September 2001
- Strix: Object Persistence on Relational Backends Ling Lo
- Structured Social Play John Buehler
- Structured Social Play Tom Hubina
- Structured Social Play Christopher Allen
- Structured Social Play Ola Fosheim Grøstad
- Structured Social Play Daniel Bendiksen
- Structured Social Play Tamzen Cannoy
- Structured Social Play Robin Lee Powell
- Structured Social Play Caliban Tiresias Darklock
- Structured Social Play Travis Casey
- Structured Social Play Robin Lee Powell
- Structured Social Play Christopher Allen
- Structured Social Play Koster, Raph
- Structured Social Play Matthew D. Fuller
- Structured Social Play Bruce Mitchener
- Structured Social Play Takis Kalogiratos
- Structured Social Play shren
- Structured Social Play Daniel Bendiksen
- Structured Social Play shren
- Structured Social Play Matt Owen
- Structured Social Play Bruce Mitchener
- Structured Social Play Vincent Archer
- Structured Social Play shren
- Structured Social Play Daniel Bendiksen
- Structured Social Play Vincent Archer
- Structured Social Play John Buehler
- Structured Social Play Matt Mihaly
- Structured Social Play Marian Griffith
- Structured Social Play Travis Nixon
- NEWS: Blizzard Entertainment announces World of Warcraft Kylotan
- [BIZ] Billing systems Brian Hook
- [BIZ] Billing systems Matt Mihaly
- [BIZ] Billing systems Christopher Allen
- [BIZ] Billing systems Brian Hook
- [BIZ] Billing systems Christopher Allen
- [BIZ] Billing systems Kevin Littlejohn
- [BIZ] Billing systems Travis Nixon
- [BIZ] Billing systems Brian Hook
- [BIZ] Billing systems Daniel.Harman@barclayscapital.com
- [BIZ] Billing systems Owen
- [BIZ] Billing systems Jussi 'Sulka' Haro
- [BIZ] Billing systems Peter Tyson
- Benchmarking MUDs Chris Gray
- Benchmarking MUDs Matt Mihaly
- Benchmarking MUDs Bruce Mitchener
- Benchmarking MUDs Lars Duening
- Benchmarking MUDs Adam Martin
- Benchmarking MUDs Robin Lee Powell
- Benchmarking MUDs Chris Gray
- Benchmarking MUDs Adam Martin
- Benchmarking MUDs Chris Gray
- Benchmarking MUDs Ian Collyer
- Benchmarking MUDs Chris Gray
- Benchmarking MUDs Adam Martin
- Benchmarking MUDs Jon Lambert
- Free Time != Advancement (was: Structured Social Play) Eli Stevens
- Random American Name Generator (!) Ling Lo
- Higher barrier to entry? was NEWS: Blizzard Entertainment announces World of Warcraft Brian Hook
- Higher barrier to entry? was NEWS: Blizzard Entertainment announces World of Warcraft Christopher Allen
- Higher barrier to entry? was NEWS: Blizzard Entertainment announces World of Warcraft Derek Licciardi
- Higher barrier to entry? was NEWS: Blizzard Entertainment announces World of Warcraft Sean K
- Higher barrier to entry? was NEWS: Blizzard Ent ertainment announces World of Warcraft Daniel.Harman@barclayscapital.com
- Updated my site Koster, Raph
- Vircom T4C Brian Hook
- Vircom T4C Valerio Santinelli
- Preference for host OS Brian Hook
- Preference for host OS Jon Leonard
- Preference for host OS Bruce Mitchener
- Preference for host OS brandon@roguetrader.com
- Preference for host OS J C Lawrence
- Preference for host OS Jeremy Noetzelman
- Preference for host OS Fred Clift
- Preference for host OS Travis Casey
- Preference for host OS J C Lawrence
- Preference for host OS Travis Casey
- Preference for host OS Sean K
- Preference for host OS Vincent Archer
- Preference for host OS Phillip Lenhardt
- Preference for host OS J C Lawrence
- Preference for host OS J C Lawrence
- Preference for host OS Brian Hook
- Preference for host OS Brian Tackett
- Preference for host OS Jon Lambert
- Preference for host OS David Loeser
- Preference for host OS Brian Hook
- TEC Distribuate engine &cost of band width Stéphane Garin
- TEC Distribuate engine &cost of band width plalande@born2play.org
- [MUD DEV] Text editors in MUDs [was Structured Social Play] Daniel Bendiksen
- [MUD DEV] Text editors in MUDs [was Structured Social Play] Caliban Tiresias Darklock
- [MUD DEV] Text editors in MUDs [was Structured Social Play] Derek Licciardi
- [MUD DEV] Text editors in MUDs [was Structured Social Play] Adam Martin
- Casual vs. Hardcore gameplay Ian Collyer
- Casual vs. Hardcore gameplay Jon Lambert
- Higher barrier to entry? was NEWS: Blizzard Entertainment announces World of Warcraft Travis Nixon
- Higher barrier to entry? was NEWS: Blizzard En tertainment announces World of Warcraft Koster, Raph
- TECH: SEDA: An Architecture for Highly Concurrent Server Applications Bruce Mitchener
- Re:Play participants emails needed Marian Griffith
- [REALITY] [SOCIAL] ExistenZ Adam Martin
- [TECH] Mozilla as cross OS client for MUD/MMG ? Mathieu Castelli
- [TECH] Mozilla as cross OS client for MUD/MMG ? Chris Jones
- [TECH] Mozilla as cross OS client for MUD/MMG ? Par Winzell
- FW: [BIZ] Billing systems Dave Kennerly
- FW: Skotos TTT#44: The Global Community Christopher Allen
- [Fwd: Announce: New Mailing Lists Available] Bruce Mitchener
- BeQuest Michael Tresca
- Geometric content generation Matt Mihaly
- Geometric content generation Brian Hook
- Geometric content generation Matt Mihaly
- Geometric content generation Brian Hook
- Geometric content generation Derek Licciardi
- Geometric content generation Koster, Raph
- Geometric content generation Adam Martin
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation rayzam
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Kwon Ekstrom
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Brian Hook
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Adam Martin
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Koster, Raph
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Koster, Raph
- Geometric content generation John Hopson
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Dave Rickey
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Dave Rickey
- Geometric content generation Vincent Archer
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Dave Rickey
- Geometric content generation Adam Martin
- Geometric content generation rayzam
- Geometric content generation rayzam
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation J Aitken
- Geometric content generation Caliban Tiresias Darklock
- Geometric content generation Sasha Hart
- Geometric content generation rayzam
- Geometric content generation Adam Martin
- Geometric content generation J Aitken
- Geometric content generation rayzam
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Dave Rickey
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Dave Rickey
-----Original Message-----
From: Ola Fosheim Grøstad <olag@ifi.uio.no>
> Dave Rickey wrote:
>> theory (which is related). Make any game design assumptions that
>> do not carry the implicit assumption that the players will pursue
>> their own interests and rewards above all else, and you're
>> guaranteed to end up disappointed.
> Not really sure what you meant by this in this context.
Don't assume that the players will pursue a group interest that
conflicts with personal interest. They generally won't.
>> Not from what I've seen. People roleplay when roleplay is a
>> means to a desired goal, period. Oh, you always get abberations,
>> but when
> This is not true. Drama is a goal in itself.
In LARPing or a passion play, maybe.
> What is the reward in Myst?
Solving puzzles?
> Drama and sensations I'd say. To some extent it is progress, but
> that is not what drives me most of the time anyway.
Most people seemed to want to uncover the meaning, what is all this
widgetry here for?
> Heck, I prefer games with unlimited everything cheats, such hacks
> proved to be extremely popular when I was in my teens.
Yeah, I loved Doom, and liked Quake. But the gameplay itself left
me cold, I played both in Invulnerable mode, and never got into them
as multiplayer environments. Yet I played Tribes obsessively for a
year.
>> the system does not reward them, that's all they are. In a small
>> group with a dedicated GM, it is possible to make RP a rewarded
>> activity, and you can get a lot more of it.
> I don't view "get a lot more of it" as something that is
> necessarily desirable. I view self-realization as something
> desirable.
The self-realization as a means of growing in power and influence
within the game context, yes. The problem is, right now most of our
mechanics for doing so in an MMOG center on rather simple, linear
systems.
>> Most of the problem comes from recognizing the behaviour, a
>> computer can only reward what it can measure.
> Explicitly maybe, implicitly... I don't think so. You can make
> roleacting rewarding for those that care by making lots and lots
> of costumes and other props and suitable mechanisms available. A
> good tool makes any activity rewarding.
Maybe. Problem is, technical limitations trump all, if the hardware
can't handle it, you can't do it.
>> more precisely, can only be manipulated in desired ways). It's
>> much more difficult for an automated system to measure and reward
>> social activity, or building activity, or other internalized
>> activity, in a way that is not subject to manipulation that is
>> more focused on tricking the measuring system than actually
>> pursuing the activity.
> Yes, but I doubt that you have to reward building, it is an
> intrinsically motivating activity, and the result is indeed a
> reward by itself. The same goes for social activity. However if
> those explicit power-up scoring systems become too visible,
> unidimensional and effective, then I believe you will see other
> areas suffer. I.e. the uni-dimensional social status, "reason for
> living" or whatever, becomes prevalent.
I had a great deal of fun playing 10-Six, mostly centering on trying
to create better defensive layouts given limited resources. But the
concept didn't scale well.
>> So our systems *don't* for the most part. AC's allegiance system
>> was a primitive attempt to measure and reward social activity,
>> The
> Anyone seen anything written on that?
Written on what it was trying to accomplish, or on what it actually
did?
--Dave Rickey - Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Dave Rickey
- Geometric content generation Matt Mihaly
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Matt Mihaly
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation rayzam
- Geometric content generation Travis Nixon
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation Brian Hook
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation Brian Hook
- Geometric content generation Eli Stevens
- Geometric Content Generation John Robert Arras
- Geometric Content Generation Brian Hook
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation Brian Hook
- Geometric content generation Adam Martin
- Geometric content generation John Buehler
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation John Buehler
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation rayzam
- Geometric content generation Brian Hook
- Geometric content generation John Buehler
- Geometric content generation Daniel.Harman@barclayscapital.com
- Geometric content generation Brian Hook
- Geometric content generation Michael Tresca
- Geometric content generation Derek Licciardi
- Geometric content generation Brian Hook
- Geometric content generation Adam Martin
- Geometric content generation Brian Hook
- Geometric content generation Derek Licciardi
- Geometric content generation Robin Lee Powell
- Geometric content generation Kwon Ekstrom
- Geometric content generation Nathan F. Yospe
- Geometric content generation Travis Nixon
- Geometric content generation Nathan F. Yospe
- Geometric content generation Kwon Ekstrom
- Geometric content generation Travis Nixon
- Geometric content generation Nip
- Geometric content generation Jay Carlson
- Geometric content generation Kwon Ekstrom
- Geometric content generation John Buehler
- Geometric content generation J Todd Coleman
- Geometric content generation Peter Tyson
- Geometric content generation S. Patrick Gallaty
- Geometric content generation Eric Rhea
- Geometric content generation Paul Schwanz
- Geometric content generation Lee Sheldon
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Lee Sheldon
- Geometric content generation Matt Mihaly
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Matt Mihaly
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Jon Lambert
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Eric Rhea
- Geometric content generation Matt Mihaly
- Geometric content generation Eric Rhea
- Geometric content generation Ola Fosheim Grøstad
- Geometric content generation Koster, Raph
- Geometric content generation Brian Hook
- Geometric content generation Ian Collyer
- Geometric content generation John Buehler
- Geometric content generation Eli Stevens
- Geometric content generation Ian Collyer
- Geometric content generation John Buehler
- Geometric content generation gamaiun@yahoo.com
- Geometric content generation Derek Licciardi
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation Koster, Raph
- Geometric content generation Matt Mihaly
- Geometric content generation Hans-Henrik Staerfeldt
- Geometric content generation Kwon Ekstrom
- [DSN]Geometric content generation[LONG] Derek Licciardi
- [DSN]Geometric content generation[LONG] Matt Mihaly
- LTM article Trump
- LTM article Travis Nixon
- LTM article J Todd Coleman
- LTM article Travis Nixon
- LTM article Matt Mihaly
- LTM article Sellers, Mike
- LTM article J Todd Coleman
- LTM article Daniel.Harman@barclayscapital.com
- LTM article Adam Martin
- LTM article Steve {Bloo} Daniels
- MMORPG Construction Kit Redux Lee Sheldon
- Request for ideas Eli Stevens
- Request for ideas J C Lawrence
- Request for ideas Jon Leonard
- Request for ideas Eli Stevens
- Request for ideas Timothy Dang
- Request for ideas Hans-Henrik Staerfeldt
- Request for ideas Dickinson, Dallas
- Request for ideas Matt Mihaly
- Request for ideas Bruce Mitchener
- Request for ideas Adam Martin
- Request for ideas Jon Leonard
- Request for ideas Jon Leonard
- Request for ideas Vincent Archer
- Request for ideas Matt Mihaly
- Request for ideas holding99@mindspring.com
- Request for ideas Freeman, Jeff
- Request for ideas Robin Lee Powell
- Request for ideas Andrew Hefford {Coregen}
- Request for ideas Koster, Raph
- Request for ideas John Buehler
- Request for ideas Christopher Allen
- Request for ideas Chuk Radder
- Request for ideas Nicolai Hansen
- Request for ideas Ben Chambers
- Request for ideas Marian Griffith
- Request for ideas Hans-Henrik Staerfeldt
- Request for ideas Ian Collyer
- Request for ideas Freeman, Jeff
- Request for ideas holding99@mindspring.com
- Request for ideas Patrick Dughi
- Request for ideas Christopher Allen
- Request for ideas Adam Martin
- Request for ideas Matt Mihaly
- Request for ideas Leland Hulbert II
- Request for ideas Travis Nixon
- Request for ideas Marian Griffith
- Request for ideas Ben Chambers
- Request for ideas Derek Licciardi
- Request for ideas John Buehler
- Spoofs Eli Stevens
- research in online games Manuel Oliveira
- research in online games Travis Nixon
- How Many Developers Does It take to Screw in a Lightbulb? [Poll] Lee Sheldon
- in-game vs web-based boards (was: Geometric content generation) Bruce Mitchener
- in-game vs web-based boards (was: Geometric content generation) Koster, Raph
- in-game vs web-based boards (was: Geometric content generation) Vincent Archer
- in-game vs web-based boards (was: Geometric content generation) Bruce Mitchener
- in-game vs web-based boards (was: Geometric content generation) Robin Lee Powell
- in-game vs web-based boards (was: Geometric content generation) Daniel.Harman@barclayscapital.com
- in-game vs web-based boards (was: Geometric content generation) John Buehler
- in-game vs web-based boards (was: Geometric content generation) Daniel.Harman@barclayscapital.com
- in-game vs web-based boards (was: Geometric content generation) Koster, Raph
- in-game vs web-based boards (was: Geometric content generation) John Buehler
- in-game vs web-based boards (was: Geometric content generation) Bruce Mitchener
- in-game vs web-based boards (was: Geometric content generation) Daniel.Harman@barclayscapital.com
- in-game vs web-based boards (was: Geometric content generation) Steve {Bloo} Daniels
- in-game vs web-based boards (was: Geometric content generation) Daniel.Harman@barclayscapital.com
- in-game vs web-based boards (was: Geometric contentgeneration) Ola Fosheim Grøstad
- in-game vs web-based boards (was: Geometric content generation) Travis Nixon
- in-game vs web-based boards (was: Geometric content generation) Daniel.Harman@barclayscapital.com
- Fwd: [CLIENT-DEV] Software Packages for MOO Bruce Mitchener
- Portable Class C Christopher Allen
- Portable Class C Vincent Archer
- [Meta] Portable Class C Dominic J. Eidson
- RP in EQ? Matt Mihaly
- AO Mess Vincent Archer
- Lum the Mad is closing Valerio Santinelli
- Historic lessons on fluid identity Marian Griffith
- Historic lessons on fluid identity Matt Mihaly
- Historic lessons on fluid identity Marian Griffith
- Historic lessons on fluid identity Ola Fosheim Grøstad
- Historic lessons on fluid identity Matt Mihaly
- Historic lessons on fluid identity Marian Griffith
- Historic lessons on fluid identity Marc Bowden
- Historic lessons on fluid identity Jon Lambert
- Historic lessons on fluid identity John Buehler
- Historic lessons on fluid identity David Lindsey
- Historic lessons on fluid identity Matt Mihaly
- Lum the Mad is closing--sort of Koster, Raph