September 2002
- A "dev chat" with Brad McQuaid Vincent Archer
- Article on Griefers Rayzam
- Article on Griefers Stephen Miller
- Article on Griefers Michael R. Estepp
- Serialization, dealing with changing classes. Neil Edwards
- Serialization, dealing with changing classes. Sean Kelly
- Serialization, dealing with changing classes. Ammon Lauritzen
- Serialization, dealing with changing classes. Brian Lindahl
- TECH: Serialization, dealing with changing classes. Mark Kochanowski
- Ballerium: Interesting Game John Arras
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game John Robert Arras
- Ballerium: Interesting Game Crosbie Fitch
- Ballerium: Interesting Game shren
- Ballerium: Interesting Game Peter Tyson
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game Vincent Archer
- Ballerium: Interesting Game Mark Cheverton
- Ballerium: Interesting Game huserl@yahoo.com
- Ballerium: Interesting Game Adam
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game Jon A. Lambert
- Much Respect to JessicaM apollyon
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM Sean Kelly
- Much Respect to JessicaM Dave Rickey
- Much Respect to JessicaM Matt Mihaly
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM apollyon
- Much Respect to JessicaM Daniel.Harman@barclayscapital.com
- Much Respect to JessicaM Sean Kelly
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM Paul Schwanz
- Much Respect to JessicaM Richard A. Bartle
- PK/PD (was Much Respect to JessicaM) justice@softhome.net
- MudDev - FAQ 1 Marian Griffith
- MudDev - FAQ 2 Marian Griffith
- [decentralization] Reputation device (fwd) J C Lawrence
- [decentralization] Reputation device (fwd) Daniel.Harman@barclayscapital.com
- [decentralization] Reputation device (fwd) Crosbie Fitch
- ANNOUNCE: Open Betas Daniel.Harman@barclayscapital.com
- ANNOUNCE: Open Betas Vincent Archer
- ANNOUNCE: Open Betas Richard Aihoshi aka Jonric
- ANNOUNCE: Open Betas Mordengaard
- ANNOUNCE: Open Betas Mordengaard
- Charlie Munger on the Psychology of Human Misjudgment J C Lawrence
- Charlie Munger on the Psychology of Human Misjudgment [summary of points] Sasha Hart
- Point of View Ted L. Chen
- Point of View Shane P. Lee
- Point of View Damion Schubert
- Point of View justice@softhome.net
- Point of View Shane P. Lee
- Point of View listsub@wickedgrey.com
- Point of View justice@softhome.net
- Point of View John Robert Arras
- Point of View Ted L. Chen
- Point of View Ted L. Chen
- Commercialization of virtual spaces Koster, Raph
- Commercialization of virtual spaces Jessica Mulligan
- Commercialization of virtual spaces Derek Licciardi
- Commercialization of virtual spaces Mike Shaver
- Commercialization of virtual spaces Justin Stocks
- Commercialization of virtual spaces Russ Whiteman
- Commercialization of virtual spaces Justin Stocks
- Flexible Perl MUD-like Server Project Luke Parrish
- Flexible Perl MUD-like Server Project stanza
- Flexible Perl MUD-like Server Project Joshua Judson Rosen
- Flexible Perl MUD-like Server Project Lars Duening
- MMOG growth Matt Mihaly
- MMOG growth Koster, Raph
- MMOG growth Daniel James
- UO Advanced Character Service Christopher Allen
- UO Advanced Character Service Jessica Mulligan
- UO Advanced Character Service eric
- UO Advanced Character Service Jessica Mulligan
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service Amanda Walker
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service amanda@alfar.com
- UO Advanced Character Service Marc Bowden
- UO Advanced Character Service Ted L. Chen
- UO Advanced Character Service Freeman, Jeff
- UO Advanced Character Service Damion Schubert
- Storytelling in MMOGs article Koster, Raph
- MUD-Dev Storytelling in MMOGs article Jessica Mulligan
- MUD-Dev Storytelling in MMOGs article Valerio Santinelli
- MUD-Dev Storytelling in MMOGs article Paul Boyle
- MUD-Dev Storytelling in MMOGs article Koster, Raph
- MUD-Dev Storytelling in MMOGs article Ted L. Chen
- MUD-Dev Storytelling in MMOGs article Poe, Lawrence
- MUD-Dev Storytelling in MMOGs article Dave Rickey
- MUD-Dev Storytelling in MMOGs article SpY
- MUD-Dev Storytelling in MMOGs article Freeman, Jeff
- MUD-Dev Storytelling in MMOGs article SpY
- MUD-Dev Storytelling in MMOGs article Derek Licciardi
- MUD-Dev Storytelling in MMOGs article Freeman, Jeff
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article holding99@mindspring.com
- MUD-Dev Storytelling in MMOGs article Sean Kelly
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Sean Kelly
- MUD-Dev Storytelling in MMOGs article Mathieu Castelli
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article Matt Owen
- MUD-Dev Storytelling in MMOGs article Damion Schubert
- Game developers gear up for cyber wars Michael Tresca
- Online Games Resource Guide Valerio Santinelli
- Critique this combat system Britt Green
- Critique this combat system Paul Schwanz
- Critique this combat system Edward Glowacki
- Critique this combat system hart.s@attbi.com
- [TECH] new linux thread library coming for libc Bruce Mitchener
- Zhe4 shi4 shen2me zhan4? Richard A. Bartle
- Grouping in MMP Games Dave Rickey
- Grouping in MMP Games Clay
- Grouping in MMP Games Amanda Walker
- Grouping in MMP Games Alex Kay
- Player Created Content - The Holy Grail? Matthew Dobervich
- Player Created Content - The Holy Grail? Matt Mihaly
- Player Created Content - The Holy Grail? Sulka Haro
- Player Created Content - The Holy Grail? Matt Mihaly
- Player Created Content - The Holy Grail? Michael Tresca
- Emoticons: When was the "big bang?" Randolf Richardson
- Emoticons: When was the "big bang?" Darren Henderson
- Emoticons: When was the "big bang?" Elia Morling
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine Matt Mihaly
- Massive Online Gaming magazine Dave Rickey
- Massive Online Gaming magazine Matthew Dobervich
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine Mark Cheverton
- Massive Online Gaming magazine Zach Collins {Siege}
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine shren
- Massive Online Gaming magazine Peter Tyson
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) John Robert Arras
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) John Robert Arras
- Understanding Simulation (was: Point of View) Derek Licciardi
- Understanding Simulation (was: Point of View) Matthew Dobervich
- Understanding Simulation (was: Point of View) Daniel.Harman@barclayscapital.com
- Understanding Simulation (was: Point of View) Travis Nixon
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) Sasha Hart
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) hart.s@attbi.com
- Understanding Simulation (was: Point of View) Kwon J. Ekstrom
- MUD-Dev Storytelling in MMOGs article Clay
- Diamond Age (ex story telling in MMORPG) Mathieu Castelli
- visualization toosl for text mud builders... (aka automapper) fred@clift.org
- Understanding Simulation hart.s@attbi.com
- Understanding Simulation Damion Schubert
- Understanding Simulation Michael R. Estepp
- Understanding Simulation Ron Gabbard
- Understanding Simulation shren
- Understanding Simulation Sasha Hart
- Understanding Simulation shren
- Understanding Simulation Peter Harkins
- Understanding Simulation shren
- Future of MMOGs Valerio Santinelli
- Future of MMOGs Shane P. Lee
- Future of MMOGs Eric Lee {GAMES}
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Koster, Raph
- Future of MMOGs Mike Shaver
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Joe Andrieu
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Jeremy Noetzelman
On Mon, 7 Oct 2002, Crosbie Fitch wrote:
> You can't put file sharing back in Pandora's box.
Actually, it's quite trivial to make P2P file sharing applications
useless. We do it at my employer, because it was costing us in
excess of $1.5M annually in bandwidth charges. And we're not the
only ones. Most people are not willing to pay the real costs
involved with massive P2P file sharing.
While these applications are here to stay, and certainly have
interesting uses, I don't think they'll remain a viable and active
means for the distribution of copyrighted material for the masses
... it will certainly always be around for smaller groups of
technical people, but pure financial considerations by those who pay
the bandwidth bills will prevent the masses from having the classic
Napster experience.
> It's also a great tragedy if a whole class of computing
> (distributed systems) is banned because it erodes the viability of
> copyright based revenue models.
Without getting into a religious war about copyright and it's
morality, we must realize that it's the law of the land (and
throughout most of the world) and thus, the real tragedy is that
said innovative class of computing has been coopted for illegal
uses.
>> Making a powerful distributed system whereby people can
>> contribute their own content, maybe even make money off of it,
>> link together, and form a big ol' Sprawl or Matrix or Park or Net
>> or whatever is going to have to be commercially attractive or it
>> won't happen. And once it's commercially attractive, it will also
>> have to be IP-friendly, at least relatively so.
> Do people participate in file sharing networks because they get
> money out of it, or because they get entertainment out of it? I
> think it's the latter.
Most people participate in file sharing networks because they get
something they would otherwise have to pay for at no charge to them.
Most of them don't even know that they're participating in sharing
files, and just assume they're limiting themselves to downloading
files shared by others. It's not about entertainment, it's about
self interest in the form of getting something for nothing.
> IP is irrelevant to users. IP owners will just have to deal with
> the fact that IP is an oxymoron. Or on the other hand it's quite
> accurate, i.e. once intellectual property leaves the intellect and
> is transcribed into digital form, it is no longer intellectual
> property, but public property.
Without IP, there is no revenue. Without revenue, there are no
corporations. Without corporations, there is no Internet. There,
I've said it, and many would consider it blasphemy. I too look back
fondly on the days before the web existed, and before the net was
commercialized. But I'm not naive enough to think that we'd have
anything like what we have today without said commercialization.
Like it or not, corporations made the internet what it is today.
Hell, even Abilene is funded by corporate donations to a large
extent.
IP may be irrelevant to users, but it's not to the people who own
IP, and it's certainly reasonable for them to expect compensation in
exchange for letting people enjoy their content. I don't begrudge
hollywood for taking my $8.50 for a movie, nor do I begrudge Sony
their $15/month for MMOG X. They spent money to make that content,
that IP, and it's theirs to do what they want with. The thought
that a movie, once aired, becomes public domain, is ludicrous.
> invention. We NEED a public 3D cyberspace system. The wishful
> accounting and dot-com type land-grab can happen afterwards.
Perhaps you can explain why we NEED a public 3d cyberspace system.
Personally, I think 95% of the free content online sucks. Most
MUDs, game mods, etc, all suck. There's always a few good and
innovative games, but by and large, the content that's good is
commercial. There's good reason for that ... providing content
people are willing to pay for is how companies make money.
> But it's a chicken and egg. Does the first version happen first,
> and then a community of Open Source coders join in, or do you
> gather the coders first, and the first version happens later? The
> pump needs priming, and so we need a CERN equivalent....
If you want an open source framework, you'll have to do it, or join
in with one of the several groups working on one already ... I know
they exist, and there's members of them on this list.
That said, I think commercial efforts will always be at the top of
the heap, primarily for financial reasons. Bandwidth alone is a
staggering cost for 3d environments, and you'd be amazed at the
costs generated by FPS games, let alone the costs associated with a
fully p2p mmog system. Peer to Peer mmogs are definitely a viable
model. However, I think the best place for them to be adopted is in
a loose network of commercial nodes. Expecting there to be a
Napster-like MMOG is just foolish.
J - Future of MMOGs Sean Kelly
- Future of MMOGs Dave Trump
- Future of MMOGs Matt Mihaly
- future of MMOGs Adam
- Future of MMOGs Brack, J. Allen
- Future of MMOGs Matt Mihaly
- Future of MMOGs Matt Chatterley
- Future of MMOGs Daniel.Harman@barclayscapital.com
- Future of MMOGs Damion Schubert
- Future of MMOGs Derek Licciardi
- Future of MMOGs Jon A. Lambert
- Future of MMOGs Valerio Santinelli
- Future of MMOGs Travis Cannell
- Future of MMOGs Dr. Cat
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Koster, Raph
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Adam
- Future of MMOGs Amanda Walker