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
Fun in Games
I think we understand each other, except here:
Raph Koster wrote:
> I believe your argument is that the art of the game is purely that
> of the mechanics.
Especially in context, that doesn't sound the same as this summary
of my argument:
1. The art of the game is active, player-controlled fun. The good
game can lack story, setting and many other necessary traits of
other arts, but it may not lack fun. Other traits' existence
subordinates to fun. Story, setting and many others can and
sometimes do help. Yet none is permitted to take precedence to
fun.
1.1. Fine games have portrayed the human condition. Yet, the
fine game bears no superficial resemblance to another medium's
fine results. E.g., Go, Chess, Spades, Poker, Eleusis, Settlers
of Catan, Civilization. Because of #1.
1.2. An Art vs. Entertainment dichotomy applied to games is
thin. In the art of the game, Art comes closest to being
Entertainment. Because of #1.
1.3. Some ideas or goals of a non-interactive medium may not
cross over in tact. A simple lithmus test is whether or not the
resulting game is fun. Because of #1.
About 1.3., there's a detailed distinction worth mentioning, because
a new game designer may be misled by:
> conscious borrowing from art form to art form, and it occurs in
> large part because no art form stands alone; they bleed into one
> another.
Inspiration comes from other arts, but skills are developed
separately in each art and each art has unique means and ends. It
is the art itself that is the subject of study. In practice, each
one (Impressionist painter, Impressionist musician, Impressionist
novelist) applies a specific set of values relevant to that art.
Being inspired by the pace in a movie is far from learning how to
pace a game from studying pace in a movie. I've borrowed from other
art forms, but the few times I've done it competently I borrowed
almost nothing except the inspiration. That is, the key to my
motivation through the work, which didn't resemble any of the work
of the other medium.
Several books have made poor movies, in part because of the
disparity of books and movies. Lord of the Rings and The Silence of
the Lambs were two examples of a movie excellenty made from a book.
Some things changed; overall, each change was an improvement for the
target medium, the movie. Even wider is the disparity between the
narrative and the game. Not only is this in detail of skill, but in
effect on the user. The movie can't affect the viewer in ways a
book can affect a reader. So often a reader says the book was
better than the movie. For example, One Flew Over the Cuckoo's Nest
movie didn't and couldn't convey the internal narrative of the Chief
as the book could.
> The experience is greater than the sum of the parts, and it is
> what I regard as the art form.
I agree, and am not sure what I wrote to the contrary.
I aspire toward art. I've found most previous advice that I've read
on art of games misleading, for the reasons stated in depth in
previous posts.
Games in Society
About the examples and explanations you wrote around:
> There is no line dividing pictorial art and propaganda.
...
> Games fall into the same trap/glory.
...
> As a thought experiment, let's tackle the issue of Nazis again
I agree with you. I don't see your examples of atrocious products
to be consequences of my argument of the role of fun in games,
especially in its detailed form previously written. I'm puzzled to
see those atrocious products as replies.
In my mind, the role of games in society is better understood in a
separate thread. It's an important consideration, as are many other
threads, but confuses the matter of "Fun in Games." I agree with
what you wrote on society, except that you imply some awful
situations are extensions of what I wrote. For example, by changing
the semiotic paradigm of Tetris from managing abstract block buildup
to tossing humans in a well, prohibits it from being fun for this
player. It has all the makings of a good game--Tetris'
gameplay--except one--toss innocent humans into archetypal and
literal ultimate of Fascism. I don't neglect the responsibility of
the game designer. But what is the causal connection between
"Design a fun game" and permitting an un-fun, terrifying Holocaust
Tetris? Personally, I have a primitive process I go through when
evaluating how fun a game situation is, but it's not that primitive.
Games in Society: Chain of Content Command
I had one a minor difference of opinion, but it doesn't change
anything concluded so far. While games have propaganda (semiotic
paradigms, memes), they are not moral or immoral. The game conveys
messages, including values and idealogies, overtly or covertly. But
it's not an active agent. It's creators and players are. It's the
player who has fun or does not. So when I hear about running over a
prostitute in Grand Theft Auto 3, I don't worry about the game that
features that situation as much as I worry about the player who
repeatedly chooses that situation. The human being is not
autonomous; his culture, including the games of his culture,
influence him. But the human being has a lot more control than the
game. I want a game to improve culture, and it will be the player
who decides if he will reward the game.
We're writing something toward the same end. In the last post, you
wrote you don't want a game designer to design atrocious products.
In the last paragraph, I wrote I don't want a player to buy
atrocious products. I think players control game content more than
game designers, perforce of their purchasing power. In practice, I
design what the employer specifies; the employer designs what the
player specifies. Each link in the chain is limited by the others.
It's not pessimistic or cynical, because there's many successful,
fine games, too.
Games in Society: Fun is a Necessary Ingredient to Moral Improvement
Another connection of "Games in Society" to fun exists, but it's
business connection: If the game is not fun, the player won't reward
the game's developers, even if the un-fun game was otherwise an
improvement to culture--such as the examples you wrote of increasing
his empathy, or increasing his learning. It won't achieve either
noble end if the player quits the game for lack of fun. That limits
the game's scope, and makes fun the bottleneck. I imagine you
already agree with this or something approaching the same end.
David
- 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