November 2002
- Economic Indices for Virtual Worlds Koster, Raph
- Economic Indices for Virtual Worlds Frank Crowell
- Economic Indices for Virtual Worlds Justin Stocks
- Real money and virtual worlds Koster, Raph
- Real money and virtual worlds Dave Trump
- Real money and virtual worlds Amanda Walker
- Real money and virtual worlds Ron Gabbard
- Real money and virtual worlds Matt Mihaly
- Real money and virtual worlds Ron Gabbard
- Real money and virtual worlds Marc Fielding
- Real money and virtual worlds Martin Bassie
- Real money and virtual worlds Matt Mihaly
- descriptive logic Bruce Mitchener
- descriptive logic Robert Zubek
- Picketing in Sims Online Koster, Raph
- Picketing in Sims Online Derek Licciardi
- Picketing in Sims Online John Robert Arras
- Picketing in Sims Online Marc Fielding
- Picketing in Sims Online shren
- Picketing in Sims Online Marc Fielding
- Picketing in Sims Online Dave Rickey
- Picketing in Sims Online Damion Schubert
- Picketing in Sims Online Mike Shaver
- Picketing in Sims Online Marc Fielding
- online voice communication Matt Mihaly
- online voice communication Dave Trump
- online voice communication Sasha Hart
- online voice communication Ted L. Chen
- online voice communication Amanda Walker
- online voice communication Koster, Raph
- online voice communication Ted L. Chen
- online voice communication Amanda Walker
On 11/29/02 9:28 PM, Ted L. Chen <tedlchen@yahoo.com> wrote:
> True, delay is cumbersome. Although, if you're strictly not
> showing your character while you speak, you can always mute your
> own voice. There's still delay and overlapping during
> conversations, but like you said, it's livable.
It's livable as long as everyone cooperates to keep it livable. I
have a lot of experience with videoconferencing (which involves a
noticeable but fixed delay). It takes a while to learn avoid having
the conversation screech to a halt even when everyone is trying to
compensate for the delay and keep the conversation
going--turn-taking and other time-based conversational cues get very
messed up by delay.
When I imagine combining that with unpredictable delay, a lot more
people trying to talk at once, and people who don't care about
cooperating, text chat starts to look good. Imagine popping into a
busy "market" area in an MMORPG, for example--shudder.
One way to deal with this is to make it less like a cocktail party
and more like a walkie talkie. Roger Wilco was an excellent
example. Half duplex, so you don't pause when you hear someone else
speak; buffered rather than mixed, so that different peoples'
utterances don't overlap each other, and push-to-talk so that you
don't have "open mic" problems ("aw, mommmm!").
This works fine for two uses of voice: tactical communication within
a group (which is what Roger Wilco was pitched as), or "trash
talking" in combat or radial chat (things like the taunts in UT).
Not great for interacting with NPCs, general conversation, and so
on.
> It works best if you can setup the expectation for the player of a
> dialogue exchange. That is, they've been exposed to the give-take
> exchanges in TV and Movies. If you can leverage that idea, then
> they're more willing to accept the fact that they can't all speak
> at once and must wait for the other to finish.
Things might work better in a role-playing oriented game than a
general-interest game, I think.
Amanda Walker - online voice communication Damion Schubert
- online voice communication Peter Harkins
- online voice communication Amanda Walker
- online voice communication Daniel.Harman@barclayscapital.com
- online voice communication Amanda Walker
- online voice communication Hans-Henrik Staerfeldt
- online voice communication Amanda Walker
- online voice communication Dave Trump
- online voice communication Amanda Walker
- online voice communication Miroslav Silovic
- online voice communication Corey Crawford
- online voice communication Marc Fielding
- online voice communication Corey Crawford
- Point of Purchase "Cards" for Online Services Christopher Allen
- Point of Purchase "Cards" for Online Services Steven Cummings
- Point of Purchase "Cards" for Online Services Matt Mihaly
- Point of Purchase "Cards" for Online Services David Kennerly
- Point of Purchase "Cards" for Online Services Damion Schubert
- Point of Purchase "Cards" for Online Services Ron Gabbard
- Korea and online world responsibility Koster, Raph
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility apollyon
- Korea and online world responsibility Koster, Raph
- Korea and online world responsibility Rudy Fink
- Korea and online world responsibility shren
- Korea and online world responsibility Clay
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility Marian Griffith
- Korea and online world responsibility Matt Mihaly
- Korea and online world responsibility Damion Schubert
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility Hans-Henrik Staerfeldt
- Korea and online world responsibility Mike Parker
- [MUD-DEV]: Stories in Multiplayer Online Games holding99@mindspring.com
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Ted L. Chen
- FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
- FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
- FEAR Animat style AI for Quake 2 Ted L. Chen
- FEAR Animat style AI for Quake 2 Freeman, Jeff
- FEAR Animat style AI for Quake 2 Amanda Walker
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Damion Schubert
- FEAR Animat style AI for Quake 2 shren
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Daniel.Harman@barclayscapital.com
- Virtual worlds as a Society of Mind Frank Crowell
- Virtual worlds as a Society of Mind Ted L. Chen
- Virtual worlds as a Society of Mind Daniel.Harman@barclayscapital.com
- Virtual worlds as a Society of Mind Ted L. Chen
- Virtual worlds as a Society of Mind Frank Crowell
- Virtual worlds as a Society of Mind Sean Kelly
- BIZ: MMORG Pioneer looking for part/full time gig F. Randall Farmer
- OpenCroquet Bruce Mitchener
- OpenCroquet Frank Crowell
- OpenCroquet Frank Crowell
- [TECH] memory management system released Bruce Mitchener