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
- 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
From: Norman Short <wjshort@wworld.com>
> Why you guys think rewarding college kids perpetually skipping
> class over adults working a job and raising a family is a choice
> I'm not sure you've explored fully. Seems to me supporting people
> without 16 hours a day to devote to your game but who are
> emotionally and psychologically stable adults would be in your
> interest. Instead your community will be led by people with the
> most time.
I agree that allowing your community to be led by the people with
the most time is not always a good thing, but on the other hand,
there are benefits too. Nearly all games require some degree of
'domain expertise', and although maturity and intelligence help you
to acquire this, time is important too. Additionally, I don't think
that branding people who spend a lot of time on a computer game as
emotionally and psychologically unstable - because that is the
implication - is fair or accurate. Of course, one could argue that
these players are the demographic that most highly resembles the
developers themselves, which makes the bias even more
understandable! :) But to say that spending 10 hrs a day writing a
game is ok but 10 hrs playing a game is not shows some sort of
cultural bias on your part which isn't going to solve anything -
just highlights a difference of opinion.
Additionally, if you think it's ok to allow money (or various other
resources) to dictate the game rather than time and skill, then
would you consider it fair to play Chess against an opponent who has
Gary Kasparov on the other end of his cellphone? You might argue
that not everyone has 16 hours a day to learn chess, but being
resourceful enough to get Kasparov's home number makes it
legitimate. But most of us would agree that would be a ludicrous
stance to take. The game should be between 2 people on their own
merits, and the 'merits' in this case are intelligence and
experience as applied to chess.
Sure, it's a very arbitrary choice. We could choose money as the
resource that dictates status in our game. Or any other resource or
resources. But the most satisfying choice for most game developers
is to ensure that progress within the game is linked to experience
within the game, not external factors. Just as people would feel
cheated in Chess if their opponent phoned Kasparov during a match to
be told which moves to make, MUD players feel cheated when their
peers use their real-life financial advantage to improve their game
standing. Generally, in a game, intelligence and perseverance are
regarded as 'acceptable' ways to get ahead. Real-life finances and
contacts are not.
(Aside: I have nothing against people who choose to run their MUD or
other game such that you can buy extra items or services. I am
merely defending the right of MUD admins to make the decision on
whether this is acceptable in their own game or not.)
> That isn't the reason I see this as a devolving game genre in
> holding my interest, however. It's what I see as you folks and
> your attitude about ownership and EULA's. So you want me to
> understand at all times that you own my character, my account, and
> every item in my inventory. Well, doesn't sound like the word
> "my" applies at all anymore.
If you play Chess, do you own the board position? No. You own the
memories, you own the excitement of playing the game, but you don't
own anything as such. If you're playing White, then you can call the
white queen "my queen", yet you do not own the piece if it's someone
else's chess set. Now, exchange the "white queen" for "character"
and "chess set" for "MUD" or "MUD server" and you'll see why player
ownership doesn't really make sense.
If you play Pacman, do you own the wafers and power pills that you
collect? Of course not. There are a billion and one analogies to be
made here, some better than others. But when it comes down to it,
items on a character are just part of the game. You don't own the
game itself, you may own a copy of the game, and you play the
game. These items are just tools we provide for you to play with
during the game.
> If all I am in the end is a gerbil on a treadmill turning the
> wheel to get items that I have no sense of ownership at all over,
> what's the point?
The point is that if you go into a 'game' with your goal being to
own things, then you have the wrong attitude in the first place. The
game should be about the playing, not about the result. With your
reasoning, almost no games are worth playing because hardly any
games give any sense of ownership, only an enjoyable experience
while you play.
If I play a fantasy roleplaying-style boardgame such as Hero Quest
or Talisman, my character may acquire items during the game. But at
the end of the game, the owner of the boardgame collects all the
items, and my character, and takes it home. I never felt at any
point that -I- (the human player) owned anything. Is there something
wrong there? Of course not. I enjoyed the act of playing of the game
- that's what it's about.
So why, if I put the game onto a computer server, should a player
suddenly feel that they (as opposed to the character) start to 'own'
things? Where's the difference? This is the closest analogy that I
can think of, since in both cases you play a character, the
character collects items, you don't own the physical infrastructure
where the game takes place, and so on. The only 2 differences I see
are firstly, that one is on a board and one is on a server, and
secondly, for some reason, people have wildly different expectations
regarding ownership regarding the 2 types of game. It may be the
developers' (or more likely, the marketers') fault for the players
having these expectations, but the expectations are still false. You
pay to play, you don't pay to buy.
--
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