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
- 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
Neil Brown replied:
> Trump <trump@vividvideo.com> wrote:
>> I was spurred to write this by the discussion of perma death on
>> MUD-Dev a while back, but forgot to actually post it....
> Let me say up front that I think this is a great post, and most of
> the differences of opinion I'm expressing here are due to underlying
> project goals rather than subjective "right-or-wrongness". I'm
> using it as a backdrop for the neverending design battle between the
> forces of fun and those of realism that we're having to fight while
> designing our game. The game is a commercial MMORPG ( if you'll
> allow it to be called an RPG when I'm through ;) with the
> mass-market in mind, and consequently we have to take into account
> as many of the different player types as possible. Writing an
> insanely popular RP-only MMOG is probably a dream that a lot of
> people here would like to realize, but in reality the mass-market
> playerbase just doesn't seem to fit well into the RP mold.
> During our design sessions we constantly come up with great ideas
> that would add realism to our game, and the vast majority of the
> time those ideas fall victim to one of three frustrating conditions:
I don't think that realism should be necessarily pursued for its own
sake, but "realistic" solutions will likely be seen as much more
intuitive and believable, certainly providing a greater chance for
immersion that less realistic solutions. Additionally, where we are
attempting to solve the same sort of problems with constructing a
world or facilitating community that have already been solved by
reality's Designer or addressed by real societies, I think we would be
wise to take note.
> 1) Something I'll call "learning curve baggage" - The player must
> learn how to manipulate this particular stat/skill/item/rule in
> order to be successful in the game, while at the same time the
> "fun factor" of the game doesn't increase at all - it's just busy
> work. Realistic busy work, but busy work nonetheless. We've
> attempted at each occurrence to find a balance between realism and
> gameplay, but it's often a subjective decision whose results will
> probably need to be tweaked or removed during testing.
Perhaps the solution would be to implement realism while allowing the
player to choose whether to pursue it from a player or a character
perspective. In other words, if the player is interested in learning
the details of forging a sword from scratch and managing the process
in keeping with their character's current skill level, let them. On
the other hand, if they are not interested or have grown tired of the
detail work, let them instruct their character to manage the details
for them. In this way, the fun factor will increase for some, but
others are not forced to do busy work *as a player*.
> 2) "Exploitability" - How easily the creative player can use this
> feature to gain easy exp/wealth/whatever with little or no risk to
> himself/time invested. People will take the easiest path they can
> find to achieve their desired results and players will gain
> advantage through any loopholes or shortcuts they can find in your
> game. It always seems like if we just added realism in a couple
> more areas that the original problem would go away, but inevitably
> this leads to a realism feature cascades until you're trying to
> simulate the real world entirely just to account for all the
> variables. This is, of course, unlikely to be accomplished by us,
> so removing the offending exploitable feature becomes the other
> alternative. However, in that direction lies a flat,
> uninteresting game world where everything is simple and static.
> This is unlikely to generate any player interest in the game, and
> hence revenue for us, so it's also not what we're looking for.
> Ouch. Welcome to game design.
I'm interested in the assumption that gains should be tied closely to
risk and time invested. This seems like an intuitive approach and
probably one that I would take myself, but perhaps the concept bears
further exploration. Why should gains be tied to risk and time
invested? (And should these investments be character or player
centric?) Is this something inherent in games, or is it more a
reflection of our real-world experience insinuating itself into our
game design? I tend to suspect it is the latter. In other words, it
seems that you might be saying that some implementations of systems
intended to promote realism actually end up detracting from realism in
other areas.
Your "realism feature cascade" is also an interesting concept. I'd
like to hear more about it. Do you have some design examples?
Are we sure that realism is the problem and not that we just haven't
yet nailed down a good design for certain systems within the game?
> 3) The "Ass Factor" - How will the grief players use this feature
> to annoy or otherwise corrupt the gaming experience for others.
> Sadly, this one seems to come up most often, and usually in
> addition to at least one of the other two. I'd pay top dollar for
> a reliable grief-player auto-ban system, since I have yet to be
> able to code up any Matrix-like anti-grief "Agent" software myself
> ;)
Societies have spent thousands of years tackling the grief problem. I
suspect the student of history and social engineering will come
closest to limiting its effect on their virtual world. Unfortunately,
a universal solution still eludes society, but I suspect that most
gamers would settle for levels of grief that more closely reflect the
real world. It seems that online gaming reveals a human nature more
reminiscent of Golding's _Lord of the Flies_ than of Brooke Shield's
_Blue Lagoon_. :-P
>> Fake death is a fiction breaker. The most important reason to
>> want to have perma death is to keep the all important fiction
>> alive (We are talking about RPGs here right?) I guess you really
>> need to decide early on how important RP is to your game. Most
>> games which profess to be RPGs are really just adventure games(AG)
>> in a fantasy setting.
> Agreed. Fake death is a fiction breaker. However, real death is a
> fun-breaker for a lot of players, especially the casual gamers. We
> need to keep those players interested in our game and not feeling
> like they've just wasted a month of their time because all their
> hard work just got his head chopped off by that hill giant they
> didn't see while they were on their way back to town for the night.
I think there are a number of issues here.
First of all, as a system, resurrection functions almost exactly like
the "save game" feature of a single-player game. It is impossible to
save the entire world-state in a persistent multi-player world and let
a single player revert to that world state like we would expect in a
single player world. So instead, in effect, resurrection is a kluge
to let the player save their character state and revert back to that
character state should misfortune befall them. The function is very
similar. Both are a means of overcoming temporal irreversibility, the
effect of which is to lessen the momentous nature of decisions, by
making consequences somewhat avoidable.
Is this a good thing?
Personally, I don't particularly care for the way we do it. It seems
like we do a sort of 'bait and switch' routine, although that isn't an
entirely appropriate analogy. It isn't really that consequences are
avoidable in most cases, but we *act* like there are certain
consequences while we all know (wink, wink) that the *real*
consequences are much different.
"Oh no! Your character died! Isn't this terrible and dramatic!"
(wink, wink)
"Psst. You can revert to a saved game or resurrect and receive only
a negligible penalty for your 'momentous' decision to attack a
Balrog."
Bleah.
On the other hand, I haven't seen many successful single-player RPG's
released without some sort of save game feature. It seems that the
more a game is based around a goal of progressing slowly over an
extended period of time (although I'd like to point out that I don't
find conceptualizing an RPG that doesn't take this approach especially
challenging), the more there is a requirement that a player not be
sent back to square one. Also, those who approach the game from a
more experimental perspective (i.e. "What happens when I attack a
Balrog?") are not as interested in being faced with momentous
decisions. So in some (many? most?) cases, temporal irreversibility
seems like a bad design choice, but I still find myself pining for
more momentous decisions in role-playing games.
Secondly, even if you do decide that you want to lessen consequences
or give your players some sort of ability to turn back the clock, the
resurrection kluge is not the only one available. It seems to me that
it would require little brainpower or creativity to come up with a
kluge that actually fits into your game fiction. For that matter, if
dying is too harsh a consequence for a certain character shortcoming
or player mistake, then don't have the character die. Isn't this much
more straightforward than *acting* like the character dies, but...oh
wait...not really. Or, you could have a lineage approach to
characters so that a dead character's prodigies are playable.
Thirdly, while character death isn't fun, this is not to say that it
cannot be enjoyed at some level of entertainment. Hamlet isn't fun,
but it has contributed immensely to fans of literature. Is Hamlet
mass-market? Probably not, but it has demonstrated an ability to
endure beyond many mass-market fads. As a designer, I'd like to
aspire to something closer to Hamlet than Pokemon. As a player, I
have a similar desire to experience something closer to Hamlet.
Lastly, and perhaps most importantly, in large part, our need to
lessen consequences for players stems from our failure to allow them
to better manage their character's risks. Why didn't the player "see"
the hill giant? Why didn't he know it was there? Why were there no
indications or warnings to help the player manage risks? Are there no
skeletons strewn about warning of the danger? Does the hill giant
make no rumbling calls or lumbering noises. Don't the little
creatures around go scurrying for cover? Why is the hill giant
interested in lopping off a non-aggressive character's head in the
first place? Can't the character outrun the hill giant? Are there
ways for a character to grow or for a player to reach his goals that
don't involve venturing into hill giant infested areas?
Well, if we did all those things, the character would *never*
die...and what fun would that be? :P
> As our game is designed to have shards, we've toyed with the idea of
> having a perma-death shard just to see how popular it is, and what
> sort of feedback we get from people who play on it ( and how much of
> a customer service nightmare it is). I suspect it would be a waste
> of hardware, but perhaps someone who has tried it in a commercial
> venture can enlighten me with some real examples.
I suspect that if the entire game were not designed with perma death
in mind, such an experiment would be disastrous.
[snip]
>> My thought is that games like this should not be allowed to call
>> themselves RPGs. In order to actually have an RPG you must keep
>> in character at all times. NEVER break character. This starts
>> with the failings of the devs and bleeds into the minds of the
>> players. When you refer to a monsters as a MOB you are breaking
>> character. Players start talking about MOBs too. It's no longer
>> the evil zombie who must be thwarted, it's now just a level 2 MOB
>> worth 100xp and drops 2-5 gold. There is no roleplay there.
> I don't think the mass-market really follows this hardcore
> definition of what an RPG is. It seems like If the game has a
> character with equipment, stats, levels, and things to kill, then
> it's an RPG, whether you're forced to speak in high Victorian
> English or not.
I don't think Trump is primarily focusing on forcing players to do
anything, especially not speak Victorian English. I thought his
comments here were much more focused on how the developers approached
the virtual experience, not the players. I agree with both points.
Developers doing everything they can to maintain the fiction of their
virtual world is a good thing...forcing players to speak Victorian
English is probably not.
>> Seeing that you have 415 of 533 hit points left is BAD. How can
>> you suspend disbelief and just roleplay when you know that a sword
>> does 12-14 damage and you have 40 hit points? Suddenly someone
>> hitting you with it isnt scary anymore. It's just math. Give
>> some feedback, but hide the numbers. If they are found out, so
>> what, but dont put them out there for everyone to see.
> I agree that numbers can draw player focus where you don't want it,
> but giving the proper feedback can be difficult to handle unless you
> don't mind bars of bubbles or graphical depiction of some sort. We
> have not yet addressed which approach we will use in our game, but
> it's going to be either bars or numbers. Simply giving a text
> message like "You scratched/sliced/hit/crushed/smashed/obliterated
> the Wee Green Blobbie" isn't enough feedback IMHO, and since we're
> trying to keep this available to the mass-market, an ESRP rating of
> "E" ( Everyone: Ages 6 and up - ok, maybe we're dreaming here ;)
> would be nice - at most "T" ( Teen: ages 13 or over. Violence, mild
> graphic language ), so that means graphical representations like
> open wounds, missing limbs, or visible viscera (alliterated gibs,
> for those quake players out there :) is just not possible. So,
> we're left with bars and numbers. I think we'll probably go with
> some combination of the two.
For graphic games, I agree that text descriptions are not ideal. In
fact, I'd expand that to say that I don't think that text based quest
or plot developments are ideal either. For some reason, when I am
playing a graphically based game, I feel that I am suspending my play
to read text. Maybe that's just me, though.
On the other hand, if we are trying to lessen consequences to
something that fits well into the fiction of our world, maybe
alliterated gibs and flying limbs are a bit over the top anyway. Why
does everything have to be a blood-squirting event? What about simply
having a character drop what they have equipped in a hand whose arm
has taken a certain level of damage. Perhaps the arm could sort of
drop to their side and hang limply. Maybe a character whose leg is
wounded performs an animation in which its leg buckles and then it
regains its balance, but demonstrates less mobility.
[more snippage]
I agree that there should be a much greater range of win/lose
scenarios. I'd like to see a "yield" option where the character is
fighting an intelligent opponent. When I realize that I've lost a
fight with a superior opponent, I should definitely have the option to
surrender instead of forfeiting my life. Heck, why not have the
ability to offer terms of surrender.
Bandit */evaluates traveler and sees he has a purse with 1000 gold pieces*
Bandit *jumps from bushes to surprise a rich merchant*
Bandit: Hand me your purse and no one gets hurt.
Bandit clicks on "offer terms" button. An interface pops up and he
selects the coin purse he had previously "/evaluated" on his mark.
The merchant sees the offer, presented to him with a "yield" button.
Merchant: I will yield if you will take but 100 gold pieces.
Bandit *eyes merchant's fat purse*
Bandit: I think your life is worth quite a bit more than that.
Merchant: 200 gold pieces and not a penny more.
Bandit *pulls sword*
Bandit: Sorry, not enough. Have at you, then!
Merchant: OK! I yield my entire purse.
Merchant clicks on "accept terms" button. Neither he nor the bandit
can attack each other for a game-engine specified time period (2 RL
hours?), although the merchant may still report the incident (IC) to
authorities.
Or, the bandit might have decided it was worth the 200 gold pieces to
avoid risking a battle.
Merchant: 200 gold pieces and not a penny more.
Bandit: Let me see the gold.
Merchant clicks on "reject terms" button to close out first interface,
then clicks on his own "offer yield" button and drags 200 gold pieces
into the interface. Bandit clicks on "accept yield" and once again,
neither he nor the merchant can attack each other for a specified time
period, but the merchant may still report the crime.
Rejecting an offer of total surrender from a person who is not the
aggressor in a conflict might have very dire consequences if allowed
at all. So, if the bandit simply attacked and the merchant decided to
"offer unconditional yield" to avoid losing his life, it should be
strongly in the bandit's self interests to accept this offer.
Anyway, I just thought I'd add a couple of ideas to the discussion.
--Phinehas - 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