July 2002
- It's About Time Dep... Food Anderson, David
- Player count threshholds (was: Text Muds vs Graphical Muds) Christopher Allen
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Daniel.Harman@barclayscapital.com
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Sasha Hart
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Valerio Santinelli
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Dave Trump
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Valerio Santinelli
- The importance of graphics Zach Collins {Siege}
- The importance of graphics brian hook
- The importance of graphics Ted L. Chen
- The importance of graphics eric
- The importance of graphics Edward Glowacki
- The importance of graphics Matthew D. Fuller
- The importance of graphics Daniel.Harman@barclayscapital.com
- The importance of graphics Damion Schubert
- The importance of graphics Kwon Ekstrom
- The importance of graphics jolon@kungfudesign.com
- The importance of graphics Matt Mihaly
- The importance of graphics Marc Bowden
- The importance of graphics Koster, Raph
- The importance of graphics VdA
- The importance of graphics Marc Bowden
- The importance of graphics jolon@kungfudesign.com
- The importance of graphics caduvall@glue.umd.edu
- The importance of graphics Matt Mihaly
- The importance of graphics Michael R. Estepp
- Completed Article Series at Skotos Shannon Appelcline
- NWN upping the ante? Or is that too much to ask? Azeraab
- NWN upping the ante? Or is that too much to ask? Matt Chatterley
- Crafting/Creation systems Paul Boyle
- Crafting/Creation systems eric
- Crafting/Creation systems cooper
- Crafting/Creation systems cheesecrow@mail.ru
- Crafting/Creation systems Matt Mihaly
- Crafting/Creation systems Aaron "the mad man" Weeks
- Crafting/Creation systems Peter Tyson
- Crafting/Creation systems Paul Boyle
- Crafting/Creation systems lynx@lynx.purrsia.com
- Crafting/Creation systems John Buehler
- Crafting/Creation systems shren
- Crafting/Creation systems Jeff Lindsey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Vincent Archer
- Crafting/Creation systems Matt Mihaly
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Brandon J. Van Every
- Crafting/Creation systems amanda@alfar.com
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Kwon Ekstrom
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Damion Schubert
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Damion Schubert
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s Ted L. Chen
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Vincent Archer
- Mass customization in MM***s John Buehler
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s Sasha Hart
[Marian Griffith]
> Players would purchase an account with a number of 'lifes' to
> it. If they lose all lifes the account is cancelled, and they have
> to buy a new account to resume playing. In compensation the game
> world is not really out to kill the character. Players can
> happily spend their time on a little backwater planet and never be
> bothered by anything, much the same way nothing much is going to
> bother you or me in real life. However, if they become involved
> in the game's main politics, then they are likely to get into a
> fight, and those deaths are per- manent. That way the big assault
> on the rebel stronghold is going to mean a great deal to the
> players defending it, seeing that if they lose they are one step
> closer to being forced to reinvest in the game.
I certainly think you have found a way to make people care
(gambling's very old).
What follows is intended to be constructive criticism, and I hope it
can be taken that way, because I really doubt that anything at all
blockheaded is being said here.
My biggest concern is that it will feel like being forced one way or
the other - forced to risk dying and therefore paying money if you
must do the good stuff, or forced to chat on a boring backwater
planet if you don't have the money. In either case the game isn't
enhanced at all. Instead you are punishing players for trying to
fulfill the box-copy promise of the game.
(Obviously at this point the discussion could be taken to
"maturity" and how it is "immature" to have this kind of
reaction. To me it is an indicator of a *MUD operator's* maturity
when he demands that players have his arbitrarily determined
reactions to his arbitrarily constructed game. By excluding
everyone who isn't happy you can ensure a 100% happy player base,
but this is just you covering inadequacies in the game. By
contrast, you might justifiably ban exploiters, or you might
pretty unjustifiably ban Jews - although I guess you would at
least have a reason if your playerbase was all neo-nazi. Arghhh,
what a tangent..)
The given plan doesn't manage perceived prospect well. Which would
you rather have - a game in which you were assessed costs (which of
course you could not pay - if you wanted to quit the game) for being
on the losing side of a war? Or a game in which you could get a
bonus ($7 off next month's fee) for winning? The loss is punishing
and unpleasant in a way that the winning side getting subscription
breaks would not be, even if the same total payments are being made
by the same people. By making the point of reference different you
can make the result less surprising. If I pay my usual subscription,
I might be disappointed but after all, I pay my fee up front, and I
get my play time. But if instead I start by default paying less and
apparently get a price hike for certain game events -not pleasant,
for the players or for your game, which will suffer. I would much
rather play a game which gave bonuses, and I would much rather have
one - if the bonus is applied to next month's subscription then
players have an incentive to pay next month's reduced rate. If this
is still sufficient, wow. Basically this involves making everyone
pay for the politics and combat, and if they sit on the backwater
planet then it is their prerogative because they have paid for all
of it. As wasteful as this seems it is less damaging to
expectations, and I think you are overestimating the number of
people and the amount of enjoyment derived by engaging in
second-class activities in a game, like sitting on the sidelines and
trying clothes on when there is intergalactic intrigue.
The given plan also manages prior expectations poorly. When I buy
(time on) a game, I expect to pay up front for a very good shot at
entertainment. I expect to get an experience which is comparable in
quality to other games and activities I could buy at the same
price. I expect the billing to take certain forms and not others. If
there are premium services I expect them to be very clearly marked
and to guarantee me something extra, certain and tangible. But in
this system it seems like I pay right after I die to continue, or
quit (which is also not so pleasant - if the game had promise, it is
only going to make me more bitter that I was forced to quit because
I wouldn't give up the money.) There is also a difficult issue of to
what extent I pay to win, or just to get a chance to win - I think
it depends substantially on how awful it is in non-money terms to
die.
If your "backwater planet" is actually engaging, then that's fine;
but it sounds to me like you are relegating everyone who doesn't
want to pay the extra fines to plodding noncombatant status, whether
they like it or not. Of course, no big dea if the basic fee is low:
if I want to talk to my friends on the planet it is pretty decent to
pay $3-5 and do so freely, but pay something more in the
neighborhood of typical subscription fees to be an active
participant. But if each account costs $40 one-time then this is
totally out of the question - You're dreaming if you think I am
supposed to compare a cost:benefit ratio that continuously drops as
time goes on to one which plods along at $40/mo. I will recognize
right away that you are milking me for all I'm worth. So it depends
a lot on the backwater planet actually being worthwhile generally,
and the amounts of money for dying not being too overwhelming.
I think right to the point of making the backwater planet
worthwhile, we have an issue which is in a way independent of the
backwater planet per se. And that is the perceived difference
between being on the backwater planet vs. being in the action. You
might call it "on-centerness."
Contrast:
1. Planet #452 on the Outer Rim is under attack.
2. The Offices of the Galactic Empire are under attack.
Everything might be exactly the same between these two - same
physical experience, same graphics and sound and actions,
everything. But because the first is understood to be an important
place, the Offices of the Galactic Empire, missing out on it is a
big deal! Whereas missing out on planet #452 isn't as big a
deal. (Unless we deliberately try to break the example by assuming
that everyone knows #452 is the most important site of natural
resources in the universe, and that the Offices of the Galactic
Empire are the equivalent of the DMV.)
1. "You cannot become a citizen of Vault City." (one place of
many)
2. "You cannot become a citizen of Vault City." (vault city is the
only city in the game.) Again, because we've paid we might expect
to get basic rights of some kinds, like being a citizen of the
only city, or having opportunity to become a citizen. But that
we've paid doesn't so strongly lead to the expectation that we can
become citizens of any city we want, if there are a few of them.
What I would propose is this. That certain parts of the game have
explicitly attached to them the increased risk you propose, rather
than the entire game being focused on the aspect which is most
risky. If you decide to join a secret elite crime society, your
expectations are less violated by losing big than if you followed
the newbie school signs. If you decide to make a Wookiee character,
much stronger but with a greater chance of being harassed out of
prejudice, you are more likely to accept the loss. If you decide to
participate in a war of assassins, you will recognize the
appropriate conclusion of that war when you are poisoned.
On the other hand, if you have to deliberately withdraw into your
shell to avoid major loss, you have only made people who lose
nothing by doing so happy by allowing the backwater-planet option.
As far as the non-chatter is concerned you might as well have made
the loss noncontingent. When I weigh playing the game you describe,
I think the only way I could do it is if I assumed up front that
every character was going to die soon, and if the costs involved
were still low enough given that assumption, and only then, would I
consider playing.
---
In summary, the problem I identify is that it feels like it gives me
no choice as a player, not because I am immature and can't handle
loss, but because it punishes the pursuit of desired activity very
harshly. To the end of making it less I harsh I suggested:
-- It would help to manage prospect, so that it's not a loss but a
failure to gain. This isn't a confidence game because people
really do make the distinction and feel that it matters. Some very
funny experiments have shown this (although, as with all research,
YMMV). This applies especially to premium services - I would much
rather pay extra money for extra cool content than pay extra money
not to be stuck in the poopy newbie school. The difference is
partially in whether newbie school sucks, but also to a great
extent in how it's framed, as a gain or a loss.
-- I should be able to get adequate entertainment out of the safer
options. Basically because I could always pick up and go somewhere
else, and because sucky games are awful, and because I absolutely
don't want to pay for a game not to suck at all, whether or not
I'm interested in paying to make it better than adequate.
-- The cost of losing should not in any case exceed some amount (I
wouldn't pay more than $20/mo for any game that was less than
outstanding). This is also ethically important - you should watch
out trying to make people lay a lot on gambles, they will ruin
themselves on your game and not blink an eye. Because it is so
certain that it will happen it really is partly your
responsibility to mitigate the problem as much as you can without
sacrificing too much else.
-- Signs should mark where I am risking the loss very clearly. I
should not be able to stumble onto the risk; it should be a
calculated choice of mine.
-- Even accepting that I see the signs, I should get some help
with feeling that my actions are free. Just that I know the score
doesn't mean that it is agreeable. Just because I have a choice
doesn't mean that I am happy, because the whole choice I am
offered may be sour. Actions and parts of the game which are
"on-center," like being a Galactic Citizen, or engaging in an
exciting ongoing war over the fate of the universe, should not be
punished because they stand in the way of the most typical and
reasonably expected activities. If my expectations here are not
met, then you could argue that I'm childish, but that doesn't mean
you did right in the design. On the other hand, parts of the game
which are "off-center," like burglary, drug dealing, waging
vendettas on other people, being an explicitly marginalized sort
of person like a half-orc by choice, playing on planets which are
specifically understood to be nasty war zones, playing with people
who are specifically understood to be dangerous and/or seedy,
playing with devices which are understood to be immensely powerful
and/or unstable, ETC. With gambling, we know it's gambling; we
might lose and feel bad, but, after all, we were in the casino.
But who wants to eat at a restaurant where you are allowed to order
sugar packets and water, but if you order chicken and dumplings you
have a 50% chance of being kicked out, having already paid the fee
up front? Even if we have to have the equivalent of a wacky gambling
restaurant, we need to be persnickety about the details to do it.
Sasha - Mass customization in MM***s lynx@lynx.purrsia.com
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s lynx@lynx.purrsia.com
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Zach Collins {Siege}
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s Travis Casey
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Amanda Walker
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s Amanda Walker
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Paul E. Schwanz, II
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Madrona Tree
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Paul Boyle
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Michael Tresca
- Mass customization in MM***s Brandon J. Van Every
- Mass customization in MM***s P.David
- NLP tools? Robert Zubek
- Importance of graphic in different stages of gaming Edward Glowacki
- Importance of graphic in different stages of gaming Koster, Raph
- Importance of graphic in different stages of gaming Jeff Lindsey
- Importance of graphic in different stages of gaming Damion Schubert
- Game Convention Development Survey Casbaria
- Are gratification-based (online) societies doomed to being immatu re? Koster, Raph
- Are gratification-based (online) societies doomed to being immatu re? Derek Licciardi
- Are gratification-based (online) societies doomed to being immatu re? shren
- Are gratification-based (online) societies doomed to being immatu re? Matt Mihaly
- Are gratification-based (online) societies doomed to being immatu re? Marian Griffith
- Are gratification-based (online) societies doomed to being immature? Paul Schwanz
- Are gratification-based (online) societies doomed to being immatu re? Marc LaFleur
- Salon article: "Showdown in cyberspace: Star Wars vs. The Sims" Robert Zubek
- Are gratifiction-based (online) societies doomed to being immature? Jay C.
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Vladimir Cole
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK eric
- A Question on PvP and PK Paul Boyle
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Vincent Archer
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK Koster, Raph
- A Question on PvP and PK Derek Licciardi
- A Question on PvP and PK Lars Duening
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK shren
- A Question on PvP and PK Dave Rickey
- A Question on PvP and PK Daniel James
- A Question on PvP and PK Sean Kelly
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Sean Kelly
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK Lars Duening
- A Question on PvP and PK Koster, Raph
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Zach Collins {Siege}
- A Question on PvP and PK Kwon Ekstrom
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK John Buehler
- A Question on PvP and PK Eli Stevens
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Paul Schwanz
- A Question on PvP and PK Amanda Walker
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Amanda Walker
- A Question on PvP and PK Sasha Hart
- A Question on PvP and PK apollyon .
- A Question on PvP and PK Sasha Hart
- A Question on PvP and PK ghovs
- A Question on PvP and PK Dave Trump
- A Question on PvP and PK Paul Boyle
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK Moonvine
- Réf. : Mass customization in MM*** s Yannick.Jean@csst.qc.ca
- Réf. : Mass cus tomization in MM*** s Daniel.Harman@barclayscapital.com
- Réf. : Mass customization in MM*** s John Buehler
- Réf. : Mass cus tomization in MM*** s Jeff Lindsey
- Réf. : Mass customization in MM*** s John Buehler
- Réf. : Mass customization in MM*** s Damion Schubert
- Réf. : Mass cus tomization in MM*** s Jeff Lindsey
- Boring Combat (was:Mass customization in MM***s) shren
- Boring Combat (was:Mass customization in MM***s) Daniel.Harman@barclayscapital.com
- Boring Combat (was:Mass customization in MM***s) shren
- Boring Combat (was:Mass customization in MM***s) Daniel.Harman@barclayscapital.com
- Boring Combat (was:Mass customization in MM***s) Acius
- Gamasutra plans to feature MMOGs Lars Duening
- About Fencing (was: mass customisation) Marian Griffith
- About Fencing (was: mass customisation) Greg Titus
- About Fencing (was: mass customisation) Sean Kelly
- About Fencing (was: mass customisation) Greg Titus
- About Fencing (was: mass customisation) shren
- About Fencing (was: mass customisation) Dave Shepherd
- About Fencing (was: mass customisation) John Buehler
- About Fencing (was: mass customisation) Daniel.Harman@barclayscapital.com
- About Fencing (was: mass customisation) Travis Casey
- About Fencing (was: mass customisation) Jessica Mulligan
- About Fencing (was: mass customisation) Damion Schubert
- About Fencing (was: mass customisation) Koster, Raph
- About Fencing (was: mass customisation) Christopher Allen
- About Fencing (was: mass customisation) John Bertoglio
- Crafting Systems - preventing recipe decomposition? Adam
- Crafting Systems - preventing recipe decomposition? Sie Ming
- Crafting Systems - preventing recipe decomposition? Jeff Cole
- Crafting Systems - preventing recipe decomposition? Damion Schubert
- Crafting Systems - preventing recipe decomposit ion? Anderson, David
- Gratification-based MUDs luke@rocketship.com
- Rif. : Mass customization in MM*** s Daniel.Harman@barclayscapital.com
- EQ in mainstream news again... Daniel.Harman@barclayscapital.com
- TECH: Britt A. Green
- Preventing recipe decomposition (why?) Sean Kelly
- Preventing recipe decomposition (why?) Anderson, David
- Preventing recipe decomposition (why?) John Buehler
- Preventing recipe decomposition (why?) Sie Ming
- Preventing recipe decomposition (why?) Derek Licciardi
- Gossip, fiction and tactical lore Damion Schubert
- Gossip, fiction and tactical lore Sara Jensen
- Gossip, fiction and tactical lore John Buehler
- Gossip, fiction and tactical lore Matt Mihaly
- Gossip, fiction and tactical lore John Buehler
- Gossip, fiction and tactical lore Sasha Hart
- Gossip, fiction and tactical lore John Buehler
- java clients Matt Mihaly
- java clients Valerio Santinelli
- java clients Jo Dillon
- java clients Zach Collins {Siege}
- java clients Kwon Ekstrom
- java clients Daniel James
- java clients Jo Dillon
- java clients Colin Coghill
- java clients Brandon J. Van Every
- java clients Matt Mihaly
- java clients Brandon J. Van Every
- java clients Philippe Lalande
- java clients justice@softhome.net
- java clients Matt Mihaly
- java clients Daniel.Harman@barclayscapital.com
- java clients Jo Dillon
- java clients David Love
- java clients Jon A. Lambert
- java clients fred@clift.org
- java clients Lars Duening
- java clients Jon A. Lambert
- java clients justice@softhome.net
- java clients David Love
- java clients Travis Casey
- java clients bruce@cubik.org
- java clients Fred Clift
- java clients Jo Dillon
- java clients Karl Bastiman
- java clients David Yazel
- java clients Christopher Kohnert
- java clients ceo
- java clients Christopher Kohnert
- java clients ceo
- java clients Christopher Kohnert
- java clients Daniel James
- java clients ceo
- java clients Matt Mihaly
- java clients ceo
- Alternative Hit Point Systems? Jack Britt
- Alternative Hit Point Systems? Ammon Lauritzen
- Alternative Hit Point Systems? Sasha Hart
- Alternative Hit Point Systems? Trickey, Rob
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Anderson, David
- Alternative Hit Point Systems? Zach Collins {Siege}
- Alternative Hit Point Systems? shren
- Alternative Hit Point Systems? Daniel.Harman@barclayscapital.com
- Alternative Hit Point Systems? Mathieu Castelli
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Peter Harkins
- Alternative Hit Point Systems? Jack Britt
- Alternative Hit Point Systems? Sasha Hart
- Alternative Hit Point Systems? Jo Dillon
- Alternative Hit Point Systems? Bruce Mitchener
- Alternative Hit Point Systems? Sie Ming
- Alternative Hit Point Systems? Michelle Elbert
- Alternative Hit Point Systems? Paul E. Schwanz, II
- Alternative Hit Point Systems? Sean Kelly
- Alternative Hit Point Systems? Christopher Allen
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Sage
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Michael Tresca
- Creative guy seeking a MUD Brandon J. Van Every
- Creative guy seeking a MUD Frank Crowell
- Creative guy seeking a MUD Sasha Hart
- Creative guy seeking a MUD c_andreev@fmi.uni-sofia.bg
- Creative guy seeking a MUD Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Koster, Raph
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling Tools Ron Gabbard
- "The Artisan's Hands" - Storytelling Tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- "The Artisan's Hands" - Storytelling tools Miroslav Silovic
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- Hangul (was Réf. : Mass customization in MM***s) Travis Casey
- remote 56K editing, especially for lpmud? Brandon J. Van Every
- remote 56K editing, especially for lpmud? Lars Duening
- remote 56K editing, especially for lpmud? Marc Bowden
- remote 56K editing, especially for lpmud? Valerio Santinelli
- A question of PvP and PK Adam
- web-based MUD editing tools? Brandon J. Van Every
- web-based MUD editing tools? Kwon Ekstrom
- web-based MUD editing tools? Christopher Allen
- web-based MUD editing tools? Sanvean
- web-based MUD editing tools? John Bertoglio
- web-based MUD editing tools? zifnab@islandsofmyth.org
- Hangul (was Réf. : Mass customization in MM***s) Sean Kelly
- ADMIN: List configuration changes J C Lawrence
- Hangul (was Ref. : Mass customization in MM***s) Jake Song
- Hangul (was Réf. : Mass customization in MM***s) David Kennerly
- Phonetic and Ideographic languages (was Hangul) Nathan F. Yospe
- portable ftpd daemon for lpmud? Brandon J. Van Every
- portable ftpd daemon for lpmud? Lars Duening
- portable ftpd daemon for lpmud? Malcolm Tester
- portable ftpd daemon for lpmud? Brandon J. Van Every
- current portable lpmud code libraries? Brandon J. Van Every
- current portable lpmud code libraries? David Bennett