OK. Big news for Morrowind fans. Have a seat for this one. Ready?
There is a multiplayer co-op mod in development. And it already works.
Works to a certain degree, that is. I haven’t tried it, but other accounts from the Shack and the forums note that running around with a companion is working pretty well. There are mechanisms for trading items and chatting. Co-op combat is progressing nicely.
If you’re a fan of Morrowind, your head has already gone googly-like from the possibilities for fun. For everyone else, here’s the dish. Morrowind is probably one of the greatest computer RPG’s ever created. The world in Morrowind is fantastically huge: 30 or so towns with hundreds of other hidden dungeons, crypts, caverns; 60 or so enemies; hundreds of weapons and armor pieces, as well as potions, spells, and various common items; thousands of non-playable characters to chat with; hundreds of quests; a dozen guilds; and literally thousands of other components. With the help of the excellent mod community, which has propelled the original game to near-perfection, Morrowind is as just about as perfect for an immersive, addictive computer role-playering experience.
But it’s only single player. If there’s one thing that’s better than a good single player experience, it’s playing on the same team with a pal. Ever since Morrowind was announced several years ago, fans were salivating at the possibility of co-op, a very probablu prospect now with our very network-attached computer culture. When the game was given single-player only, the disappointment of a million game geeks was almost palpable. (But not total: we all knew that the single-player was still going to rock.)
But now, Morrowind Online is going to bring multiplayer to one of the greater single-player adventures of all time.
And it gets better! Here’s the thing: Morrowind does not include one whit of network code. Zero. The mod is being created using for Morrowind called ScriptExtender, a utility that gives great wings to the scripting possibilities in the Morrowind world. ScriptExtender runs Morrowind scripts, which can be absolutely any part of the world, moving or static, in accessible virtual memory. External applications can access the virtual memory and make changes to the scripts, consequently making immediate changes to what’s happening in Morrowind. This includes inserting non-playable characters into the current game world and updating their behavior, position, and inventory in real-time. The same can be done with any item, beastie, or component of the world. (At least, I think so; I haven’t looked into ScriptExtender in too much detail. NPCs and monsters, at the very least, exhibit the aforementioned malleability.)
Therefore, thanks to ScriptExtender, all the information necessary to bring co-op to Morrowind is made available; the Online folks are bringing the tools to manipulate the data between players. They’ve already written an external utility to exchange scripts over a network, allowing exchange of NPC, monster, and location data between stations. The same application interfaces between ScriptExtender to exchange local data with a wide station while simultaneously changing its own script data to correspond with the networked station, syncing up the world behavior between the two machines.
And then you have Morrowind Online.
VERY exciting. I guess it’s about time to buy Tribunal and Bloodmoon so Morrowind online can be experienced in its fullest. The expansion packs allow in mods that allow you to drive giant hot air balloons with gunnery too — something that is sorely lacked in the Morrowind world.
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