April 2000
- [Open_Gaming_Moderated] Simplified License for Comment and Critique (fwd) J C Lawrence
- An introduction Brian Green
- An idea for breaking away from the HP/Mana mindset Eli Stevens
- An idea for breaking away from the HP/Mana mindset Ryan P.
- An idea for breaking away from the HP/Mana mindset Erik Jarvi
- An idea for breaking away from the HP/Mana mindset Eli Stevens
- An idea for breaking away from the HP/Mana mindset Travis Casey
- An idea for breaking away from the HP/Mana mindset Jeremy Hovance
- An idea for breaking away from the HP/Mana mindset adam@treyarch.com
- Old Topic: Playfulness in 3-D Spaces, done. Rudy Fink
- META: Topic List - 1999 Jon A. Lambert
- Fw: 16K mud server competition ! Jon A. Lambert
- Fw: 16K mud server competition ! cg@ami-cg.GraySage.Edmonton.AB.CA
- Fw: 16K mud server competition ! Cynbe ru Taren
- Fw: 16K mud server competition ! Miroslav Silovic
- Fw: 16K mud server competition ! Jay Carlson
- Fw: 16K mud server competition ! Travis Casey
- Fw: 16K mud server competition ! Derek Snider
- Fw: 16K mud server competition ! Holly Sommer
- Fw: 16K mud server competition ! Nick Shaffner
- Fw: 16K mud server competition ! Travis S. Casey
- Fw: 16K mud server competition ! Quzah
- Fw: 16K mud server competition ! Todd McKimmey
- Fw: 16K mud server competition ! Spin
- Fw: 16K mud server competition ! Richard Woolcock
- Fw: 16K mud server competition ! Hans-Henrik Staerfeldt
- Fw: 16K mud server competition ! Miroslav Silovic
- Fw: 16K mud server competition ! Jon A. Lambert
- Fw: 16K mud server competition ! Jon Leonard
- Fw: 16K mud server competition ! Travis Casey
- Fw: 16K mud server competition ! Powell, Warren
- Fw: 16K mud server competition ! Travis Casey
- Fw: 16K mud server competition ! Jon Lambert
- Fw: 16K mud server competition ! Travis Casey
- Fw: DESIGN: XML? Jon A. Lambert
- PK / anti PK / justice? J. Coleman
- Neverwinter Nights Jeff Freeman
- J (was: 16K mud server competition !) Cynbe ru Taren
- J (was: 16K mud server competition !) Miroslav Silovic
- J (was: 16K mud server competition !) Ola Fosheim Grøstad
- Morality and Values Based Role Play in MMORPGs. Paul Schwanz - Enterprise Services
- MUD-Dev request rejected (fwd) Matthew Mihaly
- MUD-Dev request rejected (fwd) adam@treyarch.com
- MUD-Dev request rejected (fwd) Jeff Freeman
- Orthogonality and invariants Miroslav Silovic
- Orthogonality and invariants cg@ami-cg.GraySage.Edmonton.AB.CA
- Uptime numbers (was Orthogonality and invariants) Jay Carlson
- Schmuse J C Lawrence
- Article on WoC's 'Open Sourcing' D&D in Salon Christopher Allen
- Multilevel server concept Draymoor
- Multilevel server concept Tochiro
- Multilevel server concept Emil Eifrem
- Multilevel server concept Kristen L. Koster
- Multilevel server concept Brian Green
- Multilevel server concept Hans-Henrik Staerfeldt
- Polls at Kanga.Nu claw@kanga.nu
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Ananda Dawnsinger
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) David Bennett
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Matthew Mihaly
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Ananda Dawnsinger
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) J C Lawrence
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Ananda Dawnsinger
- Same-Sex Marriage (was: Trouble Makers or Regular Citizens) Jon Lambert
- dealing with foul language Matthew Mihaly
- dealing with foul language Wes Connell
- dealing with foul language Kristen L. Koster
- dealing with foul language Wes Connell
- dealing with foul language Kristen L. Koster
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Kristen L. Koster
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Kristen L. Koster
- dealing with foul language Paul Schwanz - Enterprise Services
- dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Koster, Raph
> -----Original Message-----
> From: Ola Fosheim Grøstad [mailto:olag@ifi.uio.no]
> Sent: Monday, April 10, 2000 11:36 AM
> To: mud-dev@kanga.nu
> Subject: Re: [MUD-Dev] dealing with foul language
>
>
> "Kristen L. Koster" wrote:
> > on 4/9/2000 9:32 AM, Ola Fosheim Grøstad wrote:
>
> > > Which suggests that creating an access-for-all
> environment is not a good
> > > idea?
> >
> > It certainly is, if a certain level of civility and clear
> social norms is
> > your principal goal.
>
> Shouldn't it be the other way around: access-for-all is a good idea if
> you don't want to deal with civil behaviour? (IRC, USENET
> etc) Maybe I
> got you wrong, my interpreter failed to parse "obstreperous".
Sorry, I mistyped. To be clearer: yes, it is a bad idea to create an
access-for-all environment if your goals are a given level of civility and
social norms.
> I personally think an extension of the IRC model is one of the better
> ones: let the users manage their own subspaces + trust
> networks. Admins
> are then left with administering newbie areas and infrastructure (if
> they insist).
Quite agreed. This is what is interesting about Bioware's new Neverwinter
Nights game--a distributed mud server, instances of which can be hooked
together to make one large game world. Character persistence handled by
Bioware, all content handled by individual servers within the constraints of
the well-known AD&D ruleset. no subscription fees.
> > Ola's New Law: the broader the focus of your virtual environment, the
more
> > ill-mannered behavior you will see.
>
> Well, I tried to communicate several things... If people
> don't know what
> matters ("this is not reality") then people will complain more about
> things that really isn't all that important, as they will single out
> something as their focus? So I don't think this is only about
> ill-mannered behaviour, I think this is also about interpreting things
> as ill-mannered. You don't complain about people picking
> their nose, if
> there is a circus passing by, or if the next person is being raped, or
> if you are engaged in a really interesting discussion.
There has probably been a culture somewhere at some point in the world's
history, where picking your nose in front of the wrong person could get you
summarily lynched or executed. :) Societies define their own norms, and many
of them can seem extremely quirky or "square-headed" as you put it.
By saying "this is what matters, objectively" you are imposing a value
judgement on the norms established by a social group other than your own.
Given how the world works, you are likely to have arrived at your value
judgement by unwittingly imposing the norms of your society on the people
you are judging. There is nothing wrong with making said judgement (in fact,
it is one of the chief ways in which YOUR society is strengthened) but one
should be aware of the fact that some things YOU do are liable to be viewed
as equally ridiculous by others.
> > Given a choice of multiple virtual environments in which to participate
> > (including IRC, email lists, etc etc here) I think it is safe to say
that
> > whichever one a person chooses and sticks with does, in fact, offer
> > something substantial and unique to them, and likely matters to them.
>
> I just think they found a safe reassuring place to escape to, or
> happened to invest in a game they cannot afford to get out of. :P (a
> destructive spiral or slumbering backwaters (or whatever it
> is called))
An awfully cynical view. Allow me to counter with something I wrote
regarding players buying and selling UO goodson eBay:
start quote--->
If RL is more worthwhile and fun than UO (and I wouldn't dispute that it
is), then what are you doing here, arguing the point? :)
We cannot judge whether someone is a loser just by their actions on one
auction. What do you know? Maybe someone is buying it as a special gift for
a dying kid. Still a loser? Maybe they are buying it because they hate the
person and they want to carefully demolish everything that account has
achieved. Loser? Probably. :)
Either way, nobody is going to spend that amount of money on something they
are not passionate about. And lemme tell you, if their life in UO is
passionate, and their life in the real world is dry and gray, then maybe
it's the virtual life that is worthwhile and valuable, not the real one.
Maybe that's where they touch more people, where they influence lives, where
they make discoveries about themselves and others, where they do good deeds,
learn lessons, and take risks.
Who are you (or me, or anyone) to judge that?
<---end quote
> If this thread continues then we will be in the same situation, we
> started out with something that had potential, but then we
> just keep on
> because not replying might not portray the self-image we'd
> like to see.
> Or maybe because we had some hope that something would
> materialize (like
> getting the final word, or coming to an agreement). Or maybe (God
> forbid) we keep on to get revenge over past actions. ("You made this
> place inhabitable, and I am not going to let you enjoy what I had")
Possibly we continue in order to persuade the listening audience (currently
over 600, I understand) to one of our various points of view. Or to, through
argument, clarify our own positions on the matter. Or because there is
enjoyment to be derived from the play of ideas between two educated minds.
> Of course, your argument doesn't hold in the context you
> replied to: the
> players don't have to stick to one place. They could all be channel
> surfers who know that the place does not offer something they couldn't
> get elsewhere. If you offer something substantial and unique then you
> cannot get a substitute elsewhere. If players are aware that they can
> thrive somewhere else then they are inclined to be loyal to
> their group
> and not the system/society. Say, if they are both playing EQ and AC,
> then they might be willing to risk more in EQ than perhaps in AC
> (assuming that AC has more unique stuff that matters to
> offer, something
> I know nothing about).
This is all true, but I am not sure what point you are trying to get at--it
feels tangential to the main point. I am saying that IF they pick one, and
stick with it, it likely matters to them. And yes, if they pick more than
one, one may matter more.
Your contention as I understood it was that it probably didn't matter to
them, or didn't matter in some broader, ill-defined way?
> > Timothy's research, for example, would be harmed by always dealing with
a
> > small, homogeneous sample. Any area of endeavour that relied on small
sample
> > size.
>
> Do you design MUDs for quantitative research? Maybe Timothy could use a
> qualitative strategy. (Which is most suitable for MUDs anyway.) Is it
> ethical to sacrifice the quality of the userspace?
"Quality of the userspace" is a subjective thing in the first place. And
yes, any commercial venture and for that matter any hobbyist venture that
seeks to grow its playerbase does in fact rely either explicitly or
implicitly on research of both kinds. In fact, we hereon this list who seek
to advance the state of the art are implicitly engaging in research by
trying to effect such advancement.
> > It may not be about the users' needs in the first place. :)
>
> Spooky... That comment could foster a lot of comments in UO's
> population. ;)
I suspect that UO's population is aware that the game administration has
clear financial goals. ;) The designers' and the players' goals may coincide
on many points, but they are also going to be different on many points.
> > As far as whether it's something that matters to the users, well, that
> > depends on whether diversity (as Jon points out), and all the
concomitant
> > issues and benefits, are something that matter to the users.
>
> When I wrote "matters", I meant stuff that matters even when they are
> offline, and have left the world etc.
Can you define "matters" here? Because I define it in terms of whether the
user feels it matters. I won't presume to say that "it doesn't matter in
some broad sense even if they feel it does."
> I don't mean stuff that matters
> because it annoy and distract the user!
Or because it thrills and delights the user? Some (many!) users enjoy the
fact that they meet a diverse array of people from many cultures and
backgrounds, when they participate in an all-access environment.
> > So in itself, short-term escapism can indeed matter, a lot.
>
> Not if that is all you do, and if there are more effective ways to do
> it.
I am not sure what you are referring to--online game addiction, perhaps?
> > Beyond that, there's a more fundamental issue here: you're presuming to
> > judge what "matters" to other people. I am not going to presume to judge
> > that.
>
> Ehehe, so you don't design, but slap random pieces together, right?
No, my design is based, generally speaking, on my personal interests in
terms o the goal of the space; on my backer's interests in terms of the
space (and for hobbyists, these two might be the same person of course);
what I have determined (via research, personal experience, and anecdotal
evidence) large groups of people tend to enjoy and respond to; and on my
best guesses on what other elements that might also achieve that goal. I
suspect that's what everyone bases their designs on.
> Actually, I don't think you can avoid it. And I don't see why
> you should avoid it? Why are you doing whatever you are doing?
If you mean, you don't think I can avoid thinking about what "matters," I
don't try to think about it in terms of a large abstract. If I am preparing
designs oriented around "community" it isn't just because community
"matters." It's because it matters to a lot of individual people who are
likely to play the game. It's because it matters to me personally. It's
because it's likely to retain players, leading to greater revenues, leading
to my getting to make another game. But I am not going to make a value
judgement about it. For example, I am not into PKing in muds. I've engaged
in exactly two PK fights in all my years of mudding. Yet I put PK in my
designs. Not because it "matters" in the abstract. Because it matters to
people in the audience.
> > > Clearly if you widen the scope in order to get a larger audience then
> > > there is more risk for loosing direction.
> >
> > Naturally. The inverse is also true: narrowing scope costs you audience,
> > until too narrow a scope may leave you with no audience.
>
> Unless you are able to create enthusiasm for a unique vision (that
> matters, religious movements etc)?
Then the scope is likely not narrow. Religious movements tend to have a
pretty broad scope, for example. Otherwise they get called "cults". ;)
> [skipping multiple goals stuff]
>
> [my "good things are produced within a narrow scope" snipped]
>
> > This in itself is an aesthetic judgement. I'm not going to debate it as
I
> > think it's off topic for the list, but it's a "vision" thing.
>
> You don't want to discuss it because the closure of said statement is
> unpleasant. ;) I think it is rather factual, and it can be explained. It
> has to do with coping with complexity, getting beyond the local maxima,
> controlling risk etc.
I also think that it's going to be entirely subjective to argue "good" and
"narrow." :) Hence not a very fruitful discussion for the list, so I'll drop
it unless JCL chimes in here and says, "No, argue away, please!"
[snip "companies cannot produce good things"]
> > That happens to be one of the current fashions. But studying past
aesthetic
> > currents will show that there are numrous cultures and even moments in
the
> > main Western tradition where being sufficiently different to be fresh
was
> > "bad art."
>
> Dunno what you mean by "bad art",
I mean that the cognoscenti of the time declared it to be "bad art."
> but nevertheless, like when?
French Academy painting vs Impressionism, birth of jazz, the riots at "Rite
of Spring," Van Gogh, birth of rock 'n' roll... yeesh, I could go on for
hours. Hellenistic art. The well-tempered scale. The graphical adventure
game. The invention of the comic strip. The graphical mud. :)
> Fashion
> also have to do with maintaining borders between generations, which is
> useful for challenging norms, coping with changes in the environment
> etc?
Yes, which is why we also tend to see a pattern of swings between Dionysian
and Apollonian artistic styles. This is increasingly off-topic however. :)
> > We, in our current cycle and in our prevailing aesthetic, regard
> > those as stagnant.
>
> I don't know anything in norwegian culture that has been stagnant.
No, what I mean is that we now see the French Academy (for example) as
stagnant because it couldn't recognize the brilliance of "Impression: A
Sunrise." On the other hand, we see stuff that is highly traditional as NOT
stagnant sometimes--blues music today, for example. It's a cultural thing
that varies depending on where we are standing.
> > > You
> > > cannot aim for a wide scope in the commercial sense and still make
> > > things that matters.
> >
> > To bring this back to mud-dum, do you feel that the commercial muds
> > therefore matter less, innovate less, or are somehow less significant
than
> > the text muds?
>
> Compared to the timing and resources (skilled people) made available:
> YES! And that's from someone who really dislike pure text muds! =)
My reply to Brian pretty much covers my points on that front.
> (So that's why he is talking in Kristin's cloths... Behave?! Me??
> *pinch*)
Heh. Actually, my new email address at home is now set up, so you can expect
me to pretty much do all my mud-dev traffic from home now, at an address
that shows my name. :)
-Raph - dealing with foul language Ola Fosheim Grøstad
- dealing with foul language Koster, Raph
- dealing with foul language Matthew Mihaly
- dealing with foul language Kristen L. Koster
- dealing with foul language Zak Jarvis
- dealing with foul language Darren Henderson
- dealing with foul language Kristen L. Koster
- dealing with foul language AR Schleicher
- dealing with foul language adam@treyarch.com
- Article on Proxes Christopher Allen
- Article on Proxes adam@treyarch.com
- Simulating Ancient Greece WAS: Same-Sex Marriage Zak Jarvis
- Simulating Ancient Greece WAS: Same-Sex Marriage Jon Lambert
- Simulating Ancient Greece WAS: Same-Sex Marriage Matthew Mihaly
- A little essay on economic efficiency Timothy Dang
- Same-Sex Marriage John Hopson
- Same-Sex Marriage Ananda Dawnsinger
- Historical perspective (was: dealing with foul language) Brian Green
- Historical perspective (was: dealing with foul language) Zak Jarvis
- Historical perspective (was: dealing with foul lang uage) Koster, Raph
- Historical perspective (was: dealing with foul language) Brian Green
- Historical perspective (was: dealing with foul language) Joe Andrieu
- Historical perspective (was: dealing with foul language) Matthew Mihaly
- Historical perspective (was: dealing with foul language) Joe Andrieu
- Historical perspective (was: dealing with foul language) adam@treyarch.com
- Historical perspective (was: dealing with foul language) Paul Schwanz - Enterprise Services
- Historical perspective (was: dealing with foul language) Ola Fosheim Grøstad
- Historical perspective (was: dealing with foul language) J C Lawrence
- Player controller justice systems David Bennett
- Player controller justice systems Koster, Raph
- Player controller justice systems J C Lawrence
- Player controller justice systems Erik Jarvi
- Player controller justice systems Travis Nixon
- Player controller justice systems Erik Jarvi
- Player controller justice systems Timothy Dang
- Player controller justice systems Draymoor
- Player controller justice systems Erik Jarvi
- Player controller justice systems Phillip Lenhardt
- Player controller justice systems Erik Jarvi
- Family, was characters per account Daniel James
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Kevin Littlejohn
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Phillip Lenhardt
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Shawn Halpenny
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Kevin Littlejohn
- Family, was characters per account Kevin Littlejohn
- Family, was characters per account Jeff Freeman
- Family, was characters per account Raph Koster
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Jeff Freeman
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Matthew Mihaly
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Raph Koster
- Family, was characters per account J C Lawrence
- Family, was characters per account Paul Schwanz - Enterprise Services
- Family, was characters per account Raph Koster
- Family, was characters per account Paul Schwanz - Enterprise Services
- Gender Restrictions was Same-Sex Marriage Jon Lambert
- Gender Restrictions was Same-Sex Marriage Nathan F Yospe
- Gender Restrictions was Same-Sex Marriage Jon Lambert
- Family, was characters per account J C Lawrence
- Family, was characters per account Phillip Lenhardt
- Family, was characters per account Kevin Scott London
- Family, was characters per account Jeff Freeman
- Family, was characters per account Paul Schwanz - Enterprise Services
- Sony to ban sale of online characters from its popular gaming sites F. Randall Farmer
- Sony to ban sale of online characters from its popular gaming sites maddog@best.com
- Sony to ban sale of online characters from its popular gamingsites Zak Jarvis
- Sony to ban sale of online characters from its popular gaming sites Ryan Palacio
- Sony to ban sale of online characters from its popu lar gaming sites Sellers, Michael
- Sony to ban sale of online characters from its popular gaming sites maddog@best.com
- Sony to ban sale of online characters from its popular gaming sites Wes Connell
- Sony to ban sale of online characters from its popular gaming sites Ryan Palacio
- Sony to ban sale of online characters from its popular gaming sites Travis Nixon
- [Meta] other activities Par Winzell
- [Meta] other activities Dominic J. Eidson
- [Meta] other activities Jeff Freeman
- History, background and religion Pileborg Joachim - FMT
- History, background and religion Kevin Scott London
- History, background and religion Matthew Mihaly
- History, background and religion Sanvean
- History, background and religion Sharon Mock
- History, background and religion Richard Ross
- History, background and religion Lovecraft
- DGD Description Christopher Allen
- [Meta] other activities Jeff Freeman
- [Meta] other activities Raph Koster
- [Meta] other activities Todd McKimmey
- [Meta] other activities Matthew Mihaly
- [Meta] other activities Wes Connell
- Personal Interest vs. Marketing Decision WAS dealing with foul language Zak Jarvis
- Threads on Meta that should be on MUD-Dev J C Lawrence
- [Meta] Threads on Meta that should be on MUD-Dev J C Lawrence
- Sony to ban sale ... point of view of an eq veteran S. Patrick Gallaty
- Sony to ban sale ... point of view of an eq veteran John Bertoglio
- Sony to ban sale ... point of view of an eq veteran S. Patrick Gallaty
- Family, was characters per account Chris Lloyd
- [LONG] A slightly different perspective on Real money in Virtual worlds. Zak Jarvis
- banning the sale of items Matthew Mihaly
- banning the sale of items Frank Crowell
- banning the sale of items Geoffrey A. MacDougall
- banning the sale of items Raph Koster
- banning the sale of items Matthew Mihaly
- banning the sale of items Jeff Freeman
- banning the sale of items Jeff Freeman
- banning the sale of items Ryan Palacio
- banning the sale of items Matthew Mihaly
- banning the sale of items Ryan Palacio
- banning the sale of items Matthew Mihaly
- banning the sale of items Ryan Palacio
- banning the sale of items Tess Lowe
- banning the sale of items Ryan Palacio
- banning the sale of items Matthew Mihaly
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Ryan Palacio
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Matthew Mihaly
- banning the sale of items Raph Koster
- banning the sale of items Ryan Palacio
- banning the sale of items Raph Koster
- banning the sale of items Matthew Mihaly
- banning the sale of items Schubert, Damion
- banning the sale of items Matthew Mihaly
- banning the sale of items Ananda Dawnsinger
- banning the sale of items Matthew Mihaly
- banning the sale of items Wes Connell
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items Zak Jarvis
- banning the sale of items Matthew Mihaly
- banning the sale of items Zak Jarvis
- banning the sale of items J. Coleman
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Tess Lowe
- banning the sale of items Paul Schwanz - Enterprise Services
- banning the sale of items Christopher Allen
- banning the sale of items Ryan Palacio
- banning the sale of items Kristen L. Koster
- banning the sale of items Christopher Allen
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items J C Lawrence
- banning the sale of items Par Winzell
- banning the sale of items Matthew Mihaly
- banning the sale of items adam@treyarch.com
- banning the sale of items Kevin Littlejohn
- banning the sale of items Raph Koster
- banning the sale of items Raph Koster
- banning the sale of items Matthew Mihaly
- banning the sale of items Kian Wilcox
- banning the sale of items Timothy Dang
- Institutionalizing human behavior (was banning the sale of items) Sellers, Michael
- Institutionalizing human behavior (was banning the sale of items) Ola Fosheim Grøstad
- Sony to ban sale ... point of view of an eq veteran Brian Green
- Sony to ban sale ... point of view of an eq veteran John Bertoglio
- Sony to ban sale ... point of view of an eq veteran Wes Connell
- Sony to ban sale ... point of view of an eq veteran J C Lawrence
- Sony to ban sale ... point of view of an eq veteran Jeff Freeman
- [Meta] Of general interest maybe Jeff Freeman
- Spawning and quests (was Sony ban) Paul Schwanz - Enterprise Services
- Spawning and quests (was Sony ban) Raph Koster
- Spawning and quests (was Sony ban) Matthew Mihaly
- Spawning and quests (was Sony ban) Paul Schwanz - Enterprise Services
- Spawning and quests (was Sony ban) Jeff Freeman
- Spawning and quests (was Sony ban) Paul Schwanz - Enterprise Services
- Spawning and quests (was Sony ban) Jeff Freeman
- Spawning and quests (was Sony ban) Geoffrey Z.
- Spawning and quests (was Sony ban) Schubert, Damion
- Spawning and quests (was Sony ban) J C Lawrence
- Spawning and quests (was Sony ban) Nathan F Yospe
- Spawning and quests (was Sony ban) F. Randall Farmer
- Spawning and quests (was Sony ban) Travis Casey
- Spawning and quests (was Sony ban) Lee Sheldon
- Spawning and quests (was Sony ban) Wes Connell
- DDoS Ola Fosheim Grøstad
- /. Article about EQ sales ban Nathan F Yospe
- /. Article about EQ sales ban Raph Koster
- MudDev FAQ part 2 Marian Griffith
- MudDev FAQ part 2 Ananda Dawnsinger
- MudDev FAQ part 2 Raph Koster
- MudDev FAQ part 2 Dr Richard A. Bartle
- Family, was characters per account Raph Koster
- Institutionalizing human behavior (was banning the sale of items) Xavier Plagnal
- meets Matthew Mihaly
- Quoting. J C Lawrence
- Amy Jo Kim's "Community Building on the Web" Raph Koster
- Amy Jo Kim's "Community Building on the Web" Richard Woolcock
- Amy Jo Kim's "Community Building on the Web" F. Randall Farmer
- Amy Jo Kim's "Community Building on the Web" Sellers, Michael
- Institutionalizing human behavior Matthew Mihaly
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Christopher Allen
- Declaration of the Rights of Avatars Erik Jarvi
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars John Bertoglio
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Jon Lambert
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Paul Schwanz - Enterprise Services
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Paul Schwanz - Enterprise Services
- Declaration of the Rights of Avatars Jon Lambert
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Jeff Freeman
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Travis Casey
- Declaration of the Rights of Avatars Jeff Freeman
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Eli Stevens
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Travis Casey
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Travis S. Casey
- Declaration of the Rights of Avatars Jeff Freeman
- Declaration of the Rights of Avatars Geoffrey A. MacDougall
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Travis S. Casey
- Declaration of the Rights of Avatars Par Winzell
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Christopher Allen
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Par Winzell
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Raph Koster
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Phillip Lenhardt
- Declaration of the Rights of Avatars Raph Koster
- Spawning and quests Spin
- Spawning and quests Chris Lloyd
- Spawning and quests adam@treyarch.com
- (no subject) J C Lawrence
- E3 and potential meet? Ryan Palacio
- E3 and potential meet? J C Lawrence
- Scott Guzman on RGM.Admin J C Lawrence
- Quote from a Simutronics developer Raph Koster
- Quote from a Simutronics developer Ananda Dawnsinger
- Quote from a Simutronics developer Erik Jarvi
- Quote from a Simutronics developer Ryan Palacio
- Quote from a Simutronics developer Erik Jarvi
- Quote from a Simutronics developer Dmitri Zagidulin
- Quote from a Simutronics developer Phillip Lenhardt
- Quote from a Simutronics developer Raph Koster
- Quote from a Simutronics developer Ananda Dawnsinger
- Quests - allocative efficiency Lovecraft
- Common Law [was: Declaration of the Rights of Avatars] Christopher Allen
- Common Law [was: Declaration of the Rights of Avatars] Christopher Allen
- AI, Bots, Scripting. Veygoth
- AI, Bots, Scripting. David Bennett
- Quests Raph Koster
- Alignment Richard Ross
- ADMIN: Digest size J C Lawrence
- Circular Alignment [was: Alignment] Christopher Allen
- Value of Characters [was: Quote from a Simutronics developer] Christopher Allen
- MUD-Dev request rejected Schubert, Damion
- MUD-Dev request rejected John Szeder
- Skotos Proximity System - a Technical Summary (LONG) Christopher Allen
- Skotos Proximity System - a Technical Summary (LONG) Erik Jarvi
- Skotos Proximity System - a Technical Summary (LONG) Christopher Allen
- Skotos Proximity System - a Technical Summary (LONG) Ola Fosheim Grøstad
- The scalability of paying for in-game things Matthew Mihaly
- The scalability of paying for in-game things Brian Green
- The scalability of paying for in-game things Matthew Mihaly
- The scalability of paying for in-game things Brian Green
- The scalability of paying for in-game things Par Winzell
- ALife? was [Personal Interest vs. Marketing Decision WAS RE:...] Greg Underwood
- incremental revenue discussion Matthew Mihaly
- new list Kevin Littlejohn
- Justifying twinking Raph Koster
- Justifying twinking adam@treyarch.com
- Justifying twinking Raph Koster
- Justifying twinking adam@treyarch.com
- Justifying twinking Ryan Palacio
- Justifying twinking F. Randall Farmer
- Justifying twinking Ryan Palacio
- Justifying twinking Raph Koster
- Justifying twinking Raph Koster
- Justifying twinking Todd McKimmey
- Justifying twinking Hess, Ian W {Ian}
- Justifying twinking Jeff Freeman
- Justifying twinking Schubert, Damion
- Justifying twinking Lee Sheldon
- Justifying twinking adam@treyarch.com
- Justifying twinking Lee Sheldon
- Justifying twinking Travis S. Casey
- Justifying twinking John Bertoglio
- Justifying twinking Travis Nixon
- Justifying twinking Lee Sheldon
- Justifying twinking Travis S. Casey
- Justifying twinking Caliban Tiresias Darklock
- Justifying twinking Christopher Allen
- Justifying twinking J C Lawrence
- Justifying twinking adam@treyarch.com
- Justifying twinking Christopher Allen
- Justifying twinking Travis Casey
- Justifying twinking Lee Sheldon
- Justifying twinking Sellers, Michael
- Justifying twinking Mud Imp
- Justifying twinking Brian Green
- Justifying twinking John Bertoglio
- Justifying twinking Ananda Dawnsinger
- Justifying twinking Christopher Allen
- Justifying twinking Travis Casey
- Justifying twinking Timothy Dang
- Justifying twinking jolson@micron.net
- Justifying twinking Travis Nixon
- Justifying twinking John Bertoglio
- Justifying twinking jolson@micron.net
- Justifying twinking Raph Koster
- Justifying twinking Christopher Allen
- Justifying twinking Schubert, Damion
- Justifying twinking adam@treyarch.com
- Justifying twinking Christopher Allen
- Justifying twinking adam@treyarch.com
- Justifying twinking Geoffrey Z.
- Justifying twinking Justin Lockshaw
- Justifying twinking Raph Koster
- Justifying twinking S. Patrick Gallaty
- Justifying twinking Frank Crowell
- Justifying twinking Lee Sheldon
- Justifying twinking Lee Sheldon
- Game Law Example (fwd) J C Lawrence
- Game Law Example (fwd) Travis S. Casey
- Fun and Learning in games Draymoor
- Fun and Learning in games Schubert, Damion
- Fun and Learning in games adam@treyarch.com
- Re PRIVATE Justifying twinking Kristen L. Koster
- Re PRIVATE Justifying twinking Josh Olson
- Database back ends dwacks@saleslogix.com
- Database back ends Greg Underwood
- Database back ends Quiet
- Database back ends Kevin Littlejohn
- defeating twinking through game mechanics S. Patrick Gallaty
- defeating twinking through game mechanics jolson@micron.net
- defeating twinking through game mechanics adam@treyarch.com
- defeating twinking through game mechanics S. Patrick Gallaty
- defeating twinking through game mechanics Erik Jarvi
- defeating twinking through game mechanics Travis S. Casey
- defeating twinking through game mechanics Paul Schwanz - Enterprise Services
- defeating twinking through game mechanics Travis Casey
- defeating twinking through game mechanics Paul Schwanz - Enterprise Services
- defeating twinking through game mechanics J C Lawrence
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" F. Randall Farmer
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Christopher Allen
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Brian Green
- Simpson's "In-Game Economics of UO" adam@treyarch.com
- Simpson's "In-Game Economics of UO" Timothy Dang
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Ananda Dawnsinger
- Simpson's "In-Game Economics of UO" Charles Hughes
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" Sellers, Michael
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" Charles Hughes
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Caliban Tiresias Darklock
- Simpson's "In-Game Economics of UO" adam@treyarch.com
- Simpson's "In-Game Economics of UO" stoddart@slip.net
- Simpson's "In-Game Economics of UO" Eli Stevens
- Simpson's "In-Game Economics of UO" Paul Schwanz - Enterprise Services
- Simpson's "In-Game Economics of UO" Raph Koster
- Simpson's "In-Game Economics of UO" PLAGNAL XAVIER
- Massive Connections Christopher Kohnert
- Massive Connections Kevin Scott London
- Massive Connections Christopher Kohnert
- MUD-Dev request rejected Jeff Freeman
- interesting article on world size and finance Fred Clift
- interesting article on world size and finance J C Lawrence
- interesting article on world size and finance John Bertoglio
- [Mud-Dev]: Sushi Mud Todd McKimmey
- [Mud-Dev]: Sushi Mud guru@thebay.plus.com
- LA Times article: Virtual Loot for Real Cash Ryan Palacio
- LA Times article: Virtual Loot for Real Cash J C Lawrence
- Alignment (very long) Paul Schwanz - Enterprise Services
- Alignment (very long) Christopher Allen
- Alignment (very long) Paul Schwanz - Enterprise Services
- Alignment (very long) Kevin Littlejohn
- Alignment (very long) Travis Casey
- Alignment (very long) Paul Schwanz - Enterprise Services
- Character persistance, was Family, was characters per account JC
- Character persistance, was Family, was characters per account Paul Schwanz - Enterprise Services
- shrink wrapped mud development kit (fwd) J C Lawrence
- shrink wrapped mud development kit (fwd) Charles
- shrink wrapped mud development kit (fwd) J C Lawrence
- shrink wrapped mud development kit (fwd) Caliban Tiresias Darklock
- shrink wrapped mud development kit (fwd) Chris Jacobson
- shrink wrapped mud development kit (fwd) Caliban Tiresias Darklock
- shrink wrapped mud development kit (fwd) Richard Ross
- shrink wrapped mud development kit (fwd) Lee Sheldon
- shrink wrapped mud development kit (fwd) Matt Chatterley
- BioWare to demonstrate Neverwinter Nights at E3 F. Randall Farmer
- BioWare to demonstrate Neverwinter Nights at E3 Jeff Freeman
- BioWare to demonstrate Neverwinter Nights at E3 Travis Casey
- ColdStore. Belated response from a developer. colin@field.medicine.adelaide.edu.au
- ColdStore. Belated response from a developer. Miroslav Silovic
- ColdStore. Belated response from a developer. Jay Carlson
- ColdStore. Belated response from a developer. colin@field.medicine.adelaide.edu.au
- [Meta] Ex-Origin Employees to new Verant studio Eli Stevens
- Game Spec Jman77777@aol.com
- From banning the sale of items to virtual slavery... Stéphane Garin
- Search engine and thread managing Stéphane Garin
- Search engine and thread managing J C Lawrence
- LED0 Frank Crowell
- Re[4]: defeating twinking through game mechanics Travis Casey
- MUME poll results (fwd) J C Lawrence
- MUME poll results (fwd) Christopher Allen
- MUME poll results (fwd) Raph Koster
- MUME poll results (fwd) Charles Hughes
- MUME poll results (fwd) Eric Olsen
- MUME poll results (fwd) Charles Hughes
- selling Godhoods Matthew Mihaly
- selling Godhoods J C Lawrence
- selling Godhoods Chris Jacobson
- selling Godhoods Ananda Dawnsinger
- selling Godhoods Matthew Mihaly
- selling Godhoods Ananda Dawnsinger
- selling Godhoods Matthew Mihaly
- selling Godhoods Ananda Dawnsinger
- selling Godhoods Matthew Mihaly
- selling Godhoods Phillip Lenhardt
- selling Godhoods Ananda Dawnsinger
- selling Godhoods Matthew Mihaly
- selling Godhoods Darren Henderson
- selling Godhoods J C Lawrence
- selling Godhoods Raph Koster
- selling Godhoods Matthew Mihaly
- selling Godhoods Darren Henderson
- selling Godhoods Tess Lowe
- selling Godhoods Ananda Dawnsinger
- selling Godhoods Richard Woolcock
- selling Godhoods Matthew Mihaly
- selling Godhoods Richard Woolcock
- selling Godhoods Matthew Mihaly
- selling Godhoods J C Lawrence
- selling Godhoods Tess Lowe
- selling Godhoods Richard Woolcock
- Selling Godhoods!?! Larvenz
- selling Godhoods Par Winzell
- selling Godhoods Matthew Mihaly
- Selling Godhoods!?! Par Winzell
- Selling Godhoods!?! Hans-Henrik Staerfeldt
- selling Godhoods Jeff Freeman
- Selling Godhoods!?! Mud Imp
- Selling Godhoods!?! J C Lawrence
- Selling Godhoods!?! Kevin Scott London
- Selling Godhoods!?! Christopher Kohnert
- Selling Godhoods!?! Kevin Scott London
- Selling Godhoods!?! Paul Schwanz - Enterprise Services
- selling Godhoods J C Lawrence
- selling Godhoods Raph Koster
- selling Godhoods Ananda Dawnsinger
- selling Godhoods Raph Koster
- selling Godhoods Laurent Bossavit
- selling Godhoods lapsos
- selling Godhoods Matthew Mihaly
- selling Godhoods Par Winzell
- moving advancement away from experience Eli Stevens
- moving advancement away from experience Travis Casey
- moving advancement away from experience Caliban Tiresias Darklock
- moving advancement away from experience Lee Sheldon
- E3 and exhibit/session passes (follow-ups to Meta) Sellers, Michael
- attracting players Mud Imp
- attracting players Richard Woolcock
- attracting players Chris Lloyd
- Attracting players Koster, Raph
- Self-Sufficient Worlds Chris Lloyd
- Self-Sufficient Worlds Christopher Allen
- Self-Sufficient Worlds Schubert, Damion
- Self-Sufficient Worlds John Bertoglio
- Self-Sufficient Worlds Quzah
- Self-Sufficient Worlds Paul Schwanz - Enterprise Services
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Phillip Lenhardt
- Self-Sufficient Worlds Mordengaard
- Self-Sufficient Worlds Paul Schwanz - Enterprise Services
- Self-Sufficient Worlds Chris Turner
- Self-Sufficient Worlds lapsos
- Self-Sufficient Worlds F. Randall Farmer
- Self-Sufficient Worlds Chad Arnold
- Self-Sufficient Worlds Sellers, Michael
- Self-Sufficient Worlds Chris Lloyd
- Self-Sufficient Worlds Raph Koster
- Self-Sufficient Worlds Raph Koster
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Raph Koster
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Paul Schwanz - Enterprise Services
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Raph Koster
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds J C Lawrence
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Matthew Mihaly
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Sellers, Michael
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Powell, Warren
- Self-Sufficient Worlds Lee Sheldon
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds Angela Ferraiolo
- Self-Sufficient Worlds Zak Jarvis
- Self-Sufficient Worlds J C Lawrence
- Addressing newbies (was: attracting players) Ola Fosheim Grøstad
- Addressing newbies (was: attracting players) Jerry Hill
- Addressing newbies (was: attracting players) adam@treyarch.com
- Addressing newbies (was: attracting players) adam@treyarch.com
- reaction to selling godhoods Matthew Mihaly
- reaction to selling godhoods Kevin Scott London
- Crafts Systems (was:Simpson's "In-Game Economics of UO") Ananda Dawnsinger
- Crafts Systems (was:Simpson's "In-Game Economics of UO") Raph Koster
- Crafts Systems (was:Simpson's "In-Game Economics of UO") Charles Hughes
- Crafts Systems (was:Simpson's "In-Game Economics of UO") Paul Schwanz - Enterprise Services
- datagrams Ola Fosheim Grøstad
- a article on ai -- ANTS -- (fwd) J C Lawrence
- FW: selling Godhoods John Bertoglio
- FW: selling Godhoods Matthew Mihaly
- Skotos Bulk System - a Technical Summary (LONG) Christopher Allen
- "The client is in the hands of the enemy" Schubert, Damion
- "The client is in the hands of the enemy" Zak Jarvis
- "The client is in the hands of the enemy" Kevin Littlejohn
- Procedural Storytelling WAS Self-Sufficient Worlds Zak Jarvis
- A footnote to Procedural Storytelling Zak Jarvis
- A footnote to Procedural Storytelling J C Lawrence
- A footnote to Procedural Storytelling Raph Koster
- A footnote to Procedural Storytelling Paul Schwanz - Enterprise Services
- A footnote to Procedural Storytelling rob@cs.nwu.edu
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Travis Nixon
- A footnote to Procedural Storytelling Hess, Ian W {Ian}
- A footnote to Procedural Storytelling J C Lawrence
- A footnote to Procedural Storytelling Travis Nixon
- A footnote to Procedural Storytelling Raph Koster
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Marian Griffith
- A footnote to Procedural Storytelling Ola Fosheim Grøstad
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Zak Jarvis
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Travis Nixon
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Paul Schwanz - Enterprise Services
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Travis Nixon
- A footnote to Procedural Storytelling Brian Green
- A footnote to Procedural Storytelling Travis Nixon
- A footnote to Procedural Storytelling Sam Axon
- A footnote to Procedural Storytelling Travis Nixon
- A footnote to Procedural Storytelling Brian Green
- A footnote to Procedural Storytelling Kevin Littlejohn
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Angela Ferraiolo
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Erik Jarvi
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Nathan F Yospe
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Erik Jarvi
- A footnote to Procedural Storytelling Nathan F Yospe
- A footnote to Procedural Storytelling Raph Koster
- A footnote to Procedural Storytelling Batir
- A footnote to Procedural Storytelling Raph Koster
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Kristen L. Koster
- A footnote to Procedural Storytelling Batir
- A footnote to Procedural Storytelling Raph Koster
- A footnote to Procedural Storytelling Charles Hughes
- A footnote to Procedural Storytelling Erik Jarvi
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Matthew Mihaly
- A footnote to Procedural Storytelling Lee Sheldon
- A footnote to Procedural Storytelling Brandon J. Rickman
- A footnote to Procedural Storytelling Matthew Mihaly
- A footnote to Procedural Storytelling Joe Andrieu
- A footnote to Procedural Storytelling Rawlings@aol.com
- A footnote to Procedural Storytelling Brandon J. Rickman