[HN Gopher] Database "sharding" came from Ultima Online? (2009)
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       Database "sharding" came from Ultima Online? (2009)
        
       Author : mpweiher
       Score  : 126 points
       Date   : 2020-06-06 11:22 UTC (2 days ago)
        
 (HTM) web link (www.raphkoster.com)
 (TXT) w3m dump (www.raphkoster.com)
        
       | artemonster wrote:
       | queue in "stones theme" of the login screen and nostalgic
       | goosebumps... The article is quite old though - maybe someone
       | from HN can provide clues for this interesting coincedence ^^
        
         | outworlder wrote:
         | I've made people go back to UO just by playing Stones. I'm not
         | sure what's up with that song.
        
       | staycoolboy wrote:
       | Garriot talks about this in the documentary "Get Lamp!", which is
       | about the history adventure games. He talks about the challenges
       | of maintaining a huge MMO, especially how they were broadsided by
       | the challenges of managing an economy because everyone was so
       | greedy. He mentions how the admins came to work one day to find
       | that players had killed every living thing on the planet and
       | could no longer generate income. Kinda like a miniature "dark
       | forest" theory.
        
         | imtringued wrote:
         | Meanwhile in Ragnarok Online special items like "cards" had a
         | 0.01% drop chance. Without a large player base that kills
         | monsters over and over again, those items would never drop.
        
         | pradn wrote:
         | Computer games work best with numbers, so RPGs end up being
         | about numbers. So, naturally, people try to min-max because 1)
         | it's something to do 2) you progress that way 3) you can show
         | off to others. Maybe a child would be hesitant to kill a video
         | game creature, but it seems like, since pretty much every video
         | game lets you do violent things, that taboo against violence is
         | erased very quickly. So, all these combine to, what looks like
         | to people who don't play games, a propensity to kill en masse.
         | 
         | It's a shadow of the same situation one encounters in an
         | abbatoir. Maybe killing the first few animals makes you feel
         | terrible, but you get out of it quickly. The human ability to
         | adapt to any circumstance has this disturbing side to it, too.
        
           | imtringued wrote:
           | In Cataclysm DDA you can kill zombie children and it will
           | decrease your sanity. That might sound like an interesting
           | mechanic until you see a run down school and are flooded with
           | zombie children. Your best option is to just burn the whole
           | place down so that you don't have to see the children die
           | again.
        
           | staycoolboy wrote:
           | Which is ironic given the nature of U4 and it's moral system.
           | That game REALLY floored me the summer I spent playing it
           | (literally the entire summer, it was before I was old enough
           | to get a job).
           | 
           | > RPGs end up being about numbers.
           | 
           | For me, this was the final, sad conclusion to computer-based
           | RPGs after nearly 40 years playing them.
           | 
           | In tabletop D&D, a +1 sword is a rarity, and +2 is super
           | special; magic users focused more on creativity because the
           | cost to the caster for Lvl9 spells (if you ever got there,
           | which was never in real games) was prohibitive to use them on
           | a regular basis (memorization, physical aging). In fact, the
           | level tables in AD&D stopped around 10 or 12 I think because
           | that much XP simply didn't happen. Computer RPGs turned it
           | all into numbers games, as you can see in WoW where the top
           | tier armor today has stats like +30,000 attribute, when in
           | the first release, top T3 geat from C'thon was like, +50 key
           | attribute per piece.
           | 
           | Am I ranting? I'm ranting.
        
       | [deleted]
        
       | Alex3917 wrote:
       | Out of curiosity, has anyone made an MMO better than UO yet? I
       | stopped playing those types of games when I got into high school,
       | so I don't really have any concept of if EVE and WoW and the like
       | were actually definitively better, or just different and more
       | successful do to being easier for beginners.
       | 
       | I haven't played any of the Larian games (e.g. Divinity: Original
       | Sin II), but noticed that only recently with these sorts of
       | graphics do these new 3D isometric games actually have the same
       | kind of feeling that UO had at the time when it came out, if that
       | makes any sense.
        
         | WorldMaker wrote:
         | I've heard Legends of Aria has many things that UO veterans
         | enjoyed about UO. I personally can't tell you how successful it
         | is, given I didn't play UO.
         | 
         | EVE and WoW cater to very different play styles (even and
         | especially between each other), so "better MMO" is a loaded
         | question with a diverse number of answers depending on your
         | intended play style and what about an MMO you are looking for.
        
         | root_axis wrote:
         | Absolutely. EVE today is a _much_ better MMO than UO ever was.
         | Of course, the space setting is a hard sell for those who are
         | looking for a game with the all the Tolkien trappings of old
         | school RPGs, but as an MMO it is the most sophisticated game
         | available today and is unparalleled in terms of how player
         | driven behavior impacts the game world. Most notably Eve has
         | managed to succeed in keeping veteran players satisfied while
         | also providing a path for new players to have a meaningful
         | impact on the game world. This is a major problem WoW was never
         | able to overcome despite its commercial success and has instead
         | relied on periodic invalidation of veteran player progress
         | every 8 to 16 months to keep things fresh (a well-worn strategy
         | for most blizzard games).
         | 
         | edit: tough crowd, I'd be interested in the details of the
         | dissenting opinions
        
           | debug-desperado wrote:
           | Cool. What sort of "path for new players to have a meaningful
           | impact on the game world" does EVE provide?
        
             | outworlder wrote:
             | I can only think of joining alliances. Alliances with
             | thousands of players and immense military power have been
             | brought down by single individuals before(or crippled by
             | spies).
        
             | root_axis wrote:
             | Almost all MMOs gate content in the form of linear "levels"
             | which essentially function like a several-dozen hour
             | tutorial until the player grinds to the point of "max
             | level" so that they can then begin to participate in "end
             | game" content. In EVE, player progress isn't so narrowly
             | constrained or defined in terms of an aggregate statistic,
             | rather, player skills can be trained automatically over
             | time without grinding and, similar to the golden era of UO,
             | player skills function in the game with respect to their
             | individual utility rather than as a function of player
             | level. This means new players can target specific skills
             | based on how they want to play the game rather than picking
             | the skills that facilitate the most efficient grind to max
             | level, after which they reset all their skills and
             | reallocate them with respect to the "real" game. Thus new
             | players begin to experience the "real game" early on
             | without having to grind through 30 hours of cookie-cutter
             | content before the "real game" begins.
        
         | lowbloodsugar wrote:
         | Ugh. Lots of nostalgic views here made fonder through absence I
         | think.
         | 
         | UO sucked was amazing but it sucked. I can't recall how many
         | empty dungeons we walked through, only to get to the treasure
         | room filled with gold? No. Filled with other players. All just
         | camping out, waiting for loot to drop. In fact it would be true
         | to say I can _only_ recall such dungeons. And then the Lich
         | would respawn and all the n00bs would shit themselves while
         | someone else killed it, and then everyone frantically trashed
         | the place looking for loot like an FBI raid at the drug dealer
         | 's girlfriend's place.
         | 
         | Honestly it was so utterly pointless to try to "play the game"
         | that my friend and I actually indulged (I am ashamed to say) in
         | some naked griefing. Which is to say, the only fun we had was
         | in trying to figure out the games state machines, i.e. to goad
         | people into killing us such that we could get the guards to
         | kill them. How it works: stand outside a town. Be offensive.
         | Wait till someone attacks you. Run into town. Yell "Guards!
         | Guards!". Guard appears and kills aggressor. Take all his
         | stuff. There were various iterations of this that Raph Koster
         | actually wrote up [1], and it was fun. For us. Neither my
         | friend nor I are actually assholes, and only resorted to this
         | because it was literally the only "game" present in the entire
         | system. We'd paid for a game, we rationalized, and by golly we
         | were going to find one. Ok, we probably were just entitled
         | assholes. Perhaps it got better later, but we'd gone by then.
         | [Naked griefing, because every now and again we'd grief a
         | wizard and they'd freeze us in place and then kill us. But we
         | were naked. Didn't even lose a shoe.]
         | 
         | There was also "The Great Unused!" which we had "fun" with for
         | a while. This was an item that was called "Unused", and its
         | icon was a photoshop lens flare. It also weighed 255, the max
         | amount. So you couldn't move if you were carrying it. So my
         | friend and I spent _hours_ standing next to it, picking it up,
         | and then dropping it on the other side, moving it two squares
         | at a time, leapfrogging each other. We could put it on a boat
         | (much to our relief, as we 'd been lugging it for an hour by
         | that point) and managed to bring it from a far island back to
         | "town". Where upon, we tried to start a cult to worship "The
         | Great Unused!" People tried to steal it, by picking it up, and
         | we would laugh as they ran in place for an unreasonably long
         | time (some people are just so determined), but eventually they
         | would drop it. It didn't catch on.
         | 
         | Now Raph's first go at Star Wars Galaxies I really enjoyed. I
         | couldn't play very often, and yet I could still be useful, even
         | as my friends leveled far ahead of me. I played a medic, and
         | sometimes my heal would be the thing that saved someone from
         | death and a long walk back. Most MMOs (that I played), once
         | your friends are four levels ahead of you, you don't get any
         | experience points at all if you join their party.
         | 
         | So UO was a great starting point, and very smart, very
         | passionate people have made significantly better games,
         | learning every time.
         | 
         | [1]
         | https://www.gamasutra.com/blogs/RaphKoster/20180627/320893/A...
        
           | cpeterso wrote:
           | Richard Garriott discusses a similar problem with UO's
           | virtual ecology in the Ars Technica "War Stories" interview.
           | UO had a virtual ecology system that tried to balance
           | carnivores, herbivores, and plants. When the game opened, to
           | the designers' surprise, players slaughtered all animal life
           | across the land.
           | 
           | https://youtu.be/KFNxJVTJleE
        
         | arminiusreturns wrote:
         | Ok, first, the answer is really no, but there have been two
         | main attempts, in Darkfall and Mortal Online. I jumped on the
         | Mortal Online bandwagon in beta and stuck with it for a long
         | time, being part of one of the best guilds in game.
         | 
         | The bad: Unfortunately, while it had a ton of potential, there
         | were lots of issues and eventually it just stopped being as
         | fun. For me dealing with a red was easy, but for new players
         | the learning curve was so steep what ended up happening was
         | roving gangs of reds and gank guilds griefing new players into
         | literally quitting forever. A world that was too open, so
         | didn't feel living, despite the player impact and control. Much
         | later players could build walls on game vital paths and
         | completely block off areas of the world. Basically the freedom
         | of working towards a UO system has a lot of potential
         | weaknesses and the devs at StarVault learned all this the hard
         | way.
         | 
         | The good: some amazing emergent gameplay I have yet to
         | experience anywhere else. A crafting system that should be an
         | inspiration to every game that has crafting. Hidden things,
         | with not everything in a database you can just look up, guilds
         | and people that horded info, and political intrigue and
         | subterfuge. Really fun combat for it's time if you had a good
         | connection. Full loot pvp. A large world that was very fun
         | exploring (there is no in game map, I was one of the people who
         | literally participated in a guild mapping of the continent that
         | is still used at https://www.mortalonlinemap.info/ A large
         | single persistent instance (no sharding).
         | 
         | The devs, recognizing many of the issues stemmed from
         | complications of using UE3, are now working on Mortal Online II
         | in the UE4 engine. I hope it goes well for them but haven't
         | tried it yet. https://www.mortalonline2.com/
        
         | andrepd wrote:
         | I'm of the honest opinion that _no game_ ever made truly lives
         | up to the potential of the MMORPG. Of a _virtual, persistent,
         | shared world_. It 's quite sad. UO and Star Wars Galaxies
         | probably came the closest.
        
           | jandrese wrote:
           | It's really hard to strike the balance between giving players
           | ultimate freedom to make a permanent mark on the world and
           | providing a fun experience for new players, especially if you
           | are trying to avoid pushing new players way out into the
           | wilderness where they will never see anybody.
           | 
           | Ultimately players want to interact with other friendly
           | players, but that's impossible because some players will be
           | assholes and will try their hardest to make life miserable
           | for your new players. If your have wide open PvP you have
           | roving gank squads.
        
         | NikolaeVarius wrote:
         | What is "better"
        
         | runawaybottle wrote:
         | The current trend in MMO-like games are basically sandbox games
         | like UO.
         | 
         | The thing about MMOs is that your first great experience is
         | going to be tough to top. Even if I tell you there are 20+
         | sandbox MMOs that do what UO did, it will never live up to UO
         | for you.
        
         | theincredulousk wrote:
         | I've played a bunch of them a bit, and nothing comes close.
         | Some of it probably has to do with timing - a true sandbox game
         | when there was a cultural match with the desire for that
         | environment.
         | 
         | Nowadays if you had a game with glitches that allowed people to
         | steal your items outside of intended game mechanics, there
         | would be an uproar on Twitter and punishing 1-star steam
         | reviews. Back then it was infuriating, but part of the
         | atmosphere. The night was dark and full of terrors, so to
         | speak. Also the actual concept of real-estate, with a real
         | house and your own vendors, was really next-level stuff for
         | immersion. Exploits like duping that ruined the economy weren't
         | beneficial to the atmosphere though, and actually broke
         | immersion.
         | 
         | Nostalgia holds up a lot of it though I'm sure. Just like
         | anything else, playing it again now probably wouldn't bring
         | back the same experience.
        
           | Alex3917 wrote:
           | To be fair UO had pretty horrible reviews at the time also,
           | which is part of why it never became as popular as EverQuest.
        
         | knicholes wrote:
         | Richard Garriott made Shroud of the Avatar, but the devs didn't
         | hit their timelines on the Kickstarter. It never really took
         | off. But they made it free. I played it and loved the story,
         | but it didn't feel to have the staying power like UO did.
        
         | rjbwork wrote:
         | Honestly, no. At least not that you can play right now. Star
         | Wars Galaxies was something of a spiritual successor, but is
         | defunct. There have been a few attempts at more free-form open
         | world type games since then, but IMO, nothing really comes
         | close to UO. I've had to give up on MMO's because it all just
         | feels like an experience on rails that is a time sink for some
         | virtual items rather than the kind of free form world modifying
         | choose your own adventure that UO was.
        
           | Alex3917 wrote:
           | Hmm well hopefully in 30 years or whenever I'm retired,
           | computers hardware will have improved enough that someone
           | will have tried to make a better version.
           | 
           | Although obviously single player, I have to admit I was
           | extremely impressed by Breath of the Wild. It could have
           | benefits from another couple years of polish, but it was
           | extremely fun regardless.
        
             | andrepd wrote:
             | >Although obviously single player, I have to admit I was
             | extremely impressed by Breath of the Wild. It could have
             | benefits from another couple years of polish, but it was
             | extremely fun regardless.
             | 
             | I'm glad I'm not the only one who thinks the engine would
             | make a great MMO :p
        
           | dlhavema wrote:
           | I loved galaxies back in the day. I was online when the first
           | Jedi was unlocked that was a momentous occasion.
        
         | imtringued wrote:
         | It's definitively not the same genre but Shores of Hazeron was
         | an empire building MMO where you start as a simple caveman on a
         | random planet in a fully procedurally generated universe and
         | you are supposed to create a city from scratch and figure out
         | space travel. Colonize other planets or moons in your solar
         | system to create a FTL drive and then fight other empires. It
         | looks awful and the developer made some questionable decisions
         | but hey it was just a one man show. Nowadays the closest
         | spiritual successor is No Mans Sky. Huge procedurally generated
         | universe. Check. Randomly generated animals. Check. Spacecraft
         | with combat and seamless transition from planet to space.
         | Check. The ability to create your own spacecraft designs? Nope.
         | The ability to actually do interesting things with the planets
         | like build a colony on them? Nope. Massive multiplayer? Hell
         | no.
         | 
         | No mans sky is just eye candy. Imagine the benefits of reaching
         | the center of the galaxy and thereby being teleported to a
         | completely different one if you could colonize that new galaxy!
         | You'd have a massive edge over the other empires. The reality
         | is that all universes and planets in no mans sky are
         | functionally the same. You can stop playing as soon as you see
         | your first planet and nobody could claim that you didn't see
         | everything the game had to offer.
        
         | chongli wrote:
         | _has anyone made an MMO better than UO yet?_
         | 
         | Nope. UO was one of a kind. What made it special is the way it
         | brought together people with many different play styles and
         | allowed them to form their own communities which were self-
         | policed.
         | 
         | Every multiplayer game since UO has tried to learn lessons from
         | it by policing the players centrally, through the limitation of
         | player interaction. The result is that all of the different
         | play styles have gone their separate ways to games which cater
         | specifically to them.
         | 
         | This phenomenon mirrors the filter bubble phenomenon that
         | resulted from search engines and social media recommendation
         | engines giving people more of what they want.
         | 
         |  _Edit: for examples of the games that cater to the play styles
         | I'm referring to, look at Fortnite, League of Legends,
         | Minecraft, Stardew Valley, Diablo 3... When I look at this list
         | it's rather shocking to me that one game could house all these
         | diverse play styles. The magic of it was that it worked, for a
         | time, until more specialized games came along and started
         | drawing away the player base. Then EA brought in Trammel and
         | split the player base which was the beginning of the end._
        
           | jandrese wrote:
           | It depends on what you mean by "better". WoW certainly
           | eclipsed UO in popularity/playerbase. Eve has a more
           | sophisticated metagame. UO is definitely the best Ultima
           | Online game ever created.
        
           | Alex3917 wrote:
           | The interesting thing also was that most of these play styles
           | were forced to work together also. E.g. you couldn't be a
           | fighter without blacksmiths to make armor and weapons, and
           | you couldn't be a blacksmith without miners who were
           | gathering ore. Because leveling up in one skill caused your
           | other skills to atrophy at a high level, it prevented players
           | from being able to become isolated from each other.
        
           | the_af wrote:
           | > _Nope. UO was one of a kind. What made it special is the
           | way it brought together people with many different play
           | styles and allowed them to form their own communities which
           | were self-policed._
           | 
           | Disclaimer: I don't play massively multiplayer online games,
           | only read about them. But isn't this precisely the selling
           | point of EVE Online? Self-policed, no rules, no backstory,
           | the entire universe, its rules and the emergent behavior that
           | results is 100% in the hands of players?
        
         | egfx wrote:
         | >if that makes any sense.
         | 
         | Makes perfect sense. I was an Elder in UO (a player character
         | with special powers that advanced the storyline) Or basically;
         | as I realize today, an unpaid intern at Origin. And afterwards
         | QA lead on WOW and I can definitively say UO wasn't a game. It
         | was an alternate universe. It was transcendent unlike any game
         | and blizzard games included.
         | 
         | It wasn't the first as there was "Meridian59" which came out
         | before and people were basically divided into 2 camps. After
         | "City of Heroes" and "Dark Age of Camelot" came out, then it
         | (mmo) became a genre.
        
           | virtue3 wrote:
           | I think you mean when Everquest hit, suddenly MMO was a
           | thing.
        
             | [deleted]
        
           | bcrosby95 wrote:
           | Neverwinter Nights on AOL predates Meridian59 when it comes
           | to these sorts of games. Of course for the non-graphical
           | variety there were MUDs before then. I don't really know when
           | a game goes from "lots of players" to "massively", wikipedia
           | says Neverwinter Nights on AOL was an "MORPG" not an
           | "MMORPG". So it kinda depends upon how you count these things
           | I guess.
           | 
           | FWIW, Raph Koster ran a MUD before he worked on Ultima
           | Online. The original creators of Everquest played MUDs too -
           | Sojourn in particular.
        
           | Alex3917 wrote:
           | Nice. I was a counselor in UO, but got fired after they
           | realized I was 13.
        
             | egfx wrote:
             | Haha so you were a customer support intern. What shard?
        
               | Alex3917 wrote:
               | Catskills. IMHO the game went downhill with the T2A
               | release in 1998, and then was completely ruined by the
               | time Renaissance came out in 2000 (although I had already
               | quit well before then).
               | 
               | It's a shame because I feel like the gameplay was kind of
               | already destroyed by the time the servers were relatively
               | stable and bug free, so it feels like it never really
               | lived up to its potential. But during the few hours a day
               | when it actually worked properly, damn.
        
         | bcrosby95 wrote:
         | It depends entirely upon how you define "better" and what
         | you're looking for in an MMO. I've also never heard anyone
         | accuse EVE Online of being easy for beginners.
        
         | moksly wrote:
         | Albion Online is a lot like UO.
        
           | tatar wrote:
           | I've played it a bit. The core mechanics was spot on but it
           | ended up a soulless copy of what UO was. Procedurally
           | generated levels and instances just took away any resemblance
           | of a story for me.
        
         | abhijitr wrote:
         | > Out of curiosity, has anyone made an MMO better than UO yet?
         | 
         | Piggybacking on this, has anyone made an open world single
         | player RPG better than Ultima 7 yet?
        
           | xsmasher wrote:
           | Divinity: Original Sins was that game for me; everything I
           | loved about U7, minus the annoying bits (collecting arrows,
           | eating food every x minutes, time-of-day changes for NPCs).
        
         | haolez wrote:
         | UO is/was pretty unique. It had poverty. Some players were so
         | poor that they had to beg for food! Funny and depressing at the
         | same time :)
         | 
         | Overpowered players were really rare (in the golden age, at
         | least). And they were usually very famous, like celebrities. It
         | was very very hard to improve your character's skills. The game
         | wasn't tailored to boost your ego with custom looks and mean-
         | looking armors and weapons - it was what it was, and that
         | usually meant frustration.
         | 
         | At least for me, it was fun and unique. I don't see anything
         | like that in the current generation of blockbuster MMO games.
        
         | philliphaydon wrote:
         | I think part of it is that when UO came out it was this visual
         | imaginary world that allowed us to do what we wanted rather
         | than drive us in a particular direction. And even if there was
         | a UO clone with updated graphics. It just wouldn't be the same
         | as that first experience we had.
         | 
         | I miss UO. It's what got me into programming to begin with. I
         | ran a shard with 250 people on at peak times called Sacred. And
         | was GM on Alphanine, and for a short time before it died, Novus
         | Opiate. I got into programming to make my own UO game but ended
         | up just making software.
        
         | coding123 wrote:
         | Of course they are better. Better mechanics, graphics,
         | economies that work.
        
           | Alex3917 wrote:
           | Have any MMOs actually put their economies on the blockchain
           | yet though? I know people have been talking about this for
           | years, but I haven't heard anyone talking about it actually
           | happening yet.
        
             | greiskul wrote:
             | Why would anyone do that? I don't see neither a gameplay
             | advantage for doing that, nor a technological one. Is there
             | any applications that could take advantage of that which I
             | am missing?
        
               | Alex3917 wrote:
               | Without items being registered on the blockchain, there
               | is no way to know how rare or common something actually
               | is, so there is no way to accurately price it. So
               | everything from weapons and armor to gold, ore, reagents,
               | crafting supplies, furniture, housing, etc. Without items
               | being registered on a blockchain, sure you can have
               | gamers throwing down $20 bucks here and there, but you're
               | never going to have university endowments and state
               | pension funds allocating some of their investments into
               | virtual items.
        
               | outworlder wrote:
               | > Without items being registered on the blockchain, there
               | is no way to know how rare or common something actually
               | is, so there is no way to accurately price it.
               | 
               | What? You price them the same way you price them in the
               | real world: domain knowledge and data.
               | 
               | EVE in particular has charts that tell you historical
               | transaction amounts and volume.
        
               | SketchySeaBeast wrote:
               | > Without items being registered on a blockchain, sure
               | you can have gamers throwing down $20 bucks here and
               | there, but you're never going to have university
               | endowments and state pension funds allocating some of
               | their investments into virtual items.
               | 
               | It's at this point I'm assuming you're being bitter and
               | trolling.
        
               | Alex3917 wrote:
               | How is a pension fund investing in WoW diamonds any
               | different than a pension fund investing in a diamond mine
               | in real life? The only difference is that in real life
               | there is a predetermined (albeit not entirely knowable)
               | difficulty function, whereas in WoW the company that
               | makes the game can just decide to mint however many they
               | want overnight. But if you can use technology to preclude
               | the latter from happening, the suddenly there is zero
               | difference.
               | 
               | Sure a better game could come out and the value of items
               | could come down, but that isn't really any different than
               | if people in real life decided they just liked garnets
               | instead of diamonds or whatever. And presumably as
               | Moore's Law slows down, winning games will stay in the
               | front runner position for longer.
               | 
               | From a pension fund's perspective, you're basically just
               | finding something that a small number of people love
               | passionately and then hoping that as more people learn
               | about that thing, the value of everything connected to
               | the ecosystem increases. That doesn't really seem any
               | different than investing in a social network like
               | Facebook or whatever, which clearly pension funds already
               | do (usually by allocating a small portion of their funds
               | into VC, although sometimes directly).
        
               | jerf wrote:
               | "How is a pension fund investing in WoW diamonds any
               | different than a pension fund investing in a diamond mine
               | in real life?"
               | 
               | Volatility.
               | 
               | Since I can see it coming, the fact that real-world
               | assets have a non-zero volatility does not mean that the
               | level of volatility in virtual assets isn't a difference
               | in quality and not merely quantity.
               | 
               | What happens to your WoW diamond's investments when the
               | next Wow expansion brings out UltraDiamonds and the
               | latest shiny hot BiggerNumbersThanLastTime weapons and
               | armor can only be bought with those? Again, the fact that
               | this _occasionally_ happens in the real world still has
               | nothing with the routine nature of this sort of thing in
               | the virtual.
               | 
               | Only an idiot would invest in Wow diamonds. Put your
               | money into buying stock in the company running WoW
               | instead.
        
               | Alex3917 wrote:
               | > What happens to your WoW diamond's investments when the
               | next Wow expansion brings out UltraDiamonds and the
               | latest shiny hot BiggerNumbersThanLastTime weapons and
               | armor can only be bought with those?
               | 
               | Well that's the beauty of the blockchain. You just have a
               | contract in place saying that weapons and armor can only
               | get X% more powerful each year, so that way there is a
               | fixed amount of inflation.
        
               | fwip wrote:
               | You're advocating buying shitty imaginary beanie babies
               | as an retirement strategy.
               | 
               | You're too deep, there isn't any way we can convince you
               | of the foolishness you're spouting.
        
               | imtringued wrote:
               | Even if what you said is real the game itself wouldn't
               | actually run on the blockchain as a smart contract.
               | 
               | Cryptokitties is a testament to how pathetic the
               | blockchain is as a platform for complicated games. The
               | fact that possessing a hash representing the genome of a
               | cat is enough to qualify as a game is laughable. I've
               | played lots of highly simplified games that involved
               | breeding animals and optimizing for specific traits and
               | what cryptokitties offered was just one mechanic in an
               | entire system consisting of dozens of interacting
               | mechanics and MMOs like WOW go way beyond a dozen
               | mechanics.
        
               | SketchySeaBeast wrote:
               | The workforce for WoW is entirely optional, and applying
               | real world economic forces to it would be a great way to
               | kill it. How would these items be generated in game? If
               | it's CPU power, you're describing bitcoin, it's not
               | player interaction, there's no in game mining required,
               | and if there is, now you're wasting someone's time and
               | CPU for something that's going to quickly stop being fun.
        
               | dmurray wrote:
               | You could still tie it to player interaction, so some
               | loose combination of player skill and time spent in game.
               | Don't these games already try really hard to prevent
               | botting?
        
               | SketchySeaBeast wrote:
               | They do, though it's a constant arms race.
               | 
               | Is the idea that the company is just doling out items? An
               | artificial scarcity? Doesn't that make the market super
               | untrustworthy if they could flood it at any time? You
               | can't do traditional coin mining as that would remove the
               | effort from the gameplay.
        
               | dmurray wrote:
               | Yeah, I don't really think this is a hot idea but just
               | playing devil's advocate. You could make versions of the
               | same argument for de Beers and diamonds, but I suppose
               | pension funds don't invest in diamonds.
        
               | twalla wrote:
               | Imagine how many people would want to play an MMO where
               | the loot tables are determined by what return they give
               | to a bunch of boomers who have probably never even heard
               | of the game.
               | 
               | Currently the incentive structure is to make a gaming
               | offering compelling (addicting?) enough to justify a
               | monthly subscription. If you create a two way value
               | transfer for money/virtual items with legitimate
               | institutions you're going to completely fuck the
               | incentive structure. Imagine what happened with the
               | Diablo real money auction house except now the scalpers
               | are pension and hedge fund managers.
        
               | Alex3917 wrote:
               | > Imagine how many people would want to play an MMO where
               | the loot tables are determined by what return they give
               | to a bunch of boomers who have probably never even heard
               | of the game.
               | 
               | How is that any different than, say, these people looking
               | for diamonds in Crater of Diamonds State Park? I'm
               | linking to this specific guy because he describes it
               | well: "It's a lottery ticket with exercise."
               | 
               | https://youtu.be/YX93NHWfyQw?t=650
               | 
               | Similarly, Facebook decides what content to show you
               | based on what's profitable for investors. But for
               | whatever problems Facebook has, it's still much more
               | widely used than any competitors run by non-profits or
               | whatever.
        
               | kingkawn wrote:
               | who in the whole world wants their state pension funds to
               | be stored in WoW items?
        
               | tossmeout wrote:
               | This is very classic solution-in-search-of-a-problem
               | thinking. Its prevalence in the cryptocurrency and
               | blockchain communities is why I'm extremely bearish on
               | both.
        
               | Alex3917 wrote:
               | I want to invest money into games, but I can't. Other
               | people want to get paid to play games, but they can't.
               | How exactly is that not a real problem?
        
               | virtue3 wrote:
               | You can easily go invest in Eve. Godspeed.
        
               | SketchySeaBeast wrote:
               | Is it easy to convert the money back into cash? I
               | remember PLEX (and WoW now has a similar token among many
               | others), but I swear it was a one way conversion, though
               | there was monetary value in playing for free.
        
           | setr wrote:
           | I haven't really noticed any game with working economies
           | beyond EVE -- at least in the sense that they actually
           | integrate with the rest of the game universe, and aren't
           | simply an ad-hoc bartering system driven by drop-rates
           | conducted purely between players, because the intentional
           | economy (eg driven by gold/currency) has entirely fallen
           | apart as a result of developers never quite understanding
           | that infinite gold generation infinitely inflates to the
           | point that $currency is entirely worthless.
           | 
           | EVE is the only current MMO I can think of which realizes
           | that _destroying_ value is also important having a functional
           | economy, and creating those interesting economically-based
           | dynamics
        
             | NathanKP wrote:
             | Elder Scrolls Online has also done one of the best jobs at
             | keeping the economy running well out of any MMORPG I've
             | played. They have a pretty ingenious way of destroying gold
             | to keep the economy from inflating. Basically the only
             | viable way to sell things in the game is to get a guild
             | trader. There are a limited number of them in the game, and
             | not all are equal. Guild traders in main cities for example
             | get 100x the player traffic as traders in the middle of
             | nowhere.
             | 
             | So there is a lot of competition to get a good guild
             | trader, and guilds all bid large sums of gold to try to get
             | a good trader. The winning bid for a trader gets the trader
             | for 1 week, and the gold spent on the winning bid is
             | destroyed. So it turns into a self balancing system,
             | because if there is too much gold in the economy then the
             | guild trader bids go up really high and take lots of gold
             | out of the economy every week. If there is not enough gold
             | in the economy then it isn't viable to make such a large
             | bid on the guild trader, as you won't have any chance of
             | making enough money back to justify the large bid, so bids
             | go down and more money stays in the economy.
        
               | SketchySeaBeast wrote:
               | My only gripe about the ESO method is it locks all non-
               | guild players out of placing things on the auction house,
               | but otherwise you're dead on.
        
           | imtringued wrote:
           | There are some MMOs that only allow players to trade with
           | premium currency. It's a pretty neat idea because it means
           | everyone can get access to cash shop items. It also avoids
           | currency inflation problems because the currency isn't
           | created out of thin air by killing monsters, selling items to
           | NPCs or completing quests.
        
         | xwdv wrote:
         | It is unlikely there will ever be an MMO better than what UO
         | was at its peak in the old days.
         | 
         | Those were savage days, where simply being killed and having
         | your body cut up and looted dry was considered acceptable for
         | an MMO. At one point even having someone steal your house key
         | meant they could enter your entire house and loot it dry.
         | 
         | Another thing is the graphics. Yea everyone thinks 3D graphics
         | are cool but 2D graphics allow for imagination to fill in the
         | blanks more. The graphics are less literal, the less detail is
         | shown the more your mind fills in the blanks. Your mind begins
         | to imagine what these characters would look and sound like if
         | they were real people.
         | 
         | Also consider that even the GUI in UO was often in-character,
         | you open a bag it looks like a bag, open a backpack and it
         | looks like a backpack. And items could be dragged anywhere and
         | positioned however you wanted, sometimes causing a mess.
         | Organizing your backpack was like a little mini-game within a
         | game.
         | 
         | Most games these days abandon those kinds of details in favor
         | of grids where you can neatly place items into discrete slots.
         | Convenient, but a lost opportunity for emergent game play.
         | 
         | Also, text appearing above peoples heads when they speak
         | instead of a chat window meant you always kept your focus on
         | the world in front of you and conversations felt natural, it
         | feels more like reading a comic book, as opposed to some
         | instant messenger.
        
         | staycoolboy wrote:
         | As an apple gamer from the early 80's who played all of the
         | ultimas (and bards tales, and wizardries...).
         | 
         | WoW was the game I had always wanted. I found it better than UO
         | because it had the interactivity and sophistication I had
         | dreamed about.
         | 
         | That came with a downside. I like to describe WoW in these
         | terms:
         | 
         | "So you like ice cream right? Here: go eat this truck full. Go
         | on. You said you liked ice cream, go do it. /points gun at my
         | head/ ... EAT."
        
           | mrits wrote:
           | I like finding other Bard's Tale players in the wild. It was
           | easier to learn how to use a hex editor to hack the game than
           | to actually play the game...so that's what I did.
        
           | moron4hire wrote:
           | THIS is the best description of WoW I've ever heard. Truly
           | wonderful. I thank you.
        
             | btrask wrote:
             | As someone who never played WoW, I'm curious. What exactly
             | was the ice cream, and what was the gun?
        
         | outworlder wrote:
         | > Out of curiosity, has anyone made an MMO better than UO yet
         | 
         | No.
         | 
         | EVE comes close. In particular, it actually surpasses UO in
         | many ways, like a complete player-based economy. Almost
         | anything you could ever need or want is crafted by players.
         | There are 'loot drops', but ones that are actually better than
         | what players can craft are rare. And are sold in the market.
         | 
         | Similarly to UO, death has consequences. You lose your ship,
         | everything on it, all cargo. There's 'insurance', but it will
         | only pay for the 'market price' of the ship. You yourself may
         | have paid more (but usually not less, otherwise people would
         | build and destroy ships to claim insurance).
         | 
         | EVE also has skills, much like UO. Unlike UO, those are
         | 'trained' over time, not by usage. But there are no 'levels'
         | and for the most part there aren't any ships which are 'better'
         | for any role. An unprepared battleship can be destroyed by a
         | couple of fast moving frigates that cost a tiny fraction of
         | resources and skills to pilot. One that's fitted against small
         | fighters will suck against other battleships, and so on.
         | 
         | Like Ultima Online, movement is very important in combat. In
         | EVE, even more so, due to gun tracking(and how missile
         | explosions work). This is the main reason why the battleship
         | scenario above works.
         | 
         | EVE also has forms of 'housing', as in player made starbases,
         | corporation offices and apparently stations now.
         | 
         | EVE has consumables. Other than laser-based weaponry (mostly
         | Amarr), you have to buy ammo. Like casting spells in UO
         | requires reagents. WoW has very little consumables, and you
         | certainly can cast spells all day long.
         | 
         | It also has a very 'lawless' world. Some systems have no
         | security response at all, others will have delayed response
         | depending on the security rating. Just like UO, if someone
         | really wants to kill you they can, although there may be
         | consequences.
         | 
         | Unlike UO, there are no 'shards'. Everyone is on the same
         | server (or more specific, cluster). Even 'instancing' (used for
         | NPC missions) is part of the universe, you can join the
         | instance if you have the location(or can scan).
         | 
         | So, EVE has very deep and detailed systems, to the point that
         | people used to call it 'spreadsheets in space'. But I can't
         | directly compare it with Ultima Online - mostly because they
         | are quite different games, thematically. One is a fantasy world
         | full with dragons and spells. The other is a very futuristic
         | and highly advanced space game.
         | 
         | WoW... is entertaining. Has amazing and detailed lore (although
         | EVE's is good, it's not even in the same league). Locations can
         | be such an eye candy. Even boring 'collect item' quests can be
         | very entertaining.
         | 
         | Have I mentioned how quests can be entertaining? Because there
         | are some incredible ones.
         | 
         | World of Warcraft also has 'classes'. Which is again a
         | completely different philosophy from either UO or even EVE.
         | Take a Mage. Maybe it will be specialized as a 'frost' mage. No
         | matter, two frost mages at the same level will have the exact
         | same skills and spells. Equipment may change, but it is not
         | like they will have a bow, they will just have different stats.
         | 
         | But WoW suffers from a very simplistic gameplay. You have
         | 'levels' - which will immediately set it apart from Ultima
         | Online. You have also lots of skills. Using them effectively
         | and timing them is important, but in the end it's just about
         | selecting a target and pressing a few function keys(this is
         | actually something that it has in common with EVE, except for
         | the role of movement and position in EVE).
         | 
         | Death is essentially meaningless in WoW. You don't lose any
         | items. You may have to pay repair, but that's it. Compare to
         | UO: you drop everything you are carrying - you can try to get
         | it back, but someone (or something) may get to your corpse
         | before then. Or EVE, you lose your ship, items, equipment and
         | even skills if you can't GTFO with your pod and forgot to
         | update your clone. PVP in either UO or EVE is much more of an
         | experience than WoW. And in either game you won't necessarily
         | have a level 100 one-shotting a level 10 character.
         | 
         | Ok, this is already too long, but I could contrast even
         | further. But WoW is more popular for a reason: one can log in,
         | start a queue for a dungeon, go complete some quests and have
         | _guaranteed progression_. While on EVE, there were a few days
         | where I logged in and got incredibly lucky, but in other days I
         | wished I didn't login, as things went very badly. Similarly on
         | Ultima Online. On both, you learn a few rules: trust noone,
         | don't carry(or fly) what you can't afford to lose, etc.
         | 
         | I'm keeping an eye on the likes of Ark, they might be onto
         | something. I still think that good MMORPG games will have to
         | develop a mostly player-based economy if they want to stay
         | relevant long term.
        
       | gavman wrote:
       | This was discussed by one of the game's creators in the Ultima
       | Online episode of Ars Techica's War Stories (around the 5:10
       | mark) https://www.youtube.com/watch?v=KFNxJVTJleE
        
       | pixelmonkey wrote:
       | This comes up from time to time. Here is a Twitter thread with
       | some more links about the various usages of "shard" in the
       | context of early internet and gaming services, including Ultima
       | Online (UO), other early MMORPGs, and even MUDs.
       | 
       | https://twitter.com/amontalenti/status/615116231092371456?s=...
        
       | efitz wrote:
       | I hadn't ever heard of the term "sharding", but the team I was on
       | was "partitioning" databases in the early 2000's (effectively
       | sharding at the table level so that we could drop table instead
       | of deleting rows).
        
         | mywittyname wrote:
         | So my understanding is that there is are practical differences
         | between a partition and a shard. They both are ways to stored
         | separately, based on the partition key. But a partitioned table
         | has one table, while a shard uses multiple tables which share
         | the same schema.
         | 
         | For example, with a partitioned database, you might have a
         | single `transaction` table, partitioned by date, but with a
         | shard database, you'd have multiple `transaction_${date}`
         | tables which needed to be queried from, but they'd share a
         | common schema.
        
           | greenshackle2 wrote:
           | Last time I did partitioning by date in postgres (on postgres
           | 9.?), multiple transaction_${date} tables is exactly what I
           | got.
           | 
           | They are exposed as a single 'transaction' table but they
           | were really different physical tables.
           | 
           | My understanding is that partitioning is a more general term.
           | Partitioning can be on one or multiple servers. Sharding is a
           | type of partitioning that is always across multiple servers.
        
       | dws wrote:
       | Google mentions sharding in a 2005 patent.
       | https://patents.google.com/patent/WO2007011957A2
       | 
       | http://www.startuplessonslearned.com/2009/01/sharding-for-st...
       | notes the term in use within Google by 2003.
        
         | gojomo wrote:
         | This 2009 reminiscence discusses the term's use in the UO
         | context in 1996, so 2003-2005 mentions don't affect the
         | author's conjecture at all.
         | 
         | (I'd guess there are uses of 'sharding'/'shards' in this sense
         | from much earlier, perhaps decades earlier, database/caching
         | work, but I could be wrong.)
        
         | theincredulousk wrote:
         | Probably some UO players at Google then - UO was old by 2003.
        
         | NelsonMinar wrote:
         | I worked at Google 2001-2006 and we definitely talked about
         | "database shards", particularly for the AdWords MySQL database.
         | (this architecture has long, long since changed). At least from
         | 2002, and the database was partitioned far before that. I
         | remember at the time thinking the term "shard" was odd but
         | perhaps Ultima Online inspired.
         | 
         | I'm curious now about the history of database partitioning. So
         | much of the early work was about trying to hide the partitions,
         | to pretend it was all one big reliable system. It took awhile
         | for folks to realize that was foolish.
        
       | eordano wrote:
       | It seems that SHARD is a term used already in 1988, meaning
       | "System for Highly Available Replicated Data"
       | 
       | Source:
       | https://scholar.google.com/scholar?cluster=14914487445955020...
        
         | teraflop wrote:
         | As I pointed out a while back
         | (https://news.ycombinator.com/item?id=22974882), the "SHARD"
         | system described in that paper didn't actually have anything to
         | do with "sharding" as the term is currently used. It was
         | designed to replicate data, but it didn't do any kind of
         | partitioning; each replica stored a copy of the entire dataset.
         | 
         | For that reason (in addition to the low number of citations), I
         | think it's very likely that the name is a total coincidence.
         | Pretty much any word you can think of has been used by somebody
         | as an acronym for some project.
        
           | scott_s wrote:
           | I'm the person you replied to in that thread, and in support
           | of your point: after that discussion, I spent some time
           | crawling through the proceedings of Very Large Databases
           | (VLDB) and the ACM Digital Library, and I could find no
           | instances of "shard" used to mean the partitioning of a
           | database prior to 2001. (That paper is "Minerva: An automated
           | resource provisioning tool for large-scale storage systems"
           | in Transactions on Computer Systems, free-to-read at
           | https://dl.acm.org/doi/abs/10.1145/502912.502915.)
           | 
           |  _Other the other hand_ , I found many papers citing the
           | SHARD paper - more than the official count. That's a
           | difficulty with citation counts of old papers: a lot of the
           | papers citing it are also old papers, and we're not
           | consistent at tracking the citations of old papers.
           | Personally, I don't have a conclusion. The SHARD paper is
           | decently cited, and its usage is close to the modern one. On
           | the other hand, I can't find any smoking gun pre-1997 usage
           | of "shard" in the modern meaning.
        
             | teraflop wrote:
             | Interesting, thanks for putting a lot more effort into
             | answering this question than I did!
        
         | chongli wrote:
         | While interesting I don't think this old paper led to the
         | popularization of the term. It only has 12 citations!
        
           | gojomo wrote:
           | Looking at a single academic paper's citation count won't
           | reveal much about a term's historical currency.
           | 
           | For example, there are also papers in Google Scholar
           | (findable via query [database shard], through 1987)
           | mentioning this same SHARD system in 1986 and 1987, with 33
           | and 97 citations respectively. And further, there's a 1986
           | MIT technical note that mentions a commercially-in-
           | development version of this SHARD system, but refers back to
           | a 1985 paper, "System architecture for partition-tolerant
           | distributed databases", as an authoritative source about
           | SHARD - though that 1985 paper doesn't declare the name
           | SHARD.
           | 
           | That's suggestive that SHARD was adopted as a catchy name for
           | that particular work around 1985-1986, then becoming more
           | widespread in the 1986-1988 timeframe.
           | 
           | But perhaps more interesting: that original 1985 paper
           | mentions in its acknowledgements Hector Garcia-Molina - a
           | definite 'hub' person in databases/indexing/networked-
           | information for decades, among many other things Google
           | cofounder Sergey Brin's advisor at Stanford from 1993-1997.
           | (See: <https://en.wikipedia.org/wiki/H%C3%A9ctor_Garc%C3%ADa-
           | Molina...)
           | 
           | So it's likely safe to assume that from the late 80s into the
           | 90s, top CS students/researchers around the world discussing
           | partitioned distributed databases would often have this
           | particular sense of SHARD mentioned to them, or appear in
           | their readings.
           | 
           | Notably, that 1985 SHARD involved a system where each replica
           | contained the entire database - so did _not_ capture the
           | modern connotations of  'shard', as _horizontal_ partitions.
           | But that vivid  & apropos analogy was "in the air" around
           | partitioned/distributed databases.
           | 
           | Thus I'd strongly suspect uses in the modern, non-overlapping
           | sense in that same era, likely predating Ultima Online's
           | 1996ish use. (I'd especially look around precursor work to
           | the 1997 'Consistent Hashing' paper, & other caching-centric
           | work - because there the idea of partition-by-key was
           | central.)
           | 
           | So UO _might_ have devised, but I 'd guess more likely
           | _popularized_ , our modern sense of 'sharding'.
        
       | tlarkworthy wrote:
       | I always assumed MMO shards came from database literature. My
       | mind is blown if it's the other way around. Though not the first
       | time gamedev is at the edge.
        
       | mfontani wrote:
       | In the year 2000, my (telnet + MCP & MCCP & other acronyms-
       | supporting) C-based MUD boasted a _web_ interface.
       | 
       | With colors, buttons to move, and even _images_.
       | 
       | A web request is just a TCP socket, and browsers were gracious
       | enough to start displaying stuff as soon as it came in (so long
       | as tags were properly closed). So long as you sent stuff fairly
       | routinely, the connection wouldn't be closed.
       | 
       | Frames helped... well, "frame" the interface: main frame would be
       | the mud's output; another frame for user input - both using a
       | shared "key" to ensure output and input were linked to the same
       | user.
       | 
       | Users' input could therefore easily just be sent on another web
       | request, checked for key correspondance, and the command ran as
       | if the user input the same command via telnet: action ->
       | response.
       | 
       | A sprinkle of that new-fangled JavaScript helped ensure the
       | screen would scroll properly as soon as new output came by.
       | 
       | Having previously abstracted all color-related stuff (to ensure
       | strings like "&WFoo&GBar&X" would send ANSI colours to users
       | opting-in to them, and nothing to users opting out of them) meant
       | that it was "easy" to send "<span color='white'>Foo</span><span
       | color='green'>Bar</span>" to the HTML interface instead.
       | 
       | Websockets? We don't need no stinkin' websockets! _really long_
       | polling suffices ;)
        
       | fcatalan wrote:
       | I personally remember that couple of years, 95-97, as ripe for
       | coming up by yourself with things that are now considered
       | "obvious" or just the way things are done. Things happened fast:
       | by the start of 1995 the concept of networked computers was a
       | vague thing from the movies to me and by the end of 1997 I was an
       | "experienced" web developer. We had websites, but we didn't have
       | good search, so you still had to learn many things the old hard
       | way.
       | 
       | The biggest thing I remember to have "invented" by myself in
       | early 1996 (at the same time as thousands more) was the database
       | driven website: I was tasked with creating a "virtual campus"
       | kind of website with forums, chat, assignments, calendar, grades,
       | news... and the sparse examples and models I had found for all
       | those functionalities used plain text files as storage.
       | 
       | After completing a prototype I was obviously sick of dealing with
       | those files and suddenly thought: "hey, dumping all this crap on
       | a few tables in a database would make everything so much easier!"
       | It felt a bit mind-bending, because you were taught that
       | databases were for internal "databasey" things: Accounting,
       | addresses, customers, widgets and their prices, that kind of
       | stuff. Using a database as storage for a forum or a public-facing
       | website felt almost like a revolutionary concept.
       | 
       | By the end of the project I was quite bored of writing plain SQL
       | and I had something very close in spirit to many ORMs/ the Active
       | Record stuff from Rails. So I sort of "invented" that too.
       | 
       | Another thing to reflect on is that I wrote all that as plain C
       | through CGI. The database was mysql. I tried to run it a couple
       | years ago and it compiled and ran almost straight on a modern
       | Linux system, after like 20 minutes fiddling with Apache and the
       | makefile, 20 years after the fact. My current projects seem to
       | rot every time I take a short vacation.
        
         | cosmodisk wrote:
         | When I was a teen and couldn't afford the latest magazines,so I
         | came up with an idea of buying them up, scanning and putting
         | online for a small fee. I neither had skill to build nor a clue
         | how would I go about dealing with publishers though..
        
           | tehwebguy wrote:
           | Turns out only one of those was necessary!
        
         | lowbloodsugar wrote:
         | I "invented" navigation meshes in 1995, along with, I'm sure
         | fifty other people. Then I read about them in Game Programming
         | Gems in 2000. So five years before someone thought "Hey, I
         | should publish this!" (wish I had!) But it was apparently
         | invented in the 1980s for robots.
         | 
         | For games, the catalyst was 3D games consoles.
        
         | forgotmypw17 wrote:
         | I "invented" javascript-based challenge-response authentication
         | so that the user's password didn't have to go over the wire. I
         | later found out that Yahoo and a few others were doing the same
         | thing.
        
           | ReactiveJelly wrote:
           | Is that widespread now? I mostly stay out of web dev and this
           | is the first I'm hearing of it
        
         | pugworthy wrote:
         | Ah yes, in 1991 I "invented" networked pub/sub for real time
         | data sharing from sensors and other systems on a research ship.
         | You could easily just plunk a new networked client on the
         | ship's net and have it start publishing data. Visualizations
         | systems would immediately see and give access to any data
         | available.
        
         | agentultra wrote:
         | I had the same experience pulling together personal home pages
         | in chronological descending order from a database of text
         | files.
         | 
         | A bunch of folks online had their own scripts as well.
         | Eventually a few people would release their scripts and it
         | would become known as a "weblog" and eventually a "blog" and
         | many people profited from that.
         | 
         | Wild times.
        
         | gota wrote:
         | Not in that time, but in the vein of the other stories under
         | this -
         | 
         | I saw a group of people in a web community (comics sharing
         | group in a small town) self-organize to collectively fund a
         | couple of them (one artist, one writer) for printing a short
         | story that they'd done and never got payed for. Each person
         | that contributed got a signed copy!
         | 
         | I thought, hey, this could generalize to all sorts of stuff if
         | there was a platform to help organize it! Mused around with it
         | for maybe a couple of hours, became a bit disheartened by the
         | legal aspects of it, and put it on a 'TO-DO' list.
         | 
         | Six months later I heard the first things about Kickstarter and
         | realized I missed the boat
        
           | alasdair_ wrote:
           | It's kind of cool seeing all these stories of many people
           | coming up with the same ideas at the same time and realizing
           | that the old startup mantra "Ideas are easy - implementation
           | is what matters" continues to be true.
        
         | ericol wrote:
         | To that vein... I invented AJAX :P
         | 
         | I remember it being around 2001 - 2002 and seeing the first
         | implementations of Microsoft for Javascript requests and at the
         | same time the DOM was started to be a thing you could actually
         | manipulate and I started experimenting on doing programmatic
         | page updates for a system I was developing for the office I was
         | working for (I worked for a state office back then).
         | 
         | Then the big crisis of 2002 hit (I live in Argentina), I lost 2
         | of the 3 jobs I had at the time (And the one that I kept was
         | the one bringing in the less amount of money) and I ended up
         | moving to Spain for a few years.
         | 
         | When I finally managed to land a job coding (2007) AJAX already
         | had its own name and dynamic pages were taking the world by
         | storm (And to hell, via callbacks).
         | 
         | P.S.: That "I invented AJAX" was obviously tongue in cheek. I'm
         | pretty certain that there was a lot of people doing the same
         | thing all around the globe, and very likely that was the idea
         | that got that implemented on the MS side of things in the first
         | place.
        
           | fatnoah wrote:
           | I was also doing a similar thing at the same time. It was an
           | account management tool that would load child nodes of the
           | hierarchy as you expanded them. It was pretty slick and even,
           | though some hackery, supported rearranging things via drag-
           | and-drop.
        
             | ericol wrote:
             | He, I remember what a pain in the ass D&D was when it
             | started being a thing.
        
           | mywittyname wrote:
           | I remember using iframes to load data in the background using
           | javascript. Certain actions would have a flag passed via url
           | parameter which would render the content, but none of the
           | page elements (heading, sidebar, footer), and the content was
           | then copied into a div on the visible webpage.
           | 
           | This was like 2004ish.
        
             | ericol wrote:
             | I think one of the best indicators of "coding on the edge"
             | is when you have to hack things together to make them do
             | the things you want them to do.
        
           | EGreg wrote:
           | I remember "DHTML" with JS
           | 
           | I invented a lot of things for myself... AJAX was one of them
           | but also I used a lot of animated GIFs for transitions
           | 
           | I made dailytutor.com back in 2003 or so!
           | 
           | The domain name expired so I saved the site at
           | http://thetutorbase.com Sadly the hostgator or whatever
           | hosting it made php errors now for sessions But some of it
           | still works Check it out :)
        
             | ericol wrote:
             | Cheers, I'm checking that out now :)
        
           | ksherlock wrote:
           | Before AJAX, it was DHTML (D for Dynamic). Checking O'Reilly
           | Safari, that term started gaining use in published matter in
           | 1999.
        
             | icebraining wrote:
             | Dynamicdrive.com is from 1998, and it's still online! I
             | learned a lot from that site.
        
         | gtsteve wrote:
         | I started PC programming in about 1997 before I had an internet
         | connection at home. I had to either research at school and make
         | notes or get books from the library.
         | 
         | The fun result of that was for a few weeks I thought that I was
         | going to get rich from having invented unit testing.
         | 
         | What we have today is far more efficient, I don't miss it but I
         | definitely look back on those days with nostalgia.
        
           | alharith wrote:
           | Efficient for what? What are we solving for? Rushing out
           | buggy, complex, unmaintainable, undocumented software? Sure.
           | We are certainly more efficient at that. Hardly anyone takes
           | the time to understand anything anymore, thoroughly, and
           | detail it for others. It feels like all surface-level stuff.
        
             | alasdair_ wrote:
             | >Hardly anyone takes the time to understand anything
             | anymore, thoroughly, and detail it for others. It feels
             | like all surface-level stuff.
             | 
             | It's a pity that this point will be lost to downvotes.
             | 
             | There is a common problem when the work of people that put
             | the time in to really understand, test, improve and
             | document the things we rely upon is undervalued and when
             | that which is rewarded is superficial understanding and
             | gluing together things that barely work is prioritized.
             | 
             | Yes, iterating quickly is important. Yes, it's also
             | important not to waste time making something more robust
             | than it needs to be. I'm not disputing that, what I AM
             | saying is that as things scale up and hundreds of users
             | turn into hundreds of millions of users, it's extremely
             | important to have a culture of rewarding the people that
             | take the time to make these systems robust and continue to
             | ensure they perform well.
             | 
             | As a small anecdote, this was really driven home by a one-
             | on-one meeting I had with an old manager: I'd started
             | working at a small startup which almost completely lacked
             | any kind of documentation and almost everything needed to
             | be figured out by trial and error or (equally common) by
             | pestering the couple of people who had things like
             | passwords and keys and admin access to do things necessary
             | to let a new developer begin development work.
             | 
             | Realizing this was going to be a giant pain in the ass as
             | we scaled, I took the time to write a ton of documentation,
             | checklists, scripts and onboarding docs so that new
             | developers could get up to speed quickly. I then trained
             | the new devs as they came onboard to ensure they got up and
             | running as fast as possible.
             | 
             | Back to the one-on-one: I ended up getting told that my
             | performance was a concern because, unlike myself, the new
             | developers had managed to get up to speed and become
             | productive very quickly and it reflected poorly on me that
             | I had taken so long.
             | 
             | Since then, I've taken a lot more care to assess the
             | culture of a company before doing what I consider to be
             | "the right thing" and do deeper-level work.
        
             | sixo wrote:
             | Now we can just:
             | 
             | `import <a career's worth of work>`
        
               | MaxBarraclough wrote:
               | Between the operating system, development tools,
               | compiler, and libraries, a 'Hello world!' web server is
               | several careers worth of work.
        
               | baq wrote:
               | Dozens if you aren't using localhost to test that it
               | works.
        
             | goatinaboat wrote:
             | _We are certainly more efficient at that. Hardly anyone
             | takes the time to understand anything anymore, thoroughly,
             | and detail it for others. It feels like all surface-level
             | stuff_
             | 
             | I sometimes feel like every project is either learning a
             | new thing as you go (for no other reason than that it's new
             | and cool) or maintaining some written be someone who was
             | learning as they went (because now that bug ridden pile of
             | crap is running in production).
        
             | gtsteve wrote:
             | I meant in terms of documentation, i.e. stack overflow,
             | youtube, etc. Universities are putting their course
             | materials online for free, that sort of thing.
             | 
             | It's easy to be cynical about modern software, but remember
             | it can still be sold and the economic benefit of being able
             | to quickly throw together something that looks like a
             | finished product to test an idea is hard to quantify.
             | 
             | I developed a product like what you described and started a
             | company using nothing but my laptop and an AWS account. To
             | make the same product in 1997 would be difficult if not
             | impossible without very deep pockets.
        
               | alharith wrote:
               | > To make the same product in 1997 would be difficult if
               | not impossible without very deep pockets.
               | 
               | And likely 10-100x the quality and reliability, and
               | without needing to sell every bit of your personal
               | information. Has anyone stopped to ask, maybe we just
               | don't need all of this software?
        
               | icebraining wrote:
               | Eheh, I don't remember the software in 1997 being all
               | that good and reliable. And when it crashed, it crashed
               | hard, all the way to BSOD.
               | 
               | The selling of personal data is a good point, though. We
               | surely could use less of that.
        
         | twic wrote:
         | I remember doing an internship for a big science magazine
         | around that timeframe. They wanted to launch a sort of online
         | encyclopedia for science. They were puzzling over how they were
         | going to get the content to fill the site. "What if", i
         | suggested, "you let the users write the articles?".
         | 
         | They didn't think that would work.
        
           | twic wrote:
           | Oh, and one of the first things i did on the web was help a
           | friend build a fan website for a band. I was writing the
           | pages in a text editor, and it got a bit repetitive updating
           | the links in the footer on each page when we added a new
           | page. So i wrote a little program that read a general
           | template for the pages, written in HTML with some special
           | markup for where the variable bits should go, and then a file
           | full of the content for each page (in something like a key-
           | value format, i think), and wrote out the HTML for it all. It
           | didn't run on the server, because we didn't have the ability
           | to do that. It just generated a static site.
        
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       (page generated 2020-06-08 23:00 UTC)