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.
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.
I hope turtle open sources
Have private servers shared their work at all? I have a feeling that everyone is redoing everyone's work and keep it private out of rivalry.No, it's inevitable. There's nothing positive about using the law to crush competition.
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
I'm pretty sure Turtle WoW has its own storyline, quests, etc. The story focuses heavily on extending Vanilla.
In other words, it's a fan project.
Rather than hiring and vying for talent, Blizzard is CnD their fans away.
A fan project still encroaches and Blizzard as many have pointed out is well within their rights to do this
In case I wasn't clear enough, I'm not a fan of this move, I don't think it's a good thing they're doing, however I can't deny they can choose to do it
If we want their behaviour to be constrained, then we've got to either convince them otherwise, regulate away their ability to do this or weaken copyright to prevent this
That's the reality of the situation
Sure, but I'm sure that IP laws don't demand you send CnD any fan project[1]. In the past, they were way more lenient. I guess they got scarred by their DotA experience. And honestly DotA mismanagement was their own fault.
Stuff like that has a hugely detrimental effect; see Games Workshop and Warhammer 40k fan projects.
[1] As far as I know the law doesn't prohibit to giving the server a license to run as a non-profit or giving them a cheap, short term license.
Blizzard actually went a step beyond and asked for your forfeit of any IP that you make with their tools. Not that any of those tools was used for Turtle WoW.
Oh yeah, because people didn’t want a new game, they wanted free WoW.
> Oh yeah, because people didn’t want a new game, they wanted free WoW.
That's an error; Turtle WoW isn't a free WoW. It's WoW fixed to classic, with 2 new races, extra content. It's basically their flavor of WoW.
Free WoW exists and it's called a pirate server. This isn't it chief.
Sounds like they’re talented game designers and they sunk their whole project because they stole art and assets. Sounds like they could have made a cool, new game with their own assets and been successful if it stands so well on its own merits.
It's substantially different from a pirate server.
> Sounds like they’re talented game designers and they sunk their whole project because they stole art and assets.
At the end of the day, they are in essence WoW modders. Plus, a new game with own assets and engine is a different beast compared to modding an existing engine.
The same thing other state-granted monopolies are for.
I won't buy 4 subscriptions and pay them monthly, because there is no point of paying 63$ a month for one-a-month session. So obviously I am not interested in it. Also the new gameplay that is really crippled by a lot of un-skippable tutorials and too-much-experience first levels gameplay is appalling to me, so I won't teach my kids to play this new broken WoW version, sorry.
The concept of IP is simply nonsensical to me, let alone the clear category error of trying to apply theft to it. Blizzard was deprived of nothing. Who cares?
Yep, copyright used to last only 14-28 years.
It was fine then, and I believe that same term should be fine now.
In a sane economy and legal regime, this would be allowed under open competition rules, in the same way that car manufacturers cannot prevent aftermarket mods to be sold and installed on their models. All these online platforms have big digital moats, and projects like these are offering alternatives to an otherwise captive audience. That's why Big Platform doesn't like it, but nothing about this has anything to do with stealing.
Every quest, every drop, every starting location, every single bit of what makes the game playable is server side. You do not get this by getting the game. This isn’t about the use of some 3d models and textures.
While they may have recreated their data item by item and quest by quest, they quite literally stole that copyrighted material (what is THAT item named, what is THAT NPC named, what is THAT quests text, what is THAT towns name) in order to replicate the classic Warcraft experience. That is, quite literally, copyright infringement for the sake of selling a competing product. I can’t steal your apples and then set up a store to sell them for a lower price next door.
If they came up with their entirely own universe and simply reused the assets but without a single reference to the Warcraft world, maybe your argument would make some sense.
Cases like this though make a good argument for copyright reform in my opinion. Video games probably don't need as long a copyright term as, say, books, and mods should legally protected (and copyrightable in their own right) as long as they don't function without a legal copy of the original game/program they're modifying.
If we could just freely clone generational hit games and make millions off them, only idiots would make new games.
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
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.
Also, I'm not sure they have to start by creating an MMO
Honestly as someone building a game right now, I'd love to meet some people who are trying things and are open to meeting
Instead of just building something you own.
this wasn't the goal of modding.
By comparison, with a pre-existing game much of this is already out of the way and amateurs can get pretty far by just kitbashing existing assets and occasionally mimicking them when creating new assets. Marketing can be as simple as, "this thing you liked, but more, in the way you want it". It's a much smaller lift.
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.
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.
They're just milking current players and they even let people to bot and RMT. Without banning anybody.
It was always a “best effort”, but also very rewarding if you got a specific fight “somewhat” close how it was on the official servers.
Do you share any code then?
One machine can handle over 15,000 players. There's very little to the 'scaling' and the costs are quite low. Low enough that larger projects have managed it without being funded.
How expensive is this:
Download opensource wow server from github
Rent a server VM.
Come up with very cool name, like MurlocWOW
Create Discord for it.
Post AD to reddit/wowservers
Run server
Day 1, several thousands of players will join by themselves. Because everyone looks for something "new" for free.
Profit?
I hate to break it to you, but WoW is still the most played MMO on the planet, even after 20 years.
So it would seem like the MMO playerbase on the whole would disagree with you.
20 years ago I was already using Mangos to play wow classic. See: https://news.ycombinator.com/user?id=marenkay
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.