November 2001
- Digimask Technology. Matt Owen
- Digimask Technology. Ian Macintosh
- Call for submissions to Game Programming Gems 3 Andrew Kirmse
- Virtual environments for education? Edward Glowacki
- Virtual environments for education? Hans-Henrik Staerfeldt
- Virtual environments for education? Bruce Mitchener
- Virtual environments for education? Ola Fosheim Grøstad
- Virtual environments for education? Dr. Cat
- Virtual environments for education? Mats Lidstrom
- Playing NPCs Daniel.Harman@barclayscapital.com
- A Hello, and thanks... o. rchaeus
- NPCS Mr Dylan Tovey
- Story in MM*s [was ] Joe Andrieu
- player-driven content? Sasha Hart
- player-driven content? Paul Schwanz
- player-driven content? Bruce Mitchener
- (no subject) J C Lawrence
- (no subject) Koster, Raph
- (no subject) Peter Tyson
- WebRPG Travis Casey
- [TECH][SURVEY] non-mainstream languages? Bruce Mitchener
- [TECH][SURVEY] non-mainstream languages? Brian Hook
- [TECH][SURVEY] non-mainstream languages? Nathan F. Yospe
- [TECH][SURVEY] non-mainstream languages? Mats Lidstrom
- [TECH][SURVEY] non-mainstream languages? Bruce Mitchener
- "sweeping change"? Sellers, Mike
- "sweeping change"? Michael Tresca
- "sweeping change"? Sellers, Mike
- "sweeping change"? Michael Tresca
- "sweeping change"? Freeman, Jeff
- "sweeping change"? Matt Mihaly
- "sweeping change"? Sellers, Mike
- Re[4]: Expectations of in-game reality Travis Casey
- Cynical at a young age T.A.J.BARTON
- Tabletop RPGs and Inspiration (was: no subject) Brian 'Psychochild' Green
- Tabletop RPGs and Inspiration (was: no subject) John Mariotti
- Tabletop RPGs and Inspiration (was: no subject) Matt Chatterley
- Tabletop RPGs and Inspiration (was: no subject) Sean K
- Tabletop RPGs and Inspiration (was: no subject) Don Healey
- Some survey results... Andrew Wilson
- Some survey results... Matt Mihaly
- Some survey results... Jeremy Noetzelman
- Some survey results... Andrew Wilson
- Some survey results... Dr. Cat
- Some survey results... Andrew Wilson
- Some survey results... Dr. Cat
- Some survey results... Derek Snider
- Some survey results... Andrew Wilson
- Some survey results... Matt Mihaly
- Role-Playing Games Are Not Dead Michael Tresca
- Role-Playing Games Are Not Dead Dave Rickey
- Role-Playing Games Are Not Dead Ryan S. Dancey
- Role-Playing Games Are Not Dead Richard Aihoshi aka Jonric
- Role-Playing Games Are Not Dead Leland Hulbert II
- Role-Playing Games Are Not Dead Richard Aihoshi aka Jonric
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Paul Schwanz
- Role-Playing Games Are Not Dead Dave Rickey
- Role-Playing Games Are Not Dead Sellers, Mike
- Role-Playing Games Are Not Dead Ryan S. Dancey
- Role-Playing Games Are Not Dead Valerio Santinelli
- Role-Playing Games Are Not Dead Koster, Raph
- Role-Playing Games Are Not Dead Michael Tresca
- Role-Playing Games Are Not Dead Brian Hook
- Role-Playing Games Are Not Dead Lars Duening
- Role-Playing Games Are Not Dead Ola Fosheim Grøstad
- Role-Playing Games Are Not Dead Phillip Lenhardt
- Role-Playing Games Are Not Dead Lars Duening
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Travis Casey
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Travis Casey
- Role-Playing Games Are Not Dead Don Healey
- Role-Playing Games Are Not Dead Michael Tresca
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Paul Schwanz
- Role-Playing Games Are Not Dead Travis Casey
- Role-Playing Games Are Not Dead Phillip Lenhardt
- Role-Playing Games Are Not Dead Don Healey
- Role-Playing Games Are Not Dead Koster, Raph
- Role-Playing Games Are Not Dead Ling Lo
- Role-Playing Games Are Not Dead Ryan S. Dancey
- Role-Playing Games Are Not Dead Paul Schwanz
- Role-Playing Games Are Not Dead Michael Tresca
- [DGN] The Human Condition Kwon Ekstrom
- Multi-protagonist stories. Paul Schwanz
- Multi-protagonist stories. Matt Mihaly
- licensing Adam Martin
- Tabletop RPGs and Inspiration (was: no subject) Sami Kosonen
- Licensing PnP RPGs was "sweeping change"? Brian Hook
- Licensing PnP RPGs was "sweeping change"? Richard Aihoshi aka Jonric
- Licensing PnP RPGs was "sweeping change"? Freeman, Jeff
- Good Writing (was: Role-Playing Games Are Not Dead) Brian 'Psychochild' Green
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) John Buehler
- New laws. (was: Player Manipulation of Environment) Bruce Mitchener
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) Bruce Mitchener
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Mark Eaton
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) Travis Casey
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) Travis Casey
- New laws. (was: Player Manipulation of Environment) Andrew Hefford
- New laws. (was: Player Manipulation of Environment) Paul Schwanz
- New laws. (was: Player Manipulation of Environment) Matt Mihaly
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Paul Schwanz
- Storied Games Paul Schwanz
- Storied Games amanda@alfar.com
- Storied Games Lee Sheldon
- Storied Games Dave Rickey
- Storied Games Travis Casey
- Storied Games Paul Schwanz
- Storied Games Marian Griffith
- Storied Games Daniel.Harman@barclayscapital.com
- Storied Games Lee Sheldon
- Storied Games John W. Pierce
- Storied Games Lee Sheldon
- Storied Games jsmithn@hotmail.com
- Storied Games Matt Mihaly
- Storied Games Miroslav Silovic
- Storied Games Derek Licciardi
- Storied Games Matt Mihaly
- Storied Games amanda@alfar.com
- Storied Games Matt Mihaly
- Storied Games amanda@alfar.com
- Storied Games Matt Mihaly
- Player Manipulation of Environment/New Laws Paul Schwanz
- Player Manipulation of Environment/New Laws Bruce Mitchener
- Player Manipulation of Environment/New Laws Paul Schwanz
- Player Manipulation of Environment/New Laws Marian Griffith
- Player Manipulation of Environment Paul Schwanz
- Player Manipulation of Environment Paul Schwanz
- Player Manipulation of Environment Matt Mihaly
- Player Manipulation of Environment Andrew Hefford {Coregen}
- Player Manipulation of Environment Eli Stevens
- Player Manipulation of Environment Jasper McChesney
- Player Manipulation of Environment Paul Schwanz
- Player Manipulation of Environment Adam Martin
- Player Manipulation of Environment Jasper McChesney
- Player Manipulation of Environment Hans-Henrik Staerfeldt
- Player Manipulation of Environment Ling Lo
- Player Manipulation of Environment rayzam
- Player Manipulation of Environment Hans-Henrik Staerfeldt
- Player Manipulation of Environment Marc Hernandez
- Fw: AVATARS2001 this weekend Frank Crowell
- [NEWS] Lineage: The Blood Pledge Interview Dave Kennerly
- [NEWS] Lineage: The Blood Pledge Interview Dave Kennerly
- Storytelling and Professionals (was: ) Kathleen Foley
- Storytelling and Professionals (was: ) Lee Sheldon
- Storytelling and Professionals (was: ) Dave Rickey
- Storytelling and Professionals (was: ) Lee Sheldon
- not about telling stories Joe Andrieu
- not about telling stories Freeman, Jeff
- not about telling stories Travis Casey
- Storytelling and Professionals (was) Lee Sheldon
- A Non-Cumulative Character MMORPG? Heresy! Paul Schwanz
- Storytelling and Professionals (was) Ananda Dawnsinger
- Asheron's Call, Story and Population Density. Zak Jarvis
- Asheron's Call, Story and Population Density. Sasha Hart
- Asheron's Call, Story and Population Density. Christopher Kohnert
- Asheron's Call, Story and Population Density. Sasha Hart
- Asheron's Call, Story and Population Density. Christopher Kohnert
- Asheron's Call, Story and Population Density. Lee Sheldon
- Tech: Pathfinding with Rooms Sanxion
- Tech: Pathfinding with Rooms vognsen@post10.tele.dk
- Tech: Pathfinding with Rooms David Bennett
- Tech: Pathfinding with Rooms Sanxion
- Tech: Pathfinding with Rooms Christopher Kohnert
- Tech: Pathfinding with Rooms Per Vognsen
- Tech: Pathfinding with Rooms David Bennett
- Tech: Pathfinding with Rooms Eli Stevens
- Tech: Pathfinding with Rooms Christopher Kohnert
- Tech: Pathfinding with Rooms Nicholas E. Walker
- Tech: Pathfinding with Rooms Marcus Johansson
- Tech: Pathfinding with Rooms Hans-Henrik Staerfeldt
- Tech: Pathfinding with Rooms Leland Hulbert II
- [NEWS] Lineage: The Blood Pledge Interview - Richard's blunder :) Mathieu Castelli
- Subject: New laws. (was: Player Manipulation of Environment) John Robert Arras
- Meridian 59 purchased by developers Andrew Kirmse
- Meridian 59 purchased by developers James C. Nugen
- Meridian 59 purchased by developers Frank Crowell
- [STORY] Story and population size Adam Martin
- [STORY] Story and population size Derek Licciardi
- [STORY] Story and population size Christopher Kohnert
- [STORY] Story and population size Timothy Dang
- [STORY] Story and population size Derek Licciardi
- [STORY] Story and population size Vincent Archer
- [STORY] Story and population size Christopher Kohnert
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Derek Licciardi
- [STORY] Story and population size John Buehler
Derek Licciardi writes:
>> -----Original Message-----
>> From: John Buehler
>> Derek Licciardi writes:
>> I find this a rather odd assertion. I see no reason why an
>> economy of excessive supply is going to be improved by
>> introducing a greater number of both producers and consumers.
>> EverQuest's economy has some flaws to it that, if repaired, could
>> permit the existing player bases to enjoy a more reasonable
>> economic environment. Note that if the economy was inclusive of
>> all servers we wouldn't see a change in the excess of supply.
>> More players, but still the same issues.
>> Excessive supply seems to be the general failure of most
>> economies, where the assumption is that producing many items is
>> entertaining, while producing few is not. Just as killing many
>> monsters is entertaining, while killing few is not. Because of
>> the very low 'entertainment density' in games, players feel
>> compelled to perform what few tasks there are in volume in order
>> to get some sense of extracting entertainment from the games.
> I was merely speaking of an improved economy as an improvement
> because of scale. The statistical possibility of a transaction
> occuring in a larger world is a simple function of some player
> activity rate * number of players(buyers or sellers). The fact
> remains that in a larger system, you as a seller have a larger
> chance to find a buyer and vice versa assuming the game mechanics
> allow for easily finding that seller/buyer. This results in a
> more steady transactional flow of goods through your economy.
You're reasserting your original idea, and I just don't buy it. The
number of transactions goes up, but the base balance of supply and
demand will remain the same. The same problems will be present.
Instead of having 30 people spamming with broadcasts and 5 people
buying, you'll have 60 people spamming and 10 people buying. Five
more transactions, but 30 more people trying to get them.
The alteration that is necessary is to change the balance of supply
and demand. Daniel Harman hinted at a means of doing this, and I'm
sure there are many such approaches that would produce a more
entertaining economic experience than EverQuest's.
> I only offer size as a possible "improvement" to the economy in
> the loosest sense of the word "improvement". Economies of scale
> exists for a reason and to some degree this is just another
> application of it.
I think you're misapplying the phrase. "Economy of scale" has to do
with efficiency of creating and selling many items of the same type.
>> Now consider the problem of entertainment density with a world
>> that is flooded by repeated items. Thousands of players
>> obtaining the exact same specially-named item completely
>> eliminates the promise of holding a 'special' magical weapon.
>> There's no story there. Thousands of players are killing the
>> same specially-named monster with their specially-named weapon.
>> Often all at the same time.
>> As far as I'm concerned, a story is something that is noteworthy
>> because of its uniqueness. 'Note' worthy. Worthy of note.
>> Worthy of writing it down. Worthy of presenting it as a story.
>> To be told to others. Why should I tell you about my killing of
>> Bob the Troll when you've already killed Bob the Troll yourself?
>> Obviously there are small stories to be told, such as how you
>> specifically approached Bob the Troll. But again, we get into
>> that problem of entertainment density. There just isn't that
>> much that you CAN do that's unique or special when tackling a
>> problem. Game designers think up ways to solve problems and
>> that's the way that players solve them. So ALL players solve
>> them in essentially the same way. Getting interesting stories
>> out of these games is just a nightmare.
> I think we are agreeing here for the most part. Future MMORPGs
> will have to answer the problem of what to do besides kill kill
> kill. It is possible to give players a more unique experience.
> It may not be possible to give everyone a fantastic hero-like
> single-player RPG experience but even a normal experience can be
> unique to the player, especially if it is an experience derived
> from the people he/she is playing with at the time. This is what
> I was referring to as "real" interraction. I completely agree
> with you that the game-play in most games today is what restrict
> "entertainment density". (is this an official buzzword cause it
> sounds good enough to be?) My only thought was that following the
> statistical improvement logic of the economy above we could
> potentially apply that same logic to player interactions and story
> as there would be more of a chance for ANY story to take place.
I think most folks are agreed that the EverQuest-style cycle is
passe. I found it to be such about the time my first character
reached level 10. I was simply pointing out that even the newest
games are not doing what is necessary to permit players to be
involved in activities that are in any way memorable - or
noteworthy.
Simutronics was recently discussing the creation of a game called
"Hero's Journey". After some thought, it occurred to me that you
can't have a MMO experience where everyone is a hero. Ignoring the
fact that being powerful doesn't make anyone a hero, heros are the
extreme exceptions in a society. In a MMO experience, everyone will
become powerful, negating the value of the achievement. I want the
equivalent of "Joe Average's Journey", which is just an environment
where I start out being a normal, capable person in a society of
normal, capable people. And I stay being a normal, capable person.
The fun isn't in mindless power accrual, but in engaging
entertainment. Actually ENGAGING things to do. Things that I don't
want to macro, because I want to experience them. I find it
hilarious that Dark Age of Camelot refuses to lose focus because
they want to discourage macroing of their game. If the game is that
mindless, it SHOULD be have people running it with macros.
As for "entertainment density", I made it up. It seems a good
phrase to communicate an important notion. Current games are very
low in entertainment density. On a scale of 1 to 10, I put Watching
Paint Dry at a 1. I put current MMO games at about a 3. And that's
primarily due to the social aspects of the game.
One last observation would be that it is my opinion that
implementations of MMO experiences need to back WAY off on their
ambitious goals. They need to figure out how to bring a number of
people into an interactive environment and give them simple,
entertaining things to do. Folks need to stop trying to create an
online world with graphics and story and instead come up with
something simple and entertaining. Take a first competent step
instead of jumping off a cliff and hoping to fly. As this just
occurred to me the other day, I'll have to ponder it a bit more to
see what would be good entertainment.
JB - [STORY] Story and population size Jeff Freeman
- [STORY] Story and population size Travis Nixon
- [STORY] Story and population size Wells, Thomas
- [STORY] Story and population size Matt Mihaly
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Matt Mihaly
- [STORY] Story and population size Jeff Cole
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Jeff Cole
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Michael Tresca
- [STORY] Story and population size Matt Mihaly
- [STORY] Story and population size Dave Rickey
- [STORY] Story and population size Jeff Cole
- [STORY] Story and population size Dave Rickey
- [STORY] Story and population size Paul Schwanz
- [STORY] Story and population size Daniel.Harman@barclayscapital.com
- [STORY] Story and population size Andrew Hefford
- [STORY] Story and population size Bryan "Cyngon" Helmkamp
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Bobby Martin
- [STORY] Story and population size Marian Griffith
- [STORY] Story and population size Bobby Martin
- [STORY] Story and population size Bruce Mitchener
- [STORY] Story and population size Sellers, Mike
- [STORY] Story and population size Bobby Martin
- [GENETICS] Evolving prey populations Adam Martin
- Stories, why? Ian Collyer
- Stories, why? amanda@alfar.com
- Purchase of Meridian 59 by Near Death Studios Brian 'Psychochild' Green
- Purchase of Meridian 59 by Near Death Studios Rob Ellis II
- Purchase of Meridian 59 by Near Death Studios Lee Sheldon
- Purchase of Meridian 59 by Near Death Studios Sellers, Mike
- Community Building Sanvean
- doesNotUnderstand behavior in C++ (was: Spoofs) Eli Stevens
- Importance of player roles Sasha Hart
- RTS aspects in MUDs (LONG) lhulbert@hotmail.com
- RTS aspects in MUDs (LONG) John Robert Arras
- RTS aspects in MUDs (LONG) Leland Hulbert II
- RTS aspects in MUDs (LONG) holding99@mindspring.com
- RTS aspects in MUDs (LONG) Dave Kennerly
- RTS aspects in MUDs (LONG) Takis Kalogiratos
- Agora, a Wiki for MUD topics Bruce Mitchener