January 2009
- [Design] on the game mechanics of open questing Siege)
- RANT: The Future of Quests Mike Rozak
- RANT: The Future of Quests Amanda Walker
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] Amanda Walker
- Players are shallow [was: The Future of Quests] Mike Sellers
								Cruise wrote:
 > I too would love a deeper, more engaging world, but I fear
 > such a thing will always be doomed to obscurity, simply
 > because most people would not be willing to put in the extra
 > effort required to access the content.
 
 This is a point that's vital to remember. It makes you decide clearly what
 it is you're trying to create: the equivalent of "lite" TV fare that is
 accessible by just about anyone (woohoo, commercial success!), or the
 equivalent of obscure arthouse film that makes the audience work, but
 delivers great rewards for those who do (woohoo, obscurity except in certain
 literate circles!). And over time, these approaches can blended too.
 
 George Clooney, as one movie-based example, has said that he agrees to make
 movies like "Oceans 13" so that he can make others like "Syriana" and
 "Michael Clayton." Neither of these latter two are terribly difficult
 films, but neither reached anything like the audience that the "Oceans"
 movies do (but still not bad: $92M for Michael Clayton vs $311M revenues for
 O13, and better in terms of ROI).
 
 The fact is, no one really knows what a well-executed, deeper, more engaging
 world would bring in terms of players, especially as online worlds have
 become more known in the mainstream. We know the forms of MMOG gameplay
 that have now become tried-and-true, and we know the audience we havee. And
 sometimes it's wise to stick with that. But we shouldn't make the mistake
 of assuming that the audience we have is the only audience we could have.
 
 Mike Sellers
- Players are shallow [was: The Future of Quests] John Buehler
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] John Buehler
 
- Wikia MUD project Raph Koster
- Wikia MUD project Nabil Maynard
- Wikia MUD project Raph Koster
 
- Wikia MUD project Peter Harkins
 
 
- Players are shallow [was: The Future of Quests] Mike Oxford
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] Damion Schubert
- Players are shallow [was: The Future of Quests] Threshold
- Players are shallow [was: The Future of Quests] John Buehler
- Players are shallow [was: The Future of Quests] Mike Sellers
 
 
 
 
 
 
- RANT: The Future of Quests Mike Sellers
- RANT: The Future of Quests Damion Schubert
- RANT: The Future of Quests Mike Rozak
 
 
 
 
- [DESIGN] How big is enough? Ian Hess
- [DESIGN] How big is enough? Mike Rozak
- [DESIGN] How big is enough? Mike Oxford
- [DESIGN] How big is enough? Vincent Archer
- [DESIGN] How big is enough? szii@sziisoft.com
 
 
 
- [DESIGN] How big is enough? Siege)
- [DESIGN] How big is enough? Threshold
- [DESIGN] How big is enough? David Johansson
- [DESIGN] How big is enough? Roger DuranĚona Vargas
 
- Persisting a MUD state with plain binary serialization Tiago
- Persisting a MUD state with plain binary serialization Jon Mayo
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
- Persisting a MUD state with plain binary serialization Chris White
- Persisting a MUD state with plain binary serialization Mike Oxford
- Persisting a MUD state with plain binary serialization Tiago
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
- Persisting a MUD state with plain binary serialization Mike Oxford
- Persisting a MUD state with plain binary serialization Tiago.matias@gmail.com
 
 
 
 
- [DESIGN] Clojure? Matt Cruikshank
- [DESIGN] Clojure? Richard Tew
- [DESIGN] Clojure? Matt Cruikshank