Do you agree with this request and would you like it to be relayed to GameForge ? 33
-
Yes (32) 97%
-
No (1) 3%
OGame depends on add-ons to function: vanilla OGame is widely considered barely playable without one of OGL/Infinity/AGR, Trashsim variants remain the predominant ways people simulate OGame combats, and OGame Tracker is indispensable for both amortization calculations with lifeforms, and for just tracking your income and progress over time.
A lack of communication with or basic support for extension creators repeatedly caused people to quit. Both the original creator (Warsaalk) and next maintainer of Trashsim (n00b) have quit while citing reasons akin to these, as has the OGame Tracker creator (Wonky), and there's a reason it's AntiGame Reborn and not AntiGame.
Probably the biggest issue cited is that the OGame interface makes their job harder by refusing to properly tag any information, while constantly making many unannounced and unnecessary changes. For example, because of formatting changes, version 11.14 breaks ALL of the major extensions (OGL/Infinity/AGR) as well as OGame Tracker. As far as I can tell, these changes are cosmetic, and any utility they provide is greatly outweighed by the disutility of not having extensions work. As the OGame Tracker dev has confirmed that he will not be developing Tracker further, this means that OGame Tracker is functionally dead unless someone else decides to adopt it.
There's a trivial solution here that would make add-on developers' lives easier, keep add-ons functioning for longer, while not impacting GF's development of OGame at all: simply include consistent XML/HTML tags in the web interface. For example, this might include a tag called "metal" for the HTML element containing the amount of metal found in a spy report, instead of the current "resspan. There's plenty of other ways to include metadata as well. This allows developers to simply parse the XML/HTML tags, instead of having to reverse engineer it from string matching. This would keep add-ons working across version updates. And best of all, these tags don't have to be visible to the user, so Gameforge can continue to make whatever cosmetic changes they want.
This is not hard to implement. Even ChatGPT and Claude understand how to make tags of this form (see below). Why would the OGame devs not be able do this? Have humans fallen so far behind AI?
In case this turns out to be actually technically challenging for some reason, I think that Gameforge should consider using a language model to do more of the coding. But I suspect it's an issue of willingness that they should address, before causing more add-on creators to quit (and thereby many paying players to follow).