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IFTF's Adoptable Technology Archive

An announcement went up last week on the IFTF blog. You may already have seen it, but it's important and I want to talk about it some more.

[...] While we wish we could take over and maintain software projects, we just don’t have the resources right now. What we can do instead is act as social matchmakers and try to connect projects with volunteers.

Toward this end, we’re establishing a new project called the IFTF Adoptable Technology Archive.

The IFTF Adoptable Technology Archive will be a public archive of adoptable technology on GitHub. If someone owns a project that needs a new owner, they can put it on a free and open-source software license (we favor the MIT license) and pass it over to us, and we’ll put it up on the archive. The benefit of using our archive (instead of putting it up on GitHub as an individual) is that it will be visible under the IFTF “adopt me!” umbrella. This will create a place where developers can go and see all submitted IF projects in need of adoption, while abandoned projects benefit from the related publicity. We’ll also announce all new additions to the archive via our social media channels.

(-- announcement, Feb 14, IFTF blog)

(The Adoptable Technology home page now exists!)

One of the unfortunate truths of the hobbyist IF field is that most of our open-source projects have lost momentum since the late 1990s. There are a couple of reasons for this. A cohort of fans who grew up with Infocom became energetic 20-somethings with lots of free time, but are now 40-somethings with families, mortgages, or other such temporal entanglements. Also, the IF field has become more diverse. When everybody was playing Z-machine games, there were lots of people working on Z-machine interpreters! But the field has broadened.

There have also been many, many experimental IF projects that never went anywhere. Some of these can be found on the IF Archive, or even on GitHub. But if you don't know they exist, they might as well have vanished.

The Adoptable Technology project is our first small step towards saving these projects. As the announcement says, we don't (yet) have the resources to actively maintain them. Instead, we can put them into a sort of showcase (a GitHub organization). This has two incremental benefits:

  • Onlookers can see the list of projects in the collection. They are, at minimum, no longer invisible.
  • If someone wants to pick up a stalled or abandoned IF project, they have a list of possibilities to compare.

To be sure, not every stalled or abandoned IF project needs to be in the collection. We're not pushing this as a panacea! Nor have we committed ourselves to filling it up. An IF project maintainer may just be looking to recruit volunteers, or to hand the project off in some other way.

Quest is an example from a couple of months ago. They spread the word that they were looking for new maintainers, and they were able to find people that suited their needs. We're happy to help pass along such requests from anyone in the IF field.

But if a project really loses all support, we've got a place for it that will help avoid total invisibility. That's what the Adoptable Technology collection is. It's currently empty except for a README. Perhaps it will remain so for a while. But it's our small step.

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Bitcoin and MMO-RPGs: somebody get on this

When we talk about MMO games and their problems, the first question is "Who's running the server?" We take for granted that an MMO is a machine with a trusted server and a bunch of not-very-trusted clients. (I myself have been working on a multiplayer MUD-like game, and while it is open-source, there's still a trusted server that players log into.)

This assumption is fundamental, but it's bunk. Let me explain.

Bitcoin got a lot of attention earlier this year, while a Bitcoin bubble was going on. (Which is to say: earlier this year, there was a Bitcoin bubble, because there was a bubble.) Bitcoin is supposed to disrupt standard economic models, because it is secure, private, untraceable, frictionless -- a lot of words got used up. Everybody has the wrong end of the stick, I say.

Look, what is Bitcoin? Never mind the privacy cheerleading and the libertarian wallahs. What is Bitcoin, in essence? (And Litecoin, Feathercoin, and the other twenty knockoffs that aren't taking off. I'll just use "Bitcoin" generically from now on.)

Bitcoin is a decentralized, cooperative system for validating the exchange of digital tokens.

People want to use this for a currency. I don't. The economic arguments can be hashed out by economists. I think it's sufficient to point out that nations have monetary policy, and having your monetary policy set forever by a single rigid algorithm is only marginally less stupid than handing it over to the whims of South African gold-miners. But whatever. Bitcoin will go big or it won't, and my only investment in that is schadenfreude or embarrassment. Let's think about other uses for digital tokens.

...You're way ahead of me. (Because you read the title of this post.) What is a World of Warcraft server?

Blizzard runs bazillions of these servers, and people pay $15 per month for access. What service do they pay for? The opportunity to put in time and effort, and get out virtual goods -- gold, weapons, armor, pets, etc. Then, to trade virtual goods for other virtual goods. And that's all.

This is a consensus system, although Blizzard sets the trading terms. I could take a WoW screenshot and photoshop in my name, a giant glowy mace, and a trillion gold pieces. Would anybody care? Of course not -- that's not acting within the system; I couldn't trade my imaginary gold for WoW imaginary gold.

World of Warcraft is a centralized, rent-burdened system for validating the exchange of digital tokens.

Oh, there's a fancy UI and a lot of nice scenery, and the trading terms are baroque, but basically it's a big token-trading box. (It's even based on a proof-of-work system, just like Bitcoin! Not computational work, but still work.)

I trust the conclusion is obvious. Blizzard's role in the system could be swapped out for a Bitcoin-like network. It would be open-source and decentralized, but still do the job of enforcing the game rules, preventing theft, detecting "counterfeit" goods in the system, etc.

...In theory! I'm glossing over all the engineering and organizational questions here. Scaling is hard. Fast distributed networks are hard. Clearly Blizzard does a lot of work (art creation, story creation, combat mechanics, etc) which is subsidized by subscription fees. A decentralized version would still need to think about all of that.

(Although it wouldn't need to do all of that. Perhaps the system I'm hypothesizing would use Dwarf Fortress or Minecraft-style visuals, rather than high-end fantasy-photorealistic art. Maybe nobody cares about story. Lot of ways this could go.)

My point is, there's no inherent need for a central, trusted manager for an MMO-like system.

I am certainly not the first person to point this out. But when I poke around the nets, nobody seems to have drawn these threads together. Lots of people talk about decentralized MMOs, but they seem to presume trusted parties, or else divide up the trust domain. ("Anyone can administer a server.") There are noncentralized network libraries (Badumna). There are companies talking about accepting subscription fees for their (centralized) MMO in Bitcoins. There's even this article, which explicitly compares MMOs to the Bitcoin network, but doesn't go on to consider changing the MMO model.

I don't think anybody is tackling the question of a distributed game which is crypto-secured and validated by a concensus network. If I'm wrong, point me to them!

To me, this seems way more interesting than replacing currency. Bootstrapping a currency runs into all sorts of inconvenient questions about nations, and financial regulations, and money-laundering laws, and "why is this going to work again?" But bootstrapping a game is very easy to explain! "People will play because the game is fun. No, you don't have to care about the tokens -- if you're not playing the game, they're meaningless." And so on.

I bet something like this could take off. It would be a big project, but there are bigger (and sillier) open-source efforts out there. And it would be pretty funny if the giant online gaming companies turned around in ten years to realize that nobody needed them any more.

(Footnote: I've thought about this occasionally over the past year or so, but this post was spurred by the new Stross novel, Neptune's Brood. He's touched on virtual economies before, in Halting State, but this book is explicitly about bitcoin-style currency. Yes, he has an SFnal explanation for why his society uses it. I won't spoil the fun.)

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Myst Online source release

More than two years ago, Cyan announced that they would be releasing the server and client source code for Myst Online: Uru Live.

It hasn't happened quickly. Any release takes time and effort, I know very well, and Cyan has been focussing on the projects it needed to survive.

But today the announcement came through:

Today we are announcing that the sources for the MOULA client engine and development tools (CyanWorlds.com Engine) will be made available as open source. At the same time, MOSS which is a MOULA server replacement (written by a'moaca' and cjkelly) will also be released. Both open source projects will be hosted on OpenUru.org.

The goal of the open source CyanWorlds.com Engine and the MOSS server is to provide a "playground" where new writers can learn their craft, and new maintainers can inspect it, and new cartographers can map it. The Cyan Worlds MOULA servers will continue to provide a (relatively) safe environment for the D'ni faithful to mingle and share.

(-- from a letter from Rand Miller, posted April 6 on the Myst web forums)

As you see, this is a joint effort: Cyan's client code, Cyan's modelling tools (3DSMax plugins), and a compatible server implemented (from scratch) by members of the fan community. All are available now, although you currently have to register for the download. I expect mirror repositories will pop up by tomorrow. (The server is GPL3; I haven't seen a citation on Cyan's license yet.)

If you can't tell by my hasty typing, I'm utterly jazzed about this. I wish I could spend a month or six learning the modelling I'd need to start firing up my own pieces of the Myst multiverse. But I have my own projects spread out before me, as you know.

Nonetheless, I am about to jump into the game -- which I now have to specify as Cyan's game, which will remain as the core of the Ages of Myst. I'll be in the pub, toasting with the gang.

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Myst Online to be open source

Cyan said a few days ago that they had a big change in the works. I wasn't expecting this:

So, Cyan has decided to give make MystOnline available to the fans by releasing the source code for the servers, client and tools for MystOnline as an open source project. We will also host a data server with the data for MystOnline. MORE is still possible but only with the help from fans.

This is a bit scary for Cyan because this is an area that we have never gone before, to let a product freely roam in the wild. But we've poured so much into UruLive, and it has touched so many, that we could not just let it whither and die. We still have hopes that someday we will be able to provide new content for UruLive and/or work on the next UruLive.

(posted Dec 12 on mystonline.com; reprint on Spokesman Review blog.)

Damn. Mondo cool. I wish I had the free energy to pitch into this full-time.

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