diff --git a/bscripts/internal_links.py b/bscripts/internal_links.py
index daa3774..98b8f7d 100644
--- a/bscripts/internal_links.py
+++ b/bscripts/internal_links.py
@@ -3,4 +3,4 @@ while True:
a = input()
except:
break
- print('' + a.capitalize() + ' ')
+ print('' + a.capitalize() + ' ')
diff --git a/stories/decentralized mmo.html b/stories/decentralized mmo.html
new file mode 100644
index 0000000..fae44f2
--- /dev/null
+++ b/stories/decentralized mmo.html
@@ -0,0 +1,75 @@
+
+ Folders
+ Files
+
+ Back in my childhood I used to play quite the amount of MMORPGs(mostly because they were free, but also because they were online). + The more time passed, the less MMORPGs I got to play, most of the good options were either shut down + or got SUCH a power creep I lost interest in them(like MapleStory when they started adding a lot of overpowered classes). + As an aspiring game developer, I hope to one day attempt making my own MMORPG, and something which is (sort of) important to me + is for the game to be decentralized/federated. +
+
+ Well, you see, whenever I look for alternatives to big centralized services(like Github or social medias),
+ it always seems to me that the best choice is to decentralize and federate it. That way, anyone can create their own instance
+ and not miss out on everyone else, allowing both greater control to the individual, while also sharing the costs between those
+ who host their own(and those who decide to donate them).
+
+ Besides, there are some useful advantages to federating a bunch of servers in an MMO which will hopefully become clearer later on.
+
+ Mainly, there will be 2 different types of servers: +
+ My idea of decentralized/federated MMO involves quite the amount of trust, + trust between federating servers(federation will be opt in to allow greater control over gameplay), + and trusting clients to not lie when they go into a dungeon. +
+
+ Hubs(or Home servers) are the main servers of the network, they are the main authority over your account.
+
+ Hubs have an overworld with stuff to do(or maybe not), and where you meet other players and can make parties,
+ communicate with others, trade and all the usual stuff people do in MMOs(like a dance party).
+
+ Federation between hubs is a 2 way opt in federation, which means both servers need to accept the federation for the federation to exist
+ (probably accept the federation by creating a portal somewhere in the overworld).
+ Federated servers also needs to sync any plugins/mods/addons which create new items
+ (or anything you can transfer between servers, so a hat needs to by synced but a new boss doesnt need to).
+
+ Dungones(or Nodes/Edges) are sub-servers, they are simply a dungeon/map for a party to explore/play in,
+ and are to be the main content of the game.
+
+ Dungeons dont federate with each other(and technically dont federate at all), but hubs can link to them and allow their
+ players to go into a dungeon and get the rewards from it(or optionally, modify the rewards to better suite the server).
+
+ Dungeons occur in private instances available only to the exploring party.
+
- Random stories, either about things I make(programs, games, physical stuff),
+ Random stories, blogs, ideas and more.
- or about stuff that happens to me
+ Things I made/built/thought of or just wanted to share