April 2002
- Black Snow Revisited holding99@mindspring.com
- Black Snow Revisited Tammie Gorzelsky
- Black Snow Revisited Caliban Tiresias Darklock
- Black Snow Revisited holding99@mindspring.com
- Black Snow Revisited John Buehler
- Black Snow Revisited holding99@mindspring.com
- Black Snow Revisited John Buehler
- Black Snow Revisited holding99@mindspring.com
- Black Snow Revisited Marc Bowden
- Black Snow Revisited Blane Bramble
- Black Snow Revisited Caliban Tiresias Darklock
- Black Snow Revisited Matt Mihaly
- Anyone got anything to say about swamps? shren
- Reality check ...(long) [was Black Snow Revisited] Jeff Cole
- Reality check ...(long) [was Black Snow Revisi ted] Koster, Raph
- Reality check ...(long) [was Black Snow Revisited] John Buehler
- Reality check ...(long) [was Black Snow Revisited] Jeff Cole
- Reality check ...(long) [was Black Snow Revisited] Caliban Tiresias Darklock
- Reality check ...(long) [was Black Snow Revisited] Fred Clift
- Reality check ...(long) [was Black Snow Revisited] Brian Bilek
In the interest of making a specific argument, I am snipping eloquent
discussion which I feel addresses a secondary question.
Jeff Cole wrote:
> From: Brad McQuaid
(snip)
> In a legal sense, the word "property" defines a system of
> relationships among people with respect to "things," that is a
> "bundle of rights" with respect to "things" that denote a person's
> expectations for disposal of such "things." Such "things" may be
> real or personal, tangible or intangible. Perhaps the most
> important property "right" is the right to exclude others.
> Within the context of these games, players are given, basically,
> full property rights to the items they loot, trade or otherwise
> acquire. These player property rights are independent of a
> company's IP interest.
I believe that you have made a false statement. I direct you to the
following passage from Mythic's EULA:
2. Other Rights and Limitations
- This EULA does not grant you any rights in connection with any
trademarks or service marks of Mythic. We may amend this
Agreement at any time in our sole discretion. Amendments shall
be communicated to you either a) at the time you log into your
Account; b) through a conspicuous post on our website. Such
amendments shall be effective upon entering or re-entering the
Game. If any such revision of this Agreement is unacceptable to
you, you may terminate your membership as per Section 9.
- We and our suppliers shall retain ownership of all
intellectual property rights relating to or residing in the
CD-ROM, the Software and the Game. The Software is a commercial
item.
- You acknowledge and agree that all characters created, and
items acquired and developed as a result of game play are part
of the Software and Game and are the sole property of
Mythic. You acknowledge that: (i) the Software and the Service
permit access to Content that is protected by copyrights,
trademarks, and other proprietary rights owned by Mythic as
covered in Section 3 below.
- You acknowledge that: (i) the Software and the Service contain
graphics, sound effects, music, animation-style video and text
(collectively, "Content"), and (ii) Content may be provided
under license by independent content providers, including text
contributions from other Members. These independent content
providers, including other Members, are referred to in this
Agreement as "Content Providers". You, and any user of your
Account, must evaluate, and bear the risk associated with, the
accuracy, completeness or usefulness of any Content. Mythic does
not pre-screen Content as a matter of policy, but Mythic has the
right, but not the responsibility, to remove Content at any time
which it deems to be harmful, offensive, or otherwise in
violation of this Agreement.
You may argue that portions of the above clauses are unconscionable,
due to the content. You can even argue that this is an adhesion
contract. However, this argument needs to be made in court, thus
challenging the EULA, before you can state otherwise. I believe
that until such a challenge is made, BSI and all other consumers of
Mythic's service must adhere to the EULA.
Assume, for a moment, that a challenge has been made as to the
"right" of Mythic to claim ownership of any and all items in the
game, manipulated by users or not. I do not believe that precendent
has been set for such a challenge, and I would encourage you to
share any such decision with the list if you know of one.
> Currently, the major IP interest of a company lies in the
> company's right to exclude non-subscribing users from the
> gamespace. There are other IP interests, to be sure (i.e. the IP
> interest of the company to prevent "hacking" of the gamespace).
Again, I ask that you share the source of this information. Has
legal precedent been set here?
(snip)
> Perhaps the most obvious question, then, is where do we draw the
> line between game and cyber-community? Society can't rely on the
> developing company's classification (why would a company ever
> classify their product as a community, rather than a game, an
> incur the added liabilities you imply?).
> So we need criteria.
> I would argue that a criterion is *not* whether or not the company
> "allows" (assuming that they have a say) players to "sell" items
> for real-world currency.
> I would also argue that the question is very complex and would
> depend on many factors such as: the extent to which real-world
> value is created; the extent to which the company financially
> participates in (profits from) these real-world ttransactions;
> etc.
Given that these games are a form of interactive entertainment, how
do you propose protecting such interactive games as businesses
should any such game be classified as a cyber-community? With
in-game rights being granted to users, both users and the companies
that provide them with the entertainment are now governed by both
criminal and civil law.
Can we not simply give users the choice? That is, declare the game
as an entertainment medium within the EULA and allow them to accept
or decline the agreement? Or would this make the EULA
unconscionable?
>> [C]ongrats to the earlier Mud-dev poster for the Lego analogy --
>> it's the best one I've heard yet. I don't care how long you
>> worked building your castle made of Legos in Legoland, nor how
>> much you paid to get into Legoland for your season pass, you're
>> not going to sell the castle, nor transfer 'ownership' of the
>> castle, nor charge other Legoland customers for access to your
>> castle.
>> And games have to have rules, and people who maintain those
>> rules. If you go sign your kid up to play in a local soccer
>> club, he or she might have certain privileges, but he certainly
>> can't decide that the ball is suddenly his, or that he doesn't
>> like the fact that only the goalie can pick up the ball, and that
>> he, a defender, wants to put his hands on the ball too. Were he
>> able to, the game would fall apart.
> These analogies are not appropriate. Remember that, within the
> context of the games, companies give players what amount to full
> ownership rights of the items they loot or otherwise acquire.
Again, I must disagree with you here. Please show me where, in the
full context of the EULA, Mythic grants players any sort of
ownership at all.
(snip)
>> Here's my major concern: If the courts ruled a player owned the
>> virtual property his avatar accumulated in-game, then the prices
>> associated with selling these items via Ebay and elsewhere could
>> be used to argue that these items truly have value.
>> Consequently, if the developers 'nerfed' the item, and its value
>> went down, they just damaged the value of someone else's
>> property, and could be held liable. Or, let's say a bug caused
>> his item to disappear: whoops, now the developer owes the player
>> the 'value' of the item. Heck, even indirect activity on the
>> part of the developer, especially in games focused on
>> player-driven economies, could alter the perceived value of said
>> item. MUDflation could cause the in-game AND real world value of
>> the item to drop. And then if a player could argue that the
>> developer then financially damaged him…
> A good argument. However, it assumes that allowing people to sell
> game items for real-word currency automatically extends a player's
> property rights to equal (or, at least, approach) those the player
> enjoys with their real-world property.
> Such is not the case. Purchasing an game-item from an auction
> site (or some other method) would not also give the purchaser the
> right to access the game without having a subscription. Neither
> does the player acquire the rights to "use" the item in another
> game. Clearly, there are some limitations on the bundle of rights
> that a player acquires.
> I would argue that a player who purchases game-items extra-game
> are much more reasonably considered "on notice" that their use of
> the items in game are subject to the game's EULA than the player
> who sells the game-item in an extra-game market is "on notice"
> that such conduct might be subject to the EULA.
And I would argue that since the particular EULA we are discussing
does in fact prohibit the extra-game sale of game objects, this
would be considered breach of contract. Contracts commonly address
conduct outside of the good or service described within the
contract, or the transactions concerning such goods or services.
Looking at the law surrounding the game as only governing conduct
WITHIN the game is myopic. By definition, a contract can be written
to govern any activity at all, given that the activity is legal.
Nowhere in contract law does it state that a contract describing a
service provided must be limited to transactions within the service
itself - that is an absurd notion! In fact, few services are as
complex as an interactive game, where transactions happen within the
service itself. EULAs do not, and should not, govern in-"game"
activity only. Companies must be, and are, allowed to protect their
own interests by describing how end users can and cannot use said
service, including secondary commercial transactions based on said
service.
> I would also argue that liability management (with respect to any
> supposed "damage" claims that might arise per Brad's concerns
> above) is better handled in the EULA than is the extra-game
> conduct of players. If only because then the EULA deals solely
> with ingame behaviour/activities (something in which a gaming
> company's interest is more manifest).
I think this statement deserves further examination, but it is based
on the premise that users are granted ownership rights in-game, a
premise I believe is false. So I will reserve comment until we have
discussed the ownership issue further.
> I recognize the *potential* impact of and problems created by
> selling game-items extra-game. But I would argue that society
> should impose a duty on a game company to internalize the cost of
> solving the problems.
I would argue that our society has already made provisions for a
company to protect themselves from such potential problems by
limiting any activity they so desire through contract law - or the
EULA which the user must agree to in order to play the game.
> A game might be unbalanced such that a player "buying" gear in an
> extra-game market might have a decided advantage over other
> players and such an advantage might, reasonably, irritate those
> other players to the extent that these other players might quit in
> frustration. In such a situation, the question is whether the
> company should have the duty to address the balance issues,
> suffering the consequences of not addressing them; or, whether the
> company should be able to look to the legal system (imposing a
> cost on society) to address a problem that the company is
> unwilling to address (or, more accurately, a cost to solve a
> problem the company is unwilling to incur).
I am not sure I follow you here. Are you assuming that a company
such as Mythic currently must take legal action to address balance
issues surrounding extra-game transactions involving real currency,
thus the "burden on society?" If so, I would argue that there is no
burden on society, as Mythic addresses the problem by prohibiting
any extra-service sale of in-service objects. Thus, the only burden
on society would be placed by those who seek to challenge this
agreement. The company was not only willing to, but already has,
addressed the issue of extra-game transactions.
> I fall squarely on the Darwinian side of the fence. It promotes
> evolution rather than an in-bred, genetically shallow gene pool.
> Ultimately, I think that a well-balanced game will that items will
> necessarilly acquire extrinsic value. Indeed, it is a good thing.
> Further, I think that in a well-balanced game, such extrinsic
> transactions will have little-to-no (i.e. negligible) impact on a
> company's income stream.
I actually agree with you with all of the above, but I think that
there is a more important point than this to make. Yes, the impact
of extrinsic value of in-game objects on a company's revenue stream
may be limited, but if that value is legally recognized, the medium
as a whole would change drastically.
I believe that no matter where a particular piece of data is being
stored, or how one accesses that data, should the data be given a
monetary value and the rights to that data be given to a particular
user, both civil and criminal law now protect the user's rights to
that data. Regardless of whether or not that sword of vanquishing
has value when the server is turned off, that object is now worth X
amount of dollars, and should someone steal it in-game, that person
will be subject to the same laws that a person stealing a real sword
from a real owner would. And the owners of the server might be held
liable because of this.
That isn't a stretch, or a "the sky is falling" argument. It is a
very simple, real, and troubling conclusion.
> Some company will release a game in which extrinsic value not
> stifled and perhaps even implements a system whereby they can
> particpiate in the revenue (i.e. providing an in-game mechanism
> through which such deals are transacted with no risk that you are
> not getting that for which you are paying) as a percentage of the
> transaction. It will become the state of the art and any
> sucessful game will ahve to also embrace it.
Perhaps, but see above - IMHO, companies will very much need to
protect themselves against in-game crimes because of this.
> It is an eventuality rather than a possiblity.
Isn't that a frightening thought, with regards to game development?
Cheers,
-Brian
- Black Snow: The sky is falling? Robert A. Rice Jr.
- Black Snow Revisited Caliban Tiresias Darklock
- Black Snow Revisited amanda@alfar.com
- Black Snow Revisited Matt Mihaly
- Black Snow Revisited Fred Clift
- Everquest blamed for suicide Talies the Wanderer
- Everquest blamed for suicide Jason Hart
- Death of a game addict Michael Tresca
- Death of a game addict Marc Bowden
- Death of a game addict Matt Mihaly
- Death of a game addict Dave Rickey
- Death of a game addict Patricia Pizer
- Death of a game addict Matt Mihaly
- Death of a game addict Larry Dunlap
- Death of a game addict David Kennerly
- Death of a game addict Brandon J. Van Every
- Death of a game addict quzah
- Death of a game addict Marian Griffith
- Death of a game addict Luke Parrish
- Death of a game addict Jon Lambert
- Death of a game addict John Bertoglio
- Death of a game addict Brandon J. Van Every
- Death of a game addict ghovs
- Death of a game addict Hans-Henrik Staerfeldt
- Death of a game addict Richard Woolcock
- Investor Perceptions if BSI wins was( Black Snow Revisited) Derek Licciardi
- Black Snow Revisited Christopher Allen
- the design process Matt Mihaly
- the design process John Buehler
- the design process Koster, Raph
- Contract Law. Was: Blacksnow revisted Brian Bilek
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Pure Krome
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Sean Middleditch
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Kwon Ekstrom
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Sean Middleditch
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Kwon Ekstrom
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Sean Middleditch
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Kwon Ekstrom
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Greg Munt
- [DGN] [NEWBIE] Suggestions on (OO) Server Design. Kwon Ekstrom
- OpenCyc, design implications of ontological systems? Bruce Mitchener
- OpenCyc, design implications of ontological systems? Robert Zubek
- OpenCyc, design implications of ontological systems? Miroslav Silovic
- OpenCyc, design implications of ontological systems? Robert Zubek
- OpenCyc, design implications of ontological systems? Bruce Mitchener
- OpenCyc, design implications of ontological systems? Bruce Mitchener
- OpenCyc, design implications of ontological systems? Robert Zubek
- OpenCyc, design implications of ontological systems? Bruce Mitchener
- OpenCyc, design implications of ontological systems? Sean Kelly
- OpenCyc, design implications of ontological systems? Bruce Mitchener
- OpenCyc, design implications of ontological systems ? Robert Zubek
- OpenCyc, design implications of ontological systems? Bruce Mitchener
- OpenCyc, design implications of ontological systems? Joshua Judson Rosen
- OpenCyc, design implications of ontological systems? dmiles@users.sourceforge.net
- Methods to Foster Relationships? Nick Yee
- Methods to Foster Relationships? Jeff Lindsey
- Methods to Foster Relationships? amanda@alfar.com
- Methods to Foster Relationships? Daniel.Harman@barclayscapital.com
- Methods to Foster Relationships? Richard A. Bartle
- Methods to Foster Relationships? Sara Jensen
- Methods to Foster Relationships? Rayzam
- Methods to Foster Relationships? apollyon .
- Methods to Foster Relationships? Marian Griffith
- Methods to Foster Relationships? Peter Tyson
- [TECH] Shortest-Path William Murdick
- [TECH] Shortest-Path Bruce Mitchener
- [TECH] Shortest-Path Ben Greear
- [TECH] Shortest-Path Amos Wetherbee
- [TECH] Shortest-Path Richard A. Bartle
- [TECH] Shortest-Path Robert Zubek
- [TECH] Shortest-Path Miroslav Silovic
- Another Reality Check [was Black Snow Revisited] Dr. Cat
- Another Reality Check [was Black Snow Revisited] amanda@alfar.com
- Another Reality Check [was Black Snow Revisited] Matt Mihaly
- Another Reality Check [was Black Snow Revisited] Matt Mihaly
- Another Reality Check [was Black Snow Revisited] Matt Mihaly
- Another Reality Check [was Black Snow Revisited ] Daniel.Harman@barclayscapital.com
- [DGN] MUD developer's motives Brandon J. Van Every
- [DGN] MUD developer's motives Casbaria
- [DGN] MUD developer's motives Brandon J. Van Every
- [DGN] MUD developer's motives Dave Rickey
- [DGN] MUD developer's motives Koster, Raph
- [DGN] MUD developer's motives Brandon J. Van Every
- [DGN] MUD developer's motives Dave Rickey
- [DGN] MUD developer's motives Shane Gough
- [DGN] MUD developer's motives John Bertoglio
- [DGN] MUD developer's motives Patricia Pizer
- [DGN] MUD developer's motives David Yazel
- Black Snow Revisited Batir
- Black Snow Revisited - Value Of Time Dave Hochstaetter
- Black Snow Revisited - Value Of Time Brandon J. Van Every
- Black Snow Revisited - Value Of Time Dave Hochstaetter
- Fun in Games Paul Schwanz
- Fun in Games Koster, Raph
- Fun in Games Jeff Freeman
- Fun in Games Koster, Raph
- Fun in Games Paul Schwanz
- Fun in Games Brandon J. Van Every
- Fun in Games Jeff Freeman
- Fun in Games John Szeder
- Fun in Games Brandon J. Van Every
- Fun in Games Trickey, Rob
- Fun in Games Brandon J. Van Every
- Fun in Games Trickey, Rob
- Fun in Games Brandon J. Van Every
- Fun in Games Paul Schwanz
- Fun in Games Travis Casey
- Fun in Games Brandon J. Van Every
- Fun in Games Jason Booth
- Fun in Games Oreo Cookie
- Fun in Games John Buehler
- Fun in Games David Kennerly
- Fun in Games Paul Schwanz
- Fun in Games David Kennerly
- Fun in Games Koster, Raph
- Fun in Games szii@sziisoft.com
- Fun in Games Koster, Raph
- Fun in Games szii@sziisoft.com
- Fun in Games Koster, Raph
- Fun in Games shren
- Fun in Games Talies the Wanderer
- Fun in Games Sasha Hart
- Fun in Games Koster, Raph
- Fun in Games John Buehler
- Fun in Games Brandon J. Van Every
- Fun in Games John Buehler
- Fun in Games Daniel.Harman@barclayscapital.com
- Fun in Games Ron Gabbard
- Fun in Games Koster, Raph
- Fun in Games Ron Gabbard
- Fun in Games John Buehler
- Fun in Games Matt Mihaly
- Fun in Games Daniel.Harman@barclayscapital.com
- Fun in Games Brandon J. Van Every
- Fun in Games Sasha Hart
- Fun in Games shren
- Fun in Games Damion Schubert
- Fun in Games Daniel.Harman@barclayscapital.com
- Fun in Games Jasper McChesney
- Fun in Games John Buehler
- Fun in Games Ron Gabbard
- Fun in Games John Buehler
- Fun in Games Adam Dray
- Fun in Games Ron Gabbard
- Fun in Games Damion Schubert
- Fun in Games Daniel.Harman@barclayscapital.com
- Fun in Games Tess Snider
- Fun in Games Koster, Raph
- Fun in Games Ron Gabbard
- Fun in Games John Buehler
- Fun in Games Brandon J. Van Every
- Fun in Games David Kennerly
- Fun in Games Koster, Raph
- Fun in Games David Kennerly
- What do game companies look for? Talies the Wanderer
- Black Snow Revisited Hans-Henrik Staerfeldt
- Black Snow Revisited holding99@mindspring.com
- Black Snow Revisited Hans-Henrik Staerfeldt
- Black Snow Revisited holding99@mindspring.com
- Thank you from MudWorld ucmm@inetsolve.com
- Re:Blacksnow revisited Norman Short
- Re:Blacksnow revisited John Buehler
- Re:Blacksnow revisited Paul Schwanz
- Re:Blacksnow revisited Hans-Henrik Staerfeldt
- Re:Blacksnow revisited Kylotan
- Re:Blacksnow revisited Norman Short
- Re:Blacksnow revisited Matt Mihaly
- Re:Blacksnow revisited Joe Andrieu
- Re:Blacksnow revisited Matt Mihaly
- Re:Blacksnow revisited Damion Schubert
- G4 cable channel Koster, Raph
- G4 cable channel Daniel.Harman@barclayscapital.com
- G4 cable channel Koster, Raph
- G4 cable channel Richard Aihoshi aka Jonric
- G4 cable channel Valerio Santinelli
- G4 cable channel Daniel.Harman@barclayscapital.com
- G4 cable channel John Bertoglio
- G4 cable channel Amanda Walker
- [MLP] NPC Complexity shren
- [MLP] NPC Complexity Eli Stevens
- [MLP] NPC Complexity Koster, Raph
- [MLP] NPC Complexity Peter Tyson
- [MLP] NPC Complexity shren
- [MLP] NPC Complexity Sean Kelly
- [MLP] NPC Complexity shren
- [MLP] NPC Complexity Sean Kelly
- [MLP] NPC Complexity Kwon Ekstrom
- [MLP] NPC Complexity shren
- [MLP] NPC Complexity Sean Kelly
- [MLP] NPC Complexity Kwon Ekstrom
- [MLP] NPC Complexity Daniel.Harman@barclayscapital.com
- [MLP] NPC Complexity Kwon Ekstrom
- META: What do game companies look for? Eli Stevens
- Reality check ...(long) [was Black Snow Revisited] Miroslav Silovic
- Virtual Societies Dave Rickey
- DGN: The Grand List Of Console Role Playing Game Clichés Michael Tresca
- MUDs and societal transformations Brandon J. Van Every
- MUDs and societal transformations shren
- MUDs and societal transformations Marc Bowden
- MUDs and societal transformations Brandon J. Van Every
- MUDs and societal transformations Koster, Raph
- MUDs and societal transformations Brandon J. Van Every
- MUDs and societal transformations Marc Bowden
- Reality check ... Dave Rickey
- Reality check ... Marc Bowden
- Reality check ... Vincent Archer
- Reality check ... Jon Leonard
- Reality check ... John Buehler
- Reality check ... Daniel.Harman@barclayscapital.com
- Reality check ... Dave Rickey
- Dilemmas in a (game) designer's life ? Marc Demesel
- Dilemmas in a (game) designer's life ? Tamzen Cannoy
- Dilemmas in a (game) designer's life ? Brandon J. Van Every
- Dilemmas in a (game) designer's life ? Marc Bowden
- Dilemmas in a (game) designer's life ? Shane Gough
- Dilemmas in a (game) designer's life ? Brandon J. Van Every
- Dilemmas in a (game) designer's life ? John Buehler
- Dilemmas in a (game) designer's life ? Brandon J. Van Every
- Dilemmas in a (game) designer's life ? John Buehler
- Dilemmas in a (game) designer's life ? Sasha Hart
- Dilemmas in a (game) designer's life ? Brandon J. Van Every
- Dilemmas in a (game) designer's life ? Sasha Hart
- Dilemmas in a (game) designer's life ? shren
- [Biz] Games investment Peter Tyson
- Legal enforcement mechanisms (was Re:Blacksnow revisited) Jon Leonard
- OT: 1 free introductory post Dan Scott
- Client platforms for rapid development of experimental worlds Ola Fosheim Grøstad
- Client platforms for rapid development of experimental worlds John Bertoglio
- Client platforms for rapid development of experimental worlds Zach Collins {Siege}
- Client platforms for rapid development of experimental worlds Bruce Mitchener
- Client platforms for rapid development of experimental worlds Bruce Mitchener
- ADMIN: Thread deaths J C Lawrence
- Player matching in MMOGs (was Blacksnow revisited) Brandon J. Van Every
- Happy healthy players (was Blacksnow revisited) Brandon J. Van Every
- Happy healthy players (was Blacksnow revisited) Kylotan
- Happy healthy players (was Blacksnow revisited) Brandon J. Van Every
- [MLP] The use of ecology models (was: NPC Complexity) Sasha Hart
- [MLP] The use of ecology models (was: NPC Complexity) Sean Kelly
- [MLP] The use of ecology models (was: NPC Complexity) shren
- [MLP] The use of ecology models (was: NPC Complexity) Talies the Wanderer
- [MLP] The use of ecology models (was: NPC Complexity) Sean Kelly
- [MLP] The use of ecology models (was: NPC Complexity) Paul Schwanz
- [MLP] The use of ecology models (was: NPC Complexity) Damion Schubert
- [MLP] The use of ecology models (was: NPC Complexit y) Koster, Raph
- [MLP] The use of ecology models (was: NPC Complexity) Sean Kelly
- [MLP] The use of ecology models (was: NPC Complexity) David Kennerly
- [MLP] The use of ecology models (was: NPC Complexit y) Mark Eaton
- [MLP] The use of ecology models (was: NPC Complexit y) Freeman, Jeff
- [MLP] The use of ecology models (was: NPC Complexit y) Damion Schubert
- [MLP] The use of ecology models (was: NPC Complexit y) Daniel.Harman@barclayscapital.com
- [MLP] The use of ecology models (was: NPC Complexity) Matt Mihaly
- [MLP] The use of ecology models (was: NPC Complexity) Sean Kelly
- [MLP] The use of ecology models (was: NPC Complexity) Damion Schubert
- [MLP] The use of ecology models (was: NPC Complexity) Matt Mihaly
- Avatars/character stables (was: Black Snow Revisited) Jon Leonard
- [TECH] [DGN] Hyper-realistic MUD David B. Held
- Progress of MUD32 Matt Owen
- Japanese wireless MUD Peter Tyson
- How much is enough? Justin Coleman
- How much is enough? Brian Hook
- How much is enough? Justin Coleman
- How much is enough? Damion Schubert
- How much is enough? Daniel.Harman@barclayscapital.com
- How much is enough? Brandon J. Van Every
- How much is enough? Damion Schubert
- How much is enough? Ron Gabbard
- How much is enough? Sean Middleditch
- How much is enough? Talies the Wanderer
- How much is enough? Sean Middleditch
- How much is enough? Kwon Ekstrom
- How much is enough? David B. Held
- How much is enough? Ron Gabbard
- How much is enough? Justin Coleman
- How much is enough? Matt Mihaly
- How much is enough? Vincent Archer
- How much is enough? Matt Mihaly
- How much is enough? Hans-Henrik Staerfeldt
- How much is enough? Leverett, William
- How much is enough? Matt Mihaly
- How much is enough? szii@sziisoft.com
- How much is enough? Kwon Ekstrom
- How much is enough? Matt Mihaly
- How much is enough? Damion Schubert
- How much is enough? Sasha Hart
- TECH: Concurrent Process Based Mud (Somewhat Long) Eric Merritt
- TECH: Concurrent Process Based Mud (Somewhat Long) szii@sziisoft.com
- TECH: Concurrent Process Based Mud (Somewhat Long) Bruce Mitchener
- TECH: Concurrent Process Based Mud (Somewhat Long) szii@sziisoft.com
- TECH: Concurrent Process Based Mud (Somewhat Long) Bruce Mitchener
- TECH: Concurrent Process Based Mud (Somewhat Long) Eric Merritt
- Player Accounts on a Non-Commercial MUD Tand'a-ur
- Player Accounts on a Non-Commercial MUD Matt Owen
- Player Accounts on a Non-Commercial MUD Sean Middleditch
- Player Accounts on a Non-Commercial MUD szii@sziisoft.com
- Player Accounts on a Non-Commercial MUD Crosbie Fitch
- Player Accounts on a Non-Commercial MUD Tand'a-ur
- Player Accounts on a Non-Commercial MUD John Bertoglio
- Player Accounts on a Non-Commercial MUD John Buehler
- Player Accounts on a Non-Commercial MUD Tand'a-ur
- Player Accounts on a Non-Commercial MUD John Buehler
- Player Accounts on a Non-Commercial MUD John A. Bertoglio
- Player Accounts on a Non-Commercial MUD Daniel.Harman@barclayscapital.com
- Player Accounts on a Non-Commercial MUD Sanvean
- Player Accounts on a Non-Commercial MUD Crosbie Fitch
- Player Accounts on a Non-Commercial MUD Damion Schubert
- Player Accounts on a Non-Commercial MUD lynx@lynx.purrsia.com
- Player Accounts on a Non-Commercial MUD Damion Schubert
- Player Accounts on a Non-Commercial MUD Brian 'Psychochild' Green
- Player Accounts on a Non-Commercial MUD Damion Schubert
- Re:Re:Blacksnow revisited maddog@maddog.com
- Realistic Ecological Models, Differentiating Areas by Difficulty, and Socialization Ron Gabbard
- Realistic Ecological Models, Differentiating Areas by Difficulty, and Socialization Sean Kelly
- Realistic Ecological Models, Differentiating Areas by Difficulty, and Socialization Damion Schubert
- Realistic Ecological Models, Differentiating Areas by Difficulty, and Socialization shren
- Angry Gamer (was: Blacksnow revisited) Daniel Fischer
- Codename Blue & Facets - Nick Yee's new studies Koster, Raph
- Codename Blue & Facets - Nick Yee's new studies Sasha Hart
- Codename Blue & Facets - Nick Yee's new studies Koster, Raph
- Codename Blue & Facets - Nick Yee's new studies Madrona Tree
- Codename Blue & Facets - Nick Yee's new studies Scott Jennings
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Dave Rickey
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Dave Rickey
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Dave Rickey
- Codename Blue & Facets - Nick Yee's new studies Rayzam
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Clay
- Codename Blue & Facets - Nick Yee's new studies Damion Schubert
- Codename Blue & Facets - Nick Yee's new studies Freeman, Jeff
- Codename Blue & Facets - Nick Yee's new studies Nick Yee
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Nicholas Yee
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Steve {Bloo} Daniels
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies Steve {Bloo} Daniels
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies Marian Griffith
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies Marian Griffith
- Codename Blue & Facets - Nick Yee's new studies shren
- Codename Blue & Facets - Nick Yee's new studies Dave Rickey
- Codename Blue & Facets - Nick Yee's new studies Brad McQuaid
- Codename Blue & Facets - Nick Yee's new studies John Buehler
- Codename Blue & Facets - Nick Yee's new studies Dave Rickey
- Codename Blue & Facets - Nick Yee's new studies Matt Mihaly
- Codename Blue & Facets - Nick Yee's new studies Richard Woolcock
- Codename Blue & Facets - Nick Yee's new studies Madrona Tree
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies Madrona Tree
- Codename Blue & Facets - Nick Yee's new studies Freeman, Jeff
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- Codename Blue & Facets - Nick Yee's new studies Matt Mihaly
- Codename Blue & Facets - Nick Yee's new studies Richard A. Bartle
- [TECH] Preloading path information William Murdick
- [TECH] Preloading path information Kevin Mack
- [TECH] Follow-up to Shortest Path William Murdick
- Fun in Games (Long) Ron Gabbard
- Fun in Games (Long) Brandon J. Van Every
- Games are not speech? Koster, Raph
- Games are not speech? Jeff Cole
- Games are not speech? Sean Kelly
- Games are not speech? Dave Rickey
- Games are not speech? Ron Gabbard
- Games are not speech? Crosbie Fitch
- How much is enough? Communication design Ron Gabbard
- How much is enough? Communication design Miroslav Silovic
- How much is enough? Communication design David B. Held
- How much is enough? Communication design Travis Casey
- How much is enough? Communication design Ben Chambers
- How much is enough? Communication design Daniel.Harman@barclayscapital.com
- How much is enough? Communication design Damion Schubert
- How much is enough? Communication design Daniel.Harman@barclayscapital.com
- How much is enough? Communication design shren
- How much is enough? Communication design John Buehler
- How much is enough? Communication design Damion Schubert
- The quandry of mob combat in MUDs Peter Tyson
- The quandry of mob combat in MUDs Sean Kelly
- The quandry of mob combat in MUDs William Murdick
- The quandry of mob combat in MUDs Ammon Lauritzen
- The quandry of mob combat in MUDs Adam
- The quandry of mob combat in MUDs Peter Tyson
- The quandry of mob combat in MUDs shren
- The quandry of mob combat in MUDs Kwon Ekstrom
- The quandry of mob combat in MUDs Damion Schubert
- The quandry of mob combat in MUDs Sean Kelly
- The quandry of mob combat in MUDs Edward Glowacki
- How much is enough? Communication design Sasha Hart
- [MLP] Why care about levels? (was: The use of ecology models) Sasha Hart
- [MLP] Why care about levels? (was: The use of ecology models) Sean Kelly
- [MLP] Why care about levels? (was: The use of ecolo gy models) Daniel.Harman@barclayscapital.com
- Realistic Ecological Models Sasha Hart
- Realistic Ecological Models David B. Held
- Realistic Ecological Models Mike Shaver
- Realistic Ecological Models Leland Hulbert II
- Realistic Ecological Models Sasha Hart
- Realistic Ecological Models Leland Hulbert II
- Realistic Ecological Models David B. Held
- Size of player-organizations Adam
- [Meta] [MLP] The use of ecology models (was: NPC Co mplexity) Koster, Raph
- The quandary of mob combat in MUDs Peter Tyson
- The quandary of mob combat in MUDs John Buehler
- Developing A Web Generator Kyndig
- Developing A Web Generator Kwon Ekstrom
- Developing A Web Generator John A. Bertoglio
- Developing A Web Generator szii@sziisoft.com
- Developing A Web Generator Derek Snider
- Powergaming (was How much is enough?) Jeff Cole
- Powergaming (was How much is enough?) Kwon Ekstrom
- Powergaming (was How much is enough?) Jeff Cole
- Powergaming (was How much is enough?) Kwon Ekstrom
- Powergaming (was How much is enough?) Zach Collins {Siege}
- Powergaming (was How much is enough?) Kwon Ekstrom
- Powergaming (was How much is enough?) shren
- Fun in Games (the Fun Dogma) Clay
- Fun in Games (the Fun Dogma) David Kennerly
- Fun in Games (the Fun Dogma) Ron Gabbard
- Skotos Cellular Automata Simulation System - a Technical Summary (LONG) Christopher Allen