My post yesterday got a lot of response. That's good, even if the idea goes down in flames. But the Sopwith is still flying, so I'll load my guns, and see if I can't get into the dogfight. Many of your points are well taken, but not unanswerable:
Takhisis: Can't both be done concurrently, Balthasar?
Of course both could be done concurrently. I just think that my proposal would do more to inspire the sort of thing that we do around here – modding and designing for Civ III.
WildWeasel: That's a really interesting concept, but if I understand you correctly it seems that would mean just as much effort in the long run if not more than making a new game.
Kyriakos: ...it makes no sense to script for a server instead of scripting for your own game. Also, it is very unlikely to get people interested if you have to use a web server to play even when alone. Last but not least, most people who offered scripting don't seem to be into server scripting.
I'm not sure that you can actually make the case that my idea is tougher to do, given that the clone idea has been kicking around this forum since I first joined it, with zero to show for it. We've gotten a couple of excellent editors, though, and some nifty exe files to play with. Honestly though, this idea has been on my mind for years.
My instinct says that it should be vastly easier to find someone who can competently script a website than someone who can confidently build and script a new game that mirrors Civ III to the point that the files are interchangeable.
Because here's the problem that I've identified, and please someone correct me if I'm wrong: There was supposedly a multi-player function available for Civ III, but it doesn't work. We can't get four or five guys together online to even knock out a vanilla game, much less an epic round of CCM. We need to be able to play our scenarios together, against each other. No, no one wants to play alone, Kyriakos. That's the point of this.
WildWeasel: Are you suggesting that the hosting website would become the medium by which people play, as their local files are loaded into the web application and processed server-side? So at some point the game mechanics would be reimplemented on the web platform instead of running on their local copy of the game?
Maybe, I'm not a web engineer. But I can sure imagine the parameters we'd have to meet, after all these years of thinkin' about it. I think, as I said, that the website would at least have to be able to detect that a player HAS the game installed on his desktop, before being allowed to proceed, lest Fireaxis be able to legitimately claim that their copyright was being infringed on, or sales cut into. I'm actually amazed that they didn't think of this first.
And yes, I also suggested that, fan-created scenarios and mods could be made available to players directly from the website to play in multiplayer mode, the trick there, I imagine, being to get the players' machines to access scenario folders from the website, rather than from off their own machines. Again, no copyright infringement necessary, if it's done right. Also, no need to crack the source code, rewrite the game engine, recreate graphics files, etc, etc. etc.
Done right, this would amount to a multiplayer utility for Civ III with a web-based platform. That's all. I know that it wouldn't be easy to do, but the payoff would be immediate and automatic.
Takhisis: Be careful with Balthasar's proposal, lest we start running a battle.net-like site.
The difference being that battle.net is owned and operated by the company that developed the games that are played there. This would be a fansite, dedicated only to Civ III, and featuring our own creations. Wouldn't you like to play one of your mods in multiplayer mode with folks from across the globe?