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
- 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
								Ian Hess escribi?:
 > I've been hacking at a hobby project for some time,between playing and
 > administrating various games. Ingoing back to work on my db schema
 > again, I've runinto questions about how big to make the world, andthe
 > obvious fallout in performance and storage, as wellas population
 > density.
 >
 > I've been thinking about a world size in terms of howlong it could take
 > a determined character to walk fromone side to the other. I was curious
 > if there are othermetrics that might be better used to determine a
 > maximumscale to plan for.
 >
 From a player's point of view, I can tell you that I hate large worlds.
 Newbies usually have to ask how to go to a place, and often receive
 vague directions, making them waste a lot of time walking, time that
 could be better employed playing. Yes, I do like large worlds, but
 splitted in smaller regions with an adequate mechanism to easy moving
 from A to B.
 
 --
 Roger D. Vargas
 Gentoo Linux 2008.0
 http://gpnfn.blogspot.com, The news for game programming newbies
 
 
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- 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