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
- 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
- Design iterations (Was: R & D) Sean Kelly
- Design iterations (Was: R & D) John Buehler
- Design iterations (Was: R & D) Jeff Freeman
- Design iterations (Was: R & D) Frank Crowell
- Design iterations (Was: R & D) Amanda Walker
- Design iterations (Was: R & D) Ron Gabbard
- Ticks? Anderson, David
- Welcome to the Jungle Jeff Cole
- LithTech Matt Mihaly
- Ownership Matt Mihaly
- 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
- Evolutionary Design Sasha Hart
- 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
- Continuity of experience in movies Travis Casey
- Continuity of experience in movies Matt Mihaly
- Continuity of experience in movies eric
- Continuity of experience in movies Matt Mihaly
- Continuity of experience in movies eric
- Continuity of experience in movies Matt Mihaly
- Continuity of experience in movies Sean Kelly
- Pictures from an exhibition^H^H^H^H^H^H^H^H^H^HDinner J C Lawrence
- Online gaming growth -- an introduction Brad King
- The Case For Game Design Patterns J C Lawrence
- The Case For Game Design Patterns Koster, Raph
- New Skotos Columns Shannon Appelcline
- Animals, Animal Handling, and Unexpected Side Effects shren
- Animals, Animal Handling, and Unexpected Side Effects Richard A. Bartle
- Animals, Animal Handling, and Unexpected Side Effects Michelle Elbert
- Tech: Job: Shamesss Pug: P2P Graphical Mud, thinking out loud Yoshito Rei
- Threading idea Zach Collins {Siege}
- Threading idea Smith, David {Lynchburg}
- Threading idea Bruce Mitchener
- ADMIN: VC thread -- Consider Meta J C Lawrence
- The Future of MMOGs... what's next? Vincent Archer
- The Future of MMOGs... what's next? Freeman, Jeff
- The Future of MMOGs... what's next? burra@alum.rpi.edu
- The Future of MMOGs... what's next? Jeff Freeman
- The Future of MMOGs... what's next? Matt Mihaly
- The Future of MMOGs... what's next? Koster, Raph
- The Future of MMOGs... what's next? Talanithus HTML
- The Future of MMOGs... what's next? Koster, Raph
- The Future of MMOGs... what's next? Valerio Santinelli
- The Future of MMOGs... what's next? Frank Crowell
- The Future of MMOGs... what's next? Valerio Santinelli
- The Future of MMOGs... what's next? Sean Kelly
- The Future of MMOGs... what's next? Xuri
- The Future of MMOGs... what's next? David H. Loeser Jr.
- The Future of MMOGs... what's next? Valerio Santinelli
- The Future of MMOGs... what's next? Damion Schubert
- The Future of MMOGs... what's next? shren
- The Future of MMOGs... what's next? Vincent Archer
- The Future of MMOGs... what's next? Valerio Santinelli
- The Future of MMOGs... what's next? Freeman, Jeff
- The Future of MMOGs... what's next? Sean Kelly
- The Future of MMOGs... what's next? Valerio Santinelli
- The Future of MMOGs... what's next? Jeff Lindsey
- The Future of MMOGs... what's next? shren
On Thu, 20 Jun 2002, Vincent Archer wrote:
> According to shren:
>> I've had this discussion with about a dozen different people in a
>> dozen different forums. What *you* think is the central paradigm
>> of NWN is dead. The shared universe bit, while entirely
>> possible, has never been a) the primary focus of the game, b)
>> secure, or c) remotely practical.
> Then, instead of "central paradigm", I should have said "singular
> niche". The specific point of appeal that makes the game stand
> out different from the others (and ensure a better longevity).
> The chief appeal of the original Vault was a common set of
> restriction on player characters. While each user-written module
> may (or may not) impose his own restriction (the scrutiny of the
> GM spoken about by Travis Casey) on characters, the Vault was the
> ultimate referee on what a character could be in a module.
I'm not sure how far you really go towards a community when you can
make your own world with lots of free loot and levels, and import
them into the vault. The official vault was total swiss cheese.
> Even without the linking of modules together in an unified
> universe, accepting characters from the Vault meant adhering to a
> community of similar characters.
Very, very similar, since you can't make an item rare. Or anything
rare, on a vault character.
> Remove the vault, remove the community.
I don't think there would have been much of one, but we'll never
know, will we?
>> One corrupt admin in a closed universe can break the balance of a
>> shared universe - the open universe, wandering between games with
>> vast links, was never secure to begin with.
> Not so. The portaling was/could be subject to Vault rules (your
> character would check-in back to Vault). So the best a corrupt
> admin would be able to is to create a world where a character can
> reach without effort the optimum a character is *allowed* to
> be. And no more.
Corrupt admin writes a realm where standing in a small, hidden part
of it gives you one tenth of the xp you need for next level every
thirty minutes. Describe how to block this - how other servers
detect this.
>> NWN, as a strongly-network enabled game, can be used to attempt
>> to make a MMORPG/MUD like setting. You can also do lots of other
>> things with it: ... [list of various things]
> and all of these things... can also be done with Dungeon
> Siege. Except the bit about 3rd edition AD&D.
Dungeon Siege hasn't done anything for me but put me to sleep. It's
just plain boring. I haven't seen thier toolkit yet - I don't know
if it's even out yet - but if you can't do more with the tool kit
than the DS designers did, then it doesn't even qualify as a role
playing game.
Right now, with DS, you can make your own maps, host a server, and
play by yourself. That puts it in a league with Quake for
flexibility. We'll see if NWN can pass that. I think, likely, it
can.
> That's the main problem of NWN. The specific niche that could
> guarantee his uniqueness (and specific attraction) is gone. Apart
> from the ruleset, nothing that NWN offers is really different from
> what DS offers.
We'll see.
> And Dungeon Siege was there first.
For Dungeon Siege to have gotten somewhere, it has to be capable of
travel. It's a horrible game. Note that all the hype is gone. I
see 246 copies of DS for sale on ebay. Shadows of Amn? 17. Find a
game that people are trying to get rid of faster than DS, if you
can.
> (*hears mumbling about DM mode*)
Do you think that the ability to run a game for your friends, like a
tabletop session, is a feature unworthy of note?
>> ...Yes, but this [the global multiverse] application of NWN is
>> probably one of the most difficult and least fruitful
>> possibilities. Why does it get all the press? Because a
>> significant minority of persistant world online gamers think the
>> worst of those who run the games and are sure they can do it
>> better, in thier spare time, with the spare CPU cycles on thier
>> home box and the part of thier bandwidth that isn't being
>> devoured by Kaaza.
> It was also the unique appeal of NWN. The Vault was the very best
> way to develop a community around of the game. I had seen numerous
> projects, half of which were probably doomed from lack of
> practicality, revolving about "glue" servers. There were cities
> entirely designed to be points where people would meet, trade and
> all that.
> These grandiose dreams are now poofed. Not because their authors
> can't deliver, but because there is no point to them anymore.
It was all wishful thinking anyway. If you're really determined, it
can probably still be done with some serious hacking. Mount a
"local server" on a special samba partition which has some extra
code to make the vault think that it's only checking characters in
and out serially. If a vault sharable across many servers is the
only thing missing, it can be done. Hell, reverse engineer the
whole thing and run it off of linux/mysql.
(You. Yes, you, the unix hacker in the corner with too much free
time on your hands. Go do it. Thanks. *grin*)
You still won't see many good shared worlds built with it, if any.
The average quality of them will probably go up because of the
barrier to entry, though.
> Community could have made NWN a game that would still be on the
> shelves everywhere in summer 2003.
It still may be. Let's see if it delivers what it promises.
> Without it, I'd be surprised to find NWN except on the bargain
> bins come winter.
If I had NWN in my hands, and it is what was promised, then I'd bet
money against this. I suspect it might not deliver, like DS,
because of the super-long development time. (Ultima 9, anyone?)
> We peak about evolutionary vs revolutionary in the MMOG.
> NWN is, in the end, a tiny bit of the former, and none of the
> latter.
> It will probably sit on my HD for some time, but I doubt I'll be
> playing it very often in 6 months.
Everybody enjoyies different things. I imagine some people are
going to like it a lot.
--
<a href="http://www.shren.net/.nail.html">
The client needs a tool built. He sends you a description of a nail...
</a> - The Future of MMOGs... what's next? Daniel.Harman@barclayscapital.com
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