June 2002
- In defense of "soloability" ceo@grexengine.com
- In defense of "soloability" Coyote
- Article: Furniture Whores and Debit Card Toilets J C Lawrence
- Multithreaded sockets Draymoor a Vin il'Rogina
- Multithreaded sockets Sean Kelly
- Multithreaded sockets szii@sziisoft.com
- Multithreaded sockets Bruce Mitchener
- Multithreaded sockets Dave Richards
- Multithreaded sockets shren
- Fwd: programming books Thomas Leavitt
- ADMIN: MIME and this list J C Lawrence
- Striving for originality Matt Chatterley
- Striving for originality Sasha Hart
- Striving for originality Matt Chatterley
- Striving for originality szii@sziisoft.com
- Striving for originality shren
- Striving for originality John Buehler
- Striving for originality John Bertoglio
- Striving for originality Edward Glowacki
- Striving for originality John Bertoglio
- Striving for originality Kwon Ekstrom
- Striving for originality Damion Schubert
- Striving for originality Matt Chatterley
- Striving for originality Matt Mihaly
- Striving for originality John A. Bertoglio
- Striving for originality Daniel.Harman@barclayscapital.com
- Striving for originality Damion Schubert
- Striving for originality Rudy Fink
- Striving for originality shren
- Striving for originality John Buehler
- Striving for originality Daniel.Harman@barclayscapital.com
- Striving for originality John Buehler
- Striving for originality shren
- Striving for originality Matt Mihaly
- Striving for originality John Buehler
- Striving for originality Travis Casey
- Striving for originality Matt Mihaly
- Striving for originality Daniel.Harman@barclayscapital.com
- Striving for originality Rudy Fink
- Striving for originality Caliban Tiresias Darklock
- Striving for originality Damion Schubert
- Striving for originality Daniel.Harman@barclayscapital.com
- Striving for originality Edward Glowacki
- Striving for originality shren
- Striving for originality Daniel.Harman@barclayscapital.com
- Striving for originality Matt Mihaly
- Striving for originality John Buehler
- Striving for originality shren
- Striving for originality Matt Mihaly
- Striving for originality Ron Gabbard
- Striving for originality Matt Mihaly
- Striving for originality caduvall@glue.umd.edu
- Striving for originality Matt Mihaly
- Striving for originality Rayzam
- Striving for originality Travis Casey
- Striving for originality Matt Chatterley
- Striving for originality Kwon Ekstrom
- Striving for originality Matt Mihaly
- Striving for originality Edward Glowacki
- Striving for originality Kwon Ekstrom
- Striving for originality Edward Glowacki
- Striving for originality Kwon Ekstrom
- Striving for originality Matt Mihaly
- Striving for originality Edward Glowacki
- Striving for originality Michael Tresca
- Striving for originality Rayzam
- Striving for originality Kwon Ekstrom
- Striving for originality Matt Mihaly
- Striving for originality Travis Casey
- Striving for originality Matt Chatterley
- Striving for originality Travis Casey
- Striving for originality Matt Chatterley
- Striving for originality szii@sziisoft.com
- Striving for originality Kwon Ekstrom
- Striving for originality Matt Mihaly
- Striving for originality Kwon Ekstrom
- Striving for originality Matt Mihaly
- Striving for originality Kwon Ekstrom
- Striving for originality Matt Mihaly
- Striving for originality Matt Mihaly
- Striving for originality szii@sziisoft.com
- Striving for originality Matt Chatterley
- Striving for originality Fred Clift
- Striving for originality Matt Chatterley
- Striving for originality Matt Mihaly
- Striving for originality Damion Schubert
- Striving for originality Marian Griffith
- Striving for originality Matt Chatterley
- Striving for originality Matt Mihaly
- Striving for originality szii@sziisoft.com
- Striving for originality Matt Mihaly
- Striving for originality Sanvean
- Striving for originality Matt Chatterley
- Striving for originality Travis Casey
- Striving for originality Robin Cloutman
- Striving for originality Matt Chatterley
On Tue, 4 Jun 2002, Robin Cloutman wrote:
> I'll only reply to a little bit, as I'm designing a mud codebase,
> and it's the bit that i've thought on most... Fun Magic Systems
> ;-)
That works for me. This is a game system that I *love* to discuss. :)
> Matt Chatterley <matt@eldoops.co.uk> wrote:
>> A magic system based on material components, syllable-stringing
>> and gestures (or any of these) might require real brain power
>> behind it, quick thinking and creativity from a player (I'm
>> certainly planning some sort of free form magical interaction
>> along these lines), but to gain this new style of play, will it
>> take too long for the average player to pick up and use? Instead
>> of typing 'fireball <target>', they find that they have to
>> acquire the spell, its ingredients, and then perform the right
>> sequence to use it .. would this put them off?
> I was thinking about how magic systems could be made more
> skillfull - having it so you just "cast fireball target" is all
> well and good, but once you know the spell there's nothing new to
> it, no matter what you want to do...
> Then someone on one of the NG asked "how about an utter command"
> where you cast the spell, but people can see what it is you are
> using, and that got me thinking...
One of my personal favourite spellcasting 'games' is Bartle's Waving
Hands (although the only version which seems to be available
electronically is the X11 one -- spellcast? Perhaps I should
undertake a Windows port!). By linking series of hand gestures, you
cast spells at your opponent. You can preempt the other persons
spells and try to interfere with them, or confuse him, and so forth.
> As an idea, instead of having named spells (fireball, heal, etc)
> how about creating the spells from what someone utters - perform
> some magic on the string the player enters, and create the spell
> from that.
This is one approach which I'm considering. The basic things which I
have listed as being potential parts of my magic implementation are:
Syllable-stringing (or some other manner of constructing a spoken
spell), hand gestures (as above), and material components.
> Splitting the string into syllables seems the first step, and
> giving rules of syntax looks good too. I thought for a while about
> having a list of syllables, but eventually decided that it might
> be better to play with the actual values of the characters
> themselves, maybe compress a 3 char syllable to 2-bytes, then use
> that on a fixed size array to lookup a final value. Have the final
> value have a Power, a Focus, and a Type (earth, air, fire, water,
> good, bad, etc).
This sounds quite interesting. :) The idea which I toyed with most
recently along the lines of 'spoken magic' was based around a simple
construction (almost a programming language), where the player could
(based on his wizards in-game skills) scribe onto a 'test scroll' a
series of syllables or words, with various constructs in order to
create a spell. Thus a simple effect might be fairly basic, but
more complex spells might be longer and more involved.
These spells might then be combined -- once you have completed a
construction on a scroll which will perform the function of healing
a living creature by 1d6, you might choose to create two different
spells from it -- heal self and heal other. The targetting and
effectiveness of spells would determine (to some extent) the cost,
time and initiative involved in casting (and also failure rates,
etc).
> If this is done for each syllable in turn, then perform some magic
> on the line as a whole (maybe sorting out higher/lower power &
> focus by the order etc), then you end up with single Power and
> Focus values, and aarray of syllable types (maybe as a string for
> simplicity) - then lookup spell commands of that order, and pass
> the Power and Focus values to it - hence a spell of "Fire" could
> have low Power and high Focus - and create a spark to light a
> torch, or low Focus and high Power, and create a fireball, with
> anything in between...
Interesting. This would also give 'run-time flexibility' of sorts,
perhaps? You could bend and tailor each spell to your current
situation -- if you needed a big bang at any cost, you could funnel
all of your remaining power into a hi-power fireball, or reduce the
power to make a little flash to scare off an animal.
[Snipple]
> Another idea that came about chatting to a friend - once a spell
> can be cast then the player should be able to write it into a
> spellbook and give it an easier name to remember...
Yeah, along the lines of aliasing/macroing to reduce typing in more
muds, sort of. I'm definitely planning to use the spellbook as an
essential object for each mage -- and of course, the copying of
spells into and out of it (so that mages can trade spells, make
gifts of them, even steal, buy and sell them).
Of course, this links into one of the other challenges I intend to
tackle.. making money actually valuable, and making all characters
need it (thus giving me a form of motivation to use against all
players?).
> And I've got to admit, part of this idea came from wanting
> different races to have the same spells looking totally different
> (hey, if i can workout the syllable lokoup to work right then I'll
> make that evil spells *look* evil ;-)
> Don't think I've left anything out... managed to cover about 30
> sheets of paper with doodles doing this ;-)
Really cool ideas. I'd be very interested to hear how it pans
out. :)
-Matt
- Striving for originality Matt Chatterley
- Striving for originality Freeman, Jeff
- Striving for originality shren
- Memory Footprints szii@sziisoft.com
- Memory Footprints Matt Mihaly
- cloth simulation (was: What keeps people interested in social muds?) Bruce Mitchener
- ADMIN: Early thread death predicted J C Lawrence
- Offlist Matt Mihaly
- Cost/Benefit factor and The Player-driven World [ was In defense of "soloability"] Ron Gabbard
- Building community in social M**s Martin C. Martin
- Building community in social M**s Damion Schubert
- Brief point about Java memory management ceo@grexengine.com
- Creating Constructive/Social Behaviour in Online Worlds ! Marc Demesel
- ecologies and random encounters John Robert Arras
- ecologies and random encounters Paul Schwanz
- LEDO revisited (part 4) Frank Crowell
- LEDO revisited (part 4) Damion Schubert
- LEDO revisited (part 4) Frank Crowell
- LEDO revisited (part 4) Crosbie Fitch
- LEDO revisited (part 4) Frank Crowell
- software engineer: testing (was: [DGN] Creating a MUD) Bruce Mitchener
- software engineer: testing (was: [DGN] Creating a MUD) John Buehler
- software engineer: testing (was: [DGN] Creating a MUD) Miroslav Silovic
- software engineer: testing (was: [DGN] Creating a MUD) Damion Schubert
- software engineer: testing (was: [DGN] Creating a MUD) Daniel.Harman@barclayscapital.com
- software engineer: testing (was: [DGN] Creating a MUD) Damion Schubert
- software engineer: testing (was: [DGN] Creating a MUD) Tess Snider
- software engineer: testing (was: [DGN] Creating a MUD) Bruce Mitchener
- Bug tracking Sanvean
- Bug tracking Matt Chatterley
- Bug tracking Ammon Lauritzen
- Bug tracking Jon Lambert
- Bug tracking ceo@grexengine.com
- The Business Side of Software Development [was R& D] Ron Gabbard
- LEDO update Damion Schubert
- LEDO update Frank Crowell
- Differentiation and The Marketing of MUDs [was R& D] Ron Gabbard
- Differentiation and The Marketing of MUDs [was R& D] Sean Kelly
- Differentiation and The Marketing of MUDs [was R& D] Caliban Tiresias Darklock
- Differentiation and The Marketing of MUDs [was R& D] Koster, Raph
- Differentiation and The Marketing of MUDs [was R& D] Caliban Tiresias Darklock
- GC (was: New Beginings) Bruce Mitchener
- GC (was: New Beginings) Lars Duening
- Design iterations (Was: R & D) Brian Bilek
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- Ticks? Anderson, David
- Welcome to the Jungle Jeff Cole
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- The Future of MMOGs... what's next? (fwd) J C Lawrence
- The Future of MMOGs... what's next? (fwd) Koster, Raph
- The Future of MMOGs... what's next? (fwd) shren
- The Future of MMOGs... what's next? (fwd) Talanithus HTML
- The Future of MMOGs... what's next? (fwd) John Robert Arras
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) John Robert Arras
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) Talanithus HTML
- The Future of MMOGs... what's next? (fwd) John Robert Arras
- The Future of MMOGs... what's next? (fwd) shren
- The Future of MMOGs... what's next? (fwd) Vincent Archer
- The Future of MMOGs... what's next? (fwd) shren
- The Future of MMOGs... what's next? (fwd) Travis Casey
- The Future of MMOGs... what's next? (fwd) Michael Tresca
- The Future of MMOGs... what's next? (fwd) John Robert Arras
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) David B. Held
- The Future of MMOGs... what's next? (fwd) Talanithus HTML
- The Future of MMOGs... what's next? (fwd) Ron Gabbard
- The Future of MMOGs... what's next? (fwd) Crosbie Fitch
- The Future of MMOGs... what's next? (fwd) Talanithus HTML
- The Future of MMOGs... what's next? (fwd) Zach Collins {Siege}
- The Future of MMOGs... what's next? (fwd) Koster, Raph
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) Brian Lindahl
- The Future of MMOGs... what's next? (fwd) Sasha Hart
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) Daniel.Harman@barclayscapital.com
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) Talanithus HTML
- The Future of MMOGs... what's next? (fwd) Matt Chatterley
- The Future of MMOGs... what's next? (fwd) Brian Lindahl
- The Future of MMOGs... what's next? (fwd) Sasha Hart
- The Future of MMOGs... what's next? (fwd) Brian Lindahl
- The Future of MMOGs... what's next? (fwd) Matt Mihaly
- The Future of MMOGs... what's next? (fwd) Daniel.Harman@barclayscapital.com
- The Future of MMOGs... what's next? (fwd) Michael Tresca
- Object Architecture Ben Chambers
- Object Architecture Kwon Ekstrom
- Object Architecture Sasha Hart
- Object Architecture Brian Lindahl
- New Beginings II [Not GC] Drylar Levre
- New Beginings II [Not GC] ceo@grexengine.com
- New Beginings II [Not GC] Sean Kelly
- New Beginings II [Not GC] Bruce Mitchener
- New Beginings II [Not GC] David B. Held
- Breaking down the walls Matt Chatterley
- Breaking down the walls Brian Lindahl
- Breaking down the walls Acius
- Breaking down the walls Brian Lindahl
- Breaking down the walls Hans-Henrik Staerfeldt
- Breaking down the walls Bruce Mitchener
- Breaking down the walls Brian Lindahl
- Breaking down the walls Crosbie Fitch
- Breaking down the walls Brian Lindahl
- Breaking down the walls Nathan F. Yospe
- Breaking down the walls shren
- Breaking down the walls Jeff Lindsey
- Breaking down the walls Bruce Mitchener
- Breaking down the walls Zach Collins {Siege}
- Breaking down the walls Matt Mihaly
- Breaking down the walls Nicolai Hansen
- Breaking down the walls Matt Chatterley
- Breaking down the walls Brian Lindahl
- Breaking down the walls Matt Chatterley
- Breaking down the walls Brian Lindahl
- Breaking down the walls David B. Held
- Breaking down the walls Hans-Henrik Staerfeldt
- Breaking down the walls Nathan F. Yospe
- Breaking down the walls Brian Lindahl
- Breaking down the walls David Clifton
- Breaking down the walls Matt Chatterley
- Breaking down the walls David Clifton
- Breaking down the walls Zach Collins {Siege}
- Breaking down the walls Christopher Allen
- Breaking down the walls Colin Coghill
- Breaking down the walls Rayzam
- Breaking down the walls David Clifton
- Breaking down the walls Marian Griffith
- Breaking down the walls Marian Griffith
- The Future of MMOGs... Brian Lindahl
- The Future of MMOGs... Talanithus HTML
- Object Architecture [Longish] Draymoor a Vin il'Rogina
- Object Architecture [Longish] David B. Held
- Object Architecture [Longish] Crosbie Fitch
- Character Attributes in Role-Playing Games J C Lawrence
- Evolutionary Design J C Lawrence
- Evolutionary Design Sasha Hart
- Evolutionary Design John Buehler
- Evolutionary Design Dave Rickey
- Evolutionary Design Derek Licciardi
- Evolutionary Design Koster, Raph
- Evolutionary Design Matt Mihaly
- Evolutionary Design Sasha Hart
- Evolutionary Design Madrona Tree
- Evolutionary Design Koster, Raph
- Evolutionary Design danc@anark.com
- Evolutionary Design Sasha Hart
- Evolutionary Design Paul Schwanz
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- Evolutionary Design Lars Duening
- Evolutionary Design Damion Schubert
- Evolutionary Design Koster, Raph
- Evolutionary Design Dave Rickey
- Evolutionary Design Brian Hook
- Evolutionary Design Jeff Cole
- Evolutionary Design Jessica Mulligan
- Evolutionary Design Jeff Cole
- Evolutionary Design Dave Trump
- Evolutionary Design Ron Gabbard
- Evolutionary Design Derek Licciardi
- Evolutionary Design rgabbard@swbell.net
- Evolutionary Design Jeff Cole
- Evolutionary Design Derek Licciardi
- Evolutionary Design Matt Mihaly
- Evolutionary Design Richard Aihoshi aka Jonric
- Evolutionary Design Rudy Fink
- Evolutionary Design Matt Mihaly
- Evolutionary Design rgabbard@swbell.net
- Evolutionary Design John Buehler
- Evolutionary Design Derek Licciardi
- Evolutionary Design Richard A. Bartle
- Evolutionary Design shren
- Blacksnow vs. Mythic News Steve {Bloo} Daniels
- Blacksnow vs. Mythic News Caliban Tiresias Darklock
- Blacksnow vs. Mythic News Steve {Bloo} Daniels
- Blacksnow vs. Mythic News Jon Lambert
- Blacksnow vs. Mythic News Rudy Fink
- Blacksnow vs. Mythic News Matt Mihaly
- Blacksnow vs. Mythic News Mark Eaton
- Blacksnow vs. Mythic News Matt Mihaly
- Is difficult communication the barrier to community in MMORPGs? (fwd) J C Lawrence
- Is difficult communication the barrier to community in MMORPGs? (fwd) Jeff Lindsey
- Is difficult communication the barrier to community in MMORPGs? (fwd) John Buehler
- Is difficult communication the barrier to community in MMORPGs? (fwd) Caliban Tiresias Darklock
- Is difficult communication the barrier to community in MMORPGs? (fwd) Koster, Raph
- Is difficult communication the barrier to community in MMORPGs? (fwd) Brian Hook
- Is difficult communication the barrier to community in MMORPGs? (fwd) Talanithus HTML
- Is difficult communication the barrier to community in MMORPGs? (fwd) Mark Eaton
- Is difficult communication the barrier to community in MMORPGs? (fwd) Patricia Pizer
- Enforcement [was Striving for originality] Matt Chatterley
- Enforcement [was Striving for originality] Tess Snider
- Enforcement [was Striving for originality] Matt Mihaly
- Enforcement apollyon .
- Enforcement Matt Chatterley
- Enforcement Anderson, David
- Enforcement shren
- Enforcement Anderson, David
- IF/MUD Gameplay Ideas Opacic Patrik
- IF/MUD Gameplay Ideas shren
- IF/MUD Gameplay Ideas David Clifton
- IF/MUD Gameplay Ideas Opacic Patrik
- IF/MUD Gameplay Ideas Rayzam
- The Future of MMOGs... what's next? Amanda Walker
- The Future of MMOGs... what's next? John Robert Arras
- The Future of MMOGs... what's next? Talanithus HTML
- The Future of MMOGs... what's next? Talanithus HTML
- Mudding and impact on academic grades Philip Mak
- Mudding and impact on academic grades Caliban Tiresias Darklock
- Mudding and impact on academic grades Acius
- Mudding and impact on academic grades Fred Clift
- Mudding and impact on academic grades Michael Tresca
- Mudding and impact on academic grades Anderson, David
- Mudding and impact on academic grades Damion Schubert
- Mudding and impact on academic grades Draymoor a Vin il'Rogina
- Mudding and impact on academic grades David Clifton
- Mudding and impact on academic grades Eli Stevens
- Mudding and impact on academic grades Anderson, David
- Mudding and impact on academic grades Rayzam
- Mudding and impact on academic grades Koster, Raph
- Mudding and impact on academic grades Rayzam
- Mudding and impact on academic grades Kwon Ekstrom
- Mudding and impact on academic grades Matt Mihaly
- Mudding and impact on academic grades shren
- Mudding and impact on academic grades Anderson, David
- Mudding and impact on academic grades Colin Coghill
- Mudding and impact on academic grades Lars Duening
- Mudding and impact on academic grades Tess Snider
- Reality check ...(long) [was Black Snow Revisited] David Yazel
- BrendanLand Koster, Raph
- Skotos & WAP Release "Grendel's Revenge" for Public Beta Christopher Allen
- Skotos & WAP Release "Grendel's Revenge" for Public Beta Bruce Mitchener
- Skotos & WAP Release "Grendel's Revenge" for Public Beta Valerio Santinelli
- Skotos & WAP Release "Grendel's Revenge" for Public Beta Travis Casey
- Skotos & WAP Release "Grendel's Revenge" for Public Beta Christopher Allen
- Amazing list.... Talanithus HTML
- Reinventing the Wheel (was: Object Architecture [Longish]) Philip Loguinov {Draymoor}
- The Future of MMOGs... what's next? Amanda Walker
- The Future of MMOGs... what's next? Koster, Raph
- The Future of MMOGs... what's next? Amanda Walker
- The Future of MMOGs... what's next? Frank Crowell
- The Future of MMOGs... what's next? Amanda Walker
- The Future of MMOGs... what's next? John Robert Arras
- Underlight (fwd) Matt Mihaly
- Underlight (fwd) Bruce Mitchener
- Underlight (fwd) Brian Lindahl
- Underlight (fwd) Koster, Raph
- Underlight (fwd) Brian Hook
- Underlight (fwd) Damion Schubert
- Building a 'Deeper' MMOG [was The Future of MMOGs... what's next?] Ron Gabbard
- Cg - Lowering the cost of 3D games? Daniel.Harman@barclayscapital.com
- Cg - Lowering the cost of 3D games? Brian Hook
- Cg - Lowering the cost of 3D games? Daniel.Harman@barclayscapital.com
- Cg - Lowering the cost of 3D games? Frank Crowell
- Cg - Lowering the cost of 3D games? Rayzam
- Building a 'Deeper' MMOG Brian Lindahl
- Building a 'Deeper' MMOG rgabbard@swbell.net
- Building a 'Deeper' MMOG Brian Lindahl
- Building a 'Deeper' MMOG rgabbard@swbell.net
- Building a 'Deeper' MMOG Brian Lindahl
- Building a 'Deeper' MMOG Ron Gabbard
- Building a 'Deeper' MMOG Brian Lindahl
- Building a 'Deeper' MMOG Ron Gabbard
- Building a 'Deeper' MMOG Marian Griffith
- Building a 'Deeper' MMOG Travis Casey
- Building a 'Deeper' MMOG lynx@lynx.purrsia.com
- Building a 'Deeper' MMOG Ron Gabbard
- Building a 'Deeper' MMOG Marian Griffith
- Building a 'Deeper' MMOG Paul Schwanz
- Building a 'Deeper' MMOG Amanda Walker
- Building a 'Deeper' MMOG Damion Schubert
- Building a 'Deeper' MMOG [was The Future of MMOGs... what's next?] David B. Held
- Relaunching a MUD? Kent Peterson
- Relaunching a MUD? Matt Mihaly
- Relaunching a MUD? Malcolm Tester
- Relaunching a MUD? Damion Schubert
- Text Muds vs Graphical Muds Philip Loguinov {Draymoor}
- Text Muds vs Graphical Muds David Clifton
- Text Muds vs Graphical Muds John A. Bertoglio
- Text Muds vs Graphical Muds Jeff Lindsey
- Text Muds vs Graphical Muds Kwon Ekstrom
- Text Muds vs Graphical Muds Jeff Lindsey
- Text Muds vs Graphical Muds Kwon Ekstrom
- Text Muds vs Graphical Muds Anderson, David
- Text Muds vs Graphical Muds Kwon Ekstrom
- Text Muds vs Graphical Muds David Bennett
- Text Muds vs Graphical Muds Michael Tresca
- Text Muds vs Graphical Muds Matt Mihaly
- Text Muds vs Graphical Muds Michael Tresca
- Text Muds vs Graphical Muds Sanvean
- Text Muds vs Graphical Muds Matt Mihaly
- Text Muds vs Graphical Muds shren
- Text Muds vs Graphical Muds Dave Rickey
- Text Muds vs Graphical Muds Matt Mihaly
- Text Muds vs Graphical Muds Dave Rickey
- Text Muds vs Graphical Muds Damion Schubert
- Text Muds vs Graphical Muds Matt Mihaly
- Text Muds vs Graphical Muds Edward Glowacki
- Text Muds vs Graphical Muds Matt Mihaly
- Text Muds vs Graphical Muds Richard A. Bartle
- Text Muds vs Graphical Muds Matt Mihaly
- Text Muds vs Graphical Muds Blane Bramble
- Text Muds vs Graphical Muds Ola Fosheim Grøstad
- Text Muds vs Graphical Muds Edward Glowacki
- Text Muds vs Graphical Muds Elia Mörling
- GDC 2002: Beyond Psychological Theory: Getting Data that Improves Games J C Lawrence
- Online gaming growth Matt Mihaly
- Online gaming growth Koster, Raph
- Some P.S. to the java/cross platform discussion... ceo@grexengine.com
- Some P.S. to the java/cross platform discussion... David B. Held
- It's About Time Department (Mule Characters) John A. Bertoglio
- It's About Time Department (Mule Characters) Koster, Raph
- It's About Time Department (Mule Characters) John Bertoglio
- It's About Time Department (Mule Characters) Richard A. Bartle
- It's About Time Department (Mule Characters) Stephen McDonald
- It's About Time Department (Mule Characters) Dave Rickey
- It's About Time Department (Mule Characters) Tess Snider
- It's About Time Department (Mule Characters) Kwon Ekstrom
- It's About Time Department (Mule Characters) eric
- It's About Time Department (Mule Characters) Valerio Santinelli
- It's About Time Department (Mule Characters) Vincent Archer
- It's About Time Department (Mule Characters) shren
- It's About Time Department (Mule Characters) Valerio Santinelli
- It's About Time Department (Mule Characters) Valerio Santinelli
- It's About Time Department (Mule Characters) Rudy Fink
- It's About Time Department (Mule Characters) Valerio Santinelli
- It's About Time Department (Mule Characters) Madrona Tree
- It's About Time Department (Mule Characters) Travis Casey
- It's About Time Department (Mule Characters) ghovs
- It's About Time Department (Mule Characters) shren
- It's About Time Department (Mule Characters) Daniel.Harman@barclayscapital.com
- It's About Time Department (Mule Characters) shren
- It's About Time Department (Mule Characters) Valerio Santinelli
- It's About Time Department (Mule Characters) ghovs
- It's About Time Department (Mule Characters) eric
- It's About Time Department (Mule Characters) Joel Palmtag
- It's About Time Department (Mule Characters) Sasha Hart
- Continuity of experience in movies Matt Mihaly
- Continuity of experience in movies eric
- Continuity of experience in movies shren
- Continuity of experience in movies Valerio Santinelli
- Continuity of experience in movies eric
- Continuity of experience in movies Valerio Santinelli
- Continuity of experience in movies eric
- Continuity of experience in movies Valerio Santinelli
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