[game_preservation] Open Sourcing MMO's that have "died"

Captain Commando evilcowclone at gmail.com
Wed Jul 23 17:38:59 EDT 2008


Technically, an archived online world would only be what it was like in the
last stage of its existence (though you could technically load an original
build if you had the code). You would need many people to play the game in
order for it to be close to what it was originally. Preserving an online
would would then be the equivalent of preserving 1888 France minus the
people.

I think the most interesting thing about preserving MMO's is preserving a
record of what happened during its life, a record of what the game was about
and how it was played, and the things that were in the game. If you have the
code, that's great, but that's basically just like saving the last two
minutes of an hour-long performance art piece.

On Wed, Jul 23, 2008 at 12:29 PM, Andrew Armstrong <andrew at aarmstrong.org>
wrote:


> Relatively interesting look at the reasons for and against open sourcing

> "dead" MMO games, via. slashdot<http://games.slashdot.org/article.pl?sid=08/07/23/165237>,

> here:

>

> http://stroppsworld.com/2008/07/22/open-sourcing-the-mmo-game/

>

> Fair points most of us know, and it's a patent fact that most companies

> won't even want to dark archive their code or assets when a MMO or any other

> game dies, but nice to see a discussion on it.

>

> Andrew

>

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>



--
The sleep of Reason produces monsters.

"Until next time..."
Captain Commando
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