[HN Gopher] Database "sharding" came from Ultima Online? (2009) ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2020-06-08 23:00 UTC)