June 2000
- Advancement considered harmful (long) [very short] Charles Hughes
- Bay Area Press UO, the good the bad and the Ugly. F. Randall Farmer
- Bay Area Press UO, the good the bad and the Ugly. Caliban Tiresias Darklock
- Bay Area Press UO, the good the bad and the Ugly. F. Randall Farmer
- Bay Area Press UO, the good the bad and the Ugly. Paul Schwanz - Enterprise Services
- Bay Area Press UO, the good the bad and the Ugly. Raph Koster
- Bay Area Press UO, the good the bad and the Ugly. Dave Rickey
- Bay Area Press UO, the good the bad and the Ugly. Raph Koster
- Bay Area Press UO, the good the bad and the Ugly. Batir
- Bay Area Press UO, the good the bad and the Ugly. Shakkar
- Bay Area Press UO, the good the bad and the Ugly. Dave Rickey
- Bay Area Press UO, the good the bad and the Ugly. Phillip Lenhardt
- Bay Area Press UO, the good the bad and the Ugly. Dave Rickey
- Bay Area Press UO, the good the bad and the Ugly. Phillip Lenhardt
- Bay Area Press UO, the good the bad and the Ugly. Charles Hughes
- Bay Area Press UO, the good the bad and the Ugl y. Richard Tew
- Bay Area Press UO, the good the bad and the Ugly. adam@treyarch.com
- Bay Area Press UO, the good the bad and the Ugly. Shakkar
- Bay Area Press UO, the good the bad and the Ugly. AR Schleicher
- Bay Area Press UO, the good the bad and the Ugly. Raph Koster
- Bay Area Press UO, the good the bad and the Ugly. Christopher Allen
- Bay Area Press UO, the good the bad and the Ugly. Myschyf
- Bay Area Press UO, the good the bad and the Ugly. Jon A. Lambert
- Bay Area Press UO, the good the bad and the Ugly. PLAGNAL XAVIER
- Bay Area Press UO, the good the bad and the Ugly. Chris Turner
- Bay Area Press UO, the good the bad and the Ugly. John Buehler
- Bay Area Press UO, the good the bad and the Ugly. Colin Coghill
- Bay Area Press UO, the good the bad and the Ugly. Shakkar
- Bay Area Press UO, the good the bad and the Ugly. Chris Turner
- Bay Area Press UO, the good the bad and the Ugly. John Hopson
- Bay Area Press UO, the good the bad and the Ugly. Jessica Mulligan
- AI Texts (was: Thoughts about smarter Sims) Eli Stevens
- AI Texts (was: Thoughts about smarter Sims) rob@cs.nwu.edu
- Bay Area Press UO, the good the bad and the Ugly. Jessica Mulligan
- Bay Area Press UO, the good the bad and the Ugly. Raph Koster
- Bay Area Press UO, the good the bad and the Ugly. Caliban Tiresias Darklock
- Bay Area Press UO, the good the bad and the Ugly. Dave Rickey
- Bay Area Press UO, the good the bad and the Ugly. adam@treyarch.com
- Bay Area Press UO, the good the bad and the Ugly. Brian Green
- Bay Area Press UO, the good the bad and the Ugl y. Sellers, Michael
- Bay Area Press UO, the good the bad and the Ugly. adam@treyarch.com
- Bay Area Press UO, the good the bad and the Ugly. J C Lawrence
- Off-Topic: Reality shift? Jon A. Lambert
- Off-Topic: Reality shift? J C Lawrence
- Bay Area Press UO, the good the bad and the Ugly. J C Lawrence
- Entry and near-entry level jobs at Maxis Sellers, Michael
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Brian Green
As I said last week, being without NDA is an incredibly liberating
experience. Allow me to share other thoughts with my esteemed
colleagues on this list. Well, I'm going to share if you want me to or
not. :)
As some of you know, I recently left my previous job and obtained a new
job at another company. Leaving the main office of one company with
about 300-350 people to work at another company that employs a small
fraction of that is quite a shock.
One thing that really got me thinking about online RPGs recently was
something simple, birthday cake. During a company meeting last month,
they brought out a cake to celebrate the birthdays of employees in that
month. Now, I love sweets (as my frame amply shows), and was
delighted. But, I took a moment to pause and consider why we didn't
have cake at my previous employer.
I realized it was an issue of scalability. Going and grabbing a large
cake for a small company is something you can send an administrative
assistant out to do. Going and grabbing five or ten such cakes is a
catering event. The large company simply could not provide birthday
cake at a reasonable expense, especially on a monthly basis.
So, how does this relate to MUDs? I think we're losing sight of
meaningful advancement in the field in the quest to just make bigger
games. Just like the birthday cake in my story above, some important
elements in online games just can't be efficiently handled in large
scale situations.
(Now, Raph, I respect you as a comrade in arms and value your insight
into various topics; you are truly one of the brightest minds among us.
But, I'm going to use you as my piñata by referencing a recent Usenet
post you made that was also posted up on Lum the Mad's site
(http://www.lumthemad.net/). I've been mulling this issue over for a
while, but your post helps support my arguments wonderfully. I'm sure
you're used to such scrutiny by now. Plus, what would a rant on
scalability be without me getting on your case? ;)
The biggest problem I have with current commercial development thinking
can be summed up in Raph's recent comment, "That niche products are all
well and good, but we already KNOW how to make those, and they aren't
going to teach us anything interesting about ourselves. ...[T]here are
plenty of narrowly focused communities out there." Raph said earlier in
the post that, "...The market, and more particularly the players, don't
reward experimentation very much. ...[A]s a comment on the audience in
general--most people want mere entertainment, stuff that is easy to cope
with. Stuff that doesn't make them ask questions of themselves."
I wholeheartedly disagree that we know how to make niche products. No
niche product has completely solved even the most common problems we
have to grapple with. Hell, if Raph's statement were true, the design
side of this list would not exist; MUD developers would just see how the
niche developers did it and copy them. But everyone, from the humble
hobbyist reading this list to the experienced developer with years of
MUD and commercial graphical experience under his belt, struggles with
the same design issues. We have struggled with many of the problems for
longer than a majority of the current online RPG players have even been
playing our games.
Raph's statement about the market is true, *if you are building a large
scale, mass-market product.* When you water your content down to please
the masses, you should not expect soul-searching introspection aspects
of the content to remain intact. At best, thinking you can is naive; at
worst, there is nothing more dangerous than a creative person with a
message and a medium that cannot sufficiently express the message.
To draw upon an offline example most of us are familiar with, allow me
to once again use Ultima 4. The Quest of the Avatar speaks to me, as it
does many computer gamers. Why is that? It obviously won't speak to
everyone. If I were to sit my mother down in front of a computer and
load up Ultima 4, she'd look at me funny. It speaks to me because I am
the type of person who fantasizes about being the hero that saves the
land.
Think about it for a moment. I could have gained levels easier if I
could have stolen treasure chests, attacked helpless villagers for easy
xp, or fled from battle when the situation was hopeless. But, I did
not; not merely because the game penalized me, but because I wanted to
be the hero. Seeing the ending this last time held no particular
significance for me, I had already won the game before. I wanted the
chance to save the people and become the Avatar.
We need to customize the game to the players if we hope to touch them in
the way Raph wants. This means we have to go back to that dirty word,
"niche". Only when the message is customized to the individual will we
get people contemplating careful introspection. Mass-consumption
one-size-fits-all content doesn't pose questions for us to ask
ourselves, it strokes our egos and tells us to spend more money.
It's a simple truth of art that every high school student taking a
literature class realizes: if you can't identify with the work, you will
learn little if anything from it. Or, completely miss the point.
Reading Shakespeare is perhaps one of the most meaningless exercises
that young students endure. They have little connection with the story
or even the language of works. Yet, as their minds grow and they become
wiser, many return to the works and relish them. Many of the works I
read when younger are much more potent to me now because I can identify
with the work better given my expanded experiences.
Or, to give another example, you could consider the painting "IKB" by
Yves Klein. The painting is a large canvas covered with a uniform coat
of blue. It's one of those paintings that people like to point and
laugh at, saying it's not "real art". Yet, when you learn that the
artist developed and perfected (and even patented) the process to make
the pigment capturing the exact shade of blue that makes up that
painting, you get a bit more respect for the work and the artist. Many
of the most wonderful paintings I've ever seen require a bit of
knowledge in order to fully appreciate.
To his credit, Raph says, "I still believe we need to get all kinds of
people into one game." While I think this is an admirable goal, I think
this something we need to tackle in the future, not the present. We
face too many problems in developing our games that I think it is as
foolish as tilting at windmills to try to add more complications to our
tasks. I argue that we're still trying to understand our players, even
in the context of something as simple as Bartle's groups. Throwing the
complexity of how they interact is definitely a challenge I look forward
to, but is something that must be built on more stable foundations than
we currently have.
Am I arguing that we should abandon all large scale games? Absolutely
not! Just as there are many things you cannot do in a large scale game,
there are many things you cannot do in a small scale game. Raph is very
interested in the social interactions of large scale games. I just do
not think we should expect more from the large scale games than we can
reasonably expect. We should also not ignore small scale solutions and
situations merely because they do not scale; these solutions and
situations are just as viable and interesting as the large scale
situations that major commercial interests have to face. I think that
enough attention has been paid to the large scale games in recent times.
I think that the current crop of games are in a sorry state of affairs
because of the focus on large scale. This focus on scale is
particularly harmful because it is merely used for bragging rights, not
for meaningful development of games. Game X is better than Game Y
because more people play. Game Z will blow them all away because it
will have a million subscribers! Never mind the fact that the typical
player will hardly meet, let alone meaningfully interact with even a
tiny percentage of such a huge population.
The observation that communities rarely form of greater than roughly 250
members combined with the focus on advancement which harms socialization
and interaction (as argued in last week's post) make the truly large
scale meaningless in terms of posing situations that force players to
learn about themselves. If anything, it has shown us the ugly side of
the human nature, the side that rises up from the teeming crowds to
commit a wrong, only to slip back into the world as an anonymous face in
the crowd. It is no surprise that grief playing seems to get handled
better in smaller scale games than in larger ones.
So, what can we as game developers do? If we want to create meaningful
works that speak to people, we have to focus on niche products. If we
want to teach people that being selfish is wrong, that killing people
just to loot their bodies is wrong, then creating a high fantasy game
with easy resurrection is probably not the vehicle we should choose.
One not only has to fight against the pre-conceived notions brought into
the game from single-player high fantasy RPG fans, we also have to find
a way to reach the "it's just a game" crowd that points to easy
resurrection as an excuse to kill another player.
I am sure people will shake their head and cluck their tongues and tell
me it's easy to say such things since I am not a business person that
has to worry about making ends meet. I would argue that such people
have not evaluated business models very well. Smaller games were able
to make quite handsome profits before the arrival of any of the "big
three" large scale graphical commercial games. Most niche suppliers
will tell you that although you may not find large numbers of people
willing to participate in the niche, often people will be happy to pay
more for content that interests them; more than they will pay for lowest
common denominator content provided at a cheap price for the great
unwashed masses. Some people are willing to spend more than McDonald's
prices if they want to eat a good hamburger.
And, that's the problem. We've focused on becoming the McDonald's of
the online gaming world. We've traded our willingness to make
interesting content for producing bland, generic, non-threatening "fun"
for the masses. Where's the focus on becoming the corner bistro that
connoisseurs love? Where's the businesses making the game that can
touch people in deep and meaningful ways? Why weren't they actively
hiring MUD developers with professional experience? :) (I can think of
two serious companies trying to make smaller-scale products on this
group.)
In the long run, I personally think it will be niche products that grow
the market more than any of the numerous massively multiplayer
(especially the dreaded "million subscriber") worlds I've heard about in
the last few months. The power of the internet allows us to bring
specialized content to niche audiences at a reasonable price; the
problem is that large companies have gotten into the "McDonald's" mode
of content production that they don't realize that there are meaningful
small scale games that could be made. I think these smaller, focused
worlds will interest the non-hardcore crowd and bring them to our fold.
After all, if they wanted mass-market content, there is always prime
time TV....
Comments welcomed and encouraged.
--
"And I now wait / to shake the hand of fate...." -"Defender", Manowar
Brian Green, brian@psychochild.org aka Psychochild
|\ _,,,---,,_ *=* Morpheus, my kitten, says "Hi!" *=*
ZZzz /,`.-'`' -. ;-;;,_
|,4- ) )-,_..;\ ( `'-' "Ritalin Cures Next Picasso"
'---''(_/--' `-'\_) -The_Onion_, August 4th, 1999 - Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Wes Connell
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) AR Schleicher
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Charles Hughes
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Dave Rickey
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) J C Lawrence
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Raph Koster
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) J C Lawrence
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) J C Lawrence
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Zak Jarvis
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) F. Randall Farmer
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Dave Rickey
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) F. Randall Farmer
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Ola Fosheim Grøstad
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Brian Green
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Miroslav Silovic
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Hess, Ian W {Ian}
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) J C Lawrence
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Dave Rickey
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) J C Lawrence
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Jon A. Lambert
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Matthew Mihaly
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) J C Lawrence
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Jon A. Lambert
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) Ola Fosheim Grøstad
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) John Buehler
- Birthday Cake (or Why Large Scale Sometimes Sucks) (long) adam@treyarch.com
- Birthday Cake (or Why Large Scale Sometimes Sucks)(long) Par Winzell
- Of interest Jeff Freeman
- Of interest Dave Rickey
- Of interest Bruce
- Of interest Jeff Freeman
- Of interest AR Schleicher
- Intro Tamzen Cannoy
- Online actions and real-life religion Jason Spangler
- (no subject) J C Lawrence
- Narrative, quest design, and the solution of in-game problems J C Lawrence
- Narrative, quest design, and the solution of in-game problems Brandon J. Rickman
- Narrative, quest design, and the solution of in-game problems Angela Ferraiolo
- Narrative, quest design, and the solution of in-game problems Marian Griffith
- Hidden identities. (was (no subject)) Ola Fosheim Grøstad
- Hidden identities. (was (no subject)) Justin Rogers
- Hidden identities. (was (no subject)) J C Lawrence
- Hidden identities. (was (no subject)) adam@treyarch.com
- Hidden identities. (was (no subject)) Wes Connell
- Hidden identities. (was (no subject)) J C Lawrence
- Hidden identities. (was (no subject)) Jon A. Lambert
- Responsibility for users (was: Birthday Cake (or Why Large Scale Sometimes Sucks) (long) ) birgit.schulte@philips.com
- Multiplayer definition (was: Birthday Cake) Brian Green
- Multiplayer definition (was: Birthday Cake) Matthew Mihaly
- Multiplayer definition (was: Birthday Cake) J C Lawrence
- Backstories Chris Bunting
- Backstories J C Lawrence
- New poll J C Lawrence
- Backstory (was New poll) Sellers, Michael
- Backstory (was New poll) J C Lawrence
- Backstory (was New poll) J C Lawrence
- Backstory (was New poll) Matthew Mihaly
- Backstory (was New poll) Tess Lowe
- Backstory (was New poll) Matthew Mihaly
- Backstory (was New poll) Zak Jarvis
- Backstory (was New poll) Raph Koster
- Backstory (was New poll) Zak Jarvis
- Backstory (was New poll) Dave Rickey
- Backstory (was New poll) Zak Jarvis
- Backstory (was New poll) Marian Griffith
- Backstory (was New poll) Sellers, Michael
- Backstory (was New poll) Harrison Edwards
- Backstory (was New poll) rayzam
- Backstory (was New poll) Zak Jarvis
- [Meta] New poll J C Lawrence
- Little Touches (was Bay Area Press UO, the good the bad and the Ugly) Todd McKimmey
- backstory poll results Matthew Mihaly
- [Meta] New poll Eli Stevens
- [Meta] New poll J C Lawrence
- [Meta] New poll Tess Lowe
- [Meta] New poll Matthew Mihaly
- [Meta] New poll PLAGNAL XAVIER
- [Meta] New poll Wes Connell
- [Meta] New poll Matthew Mihaly
- [Meta] New poll Erik Jarvi
- [Meta] New poll adam@treyarch.com
- Backstory (was New poll) Raph Koster
- Backstory (was New poll) Zak Jarvis
- Drunk Speak was:Bay Area Press Wes Connell
- Backstory (was New poll) Wes Connell
- Our player's keepers? (long) Brian Green
- Our player's keepers? (long) Jon A. Lambert
- Our player's keepers? (long) Erik Jarvi
- Our player's keepers? (long) Jon A. Lambert
- Our player's keepers? (long) Matthew Mihaly
- Our player's keepers? (long) Zak Jarvis
- Our player's keepers? (long) Jon A. Lambert
- Our player's keepers? (long) J C Lawrence
- Our player's keepers? (long) Zak Jarvis
- Our player's keepers? (long) Matthew Mihaly
- Our player's keepers? (long) Lee Sheldon
- Our player's keepers? (long) F. Randall Farmer
- Our player's keepers? (long) J C Lawrence
- Report: MUD-Dev dinner of 10 June 2000 J C Lawrence
- Report: MUD-Dev dinner of 10 June 2000 Raph Koster
- Report: MUD-Dev dinner of 10 June 2000 Jessica Mulligan
- Report: MUD-Dev dinner of 10 June 2000 Sellers, Michael
- The Virtues of Small Muds - was (Our player's keepers? ) Jon A. Lambert
- MudDev FAQ 1 Marian Griffith
- MudDev FAQ 1 J C Lawrence
- MudDev FAQ 2 Marian Griffith
- MudDEV FAQ request Marian Griffith
- NWN model (was Report: MUD-Dev dinner of 10 June 20 00) Sellers, Michael
- Backstory (was New poll) Lee Sheldon
- Backstory (was New poll) Angela Ferraiolo
- Backstory (was New poll) Lee Sheldon
- Backstory (was New poll) Angela Ferraiolo
- Backstory (was New poll) Lee Sheldon
- Yet more new polls J C Lawrence
- MUD-Dev digest, Vol 1 #131 - 23 msgs Dr. Cat
- Report: MUD-Dev dinner of 10 June 2000 Brian Green
- Report: MUD-Dev dinner of 10 June 2000 John Buehler
- Games vs. simulations Matthew Mihaly
- Games vs. simulations Charles Hughes
- Games vs. simulations Dmitri Zagidulin
- Games vs. simulations Caliban Tiresias Darklock
- Games vs. simulations adam@treyarch.com
- Games vs. simulations Brandon J. Rickman
- Games vs. simulations Caliban Tiresias Darklock
- Games vs. simulations Richard Tew
- Games vs. simulations adam@treyarch.com
- Games vs. simulations Marc Bowden
- Games vs. simulations Patrick Dughi
- Games vs. simulations Bruce
- Games vs. simulations Richard Woolcock
- Games vs. simulations Matthew Mihaly
- Games vs. simulations Richard Tew
- Games vs. simulations F. Randall Farmer
- Games vs. simulations Travis Casey
- Games vs. simulations Richard Tew
- Games vs. simulations Travis Casey
- Games vs. simulations J C Lawrence
- Games vs. simulations Brad Roberts
- FW: A question of message propagation Joe Kingry
- FW: A question of message propagation Patrick Dughi
- FW: A question of message propagation Jon A. Lambert
- FW: A question of message propagation Joe Kingry
- FW: A question of message propagation Chris Jacobson
- FW: A question of message propagation Jon A. Lambert
- Lego bulk ordering J C Lawrence
- Lego bulk ordering Chris Gray
- Lego bulk ordering Jason Spangler
- Mailing list: IRead J C Lawrence
- FC: Americans ditching TV for online news, Pew Research survey says (fwd) J C Lawrence
- Meta: Events page and dinner picture galleries J C Lawrence
- Remote client connection Kyle Leithoff
- Remote client connection Caliban Tiresias Darklock
- Remote client connection John Bertoglio
- Remote client connection John Buehler
- Remote client connection Lee Sheldon
- Remote client connection John Buehler
- Remote client connection Lurn@missing.domain
- Remote client connection Patrick Dughi
- Remote client connection Phillip Lenhardt
- Remote client connection J C Lawrence
- Remote client connection Paul Schwanz - Enterprise Services
- Remote client connection J C Lawrence
- Remote client connection John Bertoglio
- Remote client connection Matthew Mihaly
- Remote client connection k.carter
- Remote client connection Raph Koster
- Remote client connection Erik Jarvi
- Remote client connection Richard Tew
- Remote client connection AR Schleicher
- Remote client connection Travis Casey
- Remote client connection Phillip Lenhardt
- Remote client connection John Bertoglio
- Remote client connection Travis Casey
- Remote client connection Travis Casey
- Remote client connection Marian Griffith
- Bioware Chris Gray
- Bioware Raph Koster
- Meta: Regenning the list archives. J C Lawrence
- Commercial MUD developers destroy thinking! Brian Green
- Hello! Milne, Alistair
- Consistent Characters (Was Remote client connection) Paul Schwanz - Enterprise Services
- Consistent Characters (Was Remote client connection) Travis Casey
- Consistent Characters (Was Remote client connection) Marian Griffith
- Consistent Characters (Was Remote client connection) Mordengaard
- Consistent Characters (Was Remote client connection) Josh Rollyson {dracus}
- Consistent Characters (Was Remote client connection) Travis Casey
- Consistent Characters (Was Remote client connection) Travis Casey
- Consistent Characters (Was Remote client connection) Travis Casey
- Building On-Line 3D Worlds - Digital Actors/3D avatars Charles Hughes
- Remote client connection (J C Lawrence) Dmitri Zagidulin
- Remote client connection (J C Lawrence) adam@treyarch.com
- Remote client connection (J C Lawrence) Travis Casey
- Basic input techniques? Neil Edwards
- Basic input techniques? J C Lawrence
- Acting casual about casual gamers Brian Green
- Acting casual about casual gamers John Buehler
- Acting casual about casual gamers Madrona Tree
- Acting casual about casual gamers John Buehler
- Acting casual about casual gamers Madrona Tree
- Acting casual about casual gamers John Buehler
- Acting casual about casual gamers adam@treyarch.com
- Acting casual about casual gamers rayzam
- Acting casual about casual gamers J C Lawrence
- Acting casual about casual gamers Charles Hughes
- Acting casual about casual gamers Dan Shiovitz
- Acting casual about casual gamers John Buehler
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers Spin
- Acting casual about casual gamers Jon Morrow
- Acting casual about casual gamers J C Lawrence
- Acting casual about casual gamers John Buehler
- Acting casual about casual gamers J C Lawrence
- Acting casual about casual gamers John Buehler
- Acting casual about casual gamers adam@treyarch.com
- Acting casual about casual gamers Raph Koster
- Acting casual about casual gamers J C Lawrence
- Acting casual about casual gamers Michael Tresca
- Acting casual about casual gamers Charles Hughes
- Acting casual about casual gamers Erik Jarvi
- Acting casual about casual gamers Malcolm Valentine
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers Malcolm Valentine
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers rayzam
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers rayzam
- Acting casual about casual gamers Greg Miller
- Acting casual about casual gamers Michael Tresca
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers Charles Hughes
- Acting casual about casual gamers Greg Miller
- Acting casual about casual gamers Caliban Tiresias Darklock
- Acting casual about casual gamers Chris Turner
- Acting casual about casual gamers Greg Miller
- Acting casual about casual gamers rayzam
- Acting casual about casual gamers rayzam
- Acting casual about casual gamers Greg Miller
- Acting casual about casual gamers Jon A. Lambert
- Acting casual about casual gamers J C Lawrence
- Acting casual about casual gamers Travis Casey
- Acting casual about casual gamers Paul Schwanz - Enterprise Services
- Hunting mobs vs Economy (was Advancement considered harmful (long)) Jeremy Hovance
- using DB to store game state Eli Stevens
- using DB to store game state J C Lawrence
- using DB to store game state Eli Stevens
- using DB to store game state J C Lawrence
- using DB to store game state J C Lawrence
- Report: MUD-Dev dinner of 10 June 2000 J C Lawrence
- A Replacement for Telnet Phillip Lenhardt
- A Replacement for Telnet Justin Rogers
- C# vs. LPC Christopher Allen
- C# vs. LPC Travis Casey
- C# vs. LPC Felix A. Croes
- C# vs. LPC Travis Casey
- C# vs. LPC Owen
- C# vs. LPC J C Lawrence
- C# vs. LPC ashon@wsunix.wsu.edu
- Man Hours: (was Offline Persistence) Dmitri Zagidulin
- FW: [DGD]C# vs. LPC Christopher Allen
- Polling the users Jeff Freeman
- Collected comments on C# from comp.lang.python and the python mailing list. J C Lawrence
- Another Firstborn Falls: Meridian 59 Brian Green
- Reach out and bitch at someone Brian Green
- Reach out and bitch at someone David Bennett
- Reach out and bitch at someone Chris Jacobson
- Reach out and bitch at someone Marc Bowden
- Reach out and bitch at someone Marc Bowden
- Reach out and bitch at someone rayzam
- Reach out and bitch at someone David Bennett
- Reach out and bitch at someone Marc Bowden
- Reach out and bitch at someone Chris Jacobson
- Reach out and bitch at someone Jessica Mulligan
- Reach out and bitch at someone Dave Rickey
- Reach out and bitch at someone jolson@micron.net
- Reach out and bitch at someone Jack Doolan
- Reach out and bitch at someone Matthew Mihaly
- Reach out and bitch at someone Matthew Mihaly
- Reach out and bitch at someone Malcolm Valentine
- MUDLinux v0.5 J C Lawrence
- MUDLinux v0.5 David Wruck
- MUDLinux v0.5 Malcolm Valentine
- Maps and children's lit. (fwd) J C Lawrence
- Maps and children's lit. (fwd) Malcolm Valentine