April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
> [Ben Greear, on censorship code in ScryMud]
>
> Yeah, I generally don't like it. However, it was a quick and dirty
> hack. I don't generally think of myself as uptight or stuffy, but
> after a few times of having players log on and set their client's
> in a loop spouting vulgarities...well...I dunno. I definately
> plan on keeping the list very small, and I will probably add a gag-list
> type of functionality soon to allow players to not be harrassed.
I guess my opposition stems from the fact that players are being influenced
from outside of the game world, rather than from within it. This is a big
topic in itself, not confined to the censorship issue. I believe that
external influences to the world make it artificial, and not virtual.
I don't intend to have the traditional mud
maintainers/administrators/gods/wizards/whatever - not in the sense that
they are 'playing' as a wizard. Per Keegan gospel, all players play 'the
game'. When a player becomes an administrator, they can no longer play 'the
game'. They make sure people follow 'the rules' (which may or may not be
related to any published rules), and play politics instead. This creates a
'them and us' between players and administrators, to rival the 'them and us'
between administrators and administrators. (I'm a cynic/realist, take your
pick.)
Now, I tend to like the easy life, so would prefer to keep such 'negative
social interactions' to a minimum. The way that I would like to do this, is
not to have any administrators at all. Yes, that's right. Instead, you have
what I am (at the moment) calling software maintainers/developers - rather
than game maintainers. Instead of directly interacting with players, these
people influence the world behind the scenes (more like a Christian god,
than a Greek one). If they want to influence players in some way, they have
to do it implicitly, by influencing them via the world's rules and/or its
community.
For example, if the maintainers want to stop play killing, they cant say 'PK
is against the rules', or change the code so that you can only attack NPCs.
Instead, they shape the world to their design, and channel player activities
down the required path. Changes could include lawmakers of the world
prohibiting murder, and allowing executions for PKers. (And allow PKers to
be 'caught' realistically - i.e. if you kill someone in the wilderness, the
chances of execution are slight. Go after the town mayor, and it's a
different story.) Part of the fun of this - for the maintainers, is that
influencing the world could (and should) cause unintended results - the life
of a PC is now placed at equal value to an NPC; is the community advanced
enough to produce lawmakers and police/militia? (If not, you need them
first. And they can't magically appear, either.) Then we have exciting
stuff, like corrupt officials, lynchings of innoccent people, etc.
Of course, this way, you can't completely remove PK from the game. But
replacing "You can't do this" with "You can do this, but there may be
serious consequences" produces a better game. At least I think so.
BTW, players can't be administrators, and vice versa. This does not exclude
an NPC being 'played' for a while, to influence the world (or player
community) in some way, however. I want player immersion in my world. And
that can't happen unless the players can see a relation between the provided
world and the real world. When was the last time you were struck down dead
for sinning?
> It's not that I personally care if someone types bad things at me,
> but I feel kind of responsible for the welfare of my players, and I
> don't want some young lad or lass to be exposed to senseless vulgarities.
5-year-olds hear things just as bad in the playground. You are protecting
people from things they are being exposed to on a daily basis.
> It would be kind of like having some guests over and then one of them
> being a total jerk...embarrasing for all involved!
You would kick them out, not stuff a hankerchief in their mouth.
> Maybe even
> put the ability to censor certain individuals in the player's hands. That
> would be a pretty strong island, and yet the river might not even
> notice :)
That has high potential for misuse.
I have recently been looking into the Python language. Is anyone using
this - either for an internal language, or an implementation language?
Greg. - Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly