February 1999
- client images Chris Gray
- Question on c++ switch optimization, and parsers in general. Ben Greear
- Question on c++ switch optimization, and parsers in general. Adam Wiggins
- Question on c++ switch optimization, and parsers in general. Ola Fosheim Grøstad
- Question on c++ switch optimization, and parsers in general. Chris Gray
- Question on c++ switch optimization, and parsers in general. Chris Gray
- Question on c++ switch optimization, and parsers in general. T. Alexander Popiel
- Question on c++ switch optimization, and parsers in general. Ola Fosheim Grøstad
- Question on c++ switch optimization, and parsers in general. Richard Woolcock
- Question on c++ switch optimization, and parsers in general. Marc Hernandez
- Question on c++ switch optimization, and parsers i Chris Gray
- Question on c++ switch optimization, and parsers i Jon A. Lambert
- Question on c++ switch optimization, and parsers i Chris Gray
- optimizing code diablo@best.com
- optimizing code Hans-Henrik Staerfeldt
- optimizing code Chris Gray
- code profiling Chris Gray
- World-file parsing and RTTI? The Arrow
- World-file parsing and RTTI? Mark Gritter
- pet peeves diablo@best.com
- pet peeves diablo@best.com
- pet peeves Caliban Tiresias Darklock
- pet peeves Marc Bowden
- pet peeves Richard Woolcock
- pet peeves Koster, Raph
- pet peeves diablo@best.com
- pet peeves Caliban Tiresias Darklock
- pet peeves Kristen Koster
- pet peeves Caliban Tiresias Darklock
- pet peeves Adam Wiggins
- pet peeves Wes Connell
- pet peeves J C Lawrence
- pet peeves Matthew Mihaly
- pet peeves Ling
- pet peeves Ola Fosheim Grøstad
- pet peeves Matthew Mihaly
- pet peeves Ola Fosheim Grøstad
- pet peeves Matthew Mihaly
- pet peeves David Bennett
- pet peeves Robert Woods
- pet peeves Wes Connell
- pet peeves Travis S. Casey
- pet peeves Matthew Mihaly
- pet peeves Neerenberg, AaronX
- pet peeves greg
- pet peeves Richard Woolcock
- pet peeves J C Lawrence
- pet peeves Martin Keegan
- pet peeves Ola Fosheim Grøstad
- pet peeves J C Lawrence
- pet peeves diablo@best.com
- pet peeves Brandon A Downey
- pet peeves diablo@best.com
- pet peeves Darren Henderson
- pet peeves diablo@best.com
- pet peeves Darren Henderson
- pet peeves Steve Houchard
- pet peeves diablo@best.com
- pet peeves Darren Henderson
- pet peeves diablo@best.com
- pet peeves Steve Houchard
- pet peeves diablo@best.com
- pet peeves Richard Woolcock
- pet peeves diablo@best.com
- pet peeves Richard Woolcock
- pet peeves Apocalypse
- pet peeves Caliban Tiresias Darklock
- pet peeves diablo@best.com
- pet peeves Adam Wiggins
- pet peeves diablo@best.com
- pet peeves Adam Wiggins
- pet peeves diablo@best.com
- pet peeves Mik Clarke
- pet peeves Caliban Tiresias Darklock
- pet peeves Travis S. Casey
- pet peeves Caliban Tiresias Darklock
- pet peeves Benjamin D. Wiechel
- pet peeves Marc Bowden
- pet peeves Matthew Mihaly
- pet peeves Mik Clarke
- pet peeves Benjamin D. Wiechel
- pet peeves Matthew Mihaly
- pet peeves Caliban Tiresias Darklock
- pet peeves Marc Bowden
- pet peeves Matthew Mihaly
- pet peeves David Bennett
- pet peeves David Bennett
- pet peeves Petri Virkkula
- pet peeves J C Lawrence
- Horror Themed Muds [was CthulhuMud Driver 6] Christopher Allen
- Horror Themed Muds [was CthulhuMud Driver 6] Caliban Tiresias Darklock
- Horror Themed Muds [was CthulhuMud Driver 6] Mik Clarke
- CthulhuMud Driver 6 Mik Clarke
- CthulhuMud Driver 6 J C Lawrence
- Mathengine Ling
- Mathengine Apocalypse
- Website update Koster, Raph
- Influential muds Koster, Raph
- Influential muds Dan Shiovitz
- Influential muds Adam Wiggins
- Influential muds Sunny Gulati
- Influential muds diablo@best.com
- Influential muds Juha Lindfors
- Influential muds Brandon J. Rickman
- Influential muds Caliban Tiresias Darklock
- Influential muds Andy Cink
- Influential muds J C Lawrence
- Influential muds Dr. Cat
- Influential muds Jay Carlson
- Influential muds Mik Clarke
- Influential muds Richard Woolcock
- Influential muds Koster, Raph
- Influential muds Mik Clarke
- Influential muds Ola Fosheim Grøstad
- Influential muds Dan Root
- Influential muds Benjamin D. Wiechel
- State of the art? Andy Cink
- State of the art? diablo@best.com
- State of the art? Caliban Tiresias Darklock
- State of the art? ##Make Nylander
- State of the art? diablo@best.com
- State of the art? Martin Keegan
- State of the art? David Bennett
- State of the art? Martin Keegan
- State of the art? Andy Cink
- State of the art? J C Lawrence
- State of the art? David Bennett
- State of the art? Matthew Mihaly
- State of the art? Caliban Tiresias Darklock
- State of the art? Matthew Mihaly
- State of the art? Ola Fosheim Grøstad
- State of the art? Ola Fosheim Grøstad
- State of the art? J C Lawrence
- State of the art? Matthew Mihaly
- State of the art? Mik Clarke
Caliban Tiresias Darklock wrote:
> >I think part of what you are saying depends on whether you wish to talk of
> >a MUD-in-whole, or about aspects of a MUD.
>
> A MUD, as I perceive it, has two parts: a server, which is judged on
> technological merit; and a game, which is judged on entertainment value. It
> is entirely possible that a MUD may have great merit in one area, but not in
> the other -- as the examples Andy Cink quotes show. His MUD A is a
> state-of-the-art server, while MUD B is a state-of-the-art game. Either has
> merit as a state-of-the-art MUD, but to have one and not the other is to
> miss the point. If you advance one area to the detriment of the other, you
> destroy the MUD.
The server is the enabling technology that makes the various aspects of
the game possible. The game is created by the builders and the players
and should use the available technology to enhance the gaming
experience. The extent to which this happens depends upon the ingenuity
of the builders and players. Cleaver folks can get even the standard
bases to do amazing things. Give them a clever code base and they'll
get up to even more inventive activities.
While it is possible to have a 'state of the art' in the code base, the
entire concept just doesn't fit to the games. The games are emergent
and closer to organic systems (plants) than to mechanical systems
(engines). Games grow and evolve and learn and expand. Each game is
it's own state of the art, because each one is unique, reflecting the
goals and desires of the various builders and long term players.
Mik
--
http://www.geocities.com/SoHo/Cafe/2260
- State of the art? J C Lawrence
- The Terrorist Class Ola Fosheim Grøstad
- The Terrorist Class Mik Clarke
- Welcome To "MUD-Dev"! mud-dev-admin@kanga.nu
- IMPORTANT ADMIN: New list setup requires your attention J C Lawrence
- ADMIN: URL change J C Lawrence
- PermaDeath (was pet peeves) Marc Hernandez
- ScryMUD 1.8.7 released. Ben Greear
- PermaDeath Sayeed
- PermaDeath Ola Fosheim Grøstad
- PermaDeath Sayeed
- roleplaying and immersion (was: PermaDeath) Ola Fosheim Grøstad
- Roleplaying and Immersion (was: PermaDeath) Sayeed
- Roleplaying and Immersion (was: PermaDeath) Adam Wiggins
- Roleplaying and Immersion (was: PermaDeath) J C Lawrence
- Roleplaying and Immersion (was: PermaDeath) Ola Fosheim Grøstad
- WEB: VR-stuff Ola Fosheim Grøstad
- WEB: VR-stuff J C Lawrence
- WEB: VR-stuff Mik Clarke
- WEB: VR-stuff Marian Griffith
- WEB: VR-stuff J C Lawrence
- ADMIN: The list archives are now online and fully searchable J C Lawrence
- Theories was pet peeves Wes Connell