May 2001
- Clean Code (was:TECH: reliablity) Dave Rickey
- neat game Matt Mihaly
- neat game Adam Martin
- Logical MUD Areas Lynx
- Logical MUD Areas Scion Altera
- Logical MUD Areas Ryan P.
- Logical MUD Areas Elia Morling
- Logical MUD Areas Greg Munt
- Logical MUD Areas John Buehler
- Logical MUD Areas Brad Triem
- Logical MUD Areas John Buehler
- Logical MUD Areas Brad Triem
- Logical MUD Areas John Buehler
- Logical MUD Areas Paul Schwanz - Enterprise Services
- Logical MUD Areas Brad Triem
- Logical MUD Areas Koster, Raph
- Logical MUD Areas Adam Martin
- Logical MUD Areas Marian Griffith
- Logical MUD Areas Phillip Lenhardt
- Logical MUD Areas Michael Tresca
- Logical MUD Areas Kevin Littlejohn
- Logical MUD Areas John Buehler
- Logical MUD Areas SeronisROTv3@aol.com
- Logical MUD Areas Greg Munt
- Logical MUD Areas Matt Mihaly
- Logical MUD Areas John Buehler
- Logical MUD Areas Kevin Littlejohn
- Logical MUD Areas John Buehler
- Logical MUD Areas Eli Stevens
- Logical MUD Areas John Buehler
- Logical MUD Areas S. Patrick Gallaty
- Logical MUD Areas John Buehler
- Logical MUD Areas Jon Lambert
- Logical MUD Areas Matt Mihaly
- Logical MUD Areas John Buehler
- Logical MUD Areas Scion Altera
- Logical MUD Areas Adam Martin
- Logical MUD Areas Kevin Littlejohn
- Logical MUD Areas John Buehler
- Logical MUD Areas Kevin Littlejohn
- Logical MUD Areas John Buehler
- Logical MUD Areas Travis Nixon
- Logical MUD Areas Adam Martin
- Logical MUD Areas John Buehler
- Logical MUD Areas Ryan P.
- Logical MUD Areas Daniel.Harman@barclayscapital.com
- Logical MUD Areas Derek Licciardi
- Logical MUD Areas John Buehler
- Logical MUD Areas Travis Nixon
- Logical MUD Areas John Buehler
- Logical MUD Areas Brad Triem
- Logical MUD Areas Jon Lambert
- Logical MUD Areas Caliban Tiresias Darklock
- Logical MUD Areas Travis Nixon
- Logical MUD Areas Ola Fosheim Grøstad
- Logical MUD Areas Scion Altera
- Logical MUD Areas Michael Stoddart
- Logical MUD Areas Greg Munt
- Logical MUD Areas Mathue Moyer
- Logical MUD Areas Kwon Ekstrom
- Logical MUD Areas Chuk Radder
- Logical MUD Areas Scion Altera
- Logical MUD Areas Chuk Radder
- Logical MUD Areas Triem, Brad
- Logical MUD Areas shren
- Logical MUD Areas Kevin Littlejohn
- Logical MUD Areas Brian Hook
- Logical MUD Areas Travis Nixon
- Logical MUD Areas Brian Hook
- Logical MUD Areas Travis Nixon
- Logical MUD Areas John Buehler
- Logical MUD Areas Ryan P.
- Logical MUD Areas Eli Stevens
- Logical MUD Areas Brad Triem
- Logical MUD Areas shren
- Logical MUD Areas Travis Nixon
- Logical MUD Areas Derek Licciardi
- Logical MUD Areas Andrew McLaren
- Logical MUD Areas Hulbert, Leland
- Logical MUD Areas Malcolm Tester
- Logical MUD Areas Greg Munt
- Information sharing (was: Where are we now?) Brian 'Psychochild' Green
- Information sharing (was: Where are we now?) Koster, Raph
- Information sharing (was: Where are we now?) Matt Mihaly
- Information sharing (was: Where are we now?) Brian 'Psychochild' Green
- Information sharing (was: Where are we now?) Richard A. Bartle
- Information sharing (was: Where are we now?) Koster, Raph
- Information sharing (was: Where are we now?) Richard Aihoshi aka Jonric
- Information sharing (was: Where are we now?) Matt Mihaly
- Information sharing (was: Where are we now?) Koster, Raph
- Information sharing (was: Where are we now?) Derek Licciardi
- Information sharing (was: Where are we now?) Richard Aihoshi aka Jonric
- Information sharing (was: Where are we now?) Luke Carruthers
- Information sharing (was: Where are we now?) Dave Rickey
- Information sharing (was: Where are we now?) Daniel.Harman@barclayscapital.com
- Information sharing (was: Where are we now?) Dave Rickey
- Information sharing (was: Where are we now?) John Buehler
- I Want to Forge Swords. [Another letter to game designers] Batir
- I Want to Forge Swords. [Another letter to game designers] Auli
- I Want to Forge Swords. [Another letter to game designers] S. Patrick Gallaty
- I Want to Forge Swords. [Another letter to game designers] John Buehler
- I Want to Forge Swords. [Another letter to game designers] Martin Burke
- I Want to Forge Swords. [Another letter to game designers] Auli
- I Want to Forge Swords. [Another letter to game designers] Batir
- I Want to Forge Swords. [Another letter to game designers] Vincent Archer
- I Want to Forge Swords. [Another letter to game designers] Auli
- I Want to Forge Swords. [Another letter to game des igners] Koster, Raph
- I Want to Forge Swords. [Another letter to game designers] Madman Across the Water
- I Want to Forge Swords. [Another letter to game designers] Travis Nixon
- I Want to Forge Swords. [Another letter to game designers] Vincent Archer
- I Want to Forge Swords. [Another letter to game designers] Paul Schwanz - Enterprise Services
- I Want to Forge Swords. [Another letter to game designers] Vincent Archer
- I Want to Forge Swords. [Another letter to game designers] Paul Schwanz - Enterprise Services
- I Want to Forge Swords. [Another letter to game designers] asnellin@san.rr.com
- I Want to Forge Swords. [Another letter to game designers] Paul Schwanz - Enterprise Services
- I Want to Forge Swords. [Another letter to game designers] Paul Schwanz - Enterprise Services
- I Want to Forge Swords. [Another letter to game designers] Dave Rickey
- I Want to Forge Swords. [Another letter to game designers] Paul Schwanz - Enterprise Services
- I Want to Forge Swords. [Another letter to game designers] Eli Stevens
- I Want to Forge Swords. [Another letter to game des igners] Koster, Raph
- [biz] Worlds targets EQ in its patent battle Frank Crowell
- [biz] Worlds targets EQ in its patent battle Baron, Jonathan
- [biz] Worlds targets EQ in its patent battle Travis Nixon
- [biz] Worlds targets EQ in its patent battle shren
- [biz] Worlds targets EQ in its patent battle Adam Martin
- TECH: Distributed Muds asnellin@san.rr.com
- TECH: Distributed Muds Jon Lambert
- TECH: Distributed Muds asnellin@san.rr.com
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds Daniel.Harman@barclayscapital.com
- TECH: Distributed Muds Jon Lambert
- TECH: Distributed Muds Vincent Archer
- TECH: Distributed Muds Adam Martin
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds Daniel.Harman@barclayscapital.com
- TECH: Distributed Muds Matt Chatterley
- TECH: Distributed Muds asnellin@san.rr.com
- TECH: Distributed Muds shren
- TECH: Distributed Muds Bruce
- TECH: Distributed Muds asnellin@san.rr.com
- TECH: Distributed Muds J C Lawrence
- TECH: Distributed Muds Bruce
- Request to mailing list MUD-Dev rejected David Loeser
- Request to mailing list MUD-Dev rejected Derek Licciardi
- The Four Hour Alchemist J C Lawrence
- The Four Hour Alchemist Brad Triem
- The Four Hour Alchemist Batir
- TECH: non-integral integral types Nathan F.Yospe
- Necessary Stability (was: Logical MUD Areas) Scion Altera
- Necessary Stability (was: Logical MUD Areas) Vincent Archer
- MUD-Dev digest, Vol 1 #335 - 25 msgs Jessica Mulligan
- I Want to Forge Swords. [Another letter to game Auli
- I Want to Forge Swords. [Another letter to game Sie Ming
- I Want to Forge Swords. [Another letter to game Batir
- I Want to Forge Swords. [Another letter to game Madrona Tree
- I Want to Forge Swords. [Another letter to game Sie Ming
- I Want to Forge Swords. [Another letter to game Madrona Tree
- I Want to Forge Swords. [Another letter to game Nathan F.Yospe
- I Want to Forge Swords. [Another letter to game Adam Martin
- I Want to Forge Swords. [Another letter to game J C Lawrence
- I Want to Forge Swords. [Another letter to game Nathan F.Yospe
- I Want to Forge Swords. [Another letter to game Nathan F.Yospe
- I Want to Forge Swords. [Another letter to game Adam Martin
- I Want to Forge Swords. [Another letter to game Brian Hook
- I Want to Forge Swords. [Another letter to game rayzam
- I Want to Forge Swords. [Another letter to game Paul Schwanz - Enterprise Services
- I Want to Forge Swords. [Another letter to game Batir
- I Want to Forge Swords. [Another letter to game Freeman, Jeff
- I Want to Forge Swords. [Another letter to game Luke Carruthers
- I Want to Forge Swords. [Another letter to game Freeman, Jeff
- I Want to Forge Swords. [Another letter to game shren
- I Want to Forge Swords. [Another letter to game Marian Griffith
- I Want to Forge Swords. [Another letter to game Madrona Tree
- Worlds targets EQ in its patent battle Jessica Mulligan
- Innovation restrictions (was: Information sharing) Greg Munt
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) John Buehler
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) John Buehler
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) Tchrin .
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) Ola Fosheim Grøstad
- Innovation restrictions (was: Information sharing) Corey Crawford
- Innovation restrictions (was: Information sharing) Ola Fosheim Grøstad
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) Ola Fosheim Grøstad
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) Travis Nixon
- Innovation restrictions (was: Information sharing) Matt Mihaly
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) Matt Mihaly
- Innovation restrictions (was: Information sharing) SeronisROTv3@aol.com
- Innovation restrictions (was: Information sharing) Koster, Raph
- Innovation restrictions (was: Information sharing) Richard A. Bartle
- Innovation restrictions (was: Information sharing) Jesse van Herk
- Innovation restrictions (was: Information sharing) Matt Mihaly
- Innovation restrictions (was: Information sharing) Vincent Archer
- Innovation restrictions (was: Information sharing) Nathan F.Yospe
- Innovation restrictions (was: Information sharing) SeronisROTv3@aol.com
- Innovation restrictions (was: Information sharing) J C Lawrence
- Innovation restrictions (was: Information sharing) Paul Schwanz - Enterprise Services
- Innovation restrictions (was: Information sharing) Lars Duening
- Innovation restrictions (was: Information sharing) Jeremy Noetzelman
- Innovation restrictions (was: Information sharing) rayzam
- Innovation restrictions (was: Information sharing) Matt Mihaly
- Innovation restrictions (was: Information sharing) Jeremy Noetzelman
- Innovation restrictions (was: Information sharing) Ben Sizer
- Innovation restrictions (was: Information sharing) Koster, Raph
- OOC functionality (was: I Want to Forge Swords. [Another letter to game designers]) Greg Munt
- Morality in Game Design (was: Logical MUD Areas) Scion Altera
- Morality in Game Design (was: Logical MUD Areas) John Buehler
- I Want to Forge Swords. [Another letter to game Freeman, Jeff
- Innovation restrictions Corey Crawford
- Innovation restrictions John Buehler
- Innovation restrictions Richard A. Bartle
- Spaces or rooms? (Information sharing (was: Where are we now?)) Ola Fosheim Grøstad
- Immersiveness - good or bad? Adam Martin
- Immersiveness - good or bad? John Buehler
- Immersiveness - good or bad? Matt Mihaly
- Immersiveness - good or bad? Kwon Ekstrom
- Community Goals (was: I Want to Forge Swords.) Paul Schwanz - Enterprise Services
<EdNote: Multi-hundred column margins fixed>
Jeff Freeman wrote:
>> From: Auli [mailto:auli@bellsouth.net]
>> Does anyone think a midevil economic simulator is a good idea as
>> the primary focus for a MMOG?
> Yes, sort of. I think a town-building simulator is a good idea as
> the primary focus for a MMOG, with cooperative adventuring as a
> secondary activity (rather than the other way around). I think
> tradeskills and the like would have to be a lot higher up on the
> scale of "what's important" in a game in which the primary focus was
> to build a community. But, I think it's a very good idea for a MMOG
> (or even just a MOG), since "building community" is the fundamental
> purpose of these games, IMO, regardless of design.
> I'd like to see a game designed from the ground-up to facilitate
> groups of players moving into an area, settling it with shops and
> homes, governing and defending their community, with monster-bashing
> as a secondary activity - just something "thrown in" for the benefit
> of the community's craftsmen rather than, as we have now, the
> opposite situation: Where crafting skills are (at best) tossed-in as
> an afterthought, and primarily just used for the benefit of
> adventurers (and with community-oriented tools left-out altogether,
> generally). Where the goal of the game was to "level-up" from
> outpost, to settlement, to village, to town, to city - rather than
> the goal being to level-up individually from peasant to demi-god.
> Instead of promising housing will be added some day in an expansion,
> maybe a game that promises monster-bashing will be added some day in
> an expansion. :P
I think there is a great game in there. Perhaps you could give the
ability to move beyond a city to a province and eventually an empire.
It strikes me that in multi-player games so many of our goals are
still individualistic. For the most part, players are encouraged to
pursue the same kinds of things they would in a single-player game. I
don't think this is necessarily a bad thing, but I think we are
missing an opportunity to realize the full potential of multi-player
games when we don't implement goals that are more community centered,
especially given our knowledge of how community affects
retention. This is what multi-player has to offer that single-player
cannot.
The "level-up" your community idea is a perfect way to implement
community goals. Imagine adding to the normal individualistic
pursuits of health, wealth, information, and power the community
pursuits of security, prosperity, culture, and (technological?)
advancement.
So you want to level your community from an outpost to a settlement?
Well then, you need to ensure that your citizens don't die a lot.
What will this mean? Keep the roads clear of bandits and monsters.
Control access to your outpost and keep out undesirables. Be prepared
to defend your outpost from invading forces. If there is a benefit to
the entire community in leveling to a settlement (opportunity to build
better facilities, etc.) then there is finally an incentive for PEACE
in an MMORPG.
But that is just security. You might also have prosperity goals.
Perhaps you need to ensure that a certain minimum set of goods is
available to your citizens. Do you trade for these goods? Do you
help your craftsmen to produce them locally? How do you balance your
security goals with the need for freedom to commerce? And of course,
building wonderful works of art, training and education facilities,
entertainment facilities and the like could be needed to increase your
culture and technological advancement.
To make things even more interesting, perhaps you could let each
community customize their own goals. Perhaps you have 5 'sliders' for
security, prosperity, culture, technology, and population. The
community can decide what kind of place it would like to be by
adjusting the sliders, but lowering one requirement automatically
raises the others. This way, you could found a sort of 'thieves den'
if you wanted. The local constablary tends to look the other way, so
it is a 'visitor beware' sort of place, but in order to advance to the
next level, this sort of outpost might have to meet much more
challenging population goals.
Along the same line of thought, elsewhere, I've discussed the use of
'community items' in multi-player games.
In current MMORPGs, powerful items really only come in one flavor: the
item makes the individual that equips it more powerful or perhaps more
unique. EQ has demonstrated that this type of item is an effective
"carrot" for players, so I certainly wouldn't propose removing these
from your game. However, I'd like to introduce a possible new flavor
for powerful items. I call this new flavor community items, to
distinguish them from the normal individualistic items.
Contrast the two different possible flavors:
Lets take the example of a possible old-style individualistic item
like a Sword of Titan Strength. Suppose that the SoTS gives +100 STR
to the person that equips it. This is a very powerful item, but the
scope of individuals who are interested in the SoTS is pretty small.
In a PvE situation, the SoTS is really only interesting to the person
who has it equipped. "Kewl. I can now kill a frost dragon with only
two swings of my new sword." In a PvP situation, the SoTS also
becomes interesting to the person facing the one who has it equipped,
but obviously with much more negative connotations. Perhaps the SoTS
is slightly interesting to other friends or travelling companions of
the lucky owner, but in a much different way.
In fact the only way that others can really be interested in the SoTS
is if they can somehow get one themselves. So, most MMORPGs respawn
the SoTS many different times so that a much larger percentage of the
gaming community can share in its interest. But this has a sort of
'item inflation' effect in that as more individuals get a SoTS, it
tends to lose much of its attraction. Once a certain percentage of
the population has one, the developers then must create the Sword of
Mega-Titan Strength with +200 STR.
As long as items remain individualistic, there really are not many
options in the approach you take. You could only make just one SoTS,
but this will mean that only one of your players really gets to enjoy
it. I suppose you could let others try to kill that player and loot
his corpse, but this will likely lead to some very ascerbic customer
complaints.
So what is a developer to do?
What if, instead of the Sword of Titan Strength, you created the
Statuette of Titan Strength. Suppose this statuette is too large to
be lifted or equipped by an individual. It still gives +100 STR, but
instead of giving this to one individual who equips it, when the
statuette is placed in a zone, city, etc., it spreads that +100 STR
evenly across the area to all friendly characters or citizens.
Basically, we've taken the same exact item, but increased the scope of
its interest. The statuette is very interesting to all friendly
characters in that area, whether PvE or PvP oriented. It is possibly
even interesting to those who are just doing trade skills, depending
on how trade skills are implemented.
Since the statuette's scope is not as limited, it is more reasonable
to just have one. It can be a truly unique item. And, the item
passing from one faction's possession to another will be much more
acceptable. It is a community item, probably seen much in the same
way as a disputed resource areas or the land itself. Players will
expect it to be a target of invasion. Its theft will not be taken as
personally. Although the community might be outraged, I suspect that
even this will be perceived as more IC, perhaps working to build
stronger bonds within the sub-community. As the item changes hands,
it becomes more and more interesting, fostering stories about its
past. Its ability to be an interesting item to many people over a
long period of time is exponentially greater than the sword's.
I imagine that there are thousands of community items that could be
put into a game. Not only could powerful individualistic items be
reshaped to be more community focused, but also, there are additional
options for community items. Some might influence the weather in a
particular area, making crops grow faster, or effecting the quaility
of a created item. Perhaps some community items work in concert with
others. Some items might boost the 'power' of other items. Some
might actually require that a number of different components be
discovered and assembled before the benefit was realized. Other
community items could have negative consequences as well. That
Fountain of Humidity might increase rainfall for a server, making
crops grow faster, but also causing wooden structures to decay much
quicker. Or for some reason, the Great Orb of Fire seems to help
blacksmiths finish projects in less time, but now we've noticed that
the Fountain of Humidity isn't quite as effective ! ! as it used to
be.
Community items could target certain sections of the game. In fact, a
whole sub-system of the game could be centered around a type of
community item. Consider a system for priestly magic that was based
on community items. Perhaps each 'spell' is tied to iconoclasts or
religious relics. If your faction holds a particular icon in its
temple, your priests can cast the spell associated with it. Maybe
there are 20 icons for a less powerful spell like a 'Lesser Heal,' but
only 5 'Turn Undead' relics, and only one 'Holy Hand Grenade' relic.
The way to increase the number of spells your priests can throw now
involves questing for these relics, or if all have been found,
obtaining a relic through negotiation or even war.
The basic concept is this: Increase the scope of an items influence
and and you will increase its interest. Instead of having only
individualistic items that affects ONE character, often to a very
large degree, have community items that affect MANY characters, but
often to a much lesser degree. Incidentally, even something as simple
as a city wall could fall into this category, since it can affect MANY
characters. In my mind, we need lots of this sort of thing. Really,
the items we have in MMORPGs are simply carry-over items from
single-player RPGs. Multi-player RPGs are different. We're just
starting to figure this out. It is time to have items that make sense
in multi-player games. As far as I know, Mythic Entertainment is the
only developer out there currently considering this. They have Relics
in DAoC that the three different warring factions try to obtain. If I
recall correctly, there are only three Relics, though, and each has
quite a bit of power. I see a la! ! rge gap in between this
approach and the individualistic items in other games. A gap that
could be filled by all sorts of community items, with varying levels
of power, and affecting different sized sub-communities in the game.
As far as I can tell, there is really only one thing to consider:
BALANCE.
First of all, let me state again my philosophy of game balance.
Imbalances can actually bring a 'dynamic theme' to a game. The
important thing is that these imbalances do not lead to permanent
superiority. What we term 'unbalanced' really just refers to a dynamic
game situation in which players are not given the ability to address
changes. On the other hand, what we laud as 'dynamic' is simply an
unbalanced game situation in which players are given the ability to
address imbalances. Giving players the ability to address imbalances
is about giving them control.
Personally, I think that if having only three very powerful items
doesn't lead to game imbalances, then having hundreds of items that
are much less powerful is even less likely to cause imbalances.
Nonetheless, I would think that you could reduce balance concerns by:
1) reducing an item's scope of influence, 2) reducing an item's
benefits, 3) causing an item to distribute evenly from a 'pool' of
benefits so that more participants automatically dilute the influence,
4) tying negative influences to items as well as positive, 5)
'inflating' an items influence by having more of its type available,
6) making it more difficult to control the scope of influence, or 7)
any combination of the above. There are probably additional methods
available, but this list will do for a start.
Anyway, I've just been thinking a bit lately abut the appeal of
multi-player games and what makes them unique. It seems to me that
more community centered goals could help make multi-player games seem
more multi-player and less like a congregation of individuals playing
their own game. Your post just sort of triggered some of these
thoughts.
--Phinehas - Community Goals (was: I Want to Forge Swords.) Eli Stevens
- The effects of object oriented servers on the item database Chambers
- The effects of object oriented servers on the item database Bryce Harrington
- The effects of object oriented servers on the itemdatabase brianleeprice@hotmail.com
- I Want to Forge Swords. [Another letter to game des Auli
- Locations vs Social Spaces (was: I Want to Forge Swords) Sie Ming
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Hulbert, Leland
- Locations vs Social Spaces (was: I Want to Forge Swords) Marian Griffith
- Locations vs Social Spaces (was: I Want to Forge Swords) Phillip Lenhardt
- Locations vs Social Spaces (was: I Want to Forge Swords) Derek Licciardi
- Locations vs Social Spaces (was: I Want to Forge Swords) Richard Aihoshi aka Jonric
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Koster, Raph
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Daniel.Harman@barclayscapital.com
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Adam Martin
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Daniel.Harman@barclayscapital.com
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Vincent Archer
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Andrew Barratt
- Locations vs Social Spaces (was: I Want to Forge Sw ords) Koster, Raph
- Locations vs Social Spaces (was: I Want to Forge Swords) Richard Aihoshi aka Jonric
- Locations vs Social Spaces (was: I Want to Forge Swords) Matt Chatterley
- Locations vs Social Spaces (was: I Want to Forge Swords) Alex Kay
- Locations vs Social Spaces (was: I Want to Forge Swords) Brian Hook
- Locations vs Social Spaces (was: I Want to Forge Swords) Paul Schwanz - Enterprise Services
- Locations vs Social Spaces (was: I Want to Forge Swords) Vincent Archer
- Locations vs Social Spaces (was: I Want to Forge Swords) Alex Kay
- Locations vs Social Spaces (was: I Want to Forge Swords) rayzam
- Locations vs Social Spaces (was: I Want to Forge Swords) Bruce
- [TECH] monitoring RMI-type systems Bruce
- [TECH] monitoring RMI-type systems Chris Gray
- [TECH] monitoring RMI-type systems Adam Martin
- [TECH] monitoring RMI-type systems brian price
- [TECH] monitoring RMI-type systems Bruce
- [TECH] monitoring RMI-type systems brianleeprice@hotmail.com
- MUDs, cellphones and mobile players... Ola Fosheim Grøstad
- MUDs, cellphones and mobile players... Christopher Allen
- The effects of object oriented servers on the item database (Long) Derek Licciardi
- The effects of object oriented servers on the item database (Long) Chambers
- Black & White on Radio Timothy Dang
- [OT] Re-releasing old games w/ new graphics Mathue Moyer
- [OT] Re-releasing old games w/ new graphics Derek Licciardi
- [OT] Re-releasing old games w/ new graphics Madman Across the Water
- [OT] Re-releasing old games w/ new graphics Derek Snider
- [OT] Re-releasing old games w/ new graphics Lars Duening
- [OT] Re-releasing old games w/ new graphics Adam Martin
- The ethics of violence thread J C Lawrence
- UO Volunteer Programs Closed AR Schleicher
- Spaces or rooms? (Information sharing (was: Re:Where are we now?)) Ola Fosheim Grøstad
- User interface design [was: Where are we now?] Greg Munt
- User interface design [was: Where are we now?] Freeman, Jeff
- User interface design [was: Where are we now?] Phillip Lenhardt
- User interface design [was: Where are we now?] Bryce Harrington
- User interface design [was: Where are we now?] Bryce Harrington
- User interface design [was: Where are we now?] Kwon Ekstrom
- User interface design [was: Where are we now?] Adam Martin
- User interface design [was: Where are we now?] Marc Hernandez
- User interface design [was: Where are we now?] Chambers
- User interface design [was: Where are we now?] Adam Martin
- It's just a game (?) [was: Information sharing] Greg Munt
- It's just a game (?) [was: Information sharing] Daniel.Harman@barclayscapital.com
- It's just a game (?) [was: Information sharing] F. Randall Farmer
- It's just a game (?) [was: Information sharing] Matt Mihaly
- It's just a game (?) [was: Information sharing] Ola Fosheim Grøstad
- It's just a game (?) [was: Information sharing] Greg Munt
- It's just a game (?) [was: Information sharing] F. Randall Farmer
- I Want to Forge Swords. [Another letter to game McManus, Susan
- I Want to Forge Swords. [Another letter to game J C Lawrence
- [DGN] Moral responsibilities (was Logical MUD Areas) Mathue Moyer
- [Tech] MUDs, MORPGs, and Object Persistence brian price
- [Tech] MUDs, MORPGs, and Object Persistence Daniel.Harman@barclayscapital.com
- [Tech] MUDs, MORPGs, and Object Persistence Derek Licciardi
- [Tech] MUDs, MORPGs, and Object Persistence Bryce Harrington
- [Tech] MUDs, MORPGs, and Object Persistence Gavin Doughtie
- [Tech] MUDs, MORPGs, and Object Persistence Derek Licciardi
- [Tech] MUDs, MORPGs, and Object Persistence Greg Munt
- [Tech] MUDs, MORPGs, and Object Persistence Kwon Ekstrom
- [Tech] MUDs, MORPGs, and Object Persistence Derek Licciardi
- [Tech] MUDs, MORPGs, and Object Persistence Bruce
- [Tech] MUDs, MORPGs, and Object Persistence Kwon Ekstrom
- [Tech] MUDs, MORPGs, and Object Persistence Jared Nielsen
- [Tech] MUDs, MORPGs, and Object Persistence brian price
- [Tech] MUDs, MORPGs, and Object Persistence brian price
- [Tech] MUDs, MORPGs, and Object Persistence Daniel.Harman@barclayscapital.com
- [Tech] MUDs, MORPGs, and Object Persistence brian price
- [Tech] MUDs, MORPGs, and Object Persistence Alex Kay
- [Tech] MUDs, MORPGs, and Object Persistence Derek Licciardi
- Spaces or rooms? (Information sharing (was: Where are we now?)) Koster, Raph
- Characters or Pets? (I Want to Forge Swords. [Another letter to game) Ola Fosheim Grøstad
- [Tech] Overlapped I/O Chambers
- [Tech] Overlapped I/O Caliban Tiresias Darklock
- [MUD-Dev][DGN] encouraging quick-start community for newbies Adam Martin
- [OT] Taking things too far. Scott Stuart
- [OT] Taking things too far. F. Randall Farmer
- [OT] Taking things too far. Sayeed
- [OT] Taking things too far. Frank Crowell
- [OT] Taking things too far. Matt Mihaly
- [OT] Taking things too far. Scott Stuart
- [OT] Taking things too far. John Buehler
- [OT] Taking things too far. Matt Mihaly
- [OT] Taking things too far. Matt Mihaly
- [OT] Taking things too far. Kevin Littlejohn
- [OT] Taking things too far. rayzam
- [OT] Taking things too far. Greg Munt
- [OT] Taking things too far. Scott Stuart
- [OT] Taking things too far. Adam Martin
- [OT] Taking things too far. F. Randall Farmer
- [OT] Taking things too far. Dave Rickey
- [OT] Taking things too far. John Buehler
- [OT] Taking things too far. Kwon Ekstrom
- [OT] Taking things too far. Scott Roberts
- Multithreaded servers using objects Chambers
- Multithreaded servers using objects David Loeser
- Multithreaded servers using objects Chambers
- Musashi's Unbelievably Long Rantings Koster, Raph
- Where were we then? Richard A. Bartle
- Emotional Responses to Traumatic Events (Was Logical Mud Areas) Peter Yu
- Emotional Responses to Traumatic Events (Was Logical Mud Areas) Ola Fosheim Grøstad
- [OT] Will this list survive? Daniel.Harman@barclayscapital.com
- [OT] Will this list survive? Taylor
- [OT] Will this list survive? Batir
- Emotional Responses to Traumatic Events (Was Logical Mud Areas) John W Pierce
- [Tech] MUDs, MORPGs, and Object Persistence [OT?] Adam Martin
- Emotional Responses to Traumatic Events Matt Mihaly
- MUD-DEv lists archives are currently broken claw@kanga.nu
- [BIZ] Randy's Resume F. Randall Farmer
- [BIZ] Randy's Resume F. Randall Farmer
- [BIZ] Randy's Resume Hans-Henrik Staerfeldt
- It's just a game (?) Trump
- WebServer fixed (kinda) J C Lawrence
- Player run reputation system Jussi 'Sulka' Haro
- Player run reputation system lhulbert@hotmail.com
- Player run reputation system shren
- Player run reputation system Travis Casey
- Player run reputation system Matt Mihaly
- Player run reputation system Koster, Raph
- Player run reputation system John Buehler
- Player run reputation system David Loeser
- Player run reputation system Sean Kelly
- Player run reputation system Koster, Raph
- Player run reputation system Sean Kelly
- Player run reputation system Koster, Raph
- Player run reputation system Sean K
- Player run reputation system Ola Fosheim Grøstad
- Player run reputation system J C Lawrence
- Player run reputation system Timothy Dang
- Player run reputation system J C Lawrence
- Player run reputation system Geoffrey A. MacDougall
- Player run reputation system Timothy Dang
- Player run reputation system Daniel.Harman@barclayscapital.com
- Player run reputation system J C Lawrence
- Player run reputation system Ola Fosheim Grøstad
- Player run reputation system John Hopson
- Player run reputation system J C Lawrence
- Player run reputation system shren
- Player run reputation system Ola Fosheim Grøstad
- Player run reputation system Ola Fosheim Grøstad
- Player run reputation system Ola Fosheim Grøstad
- Player run reputation system Taylor
- Player run reputation system Valerio Santinelli
- Player run reputation system J C Lawrence
- Player run reputation system Matt Mihaly
- Player run reputation system Valerio Santinelli
- Player run reputation system J C Lawrence
- Player run reputation system J Todd Coleman
- Player run reputation system Sean Kelly
- Player run reputation system Jon Lambert
- Player run reputation system Valerio Santinelli
- Player run reputation system J Todd Coleman
- Player run reputation system Phillip Lenhardt
- Player run reputation system J Todd Coleman
- Player run reputation system J C Lawrence
- Player run reputation system Trump
- Player run reputation system J Todd Coleman
- Player run reputation system McManus, Susan
- Player run reputation system Trump
- Player run reputation system shren
- Player run reputation system Valerio Santinelli
- Player run reputation system J C Lawrence
- Player run reputation system Andrew Reisse
- Player run reputation system Koster, Raph
- Player run reputation system Matt Mihaly
- [TECH] 2 papers on python in muds Bruce
- Asheron's Call: An example of how easy it is to lose your balance. Dan Merillat
- Asheron's Call: An example of how easy it is to lose your balance. wrenner@uiuc.edu
- Asheron's Call: An example of how easy it is to lose your balance. Dan Merillat
- Asheron's Call: An example of how easy it is to lose your balance. Dave Rickey
- Asheron's Call: An example of how easy it is to lo se your balance. Daniel.Harman@barclayscapital.com
- Asheron's Call: An example of how easy it is to lose your balance. Vincent Archer
- DGN: shard growth patterns? mud-dev-admin@kanga.nu
- DGN: shard growth patterns? J C Lawrence
- DGN: shard growth patterns? Ray Cuadro
- DGN: shard growth patterns? rayzam
- Spaces or rooms? (Information sharing (was: Re:Wher are we now?)) Ola Fosheim Grøstad
- [News] NCSoft + Richard Garriott Dave Kennerly
- [News] NCSoft + Richard Garriott Dragoness
- [News] NCSoft + Richard Garriott Freeman, Jeff
- [News] NCSoft + Richard Garriott Richard Aihoshi aka Jonric
- [News] NCSoft + Richard Garriott Freeman, Jeff
- [News] NCSoft + Richard Garriott Richard Aihoshi aka Jonric
- [News] NCSoft + Richard Garriott Matt Mihaly
- [News] NCSoft + Richard Garriott Vincent Archer
- [News] NCSoft + Richard Garriott Jake Song
- [News] NCSoft + Richard Garriott Freeman, Jeff
- [News] NCSoft + Richard Garriott Jake Song
- [News] NCSoft + Richard Garriott Richard Aihoshi aka Jonric
- [News] NCSoft + Richard Garriott Corey Crawford
- [News] NCSoft + Richard Garriott Jake Song
- [News] NCSoft + Richard Garriott Dave Rickey
- [News] NCSoft + Richard Garriott Jessica Mulligan
- [News] NCSoft + Richard Garriott John Buehler
- [News] NCSoft + Richard Garriott Travis Casey
- [News] NCSoft + Richard Garriott Matt Mihaly
- [News] NCSoft + Richard Garriott Ola Fosheim Grøstad
- [News] NCSoft + Richard Garriott Dave Kennerly
- [News] NCSoft + Richard Garriott Koster, Raph
- [News] NCSoft + Richard Garriott Jake Song
- [News] NCSoft + Richard Garriott Trump
- [News] NCSoft + Richard Garriott Jake Song
- [News] NCSoft + Richard Garriott Phillip Lenhardt
- [News] NCSoft + Richard Garriott Koster, Raph
- [News] NCSoft + Richard Garriott shren
- [News] NCSoft + Richard Garriott Batir
- [News] NCSoft + Richard Garriott Matt Mihaly
- [News] NCSoft + Richard Garriott Marc Bowden
- [News] NCSoft + Richard Garriott Matt Mihaly
- [News] NCSoft + Richard Garriott Daniel.Harman@barclayscapital.com
- [News] NCSoft + Richard Garriott Matt Mihaly
- [News] NCSoft + Richard Garriott Richard Aihoshi aka Jonric
- [News] NCSoft + Richard Garriott Frank Alexander
- [News] NCSoft + Richard Garriott Koster, Raph
- [News] NCSoft + Richard Garriott Freeman, Jeff
- [News] NCSoft + Richard Garriott Jessica Mulligan
- Lineage and Garriott Matt Mihaly
- Lineage and Garriott Dragoness
- The sad death of Nowheremom Zak Jarvis
- Jeff's Rant: A World Full of Wheel-Makers Bruce
- Jeff's Rant: A World Full of Wheel-Makers Brian Hook
- Jeff's Rant: A World Full of Wheel-Makers Adam Martin
- Jeff's Rant: A World Full of Wheel-Makers John Buehler
- Jeff's Rant: A World Full of Wheel-Makers J C Lawrence
- Jeff's Rant: A World Full of Wheel-Makers Dave Rickey
- Jeff's Rant: A World Full of Wheel-Makers Brian Hook
- Jeff's Rant: A World Full of Wheel-Makers Dave Rickey
- Jeff's Rant: A World Full of Wheel-Makers Brian Hook
- Jeff's Rant: A World Full of Wheel-Makers Daniel.Harman@barclayscapital.com
- Jeff's Rant: A World Full of Wheel-Makers Marc Fielding
- Jeff's Rant: A World Full of Wheel-Makers Dave Rickey
- Jeff's Rant: A World Full of Wheel-Makers Brian Hook
- business models Matt Mihaly
- business models Jon Morrow
- business models Matt Mihaly
- business models Christopher Allen
- business models Matt Mihaly
- business models Christopher Allen
- business models william ralph renner
- business models Matt Mihaly
- business models Bruce
- business models Stephen Benz
- business models Matt Mihaly
- business models Christopher Allen
- business models Matt Mihaly
- business models Stephen Benz
- business models Martin Burke
- business models Matt Mihaly
- business models william ralph renner
- business models Matt Mihaly
- business models rayzam
- business models Stephen Benz
- business models shren
- business models Auli
- business models Daniel.Harman@barclayscapital.com
- business models Jason Salem
- business models Marc Bowden
- business models Jason Salem
- business models John Buehler
- business models shren
- business models Koster, Raph
- business models Vincent Archer
- business models Koster, Raph
- business models Hulbert, Leland
- business models Vincent Archer
- business models Koster, Raph
- business models Auli
- business models Steven Veltema
- business models Batir
- business models Vincent Archer
- business models Matt Mihaly
- business models Jon Morrow
- business models Dave Rickey
- business models Matt Mihaly
- business models Koster, Raph
- Paying Volunteers Update? Jon Morrow
- Request to mailing list MUD-Dev rejected Caliban Tiresias Darklock
- It's just a game (?) Ananda Dawnsinger
- It's just a game (?) Matt Mihaly
- [DGN?] It's just a game (?) Sharon Mock
- [DGN?] It's just a game (?) Dragoness
- [DGN?] It's just a game (?) Richard A. Bartle
- [DGN?] It's just a game (?) Marian Griffith
- It's just a game (?) Ananda Dawnsinger
- [Adm] BBSs, Access restrictions...was Logical MUD Areas Jon Lambert
- [Adm] BBSs, Access restrictions...was Logical MUD Areas SeronisROTv3@aol.com
- Coordinate mapping with text-based MUDs Jared Nielsen
- Coordinate mapping with text-based MUDs Kwon Ekstrom
- Metrics, Data, and Statistics Jon Morrow
- New Yorker Article Dave Rickey
- New Yorker Article Marc Fielding
- Graphics engines was Jeff's Rant: A World Full of Wheel-Makers Brian Hook
- Graphics engines was Jeff's Rant: A World Full of Wheel-Makers Travis Nixon
- Graphics engines was Jeff's Rant: A World Full of Wheel-Makers Daniel.Harman@barclayscapital.com
- Jessica Mulligan's Column "Biting the Hand" Now at Skotos Christopher Allen
- Outdoor and indoor 3d engines Adam Martin
- Neil Young Invents UO Dragoness
- JOB: How to get into Game Design / Game content Taylor
- JOB: How to get into Game Design / Game content Trump
- JOB: How to get into Game Design / Game content David Bennett
- JOB: How to get into Game Design / Game content Trump
- JOB: How to get into Game Design / Game content Geoffrey MacDougall
- JOB: How to get into Game Design / Game content Jon Morrow
- JOB: How to get into Game Design / Game content Greg Underwood
- JOB: How to get into Game Design / Game content Brian 'Psychochild' Green
- JOB: How to get into Game Design / Game content Willowreed@aol.com
- JOB: How to get into Game Design / Game content Christopher Allen
- JOB: How to get into Game Design / Game content Matt Mihaly
- JOB: How to get into Game Design / Game content Neil Brown
- JOB: How to get into Game Design / Game content Matt Mihaly
- JOB: How to get into Game Design / Game content Kroh, Clayton
- JOB: How to get into Game Design / Game content Jon Morrow
- JOB: How to get into Game Design / Game content rayzam
- JOB: How to get into Game Design / Game content Jon Morrow
- JOB: How to get into Game Design / Game content Greg Underwood
- JOB: How to get into Game Design / Game content Geoffrey MacDougall
- JOB: How to get into Game Design / Game content SavantKnowsAll@cs.com
- JOB: How to get into Game Design / Game content Brian 'Psychochild' Green
- JOB: How to get into Game Design / Game content Koster, Raph
- JOB: How to get into Game Design / Game content Richard Aihoshi aka Jonric
- JOB: How to get into Game Design / Game content Richard Aihoshi aka Jonric
- JOB: How to get into Game Design / Game content Dave Rickey
- JOB: How to get into Game Design / Game content Richard Aihoshi aka Jonric
- JOB: How to get into Game Design / Game content SavantKnowsAll@cs.com
- JOB: How to get into Game Design / Game content Trump
- JOB: How to get into Game Design / Game content SavantKnowsAll@cs.com
- Article: The Ascendancy of Mass Market Gaming Bruce
- Thread Pools (was: TECH: Distributed Muds) Scion Altera
- Thread Pools (was: TECH: Distributed Muds) Greg Underwood
- Thread Pools (was: TECH: Distributed Muds) Matt Chatterley
- UO Volunteer Programs Marc Bowden
- Intellectual Property Lawyer Jon Morrow
- Intellectual Property Lawyer Steve {Bloo} Daniels
- Korea, was [News] NCSoft + Richard Garriott SavantKnowsAll@cs.com
- (no subject) J C Lawrence
- Korea, was [News] NCSoft + Richard Garriott Dave Kennerly
- Korea, was [News] NCSoft + Richard Garriott SavantKnowsAll@cs.com
- Korea, was [News] NCSoft + Richard Garriott Dave Kennerly
- Korea, was [News] NCSoft + Richard Garriott SavantKnowsAll@cs.com
- Korea, was [News] NCSoft + Richard Garriott Dave Kennerly
- Korea, was [News] NCSoft + Richard Garriott SavantKnowsAll@cs.com
- Korea, was [News] NCSoft + Richard Garriott Dave Kennerly
- Imaginary Realities - May 2001 David Bennett
- Virtual Good Value Assertion Eric Rhea
- Virtual Good Value Assertion wrenner@uiuc.edu
- Virtual Good Value Assertion F. Randall Farmer
- Virtual Good Value Assertion Vincent Archer
- Virtual Good Value Assertion Matt Mihaly
- Virtual Good Value Assertion Eric Rhea
- Virtual Good Value Assertion Matt Mihaly
- Neverwinter Nights John W Pierce
- Neverwinter Nights John W Pierce
- Neverwinter Nights Martin Burke
- Neverwinter Nights Freeman, Jeff
- Neverwinter Nights Gavin Doughtie
- Neverwinter Nights Dave Rickey
- Neverwinter Nights Taylor
- Neverwinter Nights Rob Bartel
- Neverwinter Nights Lars Duening
- Neverwinter Nights Christopher Kohnert
- Neverwinter Nights Daniel.Harman@barclayscapital.com
- Neverwinter Nights Eli Stevens
- Neverwinter Nights Christopher Kohnert
- Neverwinter Nights David Loeser
- Neverwinter Nights Lee Sheldon
- Neverwinter Nights Valerio Santinelli
- Neverwinter Nights Lee Sheldon
- Neverwinter Nights Valerio Santinelli
- Neverwinter Nights Koster, Raph
- Neverwinter Nights Daniel.Harman@barclayscapital.com
- Neverwinter Nights Adam Martin
- Neverwinter Nights John Buehler
- Neverwinter Nights rayzam
- Neverwinter Nights Lars Duening
- Neverwinter Nights rayzam
- Neverwinter Nights John Buehler
- Neverwinter Nights rayzam
- Neverwinter Nights John Buehler
- Neverwinter Nights rayzam
- Neverwinter Nights Daniel.Harman@barclayscapital.com
- Maintaining fiction. Trump
- Maintaining fiction. Brian Hook
- Maintaining fiction. Trump
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Marc Fielding
- Maintaining fiction. Trump
- Maintaining fiction. Marc Fielding
- Maintaining fiction. Trump
- Maintaining fiction. Brian Hook
- Maintaining fiction. Daniel.Harman@barclayscapital.com
- Maintaining fiction. Travis Casey
- Maintaining fiction. Marian Griffith
- Maintaining fiction. Jon Lambert
- Maintaining fiction. SavantKnowsAll@cs.com
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. SavantKnowsAll@cs.com
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. shren
- Maintaining fiction. Travis Casey
- Maintaining fiction. Neil Brown
- Maintaining fiction. Matt Chatterley
- Maintaining fiction. Vincent Archer
- Maintaining fiction. Travis Casey
- Maintaining fiction. Vincent Archer
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Travis Casey
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Travis Casey
- Maintaining fiction. Hulbert, Leland
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Hulbert, Leland
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Hulbert, Leland
- Maintaining fiction. Edward Glowacki
- Maintaining fiction. SavantKnowsAll@cs.com
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. SavantKnowsAll@cs.com
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. Travis Casey
- Maintaining fiction. shren
- Maintaining fiction. shren
- Maintaining fiction. SavantKnowsAll@cs.com
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Vincent Archer
- Maintaining fiction. Neil Brown
- Maintaining fiction. Phillip Lenhardt
- Maintaining fiction. Neil Brown
- Maintaining fiction. Christopher Kohnert
- Maintaining fiction. Corey Crawford
- Maintaining fiction. Neil Brown
- Maintaining fiction. Travis Casey
- Maintaining fiction. Neil Brown
- Maintaining fiction. Paul Schwanz - Enterprise Services
- Maintaining fiction. Neil Brown
- Maintaining fiction. Marc Fielding
- Maintaining fiction. John Buehler
- Maintaining fiction. Matt Chatterley
- Maintaining fiction. Alex Kay
- Maintaining fiction. Michael Tresca
- Maintaining fiction. Travis Casey
- Maintaining fiction. shren
- Maintaining fiction. Travis Casey
- Maintaining fiction. Brian Hook
- Maintaining fiction. Adam Martin
- Maintaining fiction. Brian Hook
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Travis Casey
- Maintaining fiction. Travis Casey
- Maintaining fiction. Dave Rickey
- Maintaining fiction. rayzam
- Maintaining fiction. Michael Tresca
- Maintaining fiction. Ananda Dawnsinger
- Maintaining fiction. Peter Tyson
- Maintaining fiction. Travis Nixon
- Maintaining fiction. z032383@students.niu.edu
- Maintaining fiction. shren
- Maintaining fiction. Andrew Reisse
- Maintaining fiction. Christopher Kohnert
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. SavantKnowsAll@cs.com
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Trump
- Maintaining fiction. Vincent Archer
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. Matt Chatterley
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Matt Chatterley
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Eli Stevens
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. John Buehler
- Maintaining fiction. Ian Collyer
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Madman Across the Water
- Maintaining fiction. Ian Collyer
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. shren
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. shren
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Ian Collyer
- Maintaining fiction. shren
- Maintaining fiction. Travis Casey
- Maintaining fiction. Vincent Archer
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Jon Lambert
- Maintaining fiction. John Buehler
- Maintaining fiction. Jon Lambert
- Maintaining fiction. John Buehler
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Travis Nixon
- Maintaining fiction. J C Lawrence
- Maintaining fiction. Ian Collyer
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. caduvall@wam.umd.edu
- Maintaining fiction. Ola Fosheim Grøstad
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Jon Lambert
- Maintaining fiction. Daniel A. Koepke
- Maintaining fiction. Phillip Lenhardt
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Vincent Archer
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. John Buehler
- Maintaining fiction. shren
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. shren
- Maintaining fiction. Matt Mihaly
- Maintaining fiction. Trump
- Maintaining fiction. Brian Hook
- Maintaining fiction. shren
- Maintaining fiction. Derek Licciardi
- Maintaining fiction. shren
- Maintaining fiction. Phillip Lenhardt
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. Phillip Lenhardt
- Maintaining fiction. Travis Casey
- Maintaining fiction. J C Lawrence
- Maintaining fiction. Koster, Raph
- Maintaining fiction. Peter Tyson
- Maintaining fiction. Freeman, Jeff
- Maintaining fiction. Ola Fosheim Grøstad
- Maintaining fiction. Caliban Tiresias Darklock
- Maintaining fiction. Caliban Tiresias Darklock
- Upcoming Commercial, Text-Based Games Jon Morrow
- Upcoming Commercial, Text-Based Games Bob Cochran
- [TECH] Programming languages (was: Neverwinter Nights) Bruce
- [TECH] Programming languages (was: Neverwinter Nights) John W Pierce
- Spoof implementation Eli Stevens
- BIZ: Online consoles and MUDs Peter Tyson
- BIZ: Online consoles and MUDs Neil Brown