August 1998
- Affordances and social method (Was: Wired Jon A. Lambert
- (Fwd) **NOTICE REGARDING YOUR SEARCHLIGHT SOFTWARE** Jon A. Lambert
- (Fwd) **NOTICE REGARDING YOUR SEARCHLIGHT SOFTWARE** John Bertoglio
- (Fwd) **NOTICE REGARDING YOUR SEARCHLIGHT SOFTWARE** Caliban Tiresias Darklock
- OT: BBSs, s001gmu@nova.wright.edu
- Ansii color, needing some specs and or pointer Jon A. Lambert
- Ansii color, needing some specs and or pointer Caliban Tiresias Darklock
- (fwd) "Smart" monsters Nathan Fenenga Yospe
- Interesting poll Koster, Raph
- Interesting poll John Bertoglio
- Milgram experiment (was WIRED: Kilers have more fun) Mike Sellers
- Implementing god. quzah
- Implementing god. Adam J. Thornton
- Implementing god. J C Lawrence
- Implementing god. Adam J. Thornton
- Implementing god. Koster, Raph
- Implementing god. Adam J. Thornton
- Implementing god. Koster, Raph
- Implementing god. J C Lawrence
- Implementing god. Marian Griffith
- Implementing god. Adam J. Thornton
- Implementing god. Andy Cink
- Blender: free version J C Lawrence
- Blender: free version J C Lawrence
- Blender: free version Adam Wiggins
- UOL/Linux client URLs J C Lawrence
- Socket-Script: Socket-capabable script language and matching library J C Lawrence
- Socket-Script: Socket-capabable script language and matching library Adam J. Thornton
- Socket-Script: Socket-capabable script language and matching library Chris Gray
- Socket-Script: Socket-capabable script language and matching library Chris Gray
- Socket-Script: Socket-capabable script language and matching library Adam J. Thornton
- Socket-Script: Socket-capabable script language and matching library Nathan F Yospe
- Socket-Script: Socket-capabable script language and matching library Adam J. Thornton
- Socket-Script: Socket-capabable script language and matching library ##Make Nylander
- Socket-Script: Socket-capabable script language and matching library Adam J. Thornton
- Socket-Script: Socket-capabable script language and matching library Ola Fosheim Grøstad
- Why threading? (Was: Output Classification Notes) Ola Fosheim Grøstad
- Why threading? (Was: Output Classification Notes) J C Lawrence
- Secrets of the Game Designers s001gmu@nova.wright.edu
- 3D World Models Leach, Brad BA
- 3D World Models S. Patrick Gallaty
- Toba Java->C Adam J. Thornton
- [IDEAS] Starting from scratch Franklyn Colebrooke, Jr.
- [IDEAS] Starting from scratch Adam J. Thornton
- [IDEAS] Starting from scratch Hans-Henrik Staerfeldt
- [IDEAS] Starting from scratch Adam Wiggins
- [IDEAS] Starting from scratch Leach, Brad BA
- [IDEAS] Starting from scratch T. Alexander Popiel
- [IDEAS] Starting from scratch Adam Wiggins
- [IDEAS] Starting from scratch J C Lawrence
- [IDEAS] Starting from scratch Ross Nicoll
- [IDEAS] Starting from scratch T. Alexander Popiel
- [IDEAS] Starting from scratch Holly Sommer
- [IDEAS] Starting from scratch T. Alexander Popiel
- [IDEAS] Starting from scratch Nathan F Yospe
- [IDEAS] Starting from scratch Holly Sommer
- [IDEAS] Starting from scratch T. Alexander Popiel
- [IDEAS] Starting from scratch s001gmu@nova.wright.edu
- [IDEAS] Starting from scratch Matt Chatterley
- [IDEAS] Starting from scratch Ross Nicoll
- [IDEAS] Starting from scratch Ross Nicoll
- [IDEAS] Starting from scratch Ross Nicoll
- [IDEAS] Starting from scratch J C Lawrence
- [IDEAS] Starting from scratch J C Lawrence
- [IDEAS] Starting from scratch Adam Wiggins
- Question regarding Java threads Jon A. Lambert
- Question regarding Java threads Chris Gray
- Question regarding Java threads Vadim Tkachenko
- Question regarding Java threads Ben Greear
- Question regarding Java threads J C Lawrence
- Question regarding Java threads Ben Greear
- Question regarding Java threads Jon A. Lambert
- Question regarding Java threads Chris Gray
- Question regarding Java threads Matt Chatterley
- Question regarding Java threads Ben Greear
- Protocols Vadim Tkachenko
- Events s001gmu@nova.wright.edu
- after the plague: mud report S. Patrick Gallaty
- after the plague: mud report quzah
- after the plague: mud report Adam Wiggins
- after the plague: mud report Ling
- Object Storage Fact Book, Release 4.0 (fwd) Nathan F Yospe
- Affordances and social method (Was: Wire d Magazine...) J C Lawrence
- META: List combat character and racial memory (was Re: J C Lawrence
- META: List combat character and racial memory (was Re: kamikaze@kuoi.asui.uidaho.edu
- Black Isle's Baldur's Gate J C Lawrence
- Black Isle's Baldur's Gate Koster, Raph
- Black Isle's Baldur's Gate Chris Gray
- Black Isle's Baldur's Gate Koster, Raph
- 208.240.161.41 Adam J. Thornton
- 208.240.161.41 Vadim Tkachenko
- ADMIN: Advertising on MUD-Dev J C Lawrence
- ADMIN: Advertising on MUD-Dev Chris Gray
- ADMIN: Advertising on MUD-Dev Caliban Tiresias Darklock
- ADMIN: Advertising on MUD-Dev Ola Fosheim Grøstad
- ADMIN: Advertising on MUD-Dev J C Lawrence
- ADMIN: Advertising on MUD-Dev Vadim Tkachenko
- ADMIN: Advertising on MUD-Dev Adam Wiggins
- ADMIN: Advertising on MUD-Dev Robert Woods
- ADMIN: Advertising on MUD-Dev Richard Woolcock
- ADMIN: Advertising on MUD-Dev Jeroen Ruigrok/Asmodai
- ADMIN: Advertising on MUD-Dev quzah
- ADMIN: Advertising on MUD-Dev Richard Woolcock
- ADMIN: Advertising on MUD-Dev Jeroen Ruigrok/Asmodai
- ADMIN: Advertising on MUD-Dev T. Alexander Popiel
- ADMIN: Advertising on MUD-Dev Mike Sellers
- ADMIN: Advertising on MUD-Dev J C Lawrence
- ADMIN: Advertising on MUD-Dev Michael Hohensee
- ADMIN: Advertising on MUD-Dev s001gmu@nova.wright.edu
- ADMIN: Advertising on MUD-Dev J C Lawrence
- ADMIN: Advertising on MUD-Dev quzah
- ADMIN: Advertising on MUD-Dev John Bertoglio
- ADMIN: Advertising on MUD-Dev Caliban Tiresias Darklock
- ADMIN: Advertising on MUD-Dev quzah
- ADMIN: Advertising on MUD-Dev Caliban Tiresias Darklock
- ADMIN: Advertising on MUD-Dev s001gmu@nova.wright.edu
- ADMIN: Advertising on MUD-Dev Chris Gray
- ADMIN: Advertising on MUD-Dev Scatter
- ADMIN: Advertising on MUD-Dev J C Lawrence
- Adverts in email on the list. Ben Greear
- Adverts in email on the list. quzah
- Adverts in email on the list. Jon A. Lambert
- Adverts in email on the list. Holly Sommer
- Adverts in email on the list. Vadim Tkachenko
- Ethernet NICS, maximum connections..mud testing. Ben Greear
- Ethernet NICS, maximum connections..mud testing. Vadim Tkachenko
- Ethernet NICS, maximum connections..mud testing. Ben Greear
- Ethernet NICS, maximum connections..mud testing. Chris Gray
- lurker emerges James Wilson
- lurker emerges Chris Gray
- lurker emerges Adam J. Thornton
- lurker emerges Chris Gray
- lurker emerges Petri Virkkula
- lurker emerges T. Alexander Popiel
- lurker emerges James Wilson
- lurker emerges T. Alexander Popiel
- lurker emerges Vadim Tkachenko
- lurker emerges Ben Greear
- lurker emerges J C Lawrence
- lurker emerges T. Alexander Popiel
- lurker emerges Vadim Tkachenko
- lurker emerges T. Alexander Popiel
- lurker emerges Vadim Tkachenko
- lurker emerges T. Alexander Popiel
- lurker emerges Vadim Tkachenko
- lurker emerges T. Alexander Popiel
- lurker emerges Vadim Tkachenko
- lurker emerges Vadim Tkachenko
- lurker emerges Chris Gray
- lurker emerges Vadim Tkachenko
- lurker emerges J C Lawrence
- lurker emerges Petri Virkkula
- lurker emerges J C Lawrence
- lurker emerges Petri Virkkula
- lurker emerges Chris Gray
- lurker emerges J C Lawrence
- Adverts in email on the list. Chris Gray
- Fw: lurker emerges James Wilson
- Fw: lurker emerges T. Alexander Popiel
- Ethernet NICS, maximum connections..mud testing. Chris Gray
- Ethernet NICS, maximum connections..mud testing. Chris Gray
- Neat surrealistic graphical mudclients in Java? Ola Fosheim Grøstad
- Ethernet NICS, maximum connections..mud testing. Chris Gray
- Ethernet NICS, maximum connections..mud testing. J C Lawrence
- Ethernet NICS, maximum connections..mud testing. Adam J. Thornton
- Ethernet NICS, maximum connections..mud testing. Ben Greear
- META/ADMIN: ADMIN: Advertising on MUD-Dev Mike Sellers
- META/ADMIN: ADMIN: Advertising on MUD-Dev Ola Fosheim Grøstad
- Rule #3 S. Patrick Gallaty
- OT: Ethernet NICS, maximum connections..mud testing. Shawn Halpenny
- OT: Ethernet NICS, maximum connections..mud testing. Vadim Tkachenko
- META: List combat character and racial memory (was Re: Chris Gray
- List of rules suggestionbox Hans-Henrik Staerfeldt
- List of rules suggestionbox Caliban Tiresias Darklock
- async i/o and threads (was: lurker emerges) James Wilson
- async i/o and threads (was: lurker emerges Jon A. Lambert
- async i/o and threads (was: lurker emerges James Wilson
- async i/o and threads (was: lurker emerges Jon A. Lambert
- Amoeba: Distributed OS release J C Lawrence
- clients anyone?... Andrew Wilson
- clients anyone?... Adam J. Thornton
- clients anyone?... Andrew Wilson
- clients anyone?... Hans-Henrik Staerfeldt
- clients anyone?... Adam J. Thornton
- clients anyone?... Bruce Mitchener, Jr.
- clients anyone?... James Wilson
- clients anyone?... Adam J. Thornton
- clients anyone?... Andrew Wilson
- clients anyone?... Adam J. Thornton
- clients anyone?... Andrew Wilson
- clients anyone?... Adam J. Thornton
- clients anyone?... Adam Wiggins
- clients anyone?... Andrew Wilson
- clients anyone?... J C Lawrence
- clients anyone?... Andrew Wilson
- Re:Methods to Reduce Ecological Wipeout Michael.Willey@abnamro.com
- ADMIN: Over quoting (again) J C Lawrence
- JASSS: The Journal of Artificial Societies and Social Simulation J C Lawrence
- Methods to Reduce Ecological Wipeout Leach, Brad BA
- Methods to Reduce Ecological Wipeout s001gmu@nova.wright.edu
- Methods to Reduce Ecological Wipeout quzah
- Methods to Reduce Ecological Wipeout Michael.Willey@abnamro.com
- Methods to Reduce Ecological Wipeout Koster, Raph
- Methods to Reduce Ecological Wipeout Michael.Willey@abnamro.com
- Methods to Reduce Ecological Wipeout Koster, Raph
- Methods to Reduce Ecological Wipeout Brandon J. Rickman
- Methods to Reduce Ecological Wipeout quzah
- Methods to Reduce Ecological Wipeout Marian Griffith
- Methods to Reduce Ecological Wipeout Damion Schubert
- Methods to Reduce Ecological Wipeout J C Lawrence
- Methods to Reduce Ecological Wipeout J C Lawrence
- LinuxThreads and SIGUSR1 (Ref: [MUD-Dev]) Adam J. Thornton
- Eye movement. quzah
- Eye movement. James Wilson
- Eye movement. quzah
- Eye movement. S. Patrick Gallaty
- Eye movement. T. Alexander Popiel
- Eye movement. Hans-Henrik Staerfeldt
- OGR: Ion Storm's Witchboy talks about the functionality of enemy AI. J C Lawrence
- OGR: Ion Storm's Witchboy talks about the functionality of enemy AI. s001gmu@nova.wright.edu
- Methods to Reduce Ecological Wipeout (fwd) Marc Hernandez
- avoiding ecological wipeout Laurel Fan
- Passing file descriptors to other processes Adam J. Thornton
- Yet another update on threads and signals Adam J. Thornton
- Yet another update on threads and signals s001gmu@nova.wright.edu
- Yet another update on threads and signals Chris Gray
- Yet another update on threads and signals Adam J. Thornton
- Yet another update on threads and signals Chris Gray
- Yet another update on threads and signals Adam J. Thornton
- Yet another update on threads and signals Chris Gray
- Yet another update on threads and signals Adam J. Thornton
- OT: access s001gmu@nova.wright.edu
- Affordances and social method cat
- Affordances and social method cat
- Affordances and social method Caliban Tiresias Darklock
- Affordances and social method Ola Fosheim Grøstad
- Missing MUD-Dev post (fwd) Dr. Cat
- FW: UBE/high: W IRED: Kilers have more fun Koster, Raph
Dr. Cat sent this to me accidentally when he meant to send it to the
whole list. Sorry about the extra level of attribution on everything!
-Raph
> -----Original Message-----
> From: cat@bga.com [mailto:cat@bga.com]
> Sent: Friday, August 14, 1998 3:59 PM
> To: rkoster@origin.ea.com
> Subject: Re: UBE/high: [MUD-Dev] Re: W IRED: Kilers have more fun
>
>
> Ok, the list's been spamming me with these "message-like objects" for
> the last month. In fact, I think they''re actual messages, though I
> haven't
> consulted with the local university's messageologist to be certain.
> Anyway
> I'm going to take "revenge" by spamming the list back for a
> little bit.
>
> Raph Koster wrote:
> > > -----Original Message-----
> > > From: Marian Griffith [mailto:gryphon@iaehv.nl]
> > They'll only realize it if the cost of paying for the cop
> is covered by
> > the money saved by not having those people quit. Which is
> an equation
> > that is as yet very very fuzzy. You might save fifty
> people, but the cop
> > cost you 100 people's subscriptions worth.
>
> The tacit assumption here is that the cops are paid. This is not a
> requirement, but an option. Using carefully selected player
> volunteers
> has potential drawbacks, mainly that you can't necessarily count on
> the same level of quality and reliability of performance.
> But the cost
> equation is a lot more favorable. (They're not 100% free, because of
> whatever cost their is in paid staff's time spent managing them.)
>
> I was told by some kid from Furcadia that he was an Ultima Online GM,
> that he wasn't in Austin and wasn't paid any money, that players were
> just chosen from the game to do that. I didn't have any way to verify
> whether he was telling the truth or not, though. He also
> bragged to me
> about his non-GM character who he claimed was a highly powerful
> playerkiller, which seemed a little ironic to me. :X)
>
> > Absolutely. Massive quantities of them. And as I have
> stated before, I
> > have a LOT of respect for Dr Cat and his work, and think
> his comments on
> > overdesign, and on attention as currency, are dead on. In
> fact, I feel
> > somewhat uncomfortable feeling put in opposition to him, as
> this thread
> > seems to have done...
>
> Well it's a clear case of "oppose the ideas, and not the
> person", and I
> hope
> you don't take it personally. I do admire some of the design
> goals that
> you
> are pursuing and I'm not, and think that someone ought to be pursuing
> them.
> I just think that some of the elements of your approach
> aren't going to
> work
> out the way you hope, because of factors you're not viewing
> from the same
> perspective I am. Anyway you're still near the top of my
> list of people
> I'd like
> to go out to lunch with since I got back to town, if I weren't so
> distracted
> trying to find some way to earn two nickels to rub together
> these days. :
> X)
>
> > If we are working towards virtual realities, as I think we
> are, then I
> > think that there's a problem set there to solve. And we can
> reduce it by
> > going with a smaller design, sure--one tailored to that
> vast group of
> > people who would rather not deal with certain aspects it is
> possible to
> > simulate, such as violence. As Dr Cat said, we can choose
> not to add in
> > combat.
> >
> > But *somebody* is gonna add combat. And since I was (and still am,
> > though my interest is shifting) interested in tackling many of the
> > problems that arise with an environment that includes as many of the
> > experiences life offers as can be made interesting, I regard it as
> > "leaving it out." That's not intended to be derogatory
> towards those who
> > leave it out; they are not trying to address the same
> problem set, is
> > all. I want to tackle the problem set of the day when we have a MUD
> > (read: spatial, multi-user) interface to the entire
> Internet, which I
> > don't think is that far away.
>
> If you're trying to explore a larger, more complex and
> interesting problem
> space and/or solution space, I think there's a point that's
> very easy to
> miss
> here. Which is that there are things you can add to a system that
> increase
> its diversity, and things that can DECREASE the diversity if
> you add them.
> If you operate Joe's online service, or a real-world shopping
> mall for
> that
> matter, and you add in a place for stamp collectors, you've
> increased the
> diversity a little, and probably without adding any problems.
> People that
> don't like stamp collecting will most likely ignore it rather
> than being
> bothered by it.
>
> But try adding something labelled "free sex, free beer, and
> free money!"
> If the initial flood of people into there discovers that you're not
> kidding and
> you actually provide those things, you will see usage decline
> in the other
> areas. Both because some people will prefer that so much
> they won't go
> to the other places any more, and also because other people will be so
> offended they'll just leave entirely. Some of the places and
> activities
> that
> used to draw steady amounts of usage will dry up and vanish. World
> building is not a game where you can only "add" by putting
> new things in.
> You can add or subtract, or in some cases do some amount of both.
>
> The "free sex" thing is an imperfect analogy to combat in a
> virtual world,
> though. The people who insist upon being offended have to choose to
> let it affect their life, by going and looking at it and being upset
> about it.
> They could go to the stamp collector's place and hang out
> there all the
> time, and not worry about it. Introducing combat, though,
> leaves you no
> such choice, at least when done in the relatively
> unrestricted fashion it'
> s
> seen in Ultima Online. If some of the stamp collectors have
> a fair amount
> of money, or if someone even thinks that they might, then the
> activity of
> fighting to the death will be brought to them and imposed upon them.
>
> Putting universally available combat capabilities into a game has the
> potential to drown out many, many non-combat activities. If
> this happens,
> you're not making your environment more diverse. You're not covering
> more of the problems and challenges of making a sophisticated online
> world. You're covering less of them. Because you put in one
> thing that
> wiped out a hundred other things, all in the name of "leaving nothing
> out".
>
> I still don't think anyone really understands Marian's classic Tailor
> Problem.
> Except maybe Marian. (Hi again, Marian!)
>
> Consider some more that MUD interface to the entire net that you
> postulate.
> Imagine that I'm walking through Virtual Walmart with my nice
> Doom style
> interface displayed in my VR helmet. (Or imagine I'm typing
> "go west, go
> north", for you text MUD purists.) I have a desire to purchase lawn
> furniture. Walmart has a desire to receive some of my hard
> earned cash.
> We clearly have a basis for a meaningful relationship here,
> even if we're
> being a bit emotionally shallow about it. Hey, it's
> consensual, don't
> pick
> on us!
>
> So anyway, let's say Boffo leaps out from between the
> sporting goods and
> the hardware section. He's wearing football pads and a hockey mask,
> brandishing a rake, and to his sides and back he's got
> strapped a nail
> gun,
> two hockey sticks, a chainsaw, and a ballpeen hammer. He
> yells "Kreegah!"
> and viciously attacks me. I'm dead.
>
> Now, quite apart from how I might feel about this, Walmart is clearly
> going
> to be upset at the slight reduction in the odds that I will
> spend money on
> their lawn furniture because of this. What's their solution?
> Is it one
> of the
> kinds of answers people have popped up with in reply to
> Marian? Will the
> players - er, I'm sorry, "users", many net users won't be
> interested in
> gaming
> as such... Will the users form posses to lynch the sporting
> goods bandit?
> Will Walmart give 5% discounts to people who patrol their virtual
> corridors
> at least N hours per week, attacking and slaying any know thieves and
> murderers they encounter? Will this graphic violence hurt
> sales in the
> food aisle?
>
> Or will Virtual Walmart be programmed from day one in such a
> manner that
> it simply isn't possible for one person to attack or kill
> another person,
> ever?
> This is a no-brainer for me. They'll probably be in a
> virtual mall where
> you
> can't attack and kill someone the moment they take one step
> outside the
> Walmart doors, either. You'll probably have to head for some kind of
> Virtual
> Arcade or Castle or whatever where combat is enabled, because most
> Internet users are not really going to want to be able to kill or be
> killed.
> And most of those that do aren't going to want it to be a
> possibility 100%
> or the time that they're online. Those that do, much like
> the college
> kids
> that play Assassin games, will probably get some add on
> program to play
> Virtual Assassin whilst running all over in cyberspace.
> Instead of ICQ
> it'll
> be called KillMeToo or something. And elderly shoppers will
> perhaps wave
> an angry fist at the two kids who insist on running through
> the hallways
> of
> Virtual Walmart, knocking over boxes and bumping people aside as they
> insist on playing their rowdy game someplace that wasn't
> meant for it.
> But
> the fist-waving curmudgeon won't be in any danger of having
> their avatar
> virtually disemboweled, I'm pretty confident. And if rowdy
> kids became
> too
> much of a problem, I imagine the store manager would start
> banning them
> from entry to the store any time he caught some.
>
> If you really want to tackle the problem set of the virtual internet,
> then violent
> forms of conflict aren't the big issue. Social and spatial forms of
> harrassment,
> along with hacking, those are your issues. Some kid will program his
> avatar
> to move around in front of you, always hovering in the air
> right in front
> of your
> face, so you never see anything anywhere in cyberspace except for his
> virtual
> belly-button. There has to be some way to deal with that kid.
> Programming in
> a way to lop off his virtual head and send him to the virtual
> temple isn'
> t it. Even
> if grandma who just wants to buy lawn furniture can overcome
> any personal
> reluctance that she has to lopping someone's head off, and
> tries to do it,
> she's
> probably going to lose that fight to the quick, gaming-experienced 16
> year old
> virtual street punk. If granny has to be dependent on 16
> year old Good
> Guy
> street punks to protect her, and has to witness them
> decapitating the Bad
> Guy
> street punks right in front of her virtual eyes, I think
> we've made our
> virtual
> society a step backwards many centuries in terms of the level of
> civilization
> that we've acheived there. Stepping back into the middle
> ages for fun is
> great
> for people that want to play Dungeons and Dragons or join the
> SCA. But do
> we have to require that everyone goes back there, even the
> people that
> just
> want to buy lawn furniture? Is our modern level of progress
> in making
> societies
> where violent attacks are less common something that we don't want to
> replicate in cyberspace, or something we do want but don't
> know how to do
> there?
>
> I think I remember reading a design essay about Ultima
> Online, saying that
> it had roughly recreated the course of social and cultural
> evolution that
> occurred
> in the real world from 500 AD to 1000 AD, over a six month
> period. That'
> s a
> neat thought, and it's certainly a big time savings - a
> thousand to one
> ratio!
> Still, I couldn't help but think, on reading it... Why start
> at 500 AD?
> Don't we
> know enough from having done all that before to be able to
> start a virtual
> society at the point mankind had reached in 1500, 1800, or
> 1900? Maybe
> even 1990? Well, 1990 would be pretty hard - we don't understand how
> 1990 works clearly enough in the real world, and a virtual world is
> likely to
> start further back because it's required to do some things
> differently
> because
> of the different nature of the place. I'd still hope we
> could do better
> than 500 AD
> for a starting point. (Civilization and Age of Empires style games
> notwithstanding.)
>
> > Quite beyond that, I have serious doubts about the commercial
> > feasibility of a server that's completely safe. Not because
> of the lack
> > of interest, but because of the amount of cops you have to
> pay to keep
> > it safe. I use as my rule of thumb whether or not we're
> willing to pay
> > enough cops to keep us safe in the real world, where the
> stakes are a
> > lot higher. :( Yeah, we can code Toontown laws of physics,
> and people
> > will still find ways to screw each other over. Because
> fundamentally,
> > that's what a safe environment is promising: nobody will
> screw you over.
> > And I can't currently design a way around that. I doubt I
> will ever be
> > able to. You can reduce the problem set, but the problem doesn't go
> > away... what's worse, the safer you say you are, the more
> of a target
> > you paint on your chest. A nasty dilemma.
>
> The fact that you can't reduce "possibility of being screwed
> over" to zero
> doesn't make this an insoluble problem. Indeed, if you take measures
> that reduce either the frequency OR the severity of incidents
> of people
> being screwed over, you can reduce the cost of policing enormously.
> This can be done not only by making it harder to screw people over,
> but also by making it less appealing to the tastes of those who love
> to screw people over, and/or by providing other activities
> that tend to
> appeal to that type of person without screwing anyone over
> (or at least,
> not anyone who didn't choose to take such a risk in order to get a
> chance to nail someone themselves.)
>
> As for the stakes, they will continue to grow. I'm sure we'll someday
> have over a billion people online, and at that point the
> value of having
> things like a safe, clean, friendly Disney Online environment will be
> so high that companies like them will throw pretty hefty amount of
> cash at figuring out ways to keep it safe.
>
> I hope they'll throw some of it at me. :X)
>
> I also think that the availability of free or nearly-free
> cops will grow
> as
> the amount of wealth and leisure time that people have continues to
> grow.
>
> > Whew, that was an outpouring. Basically, I cheer on the "safe game"
> > designs. Love to see how you do it. Am openly skeptical
> about how you'll
> > do it. Hope you prove me wrong. And I go about it in a more
> cynical way.
> > ;) UO was intended as just a microcosm, you see. The fact
> that it is as
> > dangerous as it is speaks, IMHO, more to human nature than anything
> > else...
>
> Indeed. I'll conceed I'm not interested solely in catering to human
> nature as
> it exists now, but rather in contributing to its evolution to
> whatever it
> will
> develop into in the next century or two. I do view it as malleable.
> Still,
> there's usually a LOT more money to be made in catering to it
> exactly as
> it stands at any given moment in history... I probably need
> to cater to
> it
> some more and make my fortune before I try to think TOO far ahead.
>
> *-----------------------------------------**------------------
> -----------*
> Dr. Cat / Dragon's Eye Productions || Free alpha test:
> *-----------------------------------------**
> http://www.bga.com/furcadia
> Furcadia - a new graphic mud
> for PCs! || Let your imagination soar!
> *-----------------------------------------**------------------
> -----------*
> - Affordances and social method Koster, Raph
- Marian's Tailor Problem Koster, Raph
- Marian's Tailor Problem Brandon Cline
- Marian's Tailor Problem Hans-Henrik Staerfeldt
- Marian's Tailor Problem Brandon Cline
- Marian's Tailor Problem Ola Fosheim Grøstad
- Marian's Tailor Problem Damion Schubert
- Marian's Tailor Problem Chris Gray
- UBE/high: W IRED: Kilers have more fun Koster, Raph
- UBE/high: W IRED: Kilers have more fun Mike Sellers
- UBE/high: W IRED: Kilers have more fun s001gmu@nova.wright.edu
- UBE/high: W IRED: Kilers have more fun Marian Griffith
- Question for the list (Semi-OT) Nathan F Yospe
- Question for the list (Semi-OT) Oliver Jowett
- Question for the list (Semi-OT) Jon Leonard
- Question for the list (Semi-OT) Ben Greear
- FW: UBE/high: W IRED: Kilers have more fun Jon A. Lambert
- Private Affordances and social method Mike Sellers
- Private Affordances and social method Marian Griffith
- Private Affordances and social method Mike Sellers
- FW: UBE/high: W IRED: Kilers have more fun Marian Griffith
- UBE/high: FW: UBE/high: W IRED: Kilers have more fun Dr. Cat
- UBE/high: FW: UBE/high: W IRED: Kilers have more fun S. Patrick Gallaty
- free XML Parser (was clients anyone?...) James Wilson
- UBE/high: FW: UBE/high: W IRED: Kilers Jon A. Lambert
- UBE/high: FW: UBE/high: W IRED: Kilers Koster, Raph
- UBE/high: FW: UBE/high: W IRED: Kilers S. Patrick Gallaty
- UBE/high: FW: UBE/high: W IRED: Kilers quzah
- UBE/high: FW: UBE/high: W IRED: Kilers James Wilson
- UBE/high: FW: UBE/high: W IRED: Kilers Damion Schubert
- UBE/high: FW: UBE/high: W IRED: Kilers J C Lawrence
- UBE/high: UBE/high: FW: UBE/high: W IRED: Kilers Dr. Cat
- Marion's Tailor Problem s001gmu@nova.wright.edu
- Marion's Tailor Problem Caliban Tiresias Darklock
- Marion's Tailor Problem jwilson@rochester.rr.com
- Marion's Tailor Problem Travis Casey
- Marion's Tailor Problem Caliban Tiresias Darklock
- Marion's Tailor Problem Adam J. Thornton
- Marion's Tailor Problem Travis S. Casey
- Marion's Tailor Problem Jynx {Wyrm / Tygr / Myth} Ryn
- Marion's Tailor Problem s001gmu@nova.wright.edu
- Marion's Tailor Problem Damion Schubert
- Marion's Tailor Problem Damion Schubert
- Marion's Tailor Problem Ola Fosheim Grøstad
- Marion's Tailor Problem Adam Wiggins
- Marion's Tailor Problem quzah
- Marion's Tailor Problem Marian Griffith
- Marion's Tailor Problem J C Lawrence
- Marion's Tailor Problem Marian Griffith
- Marion's Tailor Problem Koster, Raph
- Marion's Tailor Problem Matthew R. Sheahan
- Marion's Tailor Problem quzah
- Marion's Tailor Problem Matthew R. Sheahan
- Marion's Tailor Problem Koster, Raph
- Marion's Tailor Problem Marian Griffith
- Marion's Tailor Problem Ola Fosheim Grøstad
- Marion's Tailor Problem J C Lawrence
- Marion's Tailor Problem Ola Fosheim Grøstad
- Marion's Tailor Problem Marian Griffith
- Slightly-OT: RPG Mapping Tool Holly Sommer
- UBE/high: UBE/high: FW: UBE/high: W IRED: Kilers Dr. Cat
- UBE/high: FW: UBE/high: W IRED: Kilers Scatter
- UBE/high: FW: UBE/high: W IRED: Kilers Marian Griffith
- UBE/high: FW: UBE/high: W IRED: Kilers Scatter
- UBE/high: FW: UBE/high: W IRED: Kilers Brandon J. Rickman
- UBE/high: FW: UBE/high: W IRED: Kilers Damion Schubert
- UBE/high: FW: UBE/high: W IRED: Kilers quzah
- UBE/high: FW: UBE/high: W IRED: Kilers Marian Griffith
- UBE/high: FW: UBE/high: W IRED: Kilers Adam Wiggins
- UBE/high: FW: UBE/high: W IRED: Kilers Travis Casey
- UBE/high: FW: UBE/high: W IRED: Kilers Brandon J. Rickman
- UBE/high: FW: UBE/high: W IRED: Kilers Koster, Raph
- Thoughts on Marian's Tailor Problem s001gmu@nova.wright.edu
- Standard Mud Room Format? plateau
- Standard Mud Room Format? T. Alexander Popiel
- Standard Mud Room Format? Michael.Willey@abnamro.com
- Standard Mud Room Format? J C Lawrence
- Standard Mud Room Format? Adam J. Thornton
- Standard Mud Room Format? Holly Sommer
- Standard Mud Room Format? Matthew R. Sheahan
- Standard Mud Room Format? Hans-Henrik Staerfeldt
- Standard Mud Room Format? Scatter
- Tangent to the Tailor Marc Bowden
- PerLDAP, usefull for your perl-mud? quzah
- UBE/high: Affordances and social method Dr. Cat
- UBE/high: FW: UBE/high: W IRED: Kilers have more fun Dr. Cat
- Article: A Summary of Principles for User-Interface Design. J C Lawrence
- Article: A Summary of Principles for User-Interface Design. Adam J. Thornton
- Article: A Summary of Principles for User-Interface Design. Ola Fosheim Grøstad
- Sockets permanently in CLOSE_WAIT state. (fwd) Oliver Jowett
- Fw: BlackSquad Releases File Formats Damion Schubert
- Revenants (Marion's Tailor Problem) Damion Schubert
- Finer points of Telnet programming ... Jynx {Wyrm / Tygr / Myth} Ryn
- Finer points of Telnet programming ... quzah
- Finer points of Telnet programming ... J C Lawrence
- Finer points of Telnet programming ... quzah
- Finer points of Telnet programming ... J C Lawrence
- Finer points of Telnet programming ... Marc Hernandez
- Finer points of Telnet programming ... Ben Greear
- Finer points of Telnet programming ... Greg Munt
- Finer points of Telnet programming ... Ben Greear
- Finer points of Telnet programming ... Jynx {Wyrm / Tygr / Myth} Ryn
- Finer points of Telnet programming ... Caliban Tiresias Darklock
- Finer points of Telnet programming ... Adam Wiggins
- Finer points of Telnet programming ... Caliban Tiresias Darklock
- Finer points of Telnet programming ... quzah
- Finer points of Telnet programming ... Greg Munt
- [off-topic] Email Jeroen Ruigrok/Asmodai
- Minimal MUD-kernel (was Finer points of Telnet programming ...) Niklas Elmqvist
- Modular MUD [Was:Finer points of Telnet programming ...] Jynx {Wyrm / Tygr / Myth} Ryn
- Modular MUD [Was:Finer points of Telnet programming ...] Caliban Tiresias Darklock
- Modular MUD [Was:Finer points of Telnet programming ...] Adam J. Thornton
- Modular MUD [Was:Finer points of Telnet programming ...] Caliban Tiresias Darklock
- Modular MUD [Was:Finer points of Telnet programming ...] Adam J. Thornton
- Modular MUD [Was:Finer points of Telnet programming ...] Caliban Tiresias Darklock
- Modular MUD [Was:Finer points of Telnet programming ...] pomales
- Modular MUD [Was:Finer points of Telnet programming ...] Caliban Tiresias Darklock
- Modular MUD [Was:Finer points of Telnet programming ...] Caliban Tiresias Darklock
- Modular MUD [Was:Finer points of Telnet programming ...] Jeroen Ruigrok/Asmodai
- Modular MUD [Was:Finer points of Telnet programming ...] Jynx {Wyrm / Tygr / Myth} Ryn
- Modular MUD [Was:Finer points of Telnet programming ...] Caliban Tiresias Darklock
- Modular MUD Caliban Tiresias Darklock
- Modular MUD Ola Fosheim Grøstad
- Modular MUD Caliban Tiresias Darklock
- Modular MUD Jeroen Ruigrok/Asmodai
- Modular MUD D. B. Brown
- Modular MUD quzah
- Modular MUD Caliban Tiresias Darklock
- Modular MUD Adam J. Thornton
- Modular MUD Caliban Tiresias Darklock
- Modular MUD Adam J. Thornton
- Modular MUD quzah
- Modular MUD J C Lawrence
- Modular MUD Adam J. Thornton
- Modular MUD Bruce Mitchener, Jr.
- Modular MUD Holly Sommer
- Modular MUD Adam J. Thornton
- Modular MUD Caliban Tiresias Darklock
- Modular MUD Vadim Tkachenko
- Modular MUD John Bertoglio
- Modular MUD [Was:Finer points of Telnet progra Jon A. Lambert
- OS Wars [Was: Modular MUD] Jynx {Wyrm / Tygr / Myth} Ryn
- Modular MUD [Was:Finer points of Telnet progra Jon A. Lambert
- Modular MUD [Was:Finer points of Telnet programming ...] Chris Gray
- The 'consider' command Richard Woolcock
- The 'consider' command Damion Schubert
- The 'consider' command Jon Leonard
- The 'consider' command Hans-Henrik Staerfeldt
- Scripting:was Modular Mud Jon A. Lambert
- Quake 3: How to do OpenGL J C Lawrence
- lockless system - foolproof? James Wilson
- lockless system - foolproof? Chris Gray
- lockless system - foolproof? J C Lawrence
- lockless system - foolproof? James Wilson
- lockless system - foolproof? J C Lawrence
- lockless system - foolproof? James Wilson
- lockless system - foolproof? J C Lawrence
- lockless system - foolproof? T. Alexander Popiel
- lockless system - foolproof? J C Lawrence
- lockless system - foolproof? T. Alexander Popiel
- lockless system - foolproof? J C Lawrence
- lockless system - foolproof? James Wilson
- lockless system - foolproof? J C Lawrence
- Admin: OS wars and avocacy are off-topic J C Lawrence