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Database “sharding” came from Ultima Online? (2009)

168 points| mpweiher | 5 years ago |raphkoster.com | reply

172 comments

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[+] fcatalan|5 years ago|reply
I personally remember that couple of years, 95-97, as ripe for coming up by yourself with things that are now considered "obvious" or just the way things are done. Things happened fast: by the start of 1995 the concept of networked computers was a vague thing from the movies to me and by the end of 1997 I was an "experienced" web developer. We had websites, but we didn't have good search, so you still had to learn many things the old hard way.

The biggest thing I remember to have "invented" by myself in early 1996 (at the same time as thousands more) was the database driven website: I was tasked with creating a "virtual campus" kind of website with forums, chat, assignments, calendar, grades, news... and the sparse examples and models I had found for all those functionalities used plain text files as storage.

After completing a prototype I was obviously sick of dealing with those files and suddenly thought: "hey, dumping all this crap on a few tables in a database would make everything so much easier!" It felt a bit mind-bending, because you were taught that databases were for internal "databasey" things: Accounting, addresses, customers, widgets and their prices, that kind of stuff. Using a database as storage for a forum or a public-facing website felt almost like a revolutionary concept.

By the end of the project I was quite bored of writing plain SQL and I had something very close in spirit to many ORMs/ the Active Record stuff from Rails. So I sort of "invented" that too.

Another thing to reflect on is that I wrote all that as plain C through CGI. The database was mysql. I tried to run it a couple years ago and it compiled and ran almost straight on a modern Linux system, after like 20 minutes fiddling with Apache and the makefile, 20 years after the fact. My current projects seem to rot every time I take a short vacation.

[+] ericol|5 years ago|reply
To that vein... I invented AJAX :P

I remember it being around 2001 - 2002 and seeing the first implementations of Microsoft for Javascript requests and at the same time the DOM was started to be a thing you could actually manipulate and I started experimenting on doing programmatic page updates for a system I was developing for the office I was working for (I worked for a state office back then).

Then the big crisis of 2002 hit (I live in Argentina), I lost 2 of the 3 jobs I had at the time (And the one that I kept was the one bringing in the less amount of money) and I ended up moving to Spain for a few years.

When I finally managed to land a job coding (2007) AJAX already had its own name and dynamic pages were taking the world by storm (And to hell, via callbacks).

P.S.: That "I invented AJAX" was obviously tongue in cheek. I'm pretty certain that there was a lot of people doing the same thing all around the globe, and very likely that was the idea that got that implemented on the MS side of things in the first place.

[+] twic|5 years ago|reply
I remember doing an internship for a big science magazine around that timeframe. They wanted to launch a sort of online encyclopedia for science. They were puzzling over how they were going to get the content to fill the site. "What if", i suggested, "you let the users write the articles?".

They didn't think that would work.

[+] gtsteve|5 years ago|reply
I started PC programming in about 1997 before I had an internet connection at home. I had to either research at school and make notes or get books from the library.

The fun result of that was for a few weeks I thought that I was going to get rich from having invented unit testing.

What we have today is far more efficient, I don't miss it but I definitely look back on those days with nostalgia.

[+] pugworthy|5 years ago|reply
Ah yes, in 1991 I "invented" networked pub/sub for real time data sharing from sensors and other systems on a research ship. You could easily just plunk a new networked client on the ship's net and have it start publishing data. Visualizations systems would immediately see and give access to any data available.
[+] gota|5 years ago|reply
Not in that time, but in the vein of the other stories under this -

I saw a group of people in a web community (comics sharing group in a small town) self-organize to collectively fund a couple of them (one artist, one writer) for printing a short story that they'd done and never got payed for. Each person that contributed got a signed copy!

I thought, hey, this could generalize to all sorts of stuff if there was a platform to help organize it! Mused around with it for maybe a couple of hours, became a bit disheartened by the legal aspects of it, and put it on a 'TO-DO' list.

Six months later I heard the first things about Kickstarter and realized I missed the boat

[+] cosmodisk|5 years ago|reply
When I was a teen and couldn't afford the latest magazines,so I came up with an idea of buying them up, scanning and putting online for a small fee. I neither had skill to build nor a clue how would I go about dealing with publishers though..
[+] forgotmypw17|5 years ago|reply
I "invented" javascript-based challenge-response authentication so that the user's password didn't have to go over the wire. I later found out that Yahoo and a few others were doing the same thing.
[+] lowbloodsugar|5 years ago|reply
I "invented" navigation meshes in 1995, along with, I'm sure fifty other people. Then I read about them in Game Programming Gems in 2000. So five years before someone thought "Hey, I should publish this!" (wish I had!) But it was apparently invented in the 1980s for robots.

For games, the catalyst was 3D games consoles.

[+] agentultra|5 years ago|reply
I had the same experience pulling together personal home pages in chronological descending order from a database of text files.

A bunch of folks online had their own scripts as well. Eventually a few people would release their scripts and it would become known as a "weblog" and eventually a "blog" and many people profited from that.

Wild times.

[+] zelon88|5 years ago|reply
And that's just the back-end stuff. Around the same time Netscape Navigator was taking off and people were getting their first dose of interactive Javascript on the web. As a child who was used to playing Wing Commander II and Wolfenstein 3D on DOS; I almost fell out of my chair.
[+] Alex3917|5 years ago|reply
Out of curiosity, has anyone made an MMO better than UO yet? I stopped playing those types of games when I got into high school, so I don't really have any concept of if EVE and WoW and the like were actually definitively better, or just different and more successful do to being easier for beginners.

I haven't played any of the Larian games (e.g. Divinity: Original Sin II), but noticed that only recently with these sorts of graphics do these new 3D isometric games actually have the same kind of feeling that UO had at the time when it came out, if that makes any sense.

[+] chongli|5 years ago|reply
has anyone made an MMO better than UO yet?

Nope. UO was one of a kind. What made it special is the way it brought together people with many different play styles and allowed them to form their own communities which were self-policed.

Every multiplayer game since UO has tried to learn lessons from it by policing the players centrally, through the limitation of player interaction. The result is that all of the different play styles have gone their separate ways to games which cater specifically to them.

This phenomenon mirrors the filter bubble phenomenon that resulted from search engines and social media recommendation engines giving people more of what they want.

Edit: for examples of the games that cater to the play styles I’m referring to, look at Fortnite, League of Legends, Minecraft, Stardew Valley, Diablo 3... When I look at this list it’s rather shocking to me that one game could house all these diverse play styles. The magic of it was that it worked, for a time, until more specialized games came along and started drawing away the player base. Then EA brought in Trammel and split the player base which was the beginning of the end.

[+] staycoolboy|5 years ago|reply
As an apple gamer from the early 80's who played all of the ultimas (and bards tales, and wizardries...).

WoW was the game I had always wanted. I found it better than UO because it had the interactivity and sophistication I had dreamed about.

That came with a downside. I like to describe WoW in these terms:

"So you like ice cream right? Here: go eat this truck full. Go on. You said you liked ice cream, go do it. /points gun at my head/ ... EAT."

[+] egfx|5 years ago|reply
>if that makes any sense.

Makes perfect sense. I was an Elder in UO (a player character with special powers that advanced the storyline) Or basically; as I realize today, an unpaid intern at Origin. And afterwards QA lead on WOW and I can definitively say UO wasn’t a game. It was an alternate universe. It was transcendent unlike any game and blizzard games included.

It wasn’t the first as there was “Meridian59” which came out before and people were basically divided into 2 camps. After “City of Heroes” and “Dark Age of Camelot” came out, then it (mmo) became a genre.

[+] theincredulousk|5 years ago|reply
I've played a bunch of them a bit, and nothing comes close. Some of it probably has to do with timing - a true sandbox game when there was a cultural match with the desire for that environment.

Nowadays if you had a game with glitches that allowed people to steal your items outside of intended game mechanics, there would be an uproar on Twitter and punishing 1-star steam reviews. Back then it was infuriating, but part of the atmosphere. The night was dark and full of terrors, so to speak. Also the actual concept of real-estate, with a real house and your own vendors, was really next-level stuff for immersion. Exploits like duping that ruined the economy weren't beneficial to the atmosphere though, and actually broke immersion.

Nostalgia holds up a lot of it though I'm sure. Just like anything else, playing it again now probably wouldn't bring back the same experience.

[+] rjbwork|5 years ago|reply
Honestly, no. At least not that you can play right now. Star Wars Galaxies was something of a spiritual successor, but is defunct. There have been a few attempts at more free-form open world type games since then, but IMO, nothing really comes close to UO. I've had to give up on MMO's because it all just feels like an experience on rails that is a time sink for some virtual items rather than the kind of free form world modifying choose your own adventure that UO was.
[+] runawaybottle|5 years ago|reply
The current trend in MMO-like games are basically sandbox games like UO.

The thing about MMOs is that your first great experience is going to be tough to top. Even if I tell you there are 20+ sandbox MMOs that do what UO did, it will never live up to UO for you.

[+] philliphaydon|5 years ago|reply
I think part of it is that when UO came out it was this visual imaginary world that allowed us to do what we wanted rather than drive us in a particular direction. And even if there was a UO clone with updated graphics. It just wouldn’t be the same as that first experience we had.

I miss UO. It’s what got me into programming to begin with. I ran a shard with 250 people on at peak times called Sacred. And was GM on Alphanine, and for a short time before it died, Novus Opiate. I got into programming to make my own UO game but ended up just making software.

[+] haolez|5 years ago|reply
UO is/was pretty unique. It had poverty. Some players were so poor that they had to beg for food! Funny and depressing at the same time :)

Overpowered players were really rare (in the golden age, at least). And they were usually very famous, like celebrities. It was very very hard to improve your character's skills. The game wasn't tailored to boost your ego with custom looks and mean-looking armors and weapons - it was what it was, and that usually meant frustration.

At least for me, it was fun and unique. I don't see anything like that in the current generation of blockbuster MMO games.

[+] xwdv|5 years ago|reply
It is unlikely there will ever be an MMO better than what UO was at its peak in the old days.

Those were savage days, where simply being killed and having your body cut up and looted dry was considered acceptable for an MMO. At one point even having someone steal your house key meant they could enter your entire house and loot it dry.

Another thing is the graphics. Yea everyone thinks 3D graphics are cool but 2D graphics allow for imagination to fill in the blanks more. The graphics are less literal, the less detail is shown the more your mind fills in the blanks. Your mind begins to imagine what these characters would look and sound like if they were real people.

Also consider that even the GUI in UO was often in-character, you open a bag it looks like a bag, open a backpack and it looks like a backpack. And items could be dragged anywhere and positioned however you wanted, sometimes causing a mess. Organizing your backpack was like a little mini-game within a game.

Most games these days abandon those kinds of details in favor of grids where you can neatly place items into discrete slots. Convenient, but a lost opportunity for emergent game play.

Also, text appearing above peoples heads when they speak instead of a chat window meant you always kept your focus on the world in front of you and conversations felt natural, it feels more like reading a comic book, as opposed to some instant messenger.

[+] bcrosby95|5 years ago|reply
It depends entirely upon how you define "better" and what you're looking for in an MMO. I've also never heard anyone accuse EVE Online of being easy for beginners.
[+] knicholes|5 years ago|reply
Richard Garriott made Shroud of the Avatar, but the devs didn't hit their timelines on the Kickstarter. It never really took off. But they made it free. I played it and loved the story, but it didn't feel to have the staying power like UO did.
[+] abhijitr|5 years ago|reply
> Out of curiosity, has anyone made an MMO better than UO yet?

Piggybacking on this, has anyone made an open world single player RPG better than Ultima 7 yet?

[+] arminiusreturns|5 years ago|reply
Ok, first, the answer is really no, but there have been two main attempts, in Darkfall and Mortal Online. I jumped on the Mortal Online bandwagon in beta and stuck with it for a long time, being part of one of the best guilds in game.

The bad: Unfortunately, while it had a ton of potential, there were lots of issues and eventually it just stopped being as fun. For me dealing with a red was easy, but for new players the learning curve was so steep what ended up happening was roving gangs of reds and gank guilds griefing new players into literally quitting forever. A world that was too open, so didn't feel living, despite the player impact and control. Much later players could build walls on game vital paths and completely block off areas of the world. Basically the freedom of working towards a UO system has a lot of potential weaknesses and the devs at StarVault learned all this the hard way.

The good: some amazing emergent gameplay I have yet to experience anywhere else. A crafting system that should be an inspiration to every game that has crafting. Hidden things, with not everything in a database you can just look up, guilds and people that horded info, and political intrigue and subterfuge. Really fun combat for it's time if you had a good connection. Full loot pvp. A large world that was very fun exploring (there is no in game map, I was one of the people who literally participated in a guild mapping of the continent that is still used at https://www.mortalonlinemap.info/ A large single persistent instance (no sharding).

The devs, recognizing many of the issues stemmed from complications of using UE3, are now working on Mortal Online II in the UE4 engine. I hope it goes well for them but haven't tried it yet. https://www.mortalonline2.com/

[+] WorldMaker|5 years ago|reply
I've heard Legends of Aria has many things that UO veterans enjoyed about UO. I personally can't tell you how successful it is, given I didn't play UO.

EVE and WoW cater to very different play styles (even and especially between each other), so "better MMO" is a loaded question with a diverse number of answers depending on your intended play style and what about an MMO you are looking for.

[+] outworlder|5 years ago|reply
> Out of curiosity, has anyone made an MMO better than UO yet

No.

EVE comes close. In particular, it actually surpasses UO in many ways, like a complete player-based economy. Almost anything you could ever need or want is crafted by players. There are 'loot drops', but ones that are actually better than what players can craft are rare. And are sold in the market.

Similarly to UO, death has consequences. You lose your ship, everything on it, all cargo. There's 'insurance', but it will only pay for the 'market price' of the ship. You yourself may have paid more (but usually not less, otherwise people would build and destroy ships to claim insurance).

EVE also has skills, much like UO. Unlike UO, those are 'trained' over time, not by usage. But there are no 'levels' and for the most part there aren't any ships which are 'better' for any role. An unprepared battleship can be destroyed by a couple of fast moving frigates that cost a tiny fraction of resources and skills to pilot. One that's fitted against small fighters will suck against other battleships, and so on.

Like Ultima Online, movement is very important in combat. In EVE, even more so, due to gun tracking(and how missile explosions work). This is the main reason why the battleship scenario above works.

EVE also has forms of 'housing', as in player made starbases, corporation offices and apparently stations now.

EVE has consumables. Other than laser-based weaponry (mostly Amarr), you have to buy ammo. Like casting spells in UO requires reagents. WoW has very little consumables, and you certainly can cast spells all day long.

It also has a very 'lawless' world. Some systems have no security response at all, others will have delayed response depending on the security rating. Just like UO, if someone really wants to kill you they can, although there may be consequences.

Unlike UO, there are no 'shards'. Everyone is on the same server (or more specific, cluster). Even 'instancing' (used for NPC missions) is part of the universe, you can join the instance if you have the location(or can scan).

So, EVE has very deep and detailed systems, to the point that people used to call it 'spreadsheets in space'. But I can't directly compare it with Ultima Online – mostly because they are quite different games, thematically. One is a fantasy world full with dragons and spells. The other is a very futuristic and highly advanced space game.

WoW... is entertaining. Has amazing and detailed lore (although EVE's is good, it's not even in the same league). Locations can be such an eye candy. Even boring 'collect item' quests can be very entertaining.

Have I mentioned how quests can be entertaining? Because there are some incredible ones.

World of Warcraft also has 'classes'. Which is again a completely different philosophy from either UO or even EVE. Take a Mage. Maybe it will be specialized as a 'frost' mage. No matter, two frost mages at the same level will have the exact same skills and spells. Equipment may change, but it is not like they will have a bow, they will just have different stats.

But WoW suffers from a very simplistic gameplay. You have 'levels' – which will immediately set it apart from Ultima Online. You have also lots of skills. Using them effectively and timing them is important, but in the end it's just about selecting a target and pressing a few function keys(this is actually something that it has in common with EVE, except for the role of movement and position in EVE).

Death is essentially meaningless in WoW. You don't lose any items. You may have to pay repair, but that's it. Compare to UO: you drop everything you are carrying – you can try to get it back, but someone (or something) may get to your corpse before then. Or EVE, you lose your ship, items, equipment and even skills if you can't GTFO with your pod and forgot to update your clone. PVP in either UO or EVE is much more of an experience than WoW. And in either game you won't necessarily have a level 100 one-shotting a level 10 character.

Ok, this is already too long, but I could contrast even further. But WoW is more popular for a reason: one can log in, start a queue for a dungeon, go complete some quests and have _guaranteed progression_. While on EVE, there were a few days where I logged in and got incredibly lucky, but in other days I wished I didn't login, as things went very badly. Similarly on Ultima Online. On both, you learn a few rules: trust noone, don't carry(or fly) what you can't afford to lose, etc.

I'm keeping an eye on the likes of Ark, they might be onto something. I still think that good MMORPG games will have to develop a mostly player-based economy if they want to stay relevant long term.

[+] andrepd|5 years ago|reply
I'm of the honest opinion that no game ever made truly lives up to the potential of the MMORPG. Of a virtual, persistent, shared world. It's quite sad. UO and Star Wars Galaxies probably came the closest.
[+] moksly|5 years ago|reply
Albion Online is a lot like UO.
[+] root_axis|5 years ago|reply
Absolutely. EVE today is a much better MMO than UO ever was. Of course, the space setting is a hard sell for those who are looking for a game with the all the Tolkien trappings of old school RPGs, but as an MMO it is the most sophisticated game available today and is unparalleled in terms of how player driven behavior impacts the game world. Most notably Eve has managed to succeed in keeping veteran players satisfied while also providing a path for new players to have a meaningful impact on the game world. This is a major problem WoW was never able to overcome despite its commercial success and has instead relied on periodic invalidation of veteran player progress every 8 to 16 months to keep things fresh (a well-worn strategy for most blizzard games).

edit: tough crowd, I'd be interested in the details of the dissenting opinions

[+] lowbloodsugar|5 years ago|reply
Ugh. Lots of nostalgic views here made fonder through absence I think.

UO sucked was amazing but it sucked. I can't recall how many empty dungeons we walked through, only to get to the treasure room filled with gold? No. Filled with other players. All just camping out, waiting for loot to drop. In fact it would be true to say I can only recall such dungeons. And then the Lich would respawn and all the n00bs would shit themselves while someone else killed it, and then everyone frantically trashed the place looking for loot like an FBI raid at the drug dealer's girlfriend's place.

Honestly it was so utterly pointless to try to "play the game" that my friend and I actually indulged (I am ashamed to say) in some naked griefing. Which is to say, the only fun we had was in trying to figure out the games state machines, i.e. to goad people into killing us such that we could get the guards to kill them. How it works: stand outside a town. Be offensive. Wait till someone attacks you. Run into town. Yell "Guards! Guards!". Guard appears and kills aggressor. Take all his stuff. There were various iterations of this that Raph Koster actually wrote up [1], and it was fun. For us. Neither my friend nor I are actually assholes, and only resorted to this because it was literally the only "game" present in the entire system. We'd paid for a game, we rationalized, and by golly we were going to find one. Ok, we probably were just entitled assholes. Perhaps it got better later, but we'd gone by then. [Naked griefing, because every now and again we'd grief a wizard and they'd freeze us in place and then kill us. But we were naked. Didn't even lose a shoe.]

There was also "The Great Unused!" which we had "fun" with for a while. This was an item that was called "Unused", and its icon was a photoshop lens flare. It also weighed 255, the max amount. So you couldn't move if you were carrying it. So my friend and I spent hours standing next to it, picking it up, and then dropping it on the other side, moving it two squares at a time, leapfrogging each other. We could put it on a boat (much to our relief, as we'd been lugging it for an hour by that point) and managed to bring it from a far island back to "town". Where upon, we tried to start a cult to worship "The Great Unused!" People tried to steal it, by picking it up, and we would laugh as they ran in place for an unreasonably long time (some people are just so determined), but eventually they would drop it. It didn't catch on.

Now Raph's first go at Star Wars Galaxies I really enjoyed. I couldn't play very often, and yet I could still be useful, even as my friends leveled far ahead of me. I played a medic, and sometimes my heal would be the thing that saved someone from death and a long walk back. Most MMOs (that I played), once your friends are four levels ahead of you, you don't get any experience points at all if you join their party.

So UO was a great starting point, and very smart, very passionate people have made significantly better games, learning every time.

[1] https://www.gamasutra.com/blogs/RaphKoster/20180627/320893/A...

[+] imtringued|5 years ago|reply
It's definitively not the same genre but Shores of Hazeron was an empire building MMO where you start as a simple caveman on a random planet in a fully procedurally generated universe and you are supposed to create a city from scratch and figure out space travel. Colonize other planets or moons in your solar system to create a FTL drive and then fight other empires. It looks awful and the developer made some questionable decisions but hey it was just a one man show. Nowadays the closest spiritual successor is No Mans Sky. Huge procedurally generated universe. Check. Randomly generated animals. Check. Spacecraft with combat and seamless transition from planet to space. Check. The ability to create your own spacecraft designs? Nope. The ability to actually do interesting things with the planets like build a colony on them? Nope. Massive multiplayer? Hell no.

No mans sky is just eye candy. Imagine the benefits of reaching the center of the galaxy and thereby being teleported to a completely different one if you could colonize that new galaxy! You'd have a massive edge over the other empires. The reality is that all universes and planets in no mans sky are functionally the same. You can stop playing as soon as you see your first planet and nobody could claim that you didn't see everything the game had to offer.

[+] coding123|5 years ago|reply
Of course they are better. Better mechanics, graphics, economies that work.
[+] tlarkworthy|5 years ago|reply
I always assumed MMO shards came from database literature. My mind is blown if it's the other way around. Though not the first time gamedev is at the edge.
[+] staycoolboy|5 years ago|reply
Garriot talks about this in the documentary "Get Lamp!", which is about the history adventure games. He talks about the challenges of maintaining a huge MMO, especially how they were broadsided by the challenges of managing an economy because everyone was so greedy. He mentions how the admins came to work one day to find that players had killed every living thing on the planet and could no longer generate income. Kinda like a miniature "dark forest" theory.
[+] eordano|5 years ago|reply
It seems that SHARD is a term used already in 1988, meaning "System for Highly Available Replicated Data"

Source: https://scholar.google.com/scholar?cluster=14914487445955020...

[+] teraflop|5 years ago|reply
As I pointed out a while back (https://news.ycombinator.com/item?id=22974882), the "SHARD" system described in that paper didn't actually have anything to do with "sharding" as the term is currently used. It was designed to replicate data, but it didn't do any kind of partitioning; each replica stored a copy of the entire dataset.

For that reason (in addition to the low number of citations), I think it's very likely that the name is a total coincidence. Pretty much any word you can think of has been used by somebody as an acronym for some project.

[+] chongli|5 years ago|reply
While interesting I don’t think this old paper led to the popularization of the term. It only has 12 citations!
[+] dws|5 years ago|reply
Google mentions sharding in a 2005 patent. https://patents.google.com/patent/WO2007011957A2

http://www.startuplessonslearned.com/2009/01/sharding-for-st... notes the term in use within Google by 2003.

[+] NelsonMinar|5 years ago|reply
I worked at Google 2001-2006 and we definitely talked about "database shards", particularly for the AdWords MySQL database. (this architecture has long, long since changed). At least from 2002, and the database was partitioned far before that. I remember at the time thinking the term "shard" was odd but perhaps Ultima Online inspired.

I'm curious now about the history of database partitioning. So much of the early work was about trying to hide the partitions, to pretend it was all one big reliable system. It took awhile for folks to realize that was foolish.

[+] gojomo|5 years ago|reply
This 2009 reminiscence discusses the term’s use in the UO context in 1996, so 2003-2005 mentions don’t affect the author’s conjecture at all.

(I’d guess there are uses of ‘sharding’/‘shards’ in this sense from much earlier, perhaps decades earlier, database/caching work, but I could be wrong.)

[+] theincredulousk|5 years ago|reply
Probably some UO players at Google then - UO was old by 2003.
[+] mfontani|5 years ago|reply
In the year 2000, my (telnet + MCP & MCCP & other acronyms-supporting) C-based MUD boasted a _web_ interface.

With colors, buttons to move, and even _images_.

A web request is just a TCP socket, and browsers were gracious enough to start displaying stuff as soon as it came in (so long as tags were properly closed). So long as you sent stuff fairly routinely, the connection wouldn't be closed.

Frames helped... well, "frame" the interface: main frame would be the mud's output; another frame for user input - both using a shared "key" to ensure output and input were linked to the same user.

Users' input could therefore easily just be sent on another web request, checked for key correspondance, and the command ran as if the user input the same command via telnet: action -> response.

A sprinkle of that new-fangled JavaScript helped ensure the screen would scroll properly as soon as new output came by.

Having previously abstracted all color-related stuff (to ensure strings like "&WFoo&GBar&X" would send ANSI colours to users opting-in to them, and nothing to users opting out of them) meant that it was "easy" to send "<span color='white'>Foo</span><span color='green'>Bar</span>" to the HTML interface instead.

Websockets? We don't need no stinkin' websockets! _really long_ polling suffices ;)

[+] efitz|5 years ago|reply
I hadn't ever heard of the term "sharding", but the team I was on was "partitioning" databases in the early 2000's (effectively sharding at the table level so that we could drop table instead of deleting rows).
[+] artemonster|5 years ago|reply
queue in "stones theme" of the login screen and nostalgic goosebumps... The article is quite old though - maybe someone from HN can provide clues for this interesting coincedence ^^
[+] outworlder|5 years ago|reply
I've made people go back to UO just by playing Stones. I'm not sure what's up with that song.