June 1999
- Languages (slightly offtopic, was Text Parsing) Mark Gritter
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Travis S. Casey
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Travis Casey
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Travis S. Casey
- Languages (slightly offtopic, was Text Parsing) Jp Calderone
- Languages (slightly offtopic, was Text Parsing) Travis Casey
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Cynbe ru Taren
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Ben Greear
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Greg Munt
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Darren Henderson
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Greg Munt
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Ola Fosheim Grøstad
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Miroslav Silovic
- Languages (slightly offtopic, was Text Parsing) Alex Oren
- Languages (slightly offtopic, was Text Parsing) Darren Henderson
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) David Bennett
- Languages (slightly offtopic, was Text Parsing) Darren Henderson
- Languages (slightly offtopic, was Text Parsing) Ross Nicoll
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Matthew Mihaly
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Ross Nicoll
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Jon A. Lambert
- Languages (slightly offtopic, was Text Parsing) Greg Miller
- Languages (slightly offtopic, was Text Parsing) Koster, Raph
- Languages (slightly offtopic, was Text Parsing) Ola Fosheim Grøstad
- Languages (slightly offtopic, was Text Parsing) Ben Greear
- Languages (slightly offtopic, was Text Parsing) Chris Gray
- Languages (slightly offtopic, was Text Parsing) Caliban Tiresias Darklock
- IndustrialMUD J C Lawrence
- IndustrialMUD Greg Miller
- Combat (very long) Matthew Mihaly
- Combat (very long) Caliban Tiresias Darklock
- Combat (very long) Matthew Mihaly
- Combat (very long) Marian Griffith
- What about goal oriented interfaces? (was Text Parsing) Ola Fosheim Grøstad
- What about goal oriented interfaces? (was Text Parsing) Chris Gray
- What about goal oriented interfaces? (was Text Parsing) Ola Fosheim Grøstad
- What about goal oriented interfaces? (was Text Parsing) Matthew Mihaly
- What about goal oriented interfaces? (was Text Parsing) Chris Gray
- What about goal oriented interfaces? (was Text Parsing) Ola Fosheim Grøstad
- What about goal oriented interfaces? (was Text Parsing) Adam Wiggins
- thoughts Matthew Mihaly
- Game Economies Timothy O'Neill Dang
- Game Economies Matthew Mihaly
- Game Economies Caliban Tiresias Darklock
- Game Economies Caliban Tiresias Darklock
- Game Economies Ola Fosheim Grøstad
- Game Economies Marian Griffith
- Game Economies Ola Fosheim Grøstad
- Game Economies Marian Griffith
- Game Economies Ola Fosheim Grøstad
- Game Economies Caliban Tiresias Darklock
- Game Economies Ola Fosheim Grøstad
- Game Economies Matthew Mihaly
- Game Economies J C Lawrence
- Game Economies Timothy O'Neill Dang
- Game Economies Koster, Raph
- Game Economies J C Lawrence
- Game Economies Adam Wiggins
- Game Economies Caliban Tiresias Darklock
- Game Economies Greg Miller
- Game Economies Ross Nicoll
- Game Economies Koster, Raph
- Game Economies Ola Fosheim Grøstad
- Game Economies Jo Dillon
- Game Economies Ross Nicoll
- Game Economies Marian Griffith
- Game Economies Jo Dillon
- Game Economies Hans-Henrik Staerfeldt
- Game Economies Koster, Raph
- Game Economies Timothy O'Neill Dang
- Game Economies Marian Griffith
- Game Economies J C Lawrence
- Game Economies Timothy O'Neill Dang
- Game Economies Ola Fosheim Grøstad
- Game Economies Timothy O'Neill Dang
- Game Economies Timothy O'Neill Dang
- Game Economies Timothy O'Neill Dang
On Fri, 4 Jun 1999, Timothy O'Neill Dang wrote:
> My feeling right now is that in-game economic behavior does
> not vary too much from real-world economic behavior *given the
> circumstances*.
I said that, and it may have been too much of a hedge; it certainly
wasn't helpful enough. Sorry, I'll elaborate. I certainly believe
there's much economic behavior in MUDs which is radically different than
economic behavior in real life. My bias, which I've seen little reason
to change so far, is that the basic economic decision-making processes
aren't very different between real-life and the games.
I've been grouping in my own head the differences in behavior into:
1) Institutional differences. That is, people behave differently because
there's different sorts of institutions for economic exchange. One of
the prime examples is the lack of a healthy contracting system in every
game I've observed (which is limited). The different behavior with
different institutional rules is the primary thing we want to research.
2) Fiction-Reality mismatch. Luxuries are the easiest example of this. A
fancy dinner in a MUD doesn't correlate to a fancy dinner in real life,
particularly if only you can look at your inventory and see "a fancy
dinner".
3) Real universe differences. I'm still unsure on what falls in this
category and what falls in category (2). The fictions can be hard to get
past. In any case, this category is for those differences built into the
game world which make it a truly different place.
I believe, awaiting strong evidence to the contrary, that economic
decisions -- particularly those decisions which are really blatantly
economic -- are made mostly like they are in real life, that there's
nothing special about the psychology of living in a MUD which causes
economic norms to vanish.
On Fri, 4 Jun 1999, Matthew Mihaly wrote:
> You know, I think that the biggest potential factor that makes a mud
> economy different from a real-life one is the sense that nothing that
> happens to you really matters THAT much. Going broke in a mud is
> not a big deal. You can just quit the mud.
Yep, this has to be put into the category of REAL differences. You'll be
more likely to find someone in a MUD giving away their wordly goods
because they're about to quit than someone in Albuquerque giving their
worldly goods because they're about to become a hermit. You could say
that people quitting the MUDs is parallel to people dying, but most of
us don't choose when we die. This is certainly somthing we'll have to be
concerned with when analyzing economic behavior. My current guess is
that these are still anomolies.
On Fri, 4 Jun 1999, Matthew Mihaly wrote:
> I think the difference in psychologies here is very important. I've
> seen players spend themselves into poverty to get that one cool
> item, when I've never heard of a billionaire buying that ONE cool
> item (aircraft carrier maybe?) and leaving himself with barely
> enough money to eat.
This can easily be explained without radical differences in psychology.
Some of it is simply institutional. For instance, LOTS of people go
totally broke buying a really cool, something such as a house. However,
we have social institutions in place which allow you to go broke without
feeling like you've gone broke. Also, MUD economies typically force
every player to be an entrepreneur, and take entrepreneurial risks.
It does also point out a difference I'd like to put in the fiction
category but probably belongs in the real differences. In a typical MUD
the concept of human capital is taken to the extreme. If I'm a level 10
fighter (in AD&D levels) and am completely broke, I know I can make a
decent living just bashing the little monsters in the sewers with a big
stick. It's almost the equivilent of carrying a factory on your back
which can never be lost.
On Fri, 04 Jun 1999, Ola Fosheim Grøstad wrote:
> How much slack does "given the circumstances" buy you? And is
> there a generic from-here-and-to-eternity in-game economy, or are
> you having a particular system in mind?
Too much slack, admittedly. Trying to clear that up now. As far as what
sorts of game economies, I'm considering any game which has many players
and the ability to echange things between players. I'm particularly
focusing on RPGs rather than more strategy-oriented games, be they trade
or warfare. In a strategy environment, there's pretty clear goals,
compared to the more open-ended fun of an RPG. We can already do good
research in our laboratory when there's clear goals.
On Fri, 04 Jun 1999, Ola Fosheim Grøstad wrote:
> As for luxury... The typical example of luxury that I can think
> of is completely useless items or items with rare, but not
> outstanding, visual features that cost over 1000 times more than
> better featured items. What you buy is an expensive look, or an
> item that have value as a gift, or an experience as a roleplayer.
> One might argue that this is utilitarian, but...
Yep, those are classic. Actually, depending on the item, I don't
consider them luxuries. A classic from Ultima Online is the
different-colored armor. It's harder to make, functions exactly the same
except it looks different, and it costs more. I file that under
"conspicuous consumption" rather than luxury, but the line can be hazy.
The things which give extra satisfaction to a role-player could just be
luxuries, but if they are visible to others, they could be conspicuous
consumption.
On Fri, 04 Jun 1999, Ola Fosheim Grøstad wrote:
> > If you aren't satisfied then with the behavior of your players, it's
> > likely because the reality and the fiction are a bit too distant from
> > each other. Frequently this won't matter, but it is certainly a big
> > cause of "broken" economies.
>
> OH OOOHHHhhhhhhh... What do you mean by "the reality"? ;)
Right, good point. The reality is supply and demand. Demand: Does the
player want this item, how much do they want it, and why do they want
it? Supply: How hard is it, in time, money, and skill, to get this item?
Or, if you're talking about the environment rather than an item: How
does the player make use of this aspect of the environment?
In some sense I mean, what does the thing do, rather than how is it
described? It's not an absolute rule, because a particularly neat
description (or image in a graphical game) can be worth something by
itself.
There's the the example of something not being a luxury just because
it's described as a luxury. More interestingly, I'm thinking about the
*reality* of NPC shopkeepers. If your game has NPC shopkeepers I think
they should be thought of in one of the following ways:
* They're natural resources, like any other, except that they're
particularly flexible. This is the way you should think of them if they
create items out of thin air to sell, and cash out of thin air to buy.
* They're an auction house. This is the way you should think about them
if they just sell to one player the things they bought from another.
* The NPC is the government. In this case, they're not really there as
the primary place to buy and sell, but to help control supply and prices
for items.
NPC shopkeepers should not be thought of as a participants in the game's
economy unless you're willing to invest heavily in AI development. One
other way you could think of them is as import-export firms to some
external economy. This is troubling because it usually turns out that
the external economy is much larger than the MUD economy, yet exists to
serve the MUD economy.
On Fri, 04 Jun 1999, Ola Fosheim Grøstad wrote:
> IMHO the problem isn't fixing the economy, but keeping the world
> interesting and the players happier than when they watch TV. In
> the physical world, it is sufficient that "players" aren't
> furious and organizing a revolution, which frequently happens
> compared to how long the physical world have been running. ;) The
> physical world and it's economy can afford to be dysfunctional and
> have a complete shakedown every once in a while.
Yep, and this is the biggest REAL difference, a Meta-difference which
causes many others. The government will change many economic rules if
enough people complain, but the world won't magically become more
fruitful or fair. The many design decisions which are made to keep
players happy while having a functional system will inevitably cause
true differences. My task is to figure out how much those differences
effect.
On Fri, 04 Jun 1999, Ola Fosheim Grøstad wrote:
> Example:
> 1) I have a model of how the physical world works.
> 2) I have a set of random MUDs
> 3) I construct or modify MUDs based on the principles in 1)
> 4) I compare 2) and 3)
> 5) The was/wasn't an effect, the effect was good/bad.
>
> But:
> 1) I have a model of how a virtual world works.
> 2) I have a physical world.
> 3) I am unable to compare 1 and 2 because the premises are different.
Your first example is what is of primary interest to us. I'm not sure
what you mean by the second example. I agree that there are some things
from the virtual worlds which will be wholly unenlightening about the
real world, the Source-Sink model for instance.
On Fri, 04 Jun 1999, Caliban Tiresias Darklock wrote:
> My system uses limited supplies: each item is available in some
> shop, but when they're gone, they're gone. In addition, when an
> object is scarce, its price rises; when it's plentiful, the price
> drops.
If it works, that's great, and please let me know. My current
expectations are that systems like that will be a problem, because
you're trying to make the shopkeeper act like a real shopkeeper, rather
than a natural resource. The eternal flat-rate sales corresponds to a
rich natural resource that doesn't get harder to extract, and
corresponds to a linear portion of a supply curve. It might tend to
encourage inflation, but not so much confusion.
A crucial question is, how do you restock the shopkeepers? Do they
restock periodically, or do they only restock when something is taken
out of the economy?
On Fri, 04 Jun 1999, Caliban Tiresias Darklock wrote:
> In any case, it should be obvious that -- like just about any other MUD --
> there comes a point where your drain plugs up but the faucet is still
> running. My anticipated response to this is to build a bigger drain: salary
> earned for defeating the enemy will expire after several days, and I think
> this game is way overdue for taxation. ;>
I haven't yet figured out a solution to the faucet-drain difficulty.
I've forgotten who now, but someone is running a MUD with what they call
a "Loan Standard Economy", which sounds like an interesting solution to
the problem. As I gather, there is no major drain, and the faucet is
opened by the game masters upon successful petition, in the form of a
loan. Other than that it's a player-based economy.
Really the faucet-drain issue points out that the macroeconomic issues
of MUDs are stranger than the microeconomic issues. If you wanted
macroeconomic realism, then you wouldn't think in terms of faucet and
drain. There would be resources that could be exploited, there would be
technological innovation and economic growth, etc. However, this gets
messy very fast.
I think microeconomic design can help to alleviate, but not really solve
this underlying problem. One example how: If you have a good system for
inter-player trading in place, you should be able to slow down the
faucet, because wealth is effectively created with every player trade.
Yai. At this point I realize that attempting to reply to several
messages with one message was stupid, so I won't continue here.
------------------------------
Timothy O'Neill Dang/Cretog8
timothy@nmia.com
H: 505-843-6966
W: 505-244-8803
One monkey don't stop no show - Game Economies Caliban Tiresias Darklock
- Game Economies Jo Dillon
- Game Economies Timothy O'Neill Dang
- Game Economies Jo Dillon
- Game Economies Matthew Mihaly
- Game Economies Koster, Raph
- Game Economies J C Lawrence
- Game Economies Greg Munt
- Game Economies Matthew Mihaly
- Game Economies Jon A. Lambert
- Game Economies Shawn Halpenny
- Game Economies Brandon J. Rickman
- Game Economies Jon A. Lambert
- Game Economies Shane King
- Game Economies Caliban Tiresias Darklock
- Game Economies Matthew Mihaly
- Game Economies Koster, Raph
- Game Economies Nathan F Yospe
- Game Economies Ola Fosheim Grøstad
- Game Economies J C Lawrence
- Game Economies J C Lawrence
- Game Economies Caliban Tiresias Darklock
- Game Economies Matthew Mihaly
- Game Economies Caliban Tiresias Darklock
- Game Economies Koster, Raph
- Game Economies Brandon J. Rickman
- Game Economies Marian Griffith
- Game Economies Katrina McClelan
- Game Economies Adam Wiggins
- Game Economies Katrina McClelan
- Game Economies Albert
- Game Economies Jp Calderone
- Game Economies Laurel Fan
- Game Economies Albert
- Game Economies Charles Hughes
- Game Economies J C Lawrence
- Game Economies Matthew Mihaly
- Game Economies Mik Clarke
- Game Economies Ola Fosheim Grøstad
- Game Economies Ling
- Game Economies Ling
- Game Economies Mik Clarke
- Rooms Greg Munt
- Parsing Text Output Jon A. Lambert
- Parsing Text Output Chris Gray
- MUD-Dev request rejected Greg Miller
- Interface/Custom Clients Greg Miller
- Languages (slightly offtopic, was Text Parsing)y Mark Gritter
- Languages (slightly offtopic, was Text Parsing)y Caliban Tiresias Darklock
- Pay Muds & Free Muds - working together, or against each other? Greg Munt
- Pay Muds & Free Muds - working together, or against each other? Caliban Tiresias Darklock
- Pay Muds & Free Muds - working together, or against each other? Matthew Mihaly
- Pay Muds & Free Muds - working together, or against each other? Koster, Raph
- Pay Muds & Free Muds - working together, or against each other? Ross Nicoll
- Pay Muds & Free Muds - working together, or against each other? Richard Bartle
- Pay Muds & Free Muds - working together, or againsteach other? Caliban Tiresias Darklock
- Pay Muds & Free Muds - working together, or against each other? Christopher Allen
- Pay Muds & Free Muds - working together, or against each other? Richard Bartle
- CVS repository for ScryMUD is online at scry.wanfear.com Ben Greear
- Mihaly's Combat Greg Munt
- Mihaly's Combat Matthew Mihaly
- Looking for UML David95037@aol.com
- Looking for UML Greg Munt
- Looking for UML David95037@aol.com
- Slogans (Game Economies) Caliban Tiresias Darklock
- Slogans (Game Economies) Ola Fosheim Grøstad
- A couple Qs, and thanks Ben Greear
- Understanding and "should-ness" Matthew Mihaly
- Understanding and "should-ness" Caliban Tiresias Darklock
- Personalities J C Lawrence
- realism Matthew Mihaly
- Gender and Mud Development Nathan F Yospe
- Gender and Mud Development Greg Miller
- Gender and Mud Development Katrina McClelan
- Gender and Mud Development Jon A. Lambert
- Gender and Mud Development Matthew Mihaly
- Gender and Mud Development Jon A. Lambert
- Gender and Mud Development Caliban Tiresias Darklock
- Gender and Mud Development David Holz
- Gender and Mud Development Jon A. Lambert
- Gender and Mud Development Matthew Mihaly
- Gender and Mud Development Greg Miller
- Gender and Mud Development J C Lawrence
- Gender and Mud Development Koster, Raph
- Gender and Mud Development J C Lawrence
- Gender and Mud Development Ola Fosheim Grøstad
- Gender and Mud Development J C Lawrence
- Gender and Mud Development Koster, Raph
- Gender and Mud Development Greg Munt
- Gender and Mud Development Greg Miller
- Gender and Mud Development Ola Fosheim Grøstad
- Gender and Mud Development Marian Griffith
- Gender and Mud Development Matthew Mihaly
- Gender and Mud Development Caliban Tiresias Darklock
- Gender and Mud Development Ola Fosheim Grøstad
- Gender and Mud Development Adam Wiggins
- Gender and Mud Development Travis S. Casey
- Gender and Mud Development Marian Griffith
- Newbies (was Text Parsing) John Hopson
- Newbies (was Text Parsing) Caliban Tiresias Darklock
- Average play time? Timothy O'Neill Dang
- Average play time? Caliban Tiresias Darklock
- Average play time? Koster, Raph
- {OT} Gender and Mud Development Wendy Winkler
- AOL lawsuit (was text parsing) Koster, Raph
- Sexual archetypes claw@kanga.nu
- Systems and concepts Caliban Tiresias Darklock
- Gender and Mud Development (back on topic, some) Katrina McClelan
- Gender and Mud Development (back on topic, some) Koster, Raph
- Gender and Mud Development (back on topic, some) Greg Miller
- Gender and Mud Development (back on topic, some) J C Lawrence
- Gender and Mud Development (back on topic, some) Jon A. Lambert
- Games within Games [Was: Gender and Mud Development] Kristen Koster
- Games within Games [Was: Gender and Mud Development] Greg Miller
- Games within Games [Was: Gender and Mud Development] Kristen Koster
- Games within Games [Was: Gender and Mud Development] Jon A. Lambert
- Games within Games [Was: Gender and Mud Development] Kristen Koster
- Games within Games [Was: Gender and Mud Development] Marian Griffith
- Tactical Combat and Traps (was the gender thread) Katrina McClelan
- Game construction and a big mistake Caliban Tiresias Darklock
- Game construction and a big mistake Marc Bowden
- Game construction and a big mistake Greg Miller
- Game construction and a big mistake Matthew Mihaly
- Game construction and a big mistake Willowreed@aol.com
- Gender and Mud Development (back on topic, some) Caliban Tiresias Darklock
- Gender and Mud Development (back on topic, some) Koster, Raph
- Gender and Mud Development (back on topic, some) claw@kanga.nu
- Gender and Mud Development (back on topic, some) Marc Bowden
- Client-Server vs. Peer-to-Peer -- Implementing DIS on the Internet claw@kanga.nu
- Goals and directions (was the gender thing) Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #93 - 27 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #93 - 27 msgs Greg Miller
- MUD-Dev digest, Vol 1 #93 - 27 msgs Koster, Raph
- MUD-Dev digest, Vol 1 #93 - 27 msgs Ola Fosheim Grøstad
- Gender and Mud Development (drifting off topic again) S. Patrick Gallaty
- Laws of Online World Design (was: realism) Koster, Raph
- Game construction and a big mistake Koster, Raph
- memory and speed Matthew Mihaly
- memory and speed Adam Wiggins
- memory and speed J C Lawrence
- memory and speed J C Lawrence
- memory and speed Matthew Mihaly
- memory and speed Adam Wiggins
- memory and speed Chris Gray
- memory and speed Miroslav Silovic
- memory and speed Caliban Tiresias Darklock
- memory and speed Mark Gritter
- memory and speed Ben Greear
- memory and speed Matthew Mihaly
- memory and speed S. Patrick Gallaty
- memory and speed Adam Wiggins
- memory and speed Brad Leach
- memory and speed Petri Virkkula
- Virtual worlds based on real world history Greg Munt
- Stockmarkets... Ola Fosheim Grøstad
- Games within Games Jesse Farinacci
- ADMIN: Posting authority J C Lawrence
- thoughts on game economies Travis S. Casey
- thoughts on game economies Caliban Tiresias Darklock
- thoughts on game economies Travis Casey
- thoughts on game economies Koster, Raph
- thoughts on game economies Travis S. Casey
- thoughts on game economies Koster, Raph
- thoughts on game economies Hans-Henrik Staerfeldt
- thoughts on game economies Jo Dillon
- thoughts on game economies Greg Miller
- thoughts on game economies Matthew Mihaly
- thoughts on game economies Greg Miller
- thoughts on game economies Matthew Mihaly
- thoughts on game economies Jeremy Music "Sterling"
- thoughts on game economies Robert Brady
- thoughts on game economies Ling
- thoughts on game economies Caliban Tiresias Darklock
- thoughts on game economies Alex Oren
- thoughts on game economies Albert
- thoughts on game economies Adam Wiggins
- thoughts on game economies Travis S. Casey
- thoughts on game economies Travis S. Casey
- memory and speed Matthew Mihaly
- memory and speed Shawn Halpenny
- Game economics Matthew Mihaly
- Game economics Nathan F Yospe
- Playing the monsters David95037@aol.com
- Playing the monsters Katrina McClelan
- Playing the monsters Caliban Tiresias Darklock
- How to debug a method taking a variable list of arguments? Ben Greear
- Twisted Reality claw@kanga.nu
- ADMIN: Searching on MUD-Dev archives claw@kanga.nu
- Object Obsolescence [ WAS: thoughts on game economies ] Shawn Halpenny
- SAR Adam Wiggins
- speed problems update Matthew Mihaly
- speed problems update Quzah [softhome]
- ADMIN: NoMail Subscriptions -- please reconfigure J C Lawrence
- Fwd: Books on Compilers Caliban Tiresias Darklock
- UM2 Greg Munt
- 3D Anarchy Adam Wiggins
- Properties of computer languages Caliban Tiresias Darklock
- Properties of computer languages Jon Leonard
- Properties of computer languages Mark Gritter
- Properties of computer languages Cynbe ru Taren
- Properties of computer languages Travis S. Casey
- Properties of computer languages David95037@aol.com
- Properties of computer languages Travis S. Casey
- Properties of computer languages Hans-Henrik Staerfeldt
- Properties of computer languages Caliban Tiresias Darklock
- Properties of computer languages Joey Hess
- Properties of computer languages Chris Gray
- Properties of computer languages David95037@aol.com
- Properties of computer languages Adam Wiggins
- Properties of computer languages Caliban Tiresias Darklock
- Properties of computer languages Mik Clarke
- Different approaches? Dani Dumitrescu
- Different approaches? Koster, Raph
- i got's a question for yall on the best way to do something.. PartyG2816@aol.com
- i got's a question for yall on the best way to do something.. Marc Hernandez
- i got's a question for yall on the best way to do something.. Jim Clark
- i got's a question for yall on the best way to do something.. PartyG2816@aol.com
- i got's a question for yall on the best way to do something.. PartyG2816@aol.com
- Game Design [Simulation] Justin Lockshaw
- MUD-Dev digest, Vol 1 #105 - 12 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #105 - 12 msgs Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #105 - 12 msgs Chris Gray
- MUD-Dev digest, Vol 1 #105 - 12 msgs Mik Clarke
- MUD-Dev digest, Vol 1 #105 - 12 msgs Hans-Henrik Staerfeldt
- A little off topic - anyone receiving multiple copies of list mail? Charles Hughes
- Role playing and Multiple Goals John Bertoglio
- Critiquing Muds Marian Griffith
- Critiquing Muds Koster, Raph
- Critiquing Muds Travis Casey
- Critiquing Muds Marian Griffith
- Critiquing Muds Travis Casey
- Critiquing Muds Caliban Tiresias Darklock
- Critiquing Muds Marian Griffith
- Critiquing Muds Jon A. Lambert
- Critiquing Muds Koster, Raph
- Critiquing Muds Matthew Mihaly
- Critiquing Muds Koster, Raph
- Critiquing Muds Damion Schubert
- Critiquing Muds Ola Fosheim Grøstad
- Critiquing Muds Michael Willey
- Critiquing Muds Jon A. Lambert
- MUD-Dev: An apology J C Lawrence