2004 RuneScape fit a multiplayer RPG into 56k dial-up

(jkm.dev)

76 points | by fagnerbrack 4 hours ago ago

39 comments

  • akersten 2 hours ago ago

    I wish the author got more into the weeds of anitcheat and how it evolved over time. Jagex was banning bots based on mouse movement heuristics in like 2005. 20 years later and there's some JS framework on the front page here heralding that same kind of analysis as some revolutionary new approach. I can only imagine what the modern anticheat engine entails, especially in the era of LLMs that can reliably emulate a human player. (Some of them can even write quite technical blog posts that almost escape detection ;)

    • OSaMaBiNLoGiN 2 hours ago ago

      I farmed tens of thousands of us dollars in modern RuneScape by unhooking the mousehook. It worked for decades.

      Find call to `SetWindowsHookEx` -> Find dword (`HHOOK`) it returns -> Inject module that calls `UnhookWindowsHookEx((HHOOK)(module_base + hhook_rva));` -> profit.

      Jagex has done some interesting things, but without fail, there is a blunder accompanying each.

    • sph an hour ago ago

      “This is good for LLM.”

      In reality since the new CEO, they have been much more strict with antibotting and they have virtually disappeared from the game. It’s been an incredible 6 months without major botfarms in the game. Botting subreddits have been on suicide watch since.

    • throwaway7679 36 minutes ago ago

      The evolution for Old School RuneScape was to just make cheating a built-in feature. It only takes a couple clicks every ten minutes to "play" the game.

    • hansvm 2 hours ago ago

      It's gotten pretty good (finally good enough that you can observe it in the game's macroeconomics), but if you're any good as a programmer then it's no work whatsoever to build something which can bypass it indefinitely.

    • swarnie an hour ago ago

      A large amount of work has been done this year alone to reduce botting to levels i didn't think was possible.

      Obviously we only get the details JMods are willing to give away but some of their techniques can be seen in various reddit Smackdown posts like this one from six days ago - https://preview.redd.it/prx0s0qp2hlh1.png?width=355&format=p...

  • saejox 2 hours ago ago

    Ultima online released in 1997 and required only a 28k modem.

    I also would argue it was a more complex game.

    • ectospheno an hour ago ago

      I played EverQuest on the PS2 using a modem in 2003. Performance was fine.

      • aidenn0 an hour ago ago

        On PvP servers broadband was a huge advantage because you could switch zones much faster.

  • stux 2 hours ago ago

    > Before any networking occurs, the client runs a breadth-first search using the local collision map to build a path from where you are to where you clicked, and then writes the packet for the server to read. [...] The packet contains the absolute position of the first waypoint in the path, followed by the delta of each waypoint in the path against the first one

    How come the client sends waypoints rather than just the destination? Naively it seems like sending less data would be better. Is the pathfinding so expensive that you'd want to avoid doing it on the server? I suppose it works out as long as it's cheap to validate/correct the client's path?

    • fufi2022 2 hours ago ago

      The algorithm is very cheap to run for a client (linear first, then diagonal to target, stitch together as many of these as it takes in the fewest number of hops), as they have full map data downloaded. For 2k concurrent players on mid range 2004 hardware (you have to remember they had kind of old school tech even for the time, though I'd love to be proven wrong on this), and with all the other interactions that needed to run before the next game cycle, I think they probably decided it was better to be clientside.

      It's also possible they could have made it work, and it would have been a technical win, but just didn't need to since they had an MVP.

      • petterroea an hour ago ago

        Good point. I wonder how many articles discuss old games and over-analyze choices that may actually be labelled as

        //TODO: good enough, fix later

        In the actual source code

    • connicpu 2 hours ago ago

      Validating that a path on a grid doesn't move through impassable objects is definitely much cheaper than running a pathfinding algorithm, especially on 2004 hardware. You'd have to make those checks as well in order to run the pathfinding.

    • hansvm 2 hours ago ago

      It's a trade-off, especially for longer paths, especially when you count the cost of server RAM cache misses.

  • NDlurker 2 hours ago ago

    Phantasy Star Online on the Sega Dreamcast worked great on dial up

  • OsrsNeedsf2P 4 hours ago ago

    Is this article just an analysis of the Lost City[0] codebase without linking Lost City?

    [0] https://github.com/LostCityRS

    • NeutralWanted 3 hours ago ago

      It is. Code snippets in the article are JavaScript as well, while only ever mentioning Java in the article

  • aboardRat4 an hour ago ago

    Lineage 2 was launched in 2003 with a stunning 3d graphics.

    Sphera is even older.

    MMORPGs are super old.

  • ZYbCRq22HbJ2y7 3 hours ago ago

    not to take away from the article, but some did with similar fidelity on 14.4k

    https://en.wikipedia.org/wiki/History_of_massively_multiplay...

    i think the author would find ultima online emulators interesting

    • reactordev 3 hours ago ago

      Oh Britannia, how you were so amazing before the Tramel/Felucia split.

      • dcl an hour ago ago

        I played this as a young teen in 1998 and it's still the most powerful gaming experience and memories I have.

      • grebc 3 hours ago ago

        Come play The Second Age, it's free and still kicking! https://www.uosecondage.com/

        • reactordev 2 hours ago ago

          I no longer have the time to invest

          • grebc an hour ago ago

            It’s just a game brother, no investment necessary. But do as you wish :)

  • percentcer 3 hours ago ago

    I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!

    • hansvm 2 hours ago ago

      The other comments hit the big ones (didn't have to download, had a free tier, didn't have significant irreversible character choices, had meaningful solo or quasi-social activities, etc), but I think a major contributing factor was it appearing on miniclip.

    • VertanaNinjai 2 hours ago ago

      It was free to play when that wasn’t a popular financial model for games at the time. The memberships were also much cheaper than WoW and accepted different payment methods that would be more available to minors at the time.

      • junon 2 hours ago ago

        Also no need to install or commit to a guild or clan or whatever. You could just log in, screw around for an hour or ten, and log off. Then log in again from somewhere else. It was miraculous for a kid like me.

        • connicpu 2 hours ago ago

          Could even run on the computers at my middle school, nobody thought to block it

    • cyphar 2 hours ago ago

      As a kid, I didn't have a computer that could run WoW, nor would I have been able to convince my parents to pay for the subscription. I suspect most of the popularity was from kids in a similar situation, probably playing it on library computers when they should've been studying.

      MapleStory was also quite popular back then for similar reasons.

    • pton_xd 2 hours ago ago

      It's free and you could play it in the school library, for one. Also it came out a few years before WoW.

    • snovymgodym an hour ago ago

      They were two very different games and target audiences, with the incidental commonality that both are MMOs.

      • tibiamuch an hour ago ago

        No they were actually not different audiences.

        WoW got everyone

    • terribleperson 2 hours ago ago

      Besides what everyone else said, it was a pre-WoW style sandbox MMO with a lot of freedom at the time. Those have their own appeal.

    • thothless 2 hours ago ago

      in addition to what others said...

      2004 runescape, now "old school runescape", which is actually successor 2001 Runescape "Classic", were both playable in a browser.

      and my (parent's) PC couldn't even install, let alone run WoW. despite me trying with all my might.

      so I'm sure I wasn't alone.

      it was absolutely magical to me.

      • terribleperson 2 hours ago ago

        Yep. You could play it almost anywhere. School, friends house, parents work laptop. It required little hardware and, as you said, ran in a browser.

        Meanwhile, WoW had to be installed, took a fairly large amount of space (I remember 14gb on my 28gb HDD), and Ironforge ran like garbage on my PC.

  • sph an hour ago ago

    I love how when Runescape gets posted on here, there’s always a few proud stories of how people cheated. Today one is even admitting to RWT (real world trading) for tens of thousands of $, when elsewhere one shuts up about it because cheaters in multiplayer gaming are regarded as the antisocial scum that make the game worse for everybody else. It’s not really something to brag about.

    I guess one thing antisocial people lack is self-awareness.

    • t-writescode 15 minutes ago ago

      I was going to say a comment about “back in my day”; but your account is from 2011, so you should know what video gaming was like in ye olden era. Did you mod in a Mew, or 256 Masterballs in Pokemon Red with a Game Genie? Why not? How about doing some weird stuff with Missing No?

      What about loading in some rare items in Diablo 1 on your local save and them importing them into Battlnet? especially before Diablo 2, 1.10?

      How about Early Minecraft - we’re talking Beta days. Did you test out those X-Ray block packs that helped you see diamonds?

      Cheating literally only matters when there’s a PvP or leaderboard or whatever glory-theft that comes from it. It’s only really shamed on when it hurts other people’s gameplay experience - like screwing with a leaderboard at the “low pain” end and ruining a multiplayer experience in the middle end. For everything else, it’s an experience modifier or a difficulty slider for your own private game experience. Lots of games nowadays add in those difficulty sliders directly or add sandbox modes where there used to be “cheating” that stuff in.

    • brailsafe an hour ago ago

      I think this is both a fair cultural observation and one that's a bit excessive. I think people regard it as a point of pride because it didn't necessarily harm anyone, and because that experience was one of their pivotal early programming challenges that has a tangible return and that they had relatively high agency over. I look back on my time as a player of WoW during the Glider days as one where I was largely pissed that botters were ruining the economy for actual players, but I look back on my time in RuneScape as one where I was completely fixated on running my little factory and not wanting to actually play what was kind of a boring tedious game. I'm not proud today of having scammed people when I did, but I was proud of having a modicum of ingenuity and figured out how to exploit various things in the system. Real world trading, like many rules, isn't inherently immoral, but deliberately stealing money or items from people is.

      I highly doubt I'd have ever given a damn about programming if I hadn't tried my hand at Scar scripting as a kid for both RuneScape and Neopets. Simultaneously, I also scammed people and ripped off friends in various games, but that the two activities were mutually exclusive and I was just an asshole. I'm glad I got to explore the worst part of myself in a sandboxed environment rather than taking it to any serious level.