June 1997
- UNSUBSCRIBE Dan Armstrong
- Resets, langs, and quests ashen
- [RP v. Power Gaming v. Pkilling] Jeff Kesselman
- [RP v. Power Gaming v. Pkilling] Caliban Tiresias Darklock
- RP: TIime to define Jeff Kesselman
- RP: TIime to define Caliban Tiresias Darklock
- Reasonable danger [was Alright... IF your gonan do DESIESE...] Matt Chatterley
- Reasonable danger [was Alright... IF your gonan do DESIESE...] Marian Griffith
- Administrative posting coder@ibm.net
- Administrative posting Jeff Kesselman
- Administrative posting coder@ibm.net
- PKilling (was Life) Brandon Gillespie
- A quick apology... Jeff Kesselman
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Jon A. Lambert
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Caliban Tiresias Darklock
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? Adam Wiggins
- The reality of constant combat?? Jeff Kesselman
- The reality of constant combat?? clawrenc@cup.hp.com
- The reality of constant combat?? Ling
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Nathan Yospe
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Huibai
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Adam Wiggins
- Room-based vs. coordinate-based Chris Gray
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Jon A. Lambert
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Nathan Yospe
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Nathan Yospe
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Alex Oren
- Room-based vs. coordinate-based Shawn Halpenny
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based coder@ibm.net
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Marian Griffith
- Room-based vs. coordinate-based S001GMU@nova.wright.edu
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based S001GMU@nova.wright.edu
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Brandon J. Rickman
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Miroslav Silovic
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based coder@ibm.net
- Room-based vs. coordinate-based Miroslav Silovic
- Room-based vs. coordinate-based Chris Gray
- Room-based vs. coordinate-based clawrenc@cup.hp.com
- Room-based vs. coordinate-based Jeff Kesselman
- Room-based vs. coordinate-based Chris Gray
- Life Jamie Norrish
- Life Ling
- Life ashen
- Life Matt Chatterley
- Life Jeff Kesselman
- Life clawrenc@cup.hp.com
- Life Jeff Kesselman
- Life Marian Griffith
- Life Adam Wiggins
- Life Jeff Kesselman
- Life clawrenc@cup.hp.com
- Life Jeff Kesselman
- Reasonable danger [was Alright... IF your gonan Adam Wiggins
- RP/PG examples Caliban Tiresias Darklock
- RP/PG examples Jeff Kesselman
- RP/PG examples Adam Wiggins
- RP/PG examples Caliban Tiresias Darklock
- RP/PG examples Jeff Kesselman
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Ling
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Marian Griffith
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Marian Griffith
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD Matt Chatterley
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Jon A. Lambert
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Brandon Cline
- RP=MUSH/PG=MUD coder@ibm.net
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD Adam Wiggins
- RP=MUSH/PG=MUD Jeff Kesselman
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Martin Keegan
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Chris Gray
- RP=MUSH/PG=MUD Nathan Yospe
- RP=MUSH/PG=MUD Caliban Tiresias Darklock
- RP=MUSH/PG=MUD clawrenc@cup.hp.com
- RP=MUSH/PG=MUD Marian Griffith
- RP=MUSH/PG=MUD Matt Chatterley
- Computers can't.... Jeff Kesselman
- Computers can't.... Caliban Tiresias Darklock
- Computers can't.... Jeff Kesselman
- Combat and Roleplay Jeff Kesselman
- Combat and Roleplay clawrenc@cup.hp.com
- Death Jeff Kesselman
- Learning Todd Lair
- Message problems with this list coder@ibm.net
- Greetings Koster, Raph
- Another Introduction... Travis S Casey
- Lorry's document on wizard-hood clawrenc@cup.hp.com
- Lorry's document on wizard-hood Jeff Kesselman
- Lorry's document on wizard-hood clawrenc@cup.hp.com
- Threaded rand() Ling
- I have no words and I must design clawrenc@cup.hp.com
- I have no words and I must design Adam Wiggins
- TSR has been bought. Jeff Kesselman
- DESIGN: The Physics of Magic coder@ibm.net
- over the shoudler view Jeff Kesselman
- Re:[DESIGN] the physcis of magic. Jeff Kesselman
- RIME/Fido nolstalgia Adam Wiggins
- a definition of role-playing Travis S Casey
- [RP] The thoughful player Jeff Kesselman
- web archive for MUD Design List ? Dmitri Kondratiev
- web archive for MUD Design List ? clawrenc@cup.hp.com
- web archive for MUD Design List ? Dmitri Kondratiev
- web archive for MUD Design List ? clawrenc@cup.hp.com
- [WotC TSR buyout] WotC Survey Jeff Kesselman
- The laws of probability coder@ibm.net
- The laws of probability Chris Gray
- The laws of probability coder@ibm.net
- The laws of probability clawrenc@cup.hp.com
- The laws of probability Adam Wiggins
- The laws of probability clawrenc@cup.hp.com
- The laws of probability clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Chris Gray
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) Chris Gray
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) coder@ibm.net
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Chris Gray
- "short" Introductory Message (fwd) Marian Griffith
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) Marian Griffith
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Nathan Yospe
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Simon Miller
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Matt Chatterley
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) Marian Griffith
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Jon A. Lambert
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Martin Keegan
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) clawrenc@cup.hp.com
- "short" Introductory Message (fwd) Simon Miller
- "short" Introductory Message (fwd) Caliban Tiresias Darklock
- "short" Introductory Message (fwd) Jeff Kesselman
- "short" Introductory Message (fwd) Martin Keegan
- Physical Space Representation Mathue Moyer
- Physical Space Representation coder@ibm.net
- "From Kansas to Oz" Chris Gray
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Jeff Kesselman
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Jeff Kesselman
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Miroslav Silovic
- "From Kansas to Oz" clawrenc@cup.hp.com
- "From Kansas to Oz" Jeff Kesselman
- "From Kansas to Oz" coder@ibm.net
- "From Kansas to Oz" Brandon Gillespie
- "From Kansas to Oz" clawrenc@cup.hp.com
- Text output [was "short" Introductory Message (fwd)] Matt Chatterley
- (fwd) RESEARCH: Why do you admin a Mud? clawrenc@cup.hp.com
- Genuinely brief intro Dr. Cat
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro Chris Gray
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro Dr. Cat
- Genuinely brief intro Koster, Raph
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro clawrenc@cup.hp.com
- Genuinely brief intro Jeff Kesselman
- Genuinely brief intro Dr. Cat
- Commercial interests and rules clawrenc@cup.hp.com
- mention from Mud-Dev clawrenc@cup.hp.com
- Intellectual property Caliban Tiresias Darklock
- Intellectual property Jeff Kesselman
- Digest support coder@ibm.net
- List message losses coder@ibm.net
- Testing. coder@ibm.net
- Persistancy Matt Chatterley
- Name/language generation Oliver Jowett
- Name/language generation Brandon Cline
- Name/language generation Chris Gray
- Name/language generation Shawn Halpenny
- Name/language generation Brandon Gillespie
- Name/language generation Martin Keegan
- Name/language generation Jamie Norrish
- Name/language generation Jeff Kesselman
- Git out the boar spear, Martha! Chris Gray
- Git out the boar spear, Martha! Nathan Yospe
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! Adam Wiggins
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! Jon A. Lambert
- Git out the boar spear, Martha! Nathan Yospe
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! clawrenc@cup.hp.com
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! Chris Gray
- Git out the boar spear, Martha! Nathan Yospe
- Git out the boar spear, Martha! Matt Chatterley
- Git out the boar spear, Martha! Matt Chatterley
- Population container Wout Mertens
- Population container Brandon Cline
- Population container Jon A. Lambert
- Population container Chris Gray
- Population container Nathan Yospe
- Population container clawrenc@cup.hp.com
- Population container Wout Mertens
- Population container clawrenc@cup.hp.com
- Population container Wout Mertens
- Population container Chris Gray
- Population container Nathan Yospe
- Population container clawrenc@cup.hp.com
- Dragons... size and history Nathan Yospe
- Dragons (Couldn't resist) Nathan Yospe
- Heroes Nathan Yospe
- Alright... IF your gonan do OWLs... Nathan Yospe
- Black Rabbit & Vworlds-biz mail list Frank Crowell
- Supporting RP+PG Huibai
- Supporting RP+PG Jeff Kesselman
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Huibai
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG clawrenc@cup.hp.com
- Supporting RP+PG Huibai
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Marian Griffith
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Chris Gray
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Matt Chatterley
- Supporting RP+PG Adam Wiggins
- Supporting RP+PG Miroslav Silovic
- Supporting RP+PG Adam Wiggins
- Supporting RP+PG Jon A. Lambert
- Supporting RP+PG Caliban Tiresias Darklock
- Supporting RP+PG Huibai
- Supporting RP+PG Matt Chatterley
- Integrating PK Matt Chatterley
- Integrating PK Marian Griffith
- Integrating PK Adam Wiggins
- Integrating PK Marian Griffith
- Integrating PK Jeff Kesselman
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Jeff Kesselman
- Integrating PK Matt Chatterley
- Integrating PK Adam Wiggins
- Integrating PK Matt Chatterley
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Alex Oren
- Integrating PK Caliban Tiresias Darklock
- Integrating PK Shawn Halpenny
- Integrating PK Nathan Yospe
- Integrating PK Matt Chatterley
- Integrating PK Matt Chatterley
- Integrating PK Adam Wiggins
- Integrating PK Matt Chatterley
- Integrating PK Jeff Kesselman
- Integrating PK Matt Chatterley
- Integrating PK Jeff Kesselman
- Integrating PK Jon A. Lambert
- Integrating PK Jeff Kesselman
- Integrating PK Matt Chatterley
- Integrating PK Matt Chatterley
- Integrating PK Adam Wiggins
- Integrating PK Adam Wiggins
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Adam Wiggins
- Integrating PK Matt Chatterley
- Integrating PK Martin Keegan
- Integrating PK Matt Chatterley
- common server design Chris Gray
- common server design Caliban Tiresias Darklock
- common server design Chris Gray
- common server design Caliban Tiresias Darklock
- common server design Chris Gray
- common server design Jeff Kesselman
- common server design Jon A. Lambert
- common server design Caliban Tiresias Darklock
- common server design Jeff Kesselman
- common server design Alex Oren
- common server design Jeff Kesselman
- common server design Cynbe ru Taren
- common server design Jon A. Lambert
- common server design Chris Gray
- common server design Caliban Tiresias Darklock
- common server design Chris Gray
- common server design clawrenc@cup.hp.com
- common server design Caliban Tiresias Darklock
- common server design clawrenc@cup.hp.com
- common server design Martin Keegan
- common server design clawrenc@cup.hp.com
- common server design Cynbe ru Taren
- common server design clawrenc@cup.hp.com
- common server design clawrenc@cup.hp.com
- Re: Jeff Kesselman
- The Difference between.. Jeff Kesselman
- The Difference between.. Adam Wiggins
- The Difference between.. Jeff Kesselman
- The Difference between.. clawrenc@cup.hp.com
- The Difference between.. Jeff Kesselman
- (subject missing) mud-dev@null.net
- Neighborhoods (was room-based v coord-based) S001GMU@nova.wright.edu
- Neighborhoods (was room-based v coord-based) Brandon J. Rickman
- Pen-and-paper and Computer-based systems Alex Oren
- User Interface (was: RP=MUSH/PG=MUD) Shawn Halpenny
- Rumours Marian Griffith
- Levels and XP Huibai
- Levels and XP Martin Keegan
- Levels and XP Simon Miller
- Levels and XP Huibai
- Levels and XP Nathan Yospe
- Levels and XP Matt Chatterley
- Meta clawrenc@cup.hp.com
- non pk dealing with conflicts Marian Griffith
- Integrating PK Brandon Cline
- Integrating PK Huibai
- Integrating PK Brandon Cline
- Integrating PK Huibai
- Integrating PK Nathan Yospe
- Integrating PK Cynbe ru Taren
- Integrating PK Chris Gray
- Integrating PK clawrenc@cup.hp.com
- Integrating PK Jon A. Lambert
- noise Alex Oren
- Neighborhood watch clawrenc@cup.hp.com
- Neighborhood watch Nathan Yospe
- Neighborhood watch Chris Gray
- Neighborhood watch Nathan Yospe
- Neighborhood watch Brandon J. Rickman
- Neighborhood watch clawrenc@cup.hp.com
- Neighborhood watch Chris Gray
- Neighborhood watch clawrenc@cup.hp.com
- Mob AI Brandon Cline
- Hardcore server design Alex Oren
- Hardcore server design clawrenc@cup.hp.com
- [NOISE] common server design Martin Keegan
- try it out! Chris Gray
- Population container Wout Mertens
- Population container clawrenc@cup.hp.com
- Population container Raz
- Population container clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Caliban Tiresias Darklock
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Marian Griffith
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Martin Keegan
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Martin Keegan
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Jeff Kesselman
- Level abstractions - Realism vs Game Issues Adam Wiggins
- Level abstractions - Realism vs Game Issues Jon A. Lambert
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues Nathan Yospe
- Level abstractions - Realism vs Game Issues Matt Chatterley
- Level abstractions - Realism vs Game Issues clawrenc@cup.hp.com
- Flexible, Modular Server Design Brandon Cline
- Flexible, Modular Server Design Jeff Kesselman
- Flexible, Modular Server Design Chris Gray
- Another Approach (was: Integrating PK) Brandon Gillespie
- Another Approach (was: Integrating PK) Jon A. Lambert
- Another Approach (was: Integrating PK) Nathan Yospe
- Another Approach (was: Integrating PK) clawrenc@cup.hp.com
- Level abstractions Huibai
- Alright... IF your gonna do Disease... Jon A. Lambert
- thread splitting Alex Oren
- thread splitting coder@ibm.net
- thread splitting coder@ibm.net
- thread splitting Caliban Tiresias Darklock
- Senses & geographical events Wout Mertens
- Senses & geographical events Chris Gray
- Senses & geographical events clawrenc@cup.hp.com
- Additions to sensory planes Wout Mertens
- Nation of shopkeepers Martin Keegan
- Nation of shopkeepers Huibai
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Adam Wiggins
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Jeff Kesselman
- Nation of shopkeepers Matt Chatterley
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers clawrenc@cup.hp.com
- Nation of shopkeepers Marian Griffith
- Nation of shopkeepers Brandon Van Every
- Nation of shopkeepers Jon A. Lambert
- Nation of shopkeepers Marian Griffith
On Sat 02 Aug, Brandon Van Every wrote:
> > From: Marian Griffith <gryphon@iaehv.nl>
> > That is possible. Competition is what could spark the interest for the
> > players who don't want to go out and kill. Requirement here is that e-
> > conomy is sufficiently complex that going out and just collect food is
> > not an option for players. Just as they should have to do some -work-
> > to get money. The big danger here is that this work slips into the re-
> > alm of tedious. It should either be difficult to accomplish. The horde
> > of a dragon should be hard to get at and it should mean something. And
> > killing something to sell its equipment for some quick cash should not
> > work for very long (if it is at all possible). If this whole thing is
> > not properly balanced and heading to an equilibrium then the game will
> > quickly fall apart and nobody will have much fun out of it.
> Tedium comes from positing that "everyone must accumulate wealth/resources
> to be successful."
> Mathematically speaking, if the goal is wealth then you're creating a
> mono-axial system of game interaction. Call it the "money" axis.
> Everyone is struggling to move towards the positive end of
> the axis, and there aren't any orthogonal axes to pursue instead. Consider
> whether the other mathematical axes of your game are really orthogonal to
> the money axis.
??
> Do you always have to "save up" to get power in the game?
This I believe is an excellent point. But what I was aiming at was that
it should be impossible for a player to acquire so much money that they
never need to worry about it again. And not everybody needs to get at it
at the same route. Money itself isn't the subject of the game. Just like
experience points aren't the subject of the traditional mud. If it is it
seems to me that there's something wrong with the game design.
[snipped some]
> In a mathematical, systemic sense, I can think of 3 ways to break this
> deadlock of tedium:
> 1) make other axes that are truly orthogonal. I'll leave other people to
> give an example of this, it would make for interesting discussion.
??
> 2) Map the axes in 2 directions. Why is always having "more" money the
> goal? One could concoct scenarios where having "more" money is good for
> some things, but "less" money is good for others. Then the player becomes
> caught in the tradeoff of whether to have more or less money at any given
> time. The system becomes a dynamic balance between the forces of "more" or
> "less" money, rather than ever-expanding gaseous vacuum towards more money.
True. Acquiring more money isn't going to make an interesting game. Just
as acquiring more experience points or more equipment is not fun in the
long run on on traditional muds. At some point you have reached a prac-
tical limit and then getting more is just the same old.
A better system would require you to risk you money in order to be able
to keep it. I.e. a farmer must invest most of her money in seeds and can
only hope that, come harvest, there is enough to pay all debts and then
have some left to safe. Shops run much in the same way, they must invest
in getting stocks and then sell them at enough of a profit.
The big problem I see here is that this alone isn't going to spark inte-
rest in players. The system must either be as varied as the combat (or
better still: more varied), or it must be a minor sideline to the game.
> 3) Make distinct points or regions of the axis qualitatively significant.
> In this view it isn't important to have "more" or "less" money, but rather
> to have "the right amount of money" within some tolerance value. This
> destroys the notion of accumulation. If you've got the right amount of
> money, then there's no incentive to accumulate. Unless you want to "hop"
> to a different "island" of money, so as to experience a different "quality"
> in the universe. Which isn't really about accumulation, since you're only
> going to hop a known, finite distance to another island. Although if you
> wanted to make it more challenging, you wouldn't tell anyone where the
> islands are. Then the game becomes a matter of iterative research, with
> people wondering "hmm, I'm hanging out pretty good at 26, but I wonder what
> happens if I move to 63?" One could metaphorize this to "tuning the
> channel on a radio."
I think I understand what you're trying to get at, but I fail to see how
something like this could ever be incorporated in a game. At least not in
a way that would make sense to the player. I feel that the entire concept
of having too much of something would not sit well with them.
> In general, what I'm developing here is a mathematical notion of ECOLOGY,
> rather than ECONOMY. Economy is boring. It's based on the ever-expanding
> gas cloud known as The Almighty Dollar. Most of us have to play this game
> in real life, which is why we don't necessarily want to do it when we're
> online.
*grin* Economy need not to be boring. Mud economies are boring because
they're the strongest example of an inflatory economy ever modelled. At
a larger scale economies can be very interesting. That's why there are
computer games that are nothing more than economic models. The players
have to balance resources. Pure growth is discouraged by creating un-
wanted side effects. These side effects can then be reduced, but this
means resources will be used for that instead of for growth.
Even in a traditional mud something like this must be used to prevent a
rampant inflation as players keep pouring equipment into the shops. It
can make an interesting sub-game, though I do not feel it is something
that would be suited for a game that has more than a faint resemblance
to a mud. Player expectations would work against the necessary critical
mass needed to get such a sub-game working.
Marian
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out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
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