March 2001
- MERA '01 registration is now open J C Lawrence
- Link to Virtual Reality Transport Protocol Frank Crowell
- Cyberspace in the 21at century-- (long) Frank Crowell
- Cyberspace in the 21at century-- (long) Eric Rhea
- Cyberspace in the 21at century-- (long) Frank Crowell
- Cyberspace in the 21at century-- (long) Kwon Ekstrom
- Selling training the_logos@www.achaea.com
- Selling training Frank Crowell
- Selling training the_logos@www.achaea.com
- Selling training Daniel.Harman@barclayscapital.com
- Selling training the_logos@www.achaea.com
- Selling training Daniel.Harman@barclayscapital.com
- Selling training John Buehler
- Selling training Matt Mihaly
- Selling training Matt Mihaly
- Selling training Madman Across the Water
- Selling training Matt Mihaly
- Question about Cygwin. Chris Bunting
- Question about Cygwin. Ryan P.
- Question about Cygwin. Chris Gray
- Question about Cygwin. Nathan F.Yospe
- Question about Cygwin. Gavin Doughtie
- Question about Cygwin. Chris Bunting
- Question about Cygwin. Eli Stevens
- Introduction Elia Morling
- MUD-Dev digest, Vol 1 #271 - 30 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #271 - 30 msgs Richard A. Bartle
- MUD-Dev digest, Vol 1 #271 - 30 msgs Daniel.Harman@barclayscapital.com
- MUD-Dev digest, Vol 1 #271 - 30 msgs Richard A. Bartle
- MUD-Dev digest, Vol 1 #271 - 30 msgs Kevin Littlejohn
- MUD-Dev digest, Vol 1 #271 - 30 msgs Vincent Archer
- MUD-Dev digest, Vol 1 #271 - 30 msgs Richard A. Bartle
- MUD-Dev digest, Vol 1 #271 - 30 msgs Kevin Littlejohn
- Permadeath and fun Ola Fosheim Grøstad
"Dr. Cat" wrote:
> On the other hand, if you want to get out of the niche market of
> "boys bashing things with sticks", I think the number one validation
> mechanism of human beings in general is "the attention of other
> players". The usual quote I hope to be remembered for after I'm
> dead, "Attention is the currency of the future" and all that. All
> of our major validation mechanisms in Furcadia will tend to be based
> around attention. Just opening a place, letting people connect to
> it and do a little stuff, they've made attention ALREADY be the main
> validation there, just as people in real world social circles do.
Acceptance among your peers (confirmation of self) is really the only
mechanism that MUDs in general have managed to be successful at. For
that to work you need to provide "ways" for players to break down the
world into subgroups (your ingroup and the outgroups). In level based
systems players seem to act as if they are "related" to players at
their own level, just like we relate to people at our own age? Then
you have other breakdowns like races, professions, cheaters, helpers
and interaction patterns...
I think what you are implying is that MUD designers have completely
failed to provide worlds that are interesting as a piece of work/art
and that they have failed to create an inherently enjoyable and
replayable experience. Over focusing on "attention" will bring you
down the same alley as all the powerlevelling systems. Won't it?
If starting over from scratch does not provide an interesting
experience, then players probably don't really play because they have
fun NOW, HERE, but because they have expectancies about the future?
Maybe developers should address that?
Anyway, I see players that look forward to a player wipe, the
reestablishment of a fair level playground. Maybe permadeath works
best with a reset based system. And maybe there is too much "attention
based" motivation designed into the systems...??!
Some players laugh when they die (by the hand of NPCs), others yell at
others for "not healing them", maybe that is not just because of
personality differences, but because they play for different reasons?
Maybe one can influence the "perceived reasons" to play by careful
design?
If MUDs were actually fun, and not just static manipulative social
comparison systems, then maybe permadeath (or any kind of real penalty
death (loosing 24+ hours of achievement)) would work for others than
the hard core gamer types. There is no doubt that the more static,
limited and repetitive world provides for less exhilarating, intense
and "real" experiences. If you overfocus on "attention" and play down
"experience", "interaction" and "construction" then you are bound to
end up in the same mud as everybody else.
(Commercial) MUDs are way too static and one-dimensional to provide a
rich and interesting experience... (They would probably be more
interesting if the bashing/levelling was only one smaller profession
within the game, that would be needed to make travelling safe for
other players for instance. IMO.) I doubt that this will change
anytime soon..
> It's what people want most once they've got food, shelter, and maybe
> sex and fancy clothes. Although when you get down to it, sex is a
> form of attention, and fancy clothes are a tool for getting
> attention. :X)
I don't think we want attention, that is way too simplistic, we want
confirmation of our self, our identity, that our existence is
valid. We want to get confirmed that our identity is somehow related
to and matters in the context which we experience. (Whether that is a
game, family, or a spiritual "imagined" world.)
Social comparison is important, but when it becomes the prime activity
then you've got a long term problem. MUDs should try to provide
activities that are experienced as productive and inherently
interesting...
Ola - networking abstractions... Ola Fosheim Grøstad
- Habbo Hotel... Andrew Wilson
- Habbo Hotel... Ola Fosheim Grøstad
- Habbo Hotel... Andrew Wilson
- Habbo Hotel... Travis Nixon
- Lava and RPGs Brian Hook
- Lava and RPGs Daniel.Harman@barclayscapital.com
- Lava and RPGs Brian Hook
- RIP Electric Communities Tamzen Cannoy
- RIP Electric Communities F. Randall Farmer
- RIP Electric Communities Frank Crowell
- Digital Property Law [was Selling training] Joe Andrieu
- Digital Property Law [was Selling training] the_logos@www.achaea.com
- Digital Property Law [was Selling training] Joe Andrieu
- Digital Property Law [was Selling training] the_logos@www.achaea.com
- Digital Property Law [was Selling training] rayzam
- Digital Property Law [was Selling training] geoffrey@yorku.ca
- Digital Property Law [was Selling training] Matt Mihaly
- Digital Property Law [was Selling training] Steve {Bloo} Daniels
- Digital Property Law [was Selling training] Matt Mihaly
- Digital Property Law [was Selling training] Koster, Raph
- Digital Property Law [was Selling training] Steve {Bloo} Daniels
- Digital Property Law [was Selling training] rayzam
- Digital Property Law [was Selling training] Matt Mihaly
- Digital Property Law [was Selling training] Nathan F.Yospe
- Digital Property Law [was Selling training] Chris Jones
- Digital Property Law [was Selling training] Matt Mihaly
- Digital Property Law [was Selling training] Eli Stevens
- Digital Property Law [was Selling training] Jon Lambert
- Digital Property Law [was Selling training] John Buehler
- Digital Property Law [was Selling training] the_logos@www.achaea.com
- Digital Property Law [was Selling training] Koster, Raph
- Digital Property Law [was Selling training] Matt Mihaly
- Digital Property Law [was Selling training] geoffrey@yorku.ca
- Digital Property Law [was Selling training] Matt Mihaly
- Digital Property Law [was Selling training] John Buehler
- Digital Property Law [was Selling training] Steve {Bloo} Daniels
- Digital Property Law [was Selling training] Joe Andrieu
- Digital Property Law [was Selling training] Steve {Bloo} Daniels
- Digital Property Law [was Selling training] Joe Andrieu
- Digital Property Law [was Selling training] Steve {Bloo} Daniels
- Digital Property Law [was Selling training] Joe Andrieu
- Digital Property Law [was Selling training] Timothy Dang
- Playground Games Ling Lo
- data structure design in a new mud Justin Coleman
- data structure design in a new mud Kwon Ekstrom
- data structure design in a new mud pauli.saksa
- data structure design in a new mud Kwon Ekstrom
- data structure design in a new mud pauli.saksa
- data structure design in a new mud Kwon Ekstrom
- data structure design in a new mud John Buehler
- data structure design in a new mud J. Coleman
- data structure design in a new mud Phillip Lenhardt
- data structure design in a new mud pauli.saksa
- data structure design in a new mud Ben Chambers
- Data Storage and MFC Questions Ben Chambers
- Data Storage and MFC Questions david.l.smith@home.com
- Data Storage and MFC Questions Adam Martin
- Introduction Systems Ben Chambers
- Introduction Systems Kwon Ekstrom
- Introduction Systems Ben Chambers
- Introduction Systems John W Pierce
- Introduction Systems F. Randall Farmer
- Introduction Systems Ben Chambers
- Introduction Systems Kwon Ekstrom
- Introduction Systems Ben Chambers
- Introduction Systems Kwon Ekstrom
- Introduction Systems Travis Casey
- Introduction Systems Kwon Ekstrom
- Introduction Systems Blane Bramble
- Introduction Systems Travis Casey
- Introduction Systems Marian Griffith
- Introduction Systems John Buehler
- Introduction Systems Ben Chambers
- Introduction Systems Matt Mihaly
- Introduction Systems John Buehler
- Introduction Systems Ben Chambers
- Introduction Systems John Buehler
- Introduction Systems Phillip Lenhardt
- Introduction Systems Travis Casey
- Introduction Systems Adam Martin
- Introduction Systems Kwon Ekstrom
- Introduction Systems Travis Casey
- Introduction Systems Federico Di Gregorio
- Introduction Systems Alistair Milne
- Introduction Systems Alistair Milne
- Updated my site... Koster, Raph
- Knowledge Modeling -- WAS: -- Interesting EQ rant (very long quote) Zak Jarvis
- Digital Property Law Joe Andrieu
- Digital Property Law [was Selling training] Tess Lowe
- Digital Property Law [was Selling training] Matt Mihaly
- Movies bigger than games? (was Digital Property Law) Tess Lowe
- Movies bigger than games? (was Digital Property Law) Kwon Ekstrom
- Movies bigger than games? (was Digital Property Law) Marian Griffith
- Movies bigger than games? (was Digital Property Law) Matt Mihaly
- Movies bigger than games? (was Digital Property Law) Koster, Raph
- Movies bigger than games? (was Digital Property Law) Matt Mihaly
- Movies bigger than games? (was Digital Property Law) Koster, Raph
- Movies bigger than games? (was Digital Property Law) Matt Mihaly
- Movies bigger than games? (was Digital Property Law) greg underwood
- Movies bigger than games? (was Digital Property Law) Brack, J. Allen
- Movies bigger than games? (was Digital Property Law) Richard A. Bartle
- Movies bigger than games? (was Digital Property Law) Eli Stevens
- Movies bigger than games? (was Digital Property Law) Blane Bramble
- Movies bigger than games? (was Digital Property Law) Tess Lowe
- Movies bigger than games? (was Digital Property Law) Richard A. Bartle
- Movies bigger than games? (was Digital Property Law) Frank Crowell
- Movies bigger than games? (was Digital Property Law) Matt Mihaly
- Movies bigger than games? (was Digital PropertyLaw) Frank Crowell
- Movies bigger than games? (was Digital Property Law) Adam Martin
- GDC Dinner -- 23 March 2001 (Good food!) J C Lawrence
- Micro-payment Graphical MUSH Dave Rickey
- Micro-payment Graphical MUSH Dave Rickey
- Fw: MUD-Dev digest, Vol 1 #271 - 30 msgs Elia Morling
- [Meta] GDC Dinner -- 23 March 2001 (Good food!) J C Lawrence
- Small scale commercial text MUDs John W Pierce
- Small scale commercial text MUDs Bruce
- Small scale commercial text MUDs Frank Crowell
- Small scale commercial text MUDs John W Pierce
- Small scale commercial text MUDs Chris Jones
- Small scale commercial text MUDs Lars Duening
- Small scale commercial text MUDs Matt Mihaly
- Small scale commercial text MUDs Emil Eifrém
- Small scale commercial text MUDs Matt Mihaly
- Small scale commercial text MUDs Derek Licciardi
- Small scale commercial text MUDs Matt Mihaly
- Component Based Items Was:Re:data structure design in a new mud Kwon Ekstrom
- Movies bigger than games? (OT) Richard A. Bartle
- Adverts in games (was Habbo Hotel...) Sellers, Michael
- Adverts in games (was Habbo Hotel...) Brian Hook
- Adverts in games (was Habbo Hotel...) F. Randall Farmer
- Adverts in games (was Habbo Hotel...) Frank Crowell
- Adverts in games (was Habbo Hotel...) Andrew Wilson
- Adverts in games (was Habbo Hotel...) John Buehler
- Adverts in games (was Habbo Hotel...) Auli
- Adverts in games (was Habbo Hotel...) Travis Nixon
- Adverts in games (was Habbo Hotel...) Daniel.Harman@barclayscapital.com
- Adverts in games (was Habbo Hotel...) Frank Crowell
- Adverts in games (was Habbo Hotel...) Michael Tresca
- A Brief History of Commercial MUDs Brian Hook
- A Brief History of Commercial MUDs Koster, Raph
- A Brief History of Commercial MUDs Marian Griffith
- A Brief History of Commercial MUDs Koster, Raph
- A Brief History of Commercial MUDs Travis Casey
- A Brief History of Commercial MUDs Sellers, Michael
- A Brief History of Commercial MUDs Travis Casey
- A Brief History of Commercial MUDs Koster, Raph
- A Brief History of Commercial MUDs Koster, Raph
- A Brief History of Commercial MUDs Jessica Mulligan
- A Brief History of Commercial MUDs Brian Hook
- A Brief History of Commercial MUDs Koster, Raph
- A Brief History of Commercial MUDs Klimon, Ian
- A Brief History of Commercial MUDs Matt Mihaly
- A Brief History of Commercial MUDs Jessica Mulligan
- A Brief History of Commercial MUDs Klimon, Ian
- A Brief History of Commercial MUDs Mud-Dev mail
- A Brief History of Commercial MUDs Matt Mihaly
- A Brief History of Commercial MUDs Klimon, Ian
- A Brief History of Commercial MUDs Matt Mihaly
- Broadcasting subscription model Frank Crowell
- MERA attendance J C Lawrence
- Code base for graphical MUD? Mud Monster
- PK vs no-PK? KevinL
- PK vs no-PK? John Buehler
- PK vs no-PK? Vincent Archer
- PK vs no-PK? Kevin Littlejohn
- Adverts in games (was Habbo Hotel...) Elia Morling
- Learning from the Sims Eric Rhea
- Learning from the Sims Nathan F.Yospe
- Learning from the Sims Eric Rhea
- licenses for RPGs (fwd) J C Lawrence
- licenses for RPGs (fwd) Frank Crowell
- licenses for RPGs (fwd) Brian Hook
- licenses for RPGs (fwd) Travis Casey
- licenses for RPGs (fwd) Freeman, Jeff
- licenses for RPGs (fwd) shren
- licenses for RPGs (fwd) Stephen McDonald
- licenses for RPGs (fwd) Travis Casey
- licenses for RPGs (fwd) Mark Watson
- licenses for RPGs (fwd) Adam Martin
- UO2 is dead Frank Crowell
- UO2 is dead Daniel.Harman@barclayscapital.com
- UO2 is dead Koster, Raph
- UO2 is dead Sellers, Michael
- UO2 is dead Alornen
- UO2 is dead Ola Fosheim Grøstad
- UO2 is dead shren
- UO2 is dead Gaffney, Jeremy
- Origin cancelled UWO: ORIGIN (UO2). David Loeser
- Origin cancelled UWO: ORIGIN (UO2). Vincent Archer
- licenses for RPGs (fwd) Timothy Dang
- licenses for RPGs (fwd) Travis Casey
- licenses for RPGs (fwd) Frank Crowell
- MUSH God to Game Designer. Any good books? Capel, Corey
- MUSH God to Game Designer. Any good books? Jon Morrow
- Wireless MUDS? Michael Tresca
- Wireless MUDS? Matt Mihaly
- Movies About MUDs & the Virtual Experience Michael Tresca
- Movies About MUDs & the Virtual Experience rayzam
- Movies About MUDs & the Virtual Experience Kevin Littlejohn
- Movies About MUDs & the Virtual Experience Lee Sheldon
- Movies About MUDs & the Virtual Experience Zak Jarvis
- Movies About MUDs & the Virtual Experience Greg Underwood
- RPGPlanet Review Chris Lloyd
- Majestic... ,was UO2 is dead David Loeser
- MUD Dev FAQ part 2 Marian Griffith
- About the FAQ Marian Griffith
- MERA '01, done J C Lawrence
- Distributed Trust system discussion bruce@puremagic.com
- E Language Gavin Doughtie
- Advertising in video games article Brian Hook
- Concerning Advanced Server designs for MMORPGs Derek Licciardi
- Concerning Advanced Server designs for MMORPGs Valerio Santinelli
- Concerning Advanced Server designs for MMORPGs Jeremy Noetzelman
- MUD-Dev digest, Vol 1 #299 - 13 msgs Paul Schwanz
- Business models for commercial text games Emil Eifrém
- Business models for commercial text games nbossett@pierb.com
- Business models for commercial text games Emil Eifrém
- Business models for commercial text games Matt Mihaly
- Business models for commercial text games Emil Eifrém
- Business models for commercial text games Matt Mihaly
- Business models for commercial text games Christopher Allen
- measuring roleplay Matt Mihaly
- measuring roleplay Val Trullinger
- Checking In Baron, Jonathan
- Checking In Cassandra
- Checking In Brian 'Psychochild' Green
- Movies bigger than games? (was Digital Property Law) Matt Mihaly
- Movies bigger than games? (was Digital Property Law) John Buehler
- Movies bigger than games? (was Digital Property Law) Adam Martin
- Movies bigger than games? Greg Underwood
- Movies bigger than games? Greg Underwood
- Movies bigger than games? Matt Mihaly
- A Tale In The Desert Ling
- A Tale In The Desert Ola Fosheim Grøstad
- MERA Pix Scott Martins
- MERA Pix J C Lawrence
- www.innbetweenworlds.com (was: Mud Timeline) Bruce
- SOAP (was: A new MUD-standard) Bruce
- MUD-Dev digest, Vol 1 #301 - 15 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #301 - 15 msgs Baron, Jonathan
- MUD-Dev digest, Vol 1 #301 - 15 msgs Koster, Raph
- MUD-Dev digest, Vol 1 #301 - 15 msgs Baron, Jonathan
- news sites? Tamzen Cannoy
- news sites? Cassandra
- news sites? Myschyf