they have tools
that they can easily use.  Anyone who is intersted in this space who
hasn't already cheked out the out the vast wealth of player-crated NWN
modules really should.

I cant resist putting a short plug in for a project related to my own,
if you will forgive me.  The Wonderland project is a truly open source
(right now) toolkit for building virtual worlds.  Its slanted towards
business uses but there is a already a LOT of university work going on
exploring its uses for education   Its still early and the tools are
still actively evolving but there is a very active open source
community both adding to it and helping the core development team make
design decisions for those tools.

As its being built ontop of my baby , Project Darkstar, in the long
run it is going to scale both painlessly and massively.  And since
their target is business uses, its had a solid security model designed
into its core since day one.






-- 
~~ Microsoft help desk says: reply hazy, ask again later. ~~



More information about the mud-dev2-archive mailing list