# August 2003

- A potential best-seller?
*Richard A. Bartle* - Identifying Players
*Scion Altera* - Identifying Players
*Crosbie Fitch*

- Identifying Players
- Metrics for assessing game design
*David Kennerly* - ADMIN: Crunch thread
*J C Lawrence* - Mapping real money into MUD money
*Alex Chacha* - Mapping real money into MUD money
*Katie Lukas* - Mapping real money into MUD money
*David Kennerly*

- Mapping real money into MUD money
- Mapping real money into MUD money
*Kent Peterson* - Mapping real money into MUD money
*Peter Tyson*

- Mapping real money into MUD money
- Mapping real money into MUD money
*Matt Mihaly* - Mapping real money into MUD money
*Paul Canniff*

- Mapping real money into MUD money
- Research in the Gaming Industry
*Damion Schubert* - Research in the Gaming Industry
*Kerry Fraser-Robinson* - Research in the Gaming Industry
*Richard A. Bartle* - Research in the Gaming Industry
*Matthew S. Ayres*

- Research in the Gaming Industry

- Research in the Gaming Industry
- Mapping real money into MUD-Money
*Henrik Johansson* - Java or LPC (DGD)?
*Ben Chambers* - Java or LPC (DGD)?
*Ammon Lauritzen* - Java or LPC (DGD)?
*T. Alexander Popiel* - Java or LPC (DGD)?
*ceo* - Java or LPC (DGD)?
*Lars Duening* - Java or LPC (DGD)?
*Torgny Bjers* - Java or LPC (DGD)?
*Ryan Underwood*

- Java or LPC (DGD)?

- Java or LPC (DGD)?
- Reputation systems: a possible path for investigation
*J C Lawrence* - Reputation systems: a possible path for investigation
*david.l.smith@mail-x-change.com* - Reputation systems: a possible path for investigation
*Brian 'Psychochild' Green* - Reputation systems: a possible path for investigation
*Andrew L. Tepper* - Reputation systems: a possible path for investigation
*Matt Mihaly* - Reputation systems: a possible path for investigation
*Vincent Archer*

- Reputation systems: a possible path for investigation

- Reputation systems: a possible path for investigation
- Reputation systems
*Castronova, Edward* - Reputation systems
*J C Lawrence*

- Reputation systems
- Mapping real money into MUD-Money
*Ren Reynolds* - MudDev Faq - part 2
*Marian Griffith* - PHP muds
*Peter Harkins* - PHP muds
*Torgny Bjers*

- PHP muds
- Slashdot story about review of Bartle's new book
*Christer Enfors XW {TN/PAC}* - Slashdot story about review of Bartle's new book
*Dave Rickey* - Slashdot story about review of Bartle's new book
*Evan Harper* - Slashdot story about review of Bartle's new book
*Richard A. Bartle* - Slashdot story about review of Bartle's new book
*Tamzen Cannoy* - Slashdot story about review of Bartle's new book
*Kerry Fraser-Robinson* - Slashdot story about review of Bartle's new book
*Richard A. Bartle*

- Slashdot story about review of Bartle's new book
- Slashdot story about review of Bartle's new book
*Dave Rickey* - Slashdot story about review of Bartle's new book
*Marc Bowden*

- Slashdot story about review of Bartle's new book

- Slashdot story about review of Bartle's new book
- The lack of Creativity and Beauty a game user
*james_nesfield@nesfieldcapital.com* - Artists and Copyrights
*Derek Licciardi* - Artists and Copyrights
*Paolo Piselli* - Artists and Copyrights
*Marian Griffith* - Artists and Copyrights
*Paul Dahlke*

- Artists and Copyrights
- Using Windows Scripting Host
*Owen Matt* - Using Windows Scripting Host
*F. Randall Farmer* - Using Windows Scripting Host
*Karl Dyson* - Using Windows Scripting Host
*Tess Lowe*

- Using Windows Scripting Host
- Better Game Design through Data Mining
*David Kennerly* - Better Game Design through Data Mining
*Chris "Diamonds" Stewart*

- Better Game Design through Data Mining
- When Will Player-Avatar Integrity Be a Feature of Persistent Worlds?
*vladimir cole* - When Will Player-Avatar Integrity Be a Feature of Persistent Worlds?
*Martin Bassie* - When Will Player-Avatar Integrity Be a Feature of Persistent Worlds?
*Craig H Fry* - When Will Player-Avatar Integrity Be a Feature of Persistent Worlds?
*Matt Mihaly* - When Will Player-Avatar Integrity Be a Feature ofPersistent Worlds?
*Michael Tresca* - When Will Player-Avatar Integrity Be a Feature ofPersistent Worlds?
*Baar - Lord of the Seven Suns*

- When Will Player-Avatar Integrity Be a Feature ofPersistent Worlds?

- When Will Player-Avatar Integrity Be a Feature of Persistent Worlds?
- [Fwd: Metrics for assessing game design]
*ceo* - Examine/Look
*Elia Morling* - Examine/Look
*Ammon Lauritzen* - Examine/Look
*Marc Bowden*

- Examine/Look
- Examine/Look
*Lars Duening* - Examine/Look
*Eamonn O'Brien*

- Examine/Look
- [BUS] Account-management systems
*ceo* - [BUS] Account-management systems
*Rayzam* - [BUS] Account-management systems
*Christopher Allen*

- [BUS] Account-management systems
- Job opportunity on Star Wars Galaxies
*Koster, Raph* - NCSoft yearly report
*Mathieu Castelli* - MUD using the .net framework
*Norman Beresford* - MUD using the .net framework
*John Buehler* - MUD using the .net framework
*James F. Bellinger* - MUD using the .net framework
*Linder Support Team*

- MUD using the .net framework
- Virtual property lawsuit in China
*Koster, Raph* - Virtual property lawsuit in China
*Nicolai Hansen* - Virtual property lawsuit in China
*Daniel Anderson* - Virtual property lawsuit in China
*Kerry Fraser-Robinson*

- Virtual property lawsuit in China
- Virtual property lawsuit in China
*Vladimir Cole* - Virtual property lawsuit in China
*Ren Reynolds* - Virtual property lawsuit in China
*Nicolai Hansen* - Virtual property lawsuit in China
*ren@aldermangroup.com*

- Virtual property lawsuit in China

- Virtual property lawsuit in China

- Virtual property lawsuit in China
- Expected value and standard deviation.
*Jeff Cole* - Expected value and standard deviation.
*Scion Altera* - Expected value and standard deviation.
*Jeremy Hill*

- Expected value and standard deviation.
- Expected value and standard deviation.
*katie@stickydata.com* - Expected value and standard deviation.
*Ben Chambers* - Expected value and standard deviation.
*Zach Collins {Siege}* - Expected value and standard deviation.
*Ben Chambers* - Expected value and standard deviation.
*Robert Zubek* - Expected value and standard deviation.
*Kwon J. Ekstrom* - Expected value and standard deviation.
*Eamonn O'Brien* - Expected value and standard deviation.
*Kwon J. Ekstrom*

- Expected value and standard deviation.

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Freeman, Jeff* - Expected value and standard deviation.
*Zach Collins {Siege}*

- Expected value and standard deviation.

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Bernard Graham* - Expected value and standard deviation.
*Freeman, Jeff* - Expected value and standard deviation.
*Jeff Cole* - Expected value and standard deviation.
*Koster, Raph* - Expected value and standard deviation.
*Katie Lukas* - Expected value and standard deviation.
*Fidelio Gwaihir* - Expected value and standard deviation.
*Katie Lukas*

- Expected value and standard deviation.
- Expected value and standard deviation.
*Matt Mihaly* - Expected value and standard deviation.
*Martin Bassie* - Expected value and standard deviation.
*Katie Lukas* - Expected value and standard deviation.
*Matt Mihaly* - Expected value and standard deviation.
*Paul Schwanz* - Expected value and standard deviation.
*Matt Mihaly*

- Expected value and standard deviation.

- Expected value and standard deviation.

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Koster, Raph* - Expected value and standard deviation.
*Paul Schwanz* - Expected value and standard deviation.
*Amanda Walker* - Expected value and standard deviation.
*John Buehler*

- Expected value and standard deviation.
- Expected value and standard deviation.
*Kwon J. Ekstrom* - Expected value and standard deviation.
*Jeff Cole* - Expected value and standard deviation.
*Paul Schwanz*

- Expected value and standard deviation.
- Expected value and standard deviation.
*Dr. Cat* - Expected value and standard deviation.
*David Loving* - Expected value and standard deviation.
*Pat Ditterline* - Expected value and standard deviation.
*Michael Chui* - Expected value and standard deviation.
*Matt Mihaly*

- Expected value and standard deviation.
- Expected value and standard deviation.
*Kwon J. Ekstrom*

- Expected value and standard deviation.
- Expected value and standard deviation.
*Chanur Silvarian* - Expected value and standard deviation.
*Katie Lukas* - Expected value and standard deviation.
*Daniel.Harman@barclayscapital.com*

- Expected value and standard deviation.
- Expected value and standard deviation.
*Oliver Smith*

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Daniel Anderson* - Expected value and standard deviation.
*Koster, Raph* - Expected value and standard deviation.
*Nicolai Hansen*

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Dark Lamenth* - Expected value and standard deviation.
*Fidelio Gwaihir*<EdNote: Quoting and attribution fixed>

On Thu, 04 Sep 2003 20:27:12 +0000

Dark Lamenth <lamenth@hotmail.com> wrote:

> Raph Koster writes:

> Players who wish to measure themselves against other players will

> invariably take the fastest road to their objective within the

> reasonable limits of tedium. An environment where PvP conflict

> occurs or frankly any environment where players mainly measure

> themselves against other players is likely to strongly support

> Mr. Koster’s assertions above.

> Example: We all play pac-man. I have a high-score of 2 million

> points, you have a score of 1 million point. You discover that if

> you shuffle between 2 close-by points in pac-man the ghosts will

> never get you. You then shuffle between these 2 points over and

> over for 12 hours to achieve a score of 30 million points. Thus

> advancing in game levels beyond where anyone else has, despite

> your lack of actually experiencing the game.

Excellent analogies. Neither of these methods are not boring. In

the case of the first example, yes I believe this to be the case

.. but ONLY to achieve the goal of competiting with peers that they

wish to compete with, for the purpose of a better gameplay

experience.

In the second example .. well .. this is really more like a

pole-sitting contest. He who hath the greatest endurance, wins. Of

course, it would be BETTER to get that 30 million points the hard

way, which was knowing all of those patterns to the mazes of 99

levels, and having the reflexes to react accordingly.

Advancement is a driving factor in ALL games, but it is NOT

gameplay. Gameplay is the experience itself while you are

advancing, and all advancement should be for the purpose of making

the gameplay more intense, and not easier or more boring.

I was going to cite examples from Everquest .. but I think we all

(mostly anyway) know that one, so I'm not going to beat that horse.

Out of courtesy to Mr. Koster, nor am I going to cite what I

personally think is good or bad gameplay in SWG.

I think at its core, good gameplay is a puzzle .. or puzzle's in

general. Whether they be mental excercises that require few steps

to complete or reaction excercises, because I think they are really

all the same.

The problem with puzzles, is that once solved .. or one cheats and

buys a book for .. they become extremely boring, unless they are

more action based that have variables thrown in to keep the gameplay

fresh. Like .. what do you do when you get 'trained' on the Plane

of Valor? In a sense, the moves that the team executes to de-rail

that train (unless they run like dogs), is a puzzle. Certain moves

will do certain things almost every single time, but the fact that

events such as these are random and unexpected (or so they seem),

make them interesting .. and potentially frustrating. Ah hell, I

cited Everquest.

But even frustrating things can be a part of good gameplay design.

Death's are great at building stress. Losing items is often

regarded as excessive. Corpse runs tick you off .. but they make

you want to get even .. which is .. is that advancement? or is that

problem solving?

I guess really the whole problem with "Advancement" is that it is

being laid out to the game as "THE" problem, in which gamers find

easy solutions for, especially on level or points based systems.

-SGT

- Expected value and standard deviation.
- Expected value and standard deviation.
*Ola Fosheim GrĂ¸stad* - Expected value and standard deviation.
*gbtmud* - Expected value and standard deviation.
*Tom "cro" Gordon* - Expected value and standard deviation.
*Sheela Caur'Lir* - Expected value and standard deviation.
*Roger Hicks* - Expected value and standard deviation.
*Ola Fosheim GrĂ¸stad*

- Expected value and standard deviation.

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Freeman, Jeff*

- Expected value and standard deviation.

- Expected value and standard deviation.
- Expected value and standard deviation.
*Matt Mihaly* - Expected value and standard deviation.
*Tom "cro" Gordon*

- Expected value and standard deviation.