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
I am arguing with respect to contractual management of ingame
transactions that but for an extra-game activity would be permitted.
I am not arguing the extent to which players "own" their characters.
My concerns are largely that the gaming companies should be required
to internalize (bear) the cost of regulating game and economy
balance instead of imposing such costs on society.
After briefly proofing this post, I realize that, beyond flirting
with off-topic-ness, it embraces off-topic and gives it a wet kiss
full on the mouth.
My apologies and appreciation of your attention.
From: Koster, Raph
> I stated that should this occur, many large corporations would
> exit the market seeing it as too risky. Not that the genre would
> die, not that others wouldn't step up to the plate, not that pigs
> would fly. Yes, what I said echoes the arguments of the music and
> movie industries--the large corporations ARE in at least one case
> exactly that industry (and when they aren't one and the same, they
> certainly have similar mentalities), and will flip out and freak
> out in exactly the same ways as the music industry is now doing.
IMO, while your concerns are certainly valid, your conclusion is
overstated. The situation being discussed is easily distinguishable
from the music/movie industries' situation.
Movie/music companies are concerned about unauthorized *copies* of
their intellectual property; somebody acquiring an unauthorized copy
has no need for an auhtorized copy. The very "property" that is the
subject of the transaction (free or otherwise) violates Federal
copyright law. The impact on such companies' income streams is
direct.
In games, players are dealing with items acquired within the rules
of the game. Nothing is being copied. The impact of in-game
transactions incoprporating extra-game financial activities on a
gaming company's income stream is moot rather than direct. Further,
the degree to which such transactions do impact a company's income
stream are arguably largely within the control of the company.
At any rate, I don't think you have seen any large music/movie
companies exit the market because of IP or increased exposure to
liability concerns. With respect to music (as I have extensive
experience in (retired from) the evil, corporate,
suck-the-marrow-of-the-artist label side of the industry), I think
you have seen huge investments by companies in their struggle to
grapple with technology. Rather than an exodus, you have seen
further investment in the industry.
> My *personal* take on what is going on is that the concept of
> intellectual property has been gutshot, and just doesn't know it's
> going to die just yet. It's going to take many long and painful
> years before the final demise, and it may yet be saved by
> ridiculous extraordinary measures, but the prognosis is currently
> grim.
> The law is a complete mess.
> <snipped>
> Let's be candid: in a legal sense, the word "property" as it
> pertains to content, is whatever the largest lobby gets lawmakers
> to say it is. That's how we got software patents, that's how
> copyright terms have been extended past all reason...
I respectfully disagree that the concept of intellectual property is
dying. Quite the opposite, intellectual property law is necessary
in the information age. What you interpret as the throes of death
are really the throes of evolution.
I agree it is a mess.
It is a mess because technology has forced intellectual property to
evolve more in the span of two decades than it has had to evolve
since its inception.
Property law (and contract law) are rooted in the "common law."
That is, general principles that have naturally evolved to govern
interactions between entities (people). In general, property law is
formulated by the individual states through the courts (by deciding
cases) and the legislatures (by enacting statutes). The federal
government has formulated very little property law. So long as
state property law does not violate some Contitutional provision,
the states are free to manage their affairs as they see fit.
Of course, there is one aspect of property law specifcally reserved
to the federal government in Article I, Section 8, clause 8 of the
Constitution:
[The Congress shall have Power] To promote the Progress of
Science and useful Arts, by securing for limited Times to
Authors and Inventors the exclusive Right to their respective
Writings and Discoveries;
I think it is incredibly cool that the framers of our country,
though they could never have conceived of the current state of the
art, still recognized the universality and the necessary centralized
protection of itellectual property. Consider the other legislative
powers enumerated in Article I, Section 8, and it is pretty amazing
the company that IP keeps.
It expressly acknowledges the dreamer. It is elegant and beautiful.
I think it also speaks to the importance of IP and the absolute
necessity of IP protection in the information age.
> Rightly or wrongly, the position taken by companies who are saying
> to eBay, "take these items down" is very similar to the position
> taken by a movie company when it asks eBay to take down bootleg
> VCDs of its movies. It's an unauthorized sale of the company's
> material.
Perhaps, then, this is where we disagree. I think an analogy
between a bootleg (a "thing" created in violation of a protected
copyright interest) and an in-game items acquired within the rules
of the game is not convincing.
All the posts expounding the detrimental effects of such
transactions on the gaming company have been merely conclusory
(completely begging the question). Nobody has yet put forth a solid
argument as to how these transactions are detrimental to the gaming
companies. There has been no substantive discussion as to the
extent which such transactions *do* impact a company's income
stream, how much of that impact is caused by imblalance in design
and is therefore directly manageable by the company. No discussion
as to whether, then, the company should have to internalize the
costs of managing this impact or whether they should be able to
impose such costs on society.
That is the meat of the issue and the aspect of the issue that will
be played out and extended to other areas of IP law. These are the
arguments that will play themselves out in the courts (state and
federal) as IP law evolves to address the information age.
It is not strictly a question of IP law adapting to technology.
Technology will likewise have to adapt to embrace IP law.
> We can argue all we want about whether the fact that the bits and
> bytes are moving within one database, between databases, or being
> transferred on a solid medium makes a difference; but the
> companies who own the content currently do NOT make such a
> distinction (cf software piracy).
Heh, I don't have a dog in that fight. I think those distinctions
are semantic and provide no substantive insight into the issue.
>> Again, consider two transactions:
>> Transaction #1: Player A gives Player B item X in exchange for
>> item(s) Y (where item(s) Y are either game currency; some
>> assortment of other game items; or, nothing).
>> Transaction #2: Player A gives Player B item X in exchange for
>> item(s) Y (where item(s) Y are either game currency; some
>> assortment of other game items; or, nothing) *AND* some
>> real-world, extra-game transaction for money, barter or
>> service.
>> I do not see how transaction #2 would necessarilly degrade a
>> company's IP interest any more than transaction #1.
> As it happens, that is EXACTLY how ASCAP, BMI, SESAC, and the rest
> of the performance rights organizations collect license money on
> public performances of works owned by members. You can play it for
> free. But if you choose to charge for it, you suddenly owe money
> to the organization (ASCAP is literally a union; they track
> performances and collect money and distribute it to the membership
> as equitably as they can. Disclaimer: I'm a member).
By far and away, the best analogy/argument I have seen onlist.
I would distinguish it, though, in a couple of ways.
First, under copyright law (very broadly), the copyright owner has
the right to control the public distribution of the copyrighted
work. Establishments pay ASCAP/BMI/SESAC to license (for public
distribution, i.e. jukebox, band, or other "airing") those works for
which the individual copyright owners have contracted with the
organizations to administer such interests. Consider your analogy
in the following way (different than the one immediately following
it):
Example 1: Public establishment A plays copyrighted work B for
patrons. No cover charge. (I am assuming that is what you
would consider the "extra-game transaction" equivalent)
Example 1: Public establishment A plays copyrighted work B for
patrons. $10 cover charge. (Amount is irrelevant)
Per copyright law, it is the fact that it is a public distribution
that triggers the liability to the copyright owner/administrator of
work B. Not the cover charge. Therefore, in both situations,
establishment A would incur liability to the copyright
owner/administrator of work B.
Second, in your analogy, you are dealing with a protected copyright
interest whereas in my example transactions one is not dealing with
a copyright interest.
Now, let's consider:
> Transaction #1: performer A gives audience member B a performance
> of someone else's IP in exchange for say, a song swap or maybe
> nothing.
> Transaction #1: oops, they charged money.
> The questions are more like, "is the virtual sword analogous to
> performance of a song?"
Depends on the circumstances. I think to the extent that one tries
to invoke a copyright argument with respect to the sword in
transactions we are considering, they are not analogous.
Let me be clear, I am not arguing that a game company *does not*
have a copyright interest in the sword. I am arguing that we never
get to the issue of copyright protection (within the scope of the
hypothetical transactions) because such transactions do not violate
a game company's copyright interest in the sword.
> "Does the venue in which the "give" happens matter?" (It does in
> the case of musical performance, btw). And we can't even define
> what the venue *is* under the law--there's significant differences
> between singing over the telephone, over TV, and recording the
> song.
The law wisely doesn't get involved beyond protecting 2 things: (1)
the copyright holder's exclusive control of her copyright; and, (2)
the copyright holder's right to contract with respect to such
exculsive rights. All of variables you mention are subject to
contract, whether with a performing rights society, union, label,
etc., or some combo of the preceding.
> Um, as of right now, nobody knows if all the pieces of software
> EULAs can hold up in court. That's a whole OTHER ball of wax
> that's been interesting to follow. Most recently, a judge ruled
> that you can unbundle software and resell it if you haven't
> installed it, on the grounds that if the transaction has the form
> of a sale, it is a sale. (cf
> http://www.linuxjournal.com/article.php?sidV28).
Clickwrap/shrinkwrap license agreements are indeed still in flux.
But it is really because contract law is largely handled by state
common law. What statutes are on the books (say, the UCC) are still
largely just explicit adaptations of generally accepted common law.
Check out http://www.2bguide.com.
> The fact is that online worlds, by virtue of persistence,
> broadcast, multiuser capabilities, digital reproduction, extensive
> user tracking, and a host of other factors, do not fit into any of
> the current pigeonholes in the law.
Heh, I would argue that it is the law that does not yet fit into the
pigeonhole created by online worlds.
For a little insight, consider O.W. Holmes, Jr.'s pragmatic,
predictive theory of the law: "law" exists as a prediction of what
judges will do in a particular case. That is to say that, the law
serves to tell people what they can reasonably expect in and from
their interactions with other entities. Whether you subscribe to
the particular point of view, it is valuable to consider it.
> The idea that nerfing a character class might make MSNBC is
> alternately thrilling and terrifying. The moment that someone's
> standing in an online setting has significant value is more
> so. Let's take the examples in Korea of professional gamers. Do
> you think that if NCSoft, say, accidentally lost the character
> record for the top ranked guy in the game and as a result he lost
> significant revenue from endorsements, that he might not sue?
I do not doubt that such a player would sue (I am not at all sure
they should not be entitled ot recover damages). But such claims
would fall under tort law (civil liability for one's actions
[i.e. trespass, assault and battery (non-criminal), negligence,
invasion of privacy]). Such actions would be wholly unrelated to
any "ownership" argument. It is possible, that were this player to
establish that the data was lost because of NCSoft's negligence,
(s)he might well have an action against NCSoft though an injury
(i.e. not pure economic loss) is usually required to recover under a
negligence theory.
> I think that the range of activities in online worlds is only
> going to increase, not decrease. And therefore we will run into
> more of these problems as time goes on. I think the real "reality
> check" is that we're in for interesting times. Simply put, the law
> is already showing major cracks and at some point will burst
> asunder.
Indeed, we are in for interesting times. I vehemently disagree that
the law will burst asunder, rather, I think it will meet the task;
that it must meet the task.
Yrs Afftcy.,
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
- 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