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saadn92 14 hours ago

I ran a private server years ago. Two things people in this thread are getting wrong:

The engineering is way harder than anyone gives credit for. You're reverse engineering a server protocol from the client binary, writing your own spell systems (thousands of spells, each with edge cases), pathing, instancing, combat mechanics. Then scaling it for a few thousand concurrent players on hardware you're paying for out of pocket. Turtle WoW went further and built new raids, zones, races on top of all that. That's not modding, that's game development without any of the tools the original team had.

The "they made millions" framing is always misleading. You start as a hobby, players show up, hosting costs get real, you take donations to keep it running, and at some point your paypal has six figures running through it over a few years. None of that is profit, it's servers and bandwidth and people helping keep the thing alive. But in the lawsuit it gets presented as revenue from a commercial enterprise.

Blizzard is right to protect their IP. But calling this a simple piracy operation misses what actually happened.

noobermin an hour ago | parent | next [-]

> Blizzard is right to protect their IP.

They should have just taken their binaries, trained on the outputs (frames may be) run a few simulations games, and produced WoW-GPT. Blizzard would be working out to acquihire them for millions. Wrong move Turtle WoW.

cernocky an hour ago | parent [-]

This is interesting point. I think lot of people assume that training gathers new "metadata" based on the original data and ignore what the training optimises for which is direct copy of the input. Training a model results in a fancy copy paste (unless incentivised differently).

Subdivide8452 28 minutes ago | parent | prev | next [-]

Out of curiosity, as a fellow dev I'm interested in how you go about reverse engineering these types of things. I assume for networking, you keep track of what goes in and out of the live game. How do you go about pathing? How do you reverse engineer spells, how they scale over levels, and how bosses work, when they spawn, and how they spawn (based on non time based factors) ?

throwaway27448 3 hours ago | parent | prev | next [-]

> Blizzard is right to protect their IP

No, it's inevitable. There's nothing positive about using the law to crush competition.

Folcon 3 hours ago | parent [-]

I mean, I don't disagree with you in this case, but if not this, then to a degree, what is IP for?

This just happens to be a positive example, IP still exists to restrict certain kinds of competition

I mean you can't get a clearer case of copycatting than this, as much as I'm a fan of pirate servers, assuming that they don't stifle the original game and considering calling Blizzard an 800 pound gorilla is quite an understatement in this case, I doubt this could

Subdivide8452 22 minutes ago | parent | next [-]

Totally agree with this. Blizzard nowadays is a giant, but nobody would have blamed them if they remained a small studio, trying to protect what they've worked hard for to create. Just because they have a lot of money now, doesn't legally change a thing. It sucks because Blizzard has become a shitty company, and I'd like these types of devs from Turtle WoW to be able to continue their work, but you have to draw the line somewhere.

thaumasiotes 2 hours ago | parent | prev [-]

> but if not this, then to a degree, what is IP for?

The same thing other state-granted monopolies are for.

cedws 13 hours ago | parent | prev | next [-]

On the client side how did they do this? I worked with a team reverse engineering another MMO a few years ago and it was because of a plain XML config and game launch args that we could make the client connect to a private server easily without modifications. Blizzard could just implement DRM and put an end to all this, right?

saadn92 an hour ago | parent | next [-]

WoW (classic era through MoP) stores all game assets in MPQ archives. The client has a built-in override system it loads patch files in order (patch-1.mpq, patch-2.mpq, ... patch-A.mpq, patch-B.mpq etc...) and later patches override earlier ones. So to add custom content, you just drop a new patch-X.mpq into the Data/ folder with your modified files and the client picks them up automatically.

For something like Turtle WoW's custom races and zones that means shipping modified DBC files (the client-side database tables ChrRaces.dbc, CharBaseInfo.dbc, etc), new models/textures, modified Lua for the character creation UI, and map data for new zones. All packaged in an MPQ that players download alongside the client.

As for DRM Blizzard moved away from MPQ to CASC (their own proprietary archive forma) starting in WoD, which makes this kind of modding significantly harder on modern clients. But the classic-era client binaries have been in the wild for 15+ years, so that ship sailed.

username44 12 hours ago | parent | prev | next [-]

When I played on a private server, you used an old version of the client binary. So even if Blizzard implemented DRM now, it wouldn’t impact these old versions.

sgtlaggy 4 hours ago | parent | prev [-]

Similar to the XML config you mentioned, WoW uses/used a plaintext config file where a realmlist URL can be set.

Folcon 3 hours ago | parent | prev | next [-]

I could be wrong and being a bit naive, but what prevents them from creating an original game now?

The team have proven credentials at this point surely?

Not to mention at least some of their players must actually like what they do vs wow, unless I'm mistaken about that part and it's still mostly nostalgia

b0in 3 hours ago | parent | next [-]

Having the prebuilt client and art assets you hack and change on saves you million of up front cost.

The foldingideas videos about decentraland talks about this. "Dead" mmorpgs work on a small skeleton crew despite the original game having taken 100s of people years to make. Looking it up the turtle wow server was like 5-10k concurrent players? A lot for sure but bordering on that category.

It takes a lot of work to manage that but nothing compared to making an original IP from scratch.

Folcon 3 hours ago | parent [-]

Don't disagree, just thinking it's a shame as it's non-trivial to create a good team that creates something new, even if it is on top of something old

Also, I'm not sure they have to start by creating an MMO

doesnt_know 3 hours ago | parent | prev | next [-]

There is no shortage of game dev talent or adjacent creatives. It’s doubtful they will go on to find roles in the industry given the current climate and they presumably don’t have the capital to gamble on multiple years of game dev for potentially no return.

Folcon 3 hours ago | parent [-]

It's not a small thing to create a team who's proven to ship a successful offering, trust me I've spent a lot of time trying to figure out how to do it and hitting that bar is hard

Honestly as someone building a game right now, I'd love to meet some people who are trying things and are open to meeting

nextlevelwizard 3 hours ago | parent | prev [-]

If you just make “wow but with different graphics” how long until Blizzard sues you?

WD-42 2 hours ago | parent [-]

Wow but with different graphics is pretty much every MMO that has come out since 2004.

dackdel 3 hours ago | parent | prev | next [-]

thank you for the optics. i curse all c-level employees at blizzard to stub their toes on a daily basis.

rustyhancock 13 hours ago | parent | prev | next [-]

I was hoping to try out Turtle last summer but didn't get around to it. And had looked into Azerothcore. I hope turtle open sources (if they haven't already and they are allowed to).

I do think part of the problem is payment to cover dev time is actually profit.

I profit from work, although they are just paying me for my time really.

_nhh 13 hours ago | parent | prev | next [-]

Why did u stop?

saadn92 an hour ago | parent [-]

I had to get a job and I just stopped working on it as time flew by. Fun times though

lofaszvanitt 2 hours ago | parent | prev | next [-]

People need to learn to let go and build their own gaming worlds, instead of nuthugging and giving money to an evil entity, that is Blizzard. They deliberately shit on every player's head. During the heyday of WoW, they announced something very cool for a specific class, everyone was running amok seeing the new feature.... and then, after release, seeing that people loved it.... they removed it few weeks later, saying, oooh we couldn't make this work.

Bunch of scumbags, who shat on people. Don't give money to Blizzard, they stole almost all their ideas from somewhere else, and Kotick made the whole thing a fucking soulless money making machine that exploits people left and right.

Bobby Kotick announced it early and kept his promise that he made sure they ripped the fun part out of gaming. Well, mission completed. And the addicts keep giving their money to them. Ridiculous.

AbraKdabra 2 hours ago | parent | prev | next [-]

I can't believe people defending this, I already said and I will say it again, I'm ALL for private servers, but these fricking guys were using art and stuff Blizzard created and profiting from it, they fucked up and deserve to be down, get over it, stop defending the indefensible.

WD-42 2 hours ago | parent | next [-]

How can you be all for private severs, but against them using “art and stuff”? Have you ever played a private server that didn’t use WoW assets? That would just be another game.

noosphr 2 hours ago | parent | prev [-]

Yes, give your money to the company of breast milk thiefs.

hmmokidk 2 hours ago | parent [-]

It’s not like the actual creators/artists have the IP they were all nickel and dimed by blizzard (now microsoft) as well.

Thaxll 9 hours ago | parent | prev [-]

Hosting a wow classic server cost almost nothing, it's a 30 years old game running on modern hardware and software. You need couple of dedicated servers and a single db.

OsrsNeedsf2P 6 hours ago | parent [-]

Former RuneScape private server[0] hoster here. Our infra costs would be about 200$/mo, but for a high quality server like in the OP, if you ever wanted to compensate any developer a respectable amount for their work, you would instantly be in the millions. We had about 20,000 hours of professional dev work put in over 5 years for our game.

[0] https://2009scape.org