December 2004
- A couple of Wired articles on open-source metaverse and WoW's catering to players Morris Cox
- Too cute Matt Mihaly
- Project Entropia sells the richest land online Zach Collins (Siege)
- ADMIN: We have returned, a bit. J C Lawrence
- Call for Gaming-Related Art and Fiction Sanvean
- MEDIA: MMOs: It's the Economy, Stupid J C Lawrence
- DESIGN: Spreadsheet about activity feedback Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Johan A
- DESIGN: Why do people like weather in MMORPGs? Glen Rosenblatt
- DESIGN: Why do people like weather in MMORPGs? Sporky McBeard
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Koster, Raph
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Douglas Goodall
- DESIGN: Why do people like weather in MMORPGs? Damion Schubert
- DESIGN: Why do people like weather in MMORPGs? ceo
								Damion Schubert wrote:
 >> Raph Koster wrote:
 
 >>> My experience is that players whinge at anything that
 >>> inconveniences them. :)
 
 >>> A lot depends on which gameplay god you are worshipping. If you
 >>> worship "easy in, easy out, quick to fun, fast feedback," which
 >>> is certainly the deity du jour, then the above are anathema.
 
 > director to make art that works in all light scenarios. Also,
 > don't underestimate how much people hate the idea of being forced
 > to carry torches - this is especially true if they are usually
 > two-handed weapon wielders.
 
 I think it ranks pretty close to "dieing of hunger every 20 minutes"
 in the "RPG player irritation spectrum", no? :)
 
 Which is silly, since there are plenty of ways to work-in needing
 light without gimping the player, from increasing monster perception
 radiuses to decreasing player radius (compensated for by
 "night-time" skills and abilities) to making torches "automatically
 in use until fight mode is entered, at which time the player
 automatically drops the torch; player automatically retrieves torch
 after combat".
 
 The really annoying thing is how many games historically have made
 "having the brains + co-ordination to chuck a torch to the ground
 and draw sword" into a massively time-consuming or difficult action,
 taking as long (or longer) than it takes someone to run at you from
 30ft or more away. *that's* what really gets people's backs up, IME.
 
 > Weather is more of a mixed bag. In most games, people love
 > weather - it's a cheap and easy thing to do which makes you feel
 > like you're part of a virtual world. Players like to see change
 > in their virtual world, and changes which don't inconvenience them
 > personally
 
 IIRC Ultima7 sparked this off with (for the time) rather beautiful
 atmospheric weather, with simple-yet-effective tricks such as cloud
 shadows + dimming of the pallete for the few seconds that a cloud
 was directly overhead. My memory's going rusty on this, but I've a
 feeling there are some effects from U7 that still haven't made it
 into many of the MMORPG's, which is tragic really, especially as
 they were so effective.
 
 (on a related note, some of the U7 graphics were better than some
 (by now I think the minority, but not sure?) modern MMORPG's -
 compare the tree graphics in a modern 3D game, using 5-10 planes of
 transparent polys to the luscious hand-drawn trees of U7. Compare
 the density of a modern so-called forest to ones in U7. I wonder how
 long it will be before *everyone* is licensing those 3rd party
 tree/forest generators...)
 
 > a talented art director to make art that works in all light
 > scenarios.
 
 ...seems an increasingly hard job all-round, these days :(.
 
 Adam M
- DESIGN: Why do people like weather in MMORPGs? Miroslav Silovic
 
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
 
- DESIGN: Why do people like weather in MMORPGs? ceo
								
 
 
- DESIGN: Why do people like weather in MMORPGs? Wayne Witzke
- DESIGN: Why do people like weather in MMORPGs? Damion Schubert
- DESIGN: Why do people like weather in MMORPGs? ceo
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Dana V. Baldwin
- DESIGN: Why do people like weather in MMORPGs? John Buehler
 
 
 
- DESIGN: Why do people like weather in MMORPGs? Chris Richards
- DESIGN: Why do people like weather in MMORPGs? Alistair Riddoch
 
 
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? olag@ifi.uio.no
 
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
 
 
 
- UI scripting gone too far? Derek Licciardi
- UI scripting gone too far? Johan A
- UI scripting gone too far? Damion Schubert
- UI scripting gone too far? Koster, Raph
- MMO Quest: Why they're still lousy Damion Schubert
- MMO Quest: Why they're still lousy Derek Licciardi
 
 
 
 
- WoW's catering to players (was: A couple of Wired articles on open-source metaverse andWoW's catering to players) Ghilardi Filippo
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
 
 
- Metric vs. English System of Measurement in Games cruise
- Metric vs. English System of Measurement in Games David Johansson
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Richard A. Bartle
 
 
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Tom Hunter
- Metric vs. English System of Measurement in Games Freeman, Jeff
- Metric vs. English System of Measurement in Games Damion Schubert
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Julio Nobrega
- Metric vs. English System of Measurement in Games Matthew D. Fuller
 
- Metric vs. English System of Measurement in Games Zach Collins (Siege)
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Eric Random
 
 
- Metric vs. English System of Measurement in Games Matthew D. Fuller
- Metric vs. English System of Measurement in Games Artur Biesiadowski
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games Johan A
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Johan A
 
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games Michael Hartman
 
 
 
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Zach Collins (Siege)
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
 
 
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Michael Hartman
 
 
 
 
 
- Metric vs. English System of Measurement in Games Edward Glowacki
- Metric vs. English System of Measurement in Games Jon A. Lambert
 
 
- MEDIA: Blizzard - Virtual Trade Tough Nut to Crack J C Lawrence