April 2001
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Daniel.Harman@barclayscapital.com
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Derek Licciardi
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Vincent Archer
- Camelot Beta 3 Dave Rickey
- Camelot Beta 3 Darrin Hyrup
- Camelot Beta 3 Auli
- Room Searching Jared
- Room Searching shren
- Room Searching Travis Casey
- Room Searching Eli Stevens
- Room Searching Derek Licciardi
- Room Searching Adam Martin
- Room Searching Hans-Henrik Staerfeldt
- Room Searching Daniel.Harman@barclayscapital.com
- Room Searching David Bennett
- Sims Online -- WAS: MUD-Dev digest, Vol 1 #301 - 15 msgs Zak Jarvis
- Mera '01 report Cassandra
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Jake Song
- Mera '01 report J C Lawrence
- Mera '01 report Cassandra
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) McQuaid, Brad
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Derek Licciardi
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Brian 'Psychochild' Green
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, Vol 1 #301 - 15 msgs) Jim S
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Freeman, Jeff
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Daniel.Harman@barclayscapital.com
- Learning about MUDs (was: MUD-Dev digest, V ol 1 #301 - 15 msgs) Vincent Archer
- www.innbetweenworlds.com Klimon, Ian
- MERA '01 followup: Success critera Zak Jarvis
- MUD-Dev digest, Vol 1 #303 - 17 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- MUD-Dev digest, Vol 1 #303 - 17 msgs John Buehler
- MUD-Dev digest, Vol 1 #303 - 17 msgs Baron, Jonathan
- ADMIN: HTML email, the reasons against J C Lawrence
- Need for a departure from reality? Matt Mihaly
- Broken Economies (was Learning about MUDs) geoffrey@yorku.ca
- Broken Economies (was Learning about MUDs) Koster, Raph
- Broken Economies (was Learning about MUDs) Timothy Dang
- Broken Economies (was Learning about MUDs) Koster, Raph
- Broken Economies (was Learning about MUDs) Timothy Dang
- Broken Economies (was Learning about MUDs) Madman Across the Water
- Broken Economies (was Learning about MUDs) Derek Licciardi
- Broken Economies (was Learning about MUDs) Vincent Archer
- Broken Economies (was Learning about MUDs) Sellers, Michael
- Balancing Melee vs Ranged Combat in Games Which Model Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space Zak Jarvis
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space Jerrith
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space John Buehler
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space John Buehler
- Balancing Melee vs Ranged Combat in Games Which Model Space Brian Hook
- Balancing Melee vs Ranged Combat in Games Which Model Space John Buehler
Brian Hook writes:
> At 02:06 AM 4/7/01 -0700, JB wrote:
> In other words, combat is relatively easy to quantify. Non-combat
> skills, except for maybe trade skills, are more difficult to
> quantify into a well defined system.
Oh, I think that they're emminently manageable. It's simply that the
current game designers are the ones that like to be Gandalf and Conan.
Find some game designers who like other things and you'll see some
wonderful games come into being. Will Wright and The Sims immediately
comes to mind as an example.
>> Rogues are combat effective in rare circumstances. The bulk of the
>> entertainment for rogues should be sneaking around, skulking across
>> high wires, listening to conversations unobserved and so on.
> I completely agree, however this (so far) has been extremely
> difficult to accomplish in the computer medium because of the very
> freeform nature by which a rogue operates.
Yet there are games that are entirely centered on thievery and
sneaking. Why not present the same game world that Conan is running
around in, but using the client from one of those games? I'm being a
little facetious there due to the practical aspect of trying to do
such a thing, but hopefully you get my point.
>> The trend in the industry seems to assume that the only interesting
>> thing that we can offer players is advancement based on the
>> destruction of bad guys and riches (also based on the destruction
>> of the bad guys). Surely other avenues of entertainment can be
>> provided by games.
> Absolutely, however at this point in time the commercial emphasis is
> on combat and, based on the popularity of EQ and Diablo, I would
> guess that right now that's what many players want. I'm not
> defending that, just stating that this seems to be a reasonable
> trend right now.
I wouldn't want to be one of the design leads on these games that keep
emphasizing the combat element. Eventually, and I hope it's soon,
somebody is going to come up with a recipe for far more than just
combat. The existing specialization on combat games is going to work
against some of those designers out there. Perhaps they will have
jobs working on the combat side of the larger-scoped games.
I've got to believe that people are burning out on combat games.
Certainly projects are being halted right and left just now.
> Other avenues definitely do exist and should be pursued -- the
> conversations I've had with Raph indicate to me that he believes
> there should be many different and unrelated forms of advancement
> for a player to pursue, and I would dare say that Raph is one of the
> most influential designers in this genre -- however they are A.)
> more difficult to implement; B.) more difficult to quantify; and C.)
> more difficult to sell to players and publishers.
I think that much of that is due to the novelty of the ideas. Not
that they are inherently difficult, only that they are an unknown
quantity. Most such experiments seem to be doomed to business
failure, thus the hesitancy - although I'm only stating the obvious
there.
> In theory, lots of people want to be Conan or Gandalf. Vanquishing
> bad guys is a very popular activity.
Okay, so we've got one recipe for entertainment down. Next! :)
>> Given the idea that head-to-head combat between girl scouts and
>> roman gladiators doesn't need to be balanced because not all
>> professions are about combat, this isn't a concern for me.
> But head to head combat between two combat professionals should (so
> the argument goes) be balanced. Archer vs. swordsman. I don't
> believe anyone really brought up non-combatant vs. combatant. And
> given the subject line of this thread, I would say that arguing
> non-combatant vs. combatant not fitting into your universe is, well,
> beside the point.
My point was that we *would* treat girl scouts as combatants because
that's what the games are about. Players would be complaining about
how the girl scout 'kick' was too weak and that girl scouts should get
poison cookies and shiruken-like merit badges or some such thing.
>> profession that they've chosen. Why a 37th level druid wants to go
>> into a dungeon is beyond me.
> Because it's there. That's how many players -- especially those in
> combat oriented RPGs -- think. Players feel that they have the
> right, by virtue of purchasing your product, to experience as much
> content as they can reach. If they are "unreasonably" denied
> content, they get frustrated and upset.
This is what I was after with the girl scouts example. This is how
most players think - especially because the games have taught them to
think that way.
Further, there are other ways of avoiding 'unreasonable' barriers to
entertainment in the game. My personal take on this is that any given
character should be capable of doing anything - given enough time.
While I don't care for the notion of levels in their current form,
that 37th level druid sounds fairly specialized. As a result, a
greater focus must be brought to bear on honing the druid's skills.
The specialization permits fairly unique forms of entertainment that
only a druid can ever get into - but the cost is that the druid
becomes more and more *only* a druid. The druid's combat ability,
housebuilding ability, etc, are all left to fade. A druid who is more
'well-rounded' shoud be able to have druidic capabilities, but also
simultaneously have other compatible skills such as warrior, healer,
shipwright, etc. Whatever elements of gameplay that the player is
interested in. Taking a lesson from classes, there would be limits on
the degree to which a 'well-rounded' character could delve into any
one skill. As with the 37th level druid, specialization is a means of
accessing unique entertainment.
Note that, once specialized, the druid has the option of giving up the
forests wholly or in part, to pursue other avenues of entertainment in
the game world. "Being able to summon a golem was fun, but I want to
get back to my blacksmithing." Or "I want to try out hunting (just
don't tell my fuzzy forest friends)." Over time, a character can be
used to reach any of the available forms of entertainment.
> For example, say there is a dungeon called Minutia Catacombs. Only
> small races can adventure there. Hey, that's cool, right? Wrong.
> Because while it adds flavor, that's a lot of designer effort that
> maybe 1/3rd of the players can enjoy or experience. And if it's a
> high level dungeon, then someone that has spent all their time as an
> ogre shaman is going to be pissed because they've been denied that
> experience unless they're willing to restart the game as a small
> race and game up to the necessary level.
Yes, one of my rallying cries is 'no irrevocable player decisions'.
While not a very memorable phrase, it has served me well in avoiding
that problem of denying players access to entertainment. If you
recall, I asked about the value of races in another thread. I asked
for the very sort of reason that you bring up: if I have races, then
there are built-in restrictions to access on entertainment. While
players definitely look for that marketing checkmark of 'Multiple
Races', I'm still hesitant to include them in my designs. Unless they
are all essentially human in dimension and capability.
>> If they're playing a druid, they should be interested in the
>> entertainment that the game provides to druids.
> That's a bit of an elitist attitude. If they paid money to play the
> game, they should be able to experience how they want it so long as
> it doesn't disrupt the game for others. Some people would argue
> that the mere thought of a druid in a dungeon would disrupt their
> game, but they're the extremist version of the anti-powergamer and
> suffer from the same delusions that powergamers do.
My comment was intended to suggest that if the player has chosen to
develop a skilled druid, then that player should be willing to accept
that there is a downside to all the upside of specialization. If a
player is interested in druidic skills and dungeon exploration, then
they simply go off and do both. Because they are spending a certain
amount of time in dungeons, they cannot be developing their druidic
skills at the same time. They get what they want, without disrupting
the game for others. Those 'others' are the people who are spending
all their time in dungeons or all their time in the woods. They
should be rewarded for their choices by gaining access to new
entertainment opportunities.
> I remember being upset with X-Wing because I would try to play past
> a mission that was clearly impossible for me to accomplish. I
> didn't "get" the mission, but because I couldn't cheat past it
> (enabling cheating in X-Wing didn't allow you to complete a mission
> IIRC), the game was basically over for me.
Yes, this is what my 'no irrevocable player decisions' approach is all
about. You weren't able to go back to the supply depot to pick up
more missiles or fuel or fix your ship because that stage of the game
was already over. You're forced to restart the game if you want to
redress earlier mistakes. This is the problem that I encountered in
EverQuest when I selected the Ranger class. I played the Ranger class
for a long while until I realized that the class that actually
provided me the experience I was after was the Druid. Well, the
classes are very similar, but a 20th level Ranger cannot convert to a
10th level Druid and then continue. Note that I had developed a
number of trade skills, utility skills and had learned some languages
as well. I saw no need to discard all of that just to switch to the
Druid class. Classes carry irrevocable decisions and that's not good.
> Looking Glass had a similar philosophy -- play the game THEY
> intended you to play, not the game YOU want to play, and I
> personally don't care for that philosophy. I probably would have
> finished Thief if I could have warped past the Tomb Raider levels.
But where do we draw the line on what sort of a game the players get
to play? Should it only be the 'disruption' yardstick? I despise
linear games, but I certainly want self-consistency and depth to the
game experience. That sense of self-consistency covers the case of
the highly specialized druid not being effective in his skills while
underground.
>> If they want to go into dungeons and kill stuff, let them become a
>> mercenary. As before, let's not assume that the single way of
>> gaining entertainment is killing things and getting their (screwy)
>> possessions.
> No one is assuming that ALL forms of entertainment have to be that
> way, so I' not sure what your point is. The specific discussion was
> ranged vs. melee combat, so I'm a little confused why you're riffing
> out over issues that don't seem to even pertain to the thread.
Because they're interesting? Because that's the way my brain is wired
right now? We're designing whole worlds here, so any given topic is
going to be interrelated with many others. Turning a blind eye to the
interrelation of so many different topics tends to produce mistakes.
Assumptions are made that are never articulated, and so on. In my
mind, all of this is very much related to the issue of ranged versus
melee combat because people have certain assumptions that they carry
around on why ranged versus melee combat should work in certain ways.
Can I tell you about why a falling apple accelerates until it reaches
a top speed if you don't understand gravity or Newtonian mechanics or
the notion of drag?
>> Let them go away so that they can find the game that they enjoy
>> playing. I've made comments before about the need to ensure that
>> such players don't consider my game as even potentially
>> interesting.
> Er, okay...but I'm not sure how that pertains to the topic of ranged
> vs. melee combat.
You asked. I answered.
>> Something that I have found odd is the fact that games seem to be
>> predicated on delivering an exceptional experience. For example,
>> becoming as powerful as Hercules or Gandalf. But the game is going
>> to be structured one of two ways. Either all players can fairly
>> easily achieve that power level and everyone eventually becomes
>> Herculean (Galdalfian?), or players compete with each other to
>> achieve that power level and only one becomes Herculean. In the
>> first case, nobody is exceptional because all players eventually
>> become Hercules. In the second, only a few are exception, meaning
>> that the vast majority of players don't get to experience being
>> Hercules.
> This depends on whether the player is comparing himself to other
> players or if he's comparing himself to the environment and/or his
> previous self. You can easily tell that you're becoming a hero of
> huge proportions when monsters you used to run from are now cowering
> from you.
> Take Everquest and remove all the other players from the game. You
> can still see your character becoming exceptional and more powerful.
> If you're competing with other players on that basis, so be it, but
> you don't HAVE to compete with other players in order to feel bigger
> and badder.
Well, first, let's never take a multiplayer game and then take all the
other players out of it. The point of a multiplayer game is that
there are other players in it. And I mean this specifically for where
we're trying to illustrate a point. If you can successfully
illustrate a point by doing that, I submit to you that the game is
only a single player game in multiplayer game clothing. The other
players simply aren't significant to the gameplay.
I'll buy the personal power schedule idea to a point. In my case, I
liked to accumulate power because it meant that I could experience new
things in the game world. In both EverQuest and Asheron's Call, it
meant that I could move around without having to constantly worry
about Sudden Death From Behind. Personally, I don't think that's the
pursuit of 'power' per se.
I still think that the whole power thing is fundamentally a mind fake,
however. What players really want to do is to have power above and
beyond the rest of the world. That's the rule when we talk about
heroes. Gandalf and Conan had very few peers. Including their
enemies.
JB - Balancing Melee vs Ranged Combat in Games Which Model Space Ben Sizer
- Balancing Melee vs Ranged Combat in Games Which Model Space John Buehler
- Balancing Melee vs Ranged Combat in Games Which Mod el Space Daniel.Harman@barclayscapital.com
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space shren
- Balancing Melee vs Ranged Combat in Games Which Model Space Philip
- Balancing Melee vs Ranged Combat in Games Which Model Space Hal Bonnin
- Balancing Melee vs Ranged Combat in Games Which Model Space Kwon Ekstrom
- Balancing Melee vs Ranged Combat in Games Which Model Space rayzam
- RE:The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- Sv: Balancing Melee vs Ranged Combat in Games Which Model Space Nicolai Hansen
- ADMIN: Subject header maintenance (was: Broken currencies) J C Lawrence
- Broken currencies Matt Mihaly
- Broken currencies Jim S
- Broken currencies Koster, Raph
- Broken currencies Lars Duening
- Broken currencies Matt Mihaly
- Broken currencies Lars Duening
- Broken currencies Brian 'Psychochild' Green
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- Broken currencies Phillip Lenhardt
- Broken currencies Matt Mihaly
- Broken currencies Phillip Lenhardt
- Broken currencies John Buehler
- Broken currencies Derek Licciardi
- Broken currencies Ben Sizer
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- Broken currencies Ben Sizer
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- Broken currencies Michael Dekker
- Broken currencies Miroslav Silovic
- Broken currencies Matt Mihaly
- Broken currencies Timothy Dang
- [DGN] Balancing Melee vs Ranged Combat in Games Which Model Space Ananda Dawnsinger
- Broken currencies Matt Mihaly
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Sellers, Michael
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Dave Rickey
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) F. Randall Farmer
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Lee Sheldon
- The Monad (was: Broken Economies) shren
- The Monad (was: Broken Economies) Matt Mihaly
- The Monad (was: Broken Economies) John Buehler
- The Monad (was: Broken Economies) Matt Mihaly
- A User's Guide to TCP Windows J C Lawrence
- Balance J C Lawrence
- Economic & Derek Licciardi
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- Money supply in game economies (formerly Broken economies) Matt Mihaly
- Money supply in game economies (formerly Brokeneconomies) geoffrey@yorku.ca
- Money supply in game economies (formerly Broken eco nomies) Koster, Raph
- Money supply in game economies (formerly Broken economies) Timothy Dang
- [DGN] Balancing Melee/Ranged Combat Kwon Ekstrom
- Room Searching - how about doors? Gavin Doughtie
- Tracking Hulbert, Leland
- Online Games get an overview Koster, Raph
- [DGN] Money supply in game economies (formerly Brok en economies) Daniel.Harman@barclayscapital.com
- [DSG] Concrete idea behind currency (was: The Monad and Broken Economies) Paul Schwanz
- Majestic (was The Sims Online) Matt Mihaly
- Majestic (was The Sims Online) Baron, Jonathan
- Majestic (was The Sims Online) Matt Mihaly
- Majestic (was The Sims Online) Baron, Jonathan
- Majestic (was The Sims Online) Sellers, Michael
- Majestic (was The Sims Online) Matt Mihaly
- Majestic (was The Sims Online) Matt Mihaly
- Identity and Economies [was Money supply in game economies (formerly Broken eco nomies) ] Joe Andrieu
- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
- Virtual Suicide (Was: Money supply in game economie s) Daniel.Harman@barclayscapital.com
- Virtual Suicide (Was: Money supply in game economies) Dave Rickey
- Virtual Suicide (Was: Money supply in game economie s) Daniel.Harman@barclayscapital.com
- The Sims Online (was MUD-Dev digest, Vol 1 #301 - 15 msgs) Baron, Jonathan
- Distributed Muds Jim Craig
- [DSG] Money supply in game economies (was: Broken Economies) Paul Schwanz
- TECH DGN: (was Broken currencies) Nathan F.Yospe
- [DESIGN] Economic & Marian Griffith
- [DESIGN] Economic & Derek Licciardi
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- Author Unknown (was: Money supply in game economies) Emil Eifrém
- TECH: Distributed Muds Emil Eifrém
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- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds J C Lawrence
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- TECH: Distributed Muds Bruce
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Vincent Archer
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- [BIZ] Advertising sprawl (yahoo) Vincent Archer
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- [BIZ] Advertising sprawl (yahoo) Vincent Archer
- [BIZ] Advertising sprawl (yahoo) shren
- [BIZ] Advertising sprawl (yahoo) John Buehler
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- [BIZ] Advertising sprawl (yahoo) Daniel.Harman@barclayscapital.com
- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Caliban Tiresias Darklock
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- [BIZ] Advertising sprawl (yahoo) Matt Mihaly
- [BIZ] Advertising sprawl (yahoo) Vincent Archer
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- RG Interview Cassandra
- NEWS DGN Wired News article about EQ Zak Jarvis
- [DESIGN] Economy goals (was: Broken currencies) Vincent Archer
- [DESIGN] Economy goals (was: Broken currencies) shren
- [DESIGN] Economy goals (was: Broken currencies) Freeman, Jeff
- [DESIGN] Economy goals (was: Broken currencies) Derek Licciardi
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- Curtailing the 'Super-Rich Effect' Bob McFakename
- Curtailing the 'Super-Rich Effect' Lynx
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Bob McFakename
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Phillip Lenhardt
- Curtailing the 'Super-Rich Effect' Matt Mihaly
- Curtailing the 'Super-Rich Effect' Travis Casey
- Curtailing the 'Super-Rich Effect' Mordengaard
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Curtailing the 'Super-Rich Effect' Trump
- Curtailing the 'Super-Rich Effect' Daniel.Harman@barclayscapital.com
- Curtailing the 'Super-Rich Effect' Dave Rickey
- Curtailing the 'Super-Rich Effect' Michael Tresca
- Movie grosses Matt Mihaly
- Movie grosses Brian 'Psychochild' Green
- Movie grosses Koster, Raph
- Movie grosses Matt Mihaly
- Movie grosses Myschyf
- Movie grosses Matt Mihaly
- StarPeace (was Money supply in game economies) Michael Dekker
- TECH: Distributed Muds Bobby Martin
- TECH: Distributed Muds Adam Martin
- TECH: Distributed Muds Bruce
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- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Brian Hook
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- TECH: Distributed Muds Brian Hook
- TECH: Distributed Muds shren
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Brian Hook
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- TECH: Distributed Muds Eli Stevens
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- TECH: Distributed Muds Chris Gray
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- TECH: Distributed Muds Matthew D. Fuller
- TECH: Distributed Muds Derek Snider
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- TECH: Distributed Muds Christopher Kohnert
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- TECH: Distributed Muds Jon Lambert
- TECH: Distributed Muds Daniel.Harman@barclayscapital.com
- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Daniel.Harman@barclayscapital.com
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Caliban Tiresias Darklock
- TECH: Distributed Muds Christopher Kohnert
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Chris Gray
- TECH: Distributed Muds Kwon Ekstrom
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Brad Roberts
- TECH: Distributed Muds Vincent Archer
- [DESIGN] Economic & Currency Solutions Phillip Lenhardt
- Curtailing the 'Super-Rich' Effect Bob McFakename
- Curtailing the 'Super-Rich' Effect Daniel.Harman@barclayscapital.com
- TECH: Flash Crowds and overflow control Gavin Doughtie
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Vincent Archer
- TECH: Flash Crowds and overflow control Koster, Raph
- TECH: Flash Crowds and overflow control J C Lawrence
- TECH: Flash Crowds and overflow control Marc Bowden
- TECH: Flash Crowds and overflow control Justin Rogers
- BUSINESS: I need Online Gaming Revenue Projections. F. Randall Farmer
- [DESIGN] Economic & Currency Solutions Vincent Archer
- [DESIGN] Economic & Currency Solutions Timothy Dang
- [DESIGN] Economic & Currency Solutions Taylor Daynes
- [DESIGN] Economic & Currency Solutions Vincent Archer
- ADMIN: Moving... J C Lawrence
- UO and eBay figures Koster, Raph
- MUD for sale Chris Gray
- MUD for sale Caliban Tiresias Darklock
- MUD for sale Dave Rickey
- MUD for sale Bruce
- MUD for sale Chris Gray
- MUD for sale Kevin Littlejohn
- ADMIN: The move and current status J C Lawrence
- Virtual Suicide (Was: Money supply in game economies) Martin Burke
- TECH: Java ARMI Bobby Martin
- TECH: AmigaMud DB questions Bruce
- TECH: AmigaMud DB questions Chris Gray
- TECH: AmigaMud DB questions Bruce
- TECH: AmigaMud DB questions Chris Gray
- TECH: AmigaMud DB questions Jon Lambert
- Kuro5hin: What can games teach us about human-computer interaction? J C Lawrence
- Review of Galactic Emperor: Succession in LumTheMad's Forums Christopher Allen
- [BIZ] New EQ Expansion Daniel.Harman@barclayscapital.com
- Twisted Python J C Lawrence
- [TECH] Distributed MUD Kwon Ekstrom
- [TECH] Distributed MUD Jeremy Noetzelman
- [TECH] Distributed MUD Kwon Ekstrom
- [TECH] Distributed MUD J C Lawrence
- EQ: what makes a zone interesting? Frank Crowell
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? shren
- EQ: what makes a zone interesting? J C Lawrence
- EQ: what makes a zone interesting? Elia Morling
- Imaginary Realities - April 2001 David Bennett
- [BIZ][TECH] worlds.com gets patent bruce@puremagic.com
- [BIZ][TECH] worlds.com gets patent Jessica Mulligan
- [BIZ][TECH] worlds.com gets patent Bruce
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Kwon Ekstrom
- [BIZ][TECH] worlds.com gets patent John Robert Arras
- [BIZ][TECH] worlds.com gets patent Jon Lambert
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Frank Crowell
- [BIZ][TECH] worlds.com gets patent Travis Nixon
- [BIZ][TECH] worlds.com gets patent Marian Griffith
- [BIZ][TECH] worlds.com gets patent John Buehler
- [BIZ][TECH] worlds.com gets patent Dave Rickey
- [BIZ][TECH] worlds.com gets patent Derek Licciardi
- called shots Josh Rollyson
- called shots Matt Mihaly
- called shots Mordengaard
- called shots Ling Lo
- called shots shren
- called shots John Buehler
- called shots Kwon Ekstrom
- called shots Travis Casey
- called shots Travis Casey
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Brad Roberts
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Dominic J. Eidson
- TECH: reliablity (was: Distributed Muds) Bruce
- TECH: reliablity (was: Distributed Muds) Derek Snider
- TECH: reliablity (was: Distributed Muds) Bruce
- TECH: reliablity (was: Distributed Muds) Derek Snider
- TECH: reliablity (was: Distributed Muds) Alex
- TECH: reliablity (was: Distributed Muds) shren
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) Derek Snider
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Kwon Ekstrom
- TECH: reliablity (was: Distributed Muds) Derek Licciardi
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Ola Fosheim Grøstad
- TECH: reliablity (was: Distributed Muds) John Buehler
- TECH: reliablity (was: Distributed Muds) Kwon Ekstrom
- TECH: prefetching/madvise (was: Distributed Muds) Bruce
- TECH: prefetching/madvise (was: Distributed Muds) Matthew D. Fuller
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Scion Altera
- Re:called shots Eric Lamy
- Where are we now? Greg Munt
- Where are we now? Ronan Farrell
- Where are we now? Matt Mihaly
- Where are we now? Greg Munt
- Where are we now? Ronan Farrell
- Where are we now? Adam Martin
- Where are we now? Bryce Harrington
- Where are we now? Deidril
- Where are we now? Bryce Harrington
- Where are we now? Elia Morling
- Where are we now? Matt Mihaly
- Where are we now? McManus, Susan
- Where are we now? Matt Mihaly
- Where are we now? Kwon Ekstrom
- Where are we now? Brian Hook
- Where are we now? Kwon Ekstrom
- Where are we now? Michael Tresca
- Where are we now? S. Patrick Gallaty
- Where are we now? Greg Munt
- Where are we now? S. Patrick Gallaty
- Where are we now? Matt Mihaly
- Where are we now? Koster, Raph
- Where are we now? Greg Munt
- Where are we now? Matt Mihaly
- Where are we now? Greg Munt
- Where are we now? Matt Mihaly
- Where are we now? Bruce
- Where are we now? Ola Fosheim Grøstad
- Where are we now? Koster, Raph
- Where are we now? Richard A. Bartle
- Where are we now? Ola Fosheim Grøstad
- Where are we now? Bruce
- Where are we now? Greg Munt
- Where are we now? Koster, Raph
- Where are we now? rayzam
- Where are we now? Madman Across the Water
- Where are we now? Bryce Harrington
- Where are we now? Madman Across the Water
- Where are we now? Freeman, Jeff
- TECH: DBM vs BDB speeds (was: AmigaMud DB questions) Bruce
- fault tolerance and character files Steven Fleischaker
- fault tolerance and character files Kwon Ekstrom
- fault tolerance and character files Bruce
- fault tolerance and character files Kwon Ekstrom
- fault tolerance and character files Vincent Archer