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
- 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
From: J C Lawrence <claw@under.engr.sgi.com>
To: mud-dev@kanga.nu <mud-dev@kanga.nu>
Date: Monday, May 18, 1998 4:53 PM
>
>Most of his points apply very well to MUDs, as well as having been
>active topics here:
>
><URL:http://www.gamasutra.com/features/game_design/19980313/bad_designer.h
tm>
>
>"Bad Game Designer, No Twinkie!"
>
>By Ernest Adams
>
>Boring and Stupid Mazes
<Cut...No argument, he is right>
>Games Without Maps
>
>I have a notoriously poor sense of direction inside buildings, so
>maybe it's just me. Still, in the video game world where all the walls
>and floors use the same textures, places look too much alike.
I added a mapping element to AR because I have such a bad sense of
direction, I get lost in areas I designed. The teleport spell was the first
one added so I could get somewhere when I got lost.
>Bad game designer! No Twinkie!
>
>Incongruous or Fantasy-Killing Elements
>
>Sometimes an adventure game will present you with a puzzle, or other
>obstacle, that is completely outside the fantasy you're supposed to be
>having. In my opinion, that's a case of the designer running out of
>ideas,
Too right. Better another wave of orcs than a pointless puzzle.
>This leads quite naturally to my next complaint, which is...
>
>Pointless Surrealism
>
Points well taken.
>
>Which takes me effortlessly to...
>
>Puzzles Requiring Extreme Lateral Thinking
>
>These are puzzles of the "use the lampshade with the bulldozer"
>variety. The designer may think he's being funny or even surreal, but
>he's really just being adolescently tiresome. It's lazy puzzle design
>- making a puzzle difficult by making its solution obscure or
>irrational. You can add to the player's play-time by creating
>ridiculous obstacles, but you're not really adding to his or her
>enjoyment, and that's supposed to be the point.
Again, bring on the orcs.
>Puzzles Permitting No Lateral Thinking At All
>
>You come to a locked door. The obvious solution is to find the key,
>but it's also the most boring, so maybe the game provides some other
>way to get it open. But like as not, there's only one solution,
>whatever it is.
>
>In text-adventure terms, this was known as the "find the right verb"
>problem - you were dead in the water until you figured out exactly
>what verb the game was waiting for you to say. Break? Hit? Smash?
>Demolish? Pound? Incinerate? And a lot of games today have the same
>problem: an obstacle which can only be overcome in one way. The game
>doesn't encourage the player to think; it demands that the player read
>the designer's mind.
>
>In the real world, think of all the things you can do with a locked door:
>
> -- Find the key
> -- Pick the lock
> -- Force or persuade the person who has the key to open it
> -- Trick someone on the other side into opening it (maybe just by
knocking!)
> -- Break the door down, burn it, cut it, dissolve it with acid, etc.
> -- Circumvent it - go through a window instead, or cut a hole in the
wall.
>
>The list is limited only by your imagination.
>
>OK, I know this is a tall order. As a developer, it's difficult and
>expensive to think of all the ways that someone could try to get
>through a door and to implement them all.
The real cost is rendering all those darn pictures.
>Still, now that we have the
>have the power to create "deformable environments" - that is, your
>gunshots and explosions actually affect everything in the real world
>and not just your enemies - it's time to add a little variety to our
>worlds, to reward players who do some lateral thinking.
Not so hard, especially with modern disk space and memory. The original
Wasteland (an EA game of some note) allowed you to blow up walls (never
required, there was always another way in) if you were stuck. Of course,
dynamite was hard to find and you had to choose your targets carefully.
Also, blowing up things is not very subtle. You sometimes get more than you
bargained for by taking this appproach. The key is scaling risk, reward and
cost/hassle to make the puzzle reasonable.
>Puzzles Requiring Obscure Knowledge From Outside the Game
>
<Totaly correct on this one. Not normally a problem in conventional muds.>
>
>A Switch in One Room Opens a Door In Another Room A Mile Away
>
>Nor does it have to be a door - I mean any item which affects a game
>obstacle a long way off.
Not just game obstacles. A classic problem is: (translate to your world) A
guy in Atlanta wants you to get geoducks from Seattle. You slug your way to
Seattle and find the lady in Seattle will sell you the clams but only after
you bring her some lobster from Maine... and so on and so on. A otherwise
brilliant game from MicroProse called Darklands was marred by this
*feature*. (BTW, a totally overlooked game. Based on dark ages Europe if
everything people believed was actually true. Great magic, storyline and
spectacular use of saints (hundreds of them) to build subtle power in the
game. Lost my copy. Would be glad to purchase if it has the manual.)
<...>
>
>Only One of [some large number] of Possible Combinations Is the Right
>One
<Right on, again. >
>Kill Monster/Take Sword/Sell Sword/Buy A Different Sword/Kill Another
>Monster
>
>...or in other words, the canonical RPG experience. You may have heard
>John F. Kennedy's joke that Washington D.C. is a city of southern
>efficiency and northern charm. Well, in my opinion most RPG's combine
>the pulse-pounding excitement of a business simulation with the
>intellectual challenge of a shooter. I play games of medieval
>adventure and heroism to slay princesses and rescue dragons; I don't
>play them to spend two-thirds of my time dickering with shopkeepers. I
>want to be a hero, but the game forces me to be an itinerant
>second-hand arms dealer. Earning money by robbing corpses doesn't make
>me feel all that noble, either.
Some disagreement here. However this is often used as an artificial method
of making the game longer. My favorite variant is the sci-fi game where you
are asked to save the world but then forced to go out and earn a
living...you don't even get an expense account!
>You Have 30 Seconds to Figure Out This Level Before You Die
<Anyone remember any examples of something so stupid? >
>Stupid Opponents
>
>
>So let's get imaginative! How about some cowardly monsters who take
>one potshot at you, then run away to fight another day? Or maybe some
>monsters who duck in and out of cover? How about one that runs off at
>the first sight of you and brings back half a dozen friends - if you
>can nail it on its way out, then it can't raise the alarm. Or what
>about some who try to sneak around and come up behind you? Or who
>offer direct battle, but run away when they're injured, rather than
>fighting idiotically to the death? Maybe we could have some monsters
>whose job is to lure you out of cover so their friends can shoot at
>you. (That was the role of the flying saucer in the original coin-op
>Battle Zone.) Or even - gasp! - some monsters who are smart enough to
>do all these things, like, say, people are! Zounds!
>
>None of these ideas are new; it's just that we don't see them that
>often. Why? Laziness again. Dumb monsters are easy to program. Smart
>ones aren't. And it's easy to balance a game with dumb opponents. You
>just figure out the appropriate ratio of monsters to "health"
>powerups. To make the game harder, you change the ratio. But it's
>boring. Let's put a little thought into monster design, give our
>customers a new challenge.
>
>Two other things I'm tired of - these are aesthetic rather than design
elements, but I'll
>throw 'em in for good measure.
>
>Poor Acting
<Inherent problem with live action...movie quote: "That Barney Rubble, now
there's an actor.">
>Neat, Tidy Explosions
>
>Look closely at a picture of a place where a bomb went off. It's a
>mess. A real mess. Things are broken into pieces of all sizes, from
>chunks that are nearly the whole object, to shrapnel and slivers, down
>to dust. And they're twisted, shredded, barely recognizable. Things
>that are blown up by a bomb don't fall neatly apart into four or five
>little polygons - they're blasted to smithereens.
>
>I suppose for the sake of our stomachs we'll have to preserve the TV
>and film fiction that people who die violently do so quickly and
>quietly rather than screaming and rolling around; but I don't see any
>need to pretend that high explosives are less than apallingly
>destructive. Bombs ruin things - lives and buildings. They leave the
>places they've been shattered and unattractive. Let's tell the truth
>about them.
Bullets are messy. Blades even more so. Carnage is brutal and always
glossed over in games. Again, this is more of a problem in visual games.
How about single shot kills? People have been known to absorb appalling
amount of lead before expiring. I recall a case where a man took the full
magazine of 18 round 22 cal rifle and went on to kill both people. Now, he
died later. That many holes will usually kill you.
>Conclusion
>
>Scott Kim tells me that I'm being a bit harsh by labeling some of
>these misfeatures as "lazy" puzzle design. He points out that puzzle
>design is hard work to begin with, and unless you're quite familiar
>with the games of the past, it's easy to make the same mistakes again
>without knowing it. In addition, a lot of people come into puzzle
>design from other fields like programming or art, and so don't have
>much experience at it.
>
>I'll buy that. But now that you have this handy list, at least you
>needn't make these mistakes, right?
Point taken. Those who fail to grasp the lessons of history....
>-----
>
>Ernest Adams is an audio/video producer for Electronic Arts, currently
>working on the Madden NFL Football product line. Once upon a time, he
>was a software engineer. He has developed on-line games, computer
>games, and console games for everything from the IBM 360 mainframe to
>the Nintendo Ultra 64. He was a founder of the Computer Game
>Developers' Association, and is a frequent lecturer at the Computer
>Game Developers' Conference and anyplace else that people will listen
>to him. Ernest would be happy to receive E-mail about his columns at
>eadams@ea.com. The views in this column are not necessarily those of
>Electronic Arts.
>
>--
>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...
>
John Bertoglio
>--
>MUD-Dev: Advancing an unrealised future.
>
--
MUD-Dev: Advancing an unrealised future. - 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