May 1998
- OT: CGDC Adam Wiggins
- OT: CGDC Mike Sellers
- There can be.. only ONE! (fwd) Ling
- There can be.. only ONE! (fwd) Matt Chatterley
- Some thoughts on languages and users - was: Ma Jon A. Lambert
- Some thoughts on languages and users - was: Ma Chris Gray
- Some thoughts on languages and users - was: Ma Adam Wiggins
- Some thoughts on languages and users - was: Ma J C Lawrence
- (fwd) AD: [custom graphical] whitestar Crossfi Jon A. Lambert
- LIST: The "MUD-DEV" MUD Development mailing list J C Lawrence
- Wired, UO, Mike Sellers
- Wired, UO, John Bertoglio
- Wired, UO, and Internet Gaming (was OT: Dr. Cat
- Wired, UO, and Internet Gaming (was OT: Koster, Raph
- Wired, UO, and Internet Gaming (was OT: J C Lawrence
- Wired, UO, and Internet Gaming (was OT: John Bertoglio
- OT: Supporting articles found for UOL play style Jon A. Lambert
- PK's: A solution? J C Lawrence
- Preview of Asheron's Call J C Lawrence
- Asheron's Call Interview with Toby Ragaini, Lead Designer, and Jon Grande, Product Planner. J C Lawrence
- Character maintinence - expenditure of resources Adam Wiggins
- Character maintinence - expenditure of resources Dan Shiovitz
- Character maintinence - expenditure of resources Adam Wiggins
- Character maintinence - expenditure of resources J C Lawrence
- Character maintinence - expenditure of resources Koster, Raph
- Character maintinence - expenditure of resources J C Lawrence
- Character maintinence - expenditure of resources John Bertoglio
- Character maintinence - expenditure of resources J C Lawrence
- Motivations for Creating Mud-Like Worllds and Servers | John Bertoglio
- FW: (Fwd) Bouncing mail J C Lawrence
- FW: (Fwd) Bouncing mail John Bertoglio
- FW: (Fwd) Bouncing mail Matt Chatterley
- FW: (Fwd) Bouncing mail s001gmu@nova.wright.edu
- FW: (Fwd) Bouncing mail J C Lawrence
- FW: (Fwd) Bouncing mail s001gmu@nova.wright.edu
- FW: (Fwd) Bouncing mail J C Lawrence
- Character development [was ] Koster, Raph
- Motivations for Creating Mud-Like Worlds and Servers Holly Sommer
- META -- membership Jay Sax
- META -- membership Koster, Raph
- META -- membership J C Lawrence
- Motivations (was something else...) s001gmu@nova.wright.edu
- Motivations (was something else...) Richard Woolcock
- client UI written in server's language (was Some thoughts...) Erik Ostrom
- Some thoughts on languages and users - was: Ma J C Lawrence
- Some thoughts on languages and users - was: Ma Travis S. Casey
- Some thoughts on languages and users - was: Ma J C Lawrence
- META: Character of the list's membership J C Lawrence
- quickie CGDC report Mike Sellers
- quickie CGDC report Adam Wiggins
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately Koster, Raph
- Some essays I've written lately J C Lawrence
- Some essays I've written lately Koster, Raph
- Some essays I've written lately J C Lawrence
- Some essays I've written lately J C Lawrence
- Frandel 3D (fwd) Holly Sommer
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Raph Koster
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Koster, Raph
- MURKLE: Wot it is Dr. Cat
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Shawn Halpenny
- MURKLE: Wot it is Mike Sellers
- MURKLE: Wot it is Nathan F Yospe
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Chris Gray
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Chris Gray
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Ling
- MURKLE: Wot it is Oliver Jowett
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Ling
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is Ling
- MURKLE: Wot it is J C Lawrence
- MURKLE: Wot it is jacob langthorn
- MURKLE: Wot it is Jon A. Lambert
- MURKLE: Wot it is J C Lawrence
- We're Tiny, we're Toonie, we're all a little Loonie! Ling
- META: Search features of the MUD-Dev archive J C Lawrence
- CGDC, a summary Adam Wiggins
- CGDC, a summary Koster, Raph
- CGDC, a summary Holly Sommer
- CGDC, a summary Caliban Tiresias Darklock
- CGDC, a summary J C Lawrence
- CGDC, a summary Chris Gray
- CGDC, a summary J C Lawrence
- CGDC, a summary Marian Griffith
- CGDC, a summary J C Lawrence
- CGDC, a summary Koster, Raph
- CGDC, a summary J C Lawrence
- CGDC, a summary J C Lawrence
- CGDC, a summary Mike Sellers
- CGDC, a summary J C Lawrence
- CGDC, a summary Chris Gray
- CGDC, a summary Travis S. Casey
- CGDC, a summary Koster, Raph
- CGDC, a summary Adam Wiggins
- CGDC, a summary Koster, Raph
- CGDC, a summary Chris Gray
- CGDC, a summary Koster, Raph
- CGDC, a summary John Bertoglio
- CGDC, a summary s001gmu@nova.wright.edu
- CGDC, a summary John Bertoglio
- CGDC, a summary Koster, Raph
- CGDC, a summary s001gmu@nova.wright.edu
- CGDC, a summary J C Lawrence
- CGDC, a summary John Bertoglio
- CGDC, a summary Koster, Raph
- CGDC, a summary Joel Kelso
- CGDC, a summary J C Lawrence
- CGDC, a summary Marian Griffith
- CGDC, a summary J C Lawrence
- CGDC, a summary Marian Griffith
- CGDC, a summary Jon A. Lambert
- CGDC, a summary J C Lawrence
- CGDC, a summary J C Lawrence
- CGDC, a summary J C Lawrence
- CGDC, a summary Adam Wiggins
- CGDC, a summary Jon A. Lambert
- CGDC, a summary Orion Henry
- MUD mentation system Matthew R. Sheahan
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. John Bertoglio
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. Dan Shiovitz
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. Adam Wiggins
- How to handle log-outs in a totally dynamic world. Vadim Tkachenko
- How to handle log-outs in a totally dynamic world. Richard Woolcock
- How to handle log-outs in a totally dynamic world. Ben Greear
- How to handle log-outs in a totally dynamic world. Dan Shiovitz
- How to handle log-outs in a totally dynamic world. J C Lawrence
- On tanks... J C Lawrence
- On tanks... Ling
- More on LetsSystems J C Lawrence
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Travis S. Casey
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Adam Wiggins
- Attributes: Sanity Travis S. Casey
- Attributes: Sanity Holly Sommer
- Attributes: Sanity Holly Sommer
- mudschools Marian Griffith
- mudschools Matt Chatterley
- Mudschool Ling
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator s001gmu@nova.wright.edu
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator Holly Sommer
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator s001gmu@nova.wright.edu
- Using HTML for a Mud character generator Vadim Tkachenko
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator J C Lawrence
- Using HTML for a Mud character generator Vadim Tkachenko
- Using HTML for a Mud character generator John Bertoglio
- Using HTML for a Mud character generator Robert Woods
- Leaving characters in play Joel Kelso
- Leaving characters in play Ben Greear
- Leaving characters in play John Bertoglio
- Leaving characters in play Adam Wiggins
- Leaving characters in play J C Lawrence
- Leaving characters in play John Bertoglio
- Leaving characters in play Travis S. Casey
- Leaving characters in play Adam Wiggins
- Leaving characters in play John Bertoglio
- Leaving characters in play J C Lawrence
- Leaving characters in play J C Lawrence
- Leaving characters in play Travis S. Casey
- Leaving characters in play J C Lawrence
- Leaving characters in play D. B. Brown
- Leaving characters in play Travis S. Casey
- Leaving characters in play Adam Wiggins
- Leaving characters in play Jon A. Lambert
- Leaving characters in play s001gmu@nova.wright.edu
- Leaving characters in play Ben Greear
- Request "unsubscribe calvin@orinconhi.com mud-dev" Petidomo Mailing List Server
- Natural Language Processing (NLP) Shawn Halpenny
- Is There a There in Cyberspace? J C Lawrence
- Is There a There in Cyberspace? Jon A. Lambert
- Is There a There in Cyberspace? J C Lawrence
- [OT] Web Pages Jon A. Lambert
- AR Mining System John Bertoglio
- AR Mining System Oliver Jowett
- AR Mining System John Bertoglio
- mudschools Mike Sellers
- Using HTML for a Mud character generator Travis S. Casey
- Character creation, was: Mudschool Richard Woolcock
- Character creation, was: Mudschool Jon A. Lambert
- Onchat -- Java based chat room. J C Lawrence
- A short introduction of a (quite) long-time lurker Per Vognsen
- [MUD-Dev]World Size and The "Hot House" Factor Was PK and my "Mobless MUD" idea John Bertoglio
From: J C Lawrence <claw@under.engr.sgi.com>
To: mud-dev@kanga.nu <mud-dev@kanga.nu>
Date: Friday, May 15, 1998 1:21 PM
>On Tue, 12 May 1998 22:16:13 -0700
>John Bertoglio<alexb@internetcds.com> wrote:
>
>> From: J C Lawrence <claw@under.engr.sgi.com>
>>>> From: Dr. Cat <cat@bga.com>
>
>>>> <Oasis is a player-run city built on one of the Ultima Online
>>>> servers>
>
>>> I'd argue not. The sheer overcrowding of UOL creates something of
>>> a hot-house environment. Much like your fruit flies -- things
>>> breed faster when they're hot, sweaty, and can't escape each other.
>>>
>>> Interestingly enough this experiement has been done with rats.
>>> They breed like rabbits, and eat and kill each other almost as
>>> fast.
>>>
>>> If you increase the world distance, travel expense, or reduce the
>>> population density (all essentially the same effect at this level),
>>> then the hot house suddenly just isn't as hot any more, and them
>>> fruit flies are off communing with the glass walls more than each
>>> other.
>
>> Minor disagreement. The three examples cited above are not
>> co-equal. The first two, travel distance and expense are essentially
>> synonyms. But the third, population density is absolutely different.
>
>Yes, they are different, but not at the level of the mechanic we are
>discussing.
>
>Lets say UOL started with a truly enourmous world with few centers of
>population and great dangers inherent in striking off into the
>wilderness. What would happen? I'd wager than endless streams of
>players would gleefully wander off into the wilderness, would die
>there, and would then give up.
God, I hate discussions with rational, intellegent people.
You are right about the wandering off into the sunset. The frustration
level would grow since you would be essentially stuck in your starting
zone. This would destroy the diversity of the areas as it would become
necessary to generisize the areas to provide the need services.
>There's precious little of a _game_
>nature to keep them in the population centers.
Assuming all other things being equal (and in agreement with your analysis,
I don't), the cities would still bulge with people whomping on each other
and creating an itch to go.
>There is quickly
>monotonous fun in exploring the wilderness where no virtual foot has
>tread before.
My experience with the game would suggest that this is not the case.
Players (with an interest in action) seem to gravitate to the "wilder"
areas where the competition for game and critters is lessened. I would
suspect you would see people moving farther and farther out until it was
necessary to establish "suburbs" to support the wider activity. Exploration
is montonous only if the activity level is low and there is nothing to
discover or exploit. I also think that generated cells (which are
non-persistant---I like persistant generated terrain :) You get to explore
and create at the same time!) zones have much of the same problems. I
suggest that the idea of exploring areas where none have gone before is a
powerful human trait. (Cave explorers, undersea, space flight, etc.)
>
>> My suggestion was not designed to relieve population density. It was
>> to create an _option_ for players who have reached a point in the
>> game where they want to invest the time and energy to build
>> something "away from the Madding Crowd".
>
>Understood, and actually agreed with. However, from a game design and
>social perspective, you need the population density, uncomfortable as
>it is. To echo the assertion that UOL is paralleling European history
>with great speed, we're not *quite* ready yet for the mass
>colonisation of the barbarian and heathen wastes, the convict
>colonies, or the colonial empires. The pressure has to build a bit
>more in the pressure cooker first. If we allow the steam to escape by
>opening the borders, instead the population will dissapate instead of
>spreading.
>
You are probably right. I may be attempting to suggest a solution that
really hasn't happened yet. I've always felt the world of Ultima created
far more design limitations than advantages. Perhaps we should let eat
their young for a few more generations...
>>> You *need* a turgid environment. You need the constant
>>> in-your-face presence of the "other" to force the reaction of
>>> forming social sub-groups. You need the instant reaction effect
>>> forced by that constant presence to allow those same reactions to
>>> positive-feedback into something notable -- without it they just
>>> fizzle.
>
>> You are correct. This is an essential part of the world. We had such
>> a world during the "Age of Discovery". A few people risked all to
>> leave high density Europe and UK to explore and settle the "New
>> World." My point was that such a New World does not exist on UO or
>> any other mud (that I am aware of).
>
>Umm, err. It will. UOL *has* to crete a new world to keep the game
>moving forward, _and_ to implement new features not compatable with
>the original base world design.
>
>> The boiling caludren of people produces those who will take high
>> risks for high rewards. When this world creates a group who is
>> willing to take risks to improve their situation, there is no path
>> open to them...
>
>There is a simpler problem. The mass of people so motivated is not
>large and not cohesive enough that any attempt they make will survive.
>They go out, they fizzle. They can't afford to have them fizzle.
Here, too, you are most likely correct. Unlike the Roanoke colony, a failed
city in UO will be known world wide in a matter of minutes. One of the
driving forces of risk taking is ignorance. I wonder if discovery and
colonization would been so fast with 16th century general technology and
late 20th century communications. A favorite saying of mine:
"All programmers are hopeless optimists and lousy forcasters. How do I
know? If they could accurately predict the time and resources required to
mount a major software project, virtually none would ever be started."
Kind of like kids...Ok, I would still have had them with what I know now,
but it would have been a closer call.
>>> Yes, its not comfortable for the players. Comfortable players
>>> don't get their dander up enough to actually *DO* anything. Rub
>>> their face in it enough, and then don't let them escape, and they
>>> DO do something.
>
>> My postulate is that the "escape" is far riskier in terms of effort
>> and resources than accepting the status quo.
Note: "is far riskier" should read "should be designed so it is far
riskier"
>>The planning of such an
>> undertaking would be great fun for those involved. Even the security
>> around the exodus would be interesting. If the start time was
>> leaked, PK's would stay home from work (and school, of course) to
>> attack while the group was close to a source of
>> resupply. Diversions, feints, (ala the first RoadWarrior film) and
>> the final caravan...an epic of sort thing in the game world.
>
>Very much so -- one hopes that UOL will do something like this when
>they open new areas.
>
>--
>J C Lawrence Internet: claw@null.net
>(Contractor) Internet: coder@ibm.net
>---------(*) Internet: claw@under.engr.sgi.com
>...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
>
>--
>MUD-Dev: Advancing an unrealised future.
>
--
MUD-Dev: Advancing an unrealised future. - mudschools jacob langthorn
- world concept jacob langthorn
- world concept Jo Dillon
- world concept J C Lawrence
- world concept Holly Sommer
- world concept jacob langthorn
- OT: Java multithreading performance Vadim Tkachenko
- OT: Java multithreading performance Ben Greear
- OT: Java multithreading performance Vadim Tkachenko
- OT: Java multithreading performance Chris Gray
- OT: Java multithreading performance Vadim Tkachenko
- OT: Java multithreading performance Chris Gray
- OT: Java multithreading performance Vadim Tkachenko
- OT: Java multithreading performance Chris Gray
- OT: Java multithreading performance Ben Greear
- OT: Java multithreading performance Jon A. Lambert
- OT: Java multithreading performance Chris Gray
- OT: Java multithreading performance Vadim Tkachenko
- OT: Java multithreading performance J C Lawrence
- META: Lost messages J C Lawrence
- Titanic's demise (was MURKLE: Wot it is) Mike Sellers
- Titanic's demise (was MURKLE: Wot it is) Koster, Raph
- mudschools jacob langthorn
- mudschools Marian Griffith
- mudschools Mike Sellers
- mudschools Marian Griffith
- mudschools Robert Woods
- mudschools Mike Sellers
- mudschools Robert Woods
- mudschools Robert Woods
- mudschools Caliban Tiresias Darklock
- MUD Schools Adam Casbarian
- MUD Schools Chris Lloyd
- MUD Schools Jon Lambert
- Combat Was Leaving characters in play Orion Henry
- Combat Was Leaving characters in play Oliver Jowett
- Combat Was Leaving characters in play Orion Henry
- Combat Was Leaving characters in play Oliver Jowett
- Combat Was Leaving characters in play D. B. Brown
- Combat Was Leaving characters in play Orion Henry
- Combat Was Leaving characters in play Adam Wiggins
- Combat Was Leaving characters in play J C Lawrence
- Combat Was Leaving characters in play Orion Henry
- Combat Was Leaving characters in play Adam Wiggins
- Combat Was Leaving characters in play Travis S. Casey
- Combat Was Leaving characters in play Adam Wiggins
- Combat Was Leaving characters in play Travis S. Casey
- Combat Was Leaving characters in play Adam Wiggins
- Bad Game Designer, No Twinkie! -- By Ernest Adams J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams T. Alexander Popiel
- Bad Game Designer, No Twinkie! -- By Ernest Adams J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams John Bertoglio
- Bad Game Designer, No Twinkie! -- By Ernest Adams Caliban Tiresias Darklock
- Bad Game Designer, No Twinkie! -- By Ernest Adams John Bertoglio
- Bad Game Designer, No Twinkie! -- By Ernest Ada ms Koster, Raph
- Bad Game Designer, No Twinkie! -- By Ernest Adams Caliban Tiresias Darklock
- Bad Game Designer, No Twinkie! -- By ErnestAdam s Koster, Raph
- Bad Game Designer, No Twinkie! -- By Ernest Ada ms J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams J C Lawrence
- Bad Game Designer, No Twinkie! -- By Ernest Adams John Bertoglio
- Java multithreading test source Vadim Tkachenko
- Java multithreading test source J C Lawrence
- Java multithreading test source Vadim Tkachenko
- Java multithreading test source Ben Greear
- Java multithreading test source Vadim Tkachenko
- Java multithreading test source Chris Gray
- Mud Tales John Bertoglio
- Nested coorindate space model J C Lawrence
- Nested coorindate space model Ling
- Nested coorindate space model J C Lawrence
- Nested coorindate space model Ling
- Nested coorindate space model Michael Hohensee
- Nested coorindate space model J C Lawrence
- Nested coorindate space model Michael Hohensee
- Nested coorindate space model Jason Goodwin
- Nested coorindate space model J C Lawrence
- Nested coorindate space model Michael Hohensee
- Nested coorindate space model J C Lawrence
- Nested coorindate space model Benjamin D. Wiechel
- Nested coorindate space model J C Lawrence
- Nested coorindate space model Michael Hohensee
- Now For Something Completely Different: PK with style John Bertoglio
- Sex in Games -- ya gotta, um, yeah J C Lawrence
- Combat in the Abandoned Realms John Bertoglio
- A Metaphysics System s001gmu@nova.wright.edu
- META: New list features J C Lawrence
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Mike Sellers
- OT: Java multithreading test source Ben Greear
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Ben Greear
- OT: Java multithreading test source John Bertoglio
- OT: Java multithreading test source Vadim Tkachenko
- OT: Java multithreading test source Jon A. Lambert
- OT: Java multithreading test source Ben Greear
- Plug: Got my java client to work using the java-plugin. Ben Greear
- UO's rep system, was: CGDC Koster, Raph
- UO's rep system, was: CGDC J C Lawrence
- BIAP Chat/Chat Pro (fwd) Nathan F Yospe
- BIAP Chat/Chat Pro (fwd) Holly Sommer
- Tutorial for Multi-User Environments Niklas Elmqvist
- Tutorial for Multi-User Environments Niklas Elmqvist
- skill system Andrew C.M. McClintock
- skill system Jo Dillon
- skill system Andrew C.M. McClintock
- skill system Adam Wiggins
- skill system Marian Griffith
- skill system J C Lawrence
- skill system Jon A. Lambert
- skill system John Bertoglio
- skill system J C Lawrence
- skill system s001gmu@nova.wright.edu
- skill system Adam Wiggins
- skill system Katrina McClelan
- skill system Richard Woolcock
- skill system Koster, Raph
- skill system John Bertoglio
- skill system Adam Wiggins
- skill system Mike Sellers
- skill system Richard Woolcock
- skill system Adam Wiggins
- skill system Richard Woolcock
- skill system Katrina McClelan
- skill system Adam Wiggins
- skill system Richard Woolcock
- skill system Katrina McClelan
- skill system Adam Wiggins
- skill system Dan Shiovitz
- skill system Adam Wiggins
- skill system Richard Woolcock
- skill system Adam Wiggins
- skill system Richard Woolcock
- skill system J C Lawrence
- skill system s001gmu@nova.wright.edu
- skill system J C Lawrence
- skill system John Bertoglio