December 2003
- DGN - Method of controling NPC's. Tony Hoyt
- DGN - Method of controling NPC's. J C Lawrence
- DGN - Method of controling NPC's. Sean Middleditch
- DGN - Method of controling NPC's. Vincent Archer
- DGN - Method of controling NPC's. Sheela Caur'Lir
- First Everquest Server Closure? Daniel.Harman@barclayscapital.com
- First Everquest Server Closure? Daniel.Harman@barclayscapital.com
- First Everquest Server Closure? Vincent Archer
- Game Designer and Senior Engineer Positions Adam Carpenter
- Spike TV"s Video Game Awards Michael Tresca
- Spike TV"s Video Game Awards Zach Collins {Siege}
- Spike TV"s Video Game Awards Rayzam
- Spike TV"s Video Game Awards Otis Viles
- Spike TV"s Video Game Awards Michael Tresca
- Spike TV"s Video Game Awards Daniel Anderson
- R: DGN - Method of controling NPC's. Ghilardi Filippo
- MDC 2004 - Call for Speakers mdc-proposals@kanga.nu
- MDC 2004 - Call for Papers mdc-proposals@kanga.nu
- Current State of MMOG's? Chris
- Current State of MMOG's? Jason Murdick
- Current State of MMOG's? Chris
- Current State of MMOG's? Jason Murdick
- Current State of MMOG's? Jeff Crane
- Current State of MMOG's? Sheela Caur'Lir
- Current State of MMOG's? Brian 'Psychochild' Green
- Current State of MMOG's? Scott Jennings
- MUD-Dev Digest, Vol 7, Issue 7 Chanur Silvarian
- Thought Experiment: Permanent Monster Death Brent P. Newhall
- Thought Experiment: Permanent Monster Death Ammon Lauritzen
- Thought Experiment: Permanent Monster Death Nicolai Hansen
- Thought Experiment: Permanent Monster Death John Buehler
- Thought Experiment: Permanent Monster Death Paul Schwanz
- Thought Experiment: Permanent Monster Death ghovs
- Thought Experiment: Permanent Monster Death Chanur Silvarian
- Thought Experiment: Permanent Monster Death J C Lawrence
- Thought Experiment: Permanent Monster Death J C Lawrence
- Thought Experiment: Permanent Monster Death Sheela Caur'Lir
- Thought Experiment: Permanent Monster Death Ben Kirman
- Thought Experiment: Permanent Monster Death Sean Middleditch
- Thought Experiment: Permanent Monster Death Sheela Caur'Lir
- Thought Experiment: Permanent Monster Death Jason Murdick
- Thought Experiment: Permanent Monster Death Scott Jennings
- Thought Experiment: Permanent Monster Death games@anthemion.org
- Thought Experiment: Permanent Monster Death John Buehler
- Thought Experiment: Permanent Monster Death Paul Schwanz
- Thought Experiment: Permanent Monster Death games@anthemion.org
- Thought Experiment: Permanent Monster Death John Arras
- Thought Experiment: Permanent Monster Death Corpheous Andrakin
- Thought Experiment: Permanent Monster Death Edward Glowacki
- Thought Experiment: Permanent Monster Death Sean Kelly
- Thought Experiment: Permanent Monster Death Scion Altera
- Thought Experiment: Permanent MonsterDeath John Buehler
- Utopian World (Removing access to entertainment) Sheela Caur'Lir
- MUD-Dev Digest, Vol 7, Issue 8 Chanur Silvarian
- The Skaff Effect Michael Tresca
- The Skaff Effect Sheela Caur'Lir
- The Skaff Effect Ryan S. Dancey
- MUD-Dev Digest, Vol 7, Issue 9 Chanur Silvarian
- MUD-Dev Digest, Vol 7, Issue 9 Paul Schwanz
- MUD-Dev Digest, Vol 7, Issue 9 Rayzam
- MUD-Dev Digest, Vol 7, Issue 9 Tom "cro" Gordon
- MUD-Dev Digest, Vol 7, Issue 9 Freeman, Jeff
From: Paul Schwanz [mailto:pschwanz@comcast.net]
> I'm still not sure why we have it in for camping when players so
> obviously like to camp. Or why we have it in for farming when
> players seem to prefer to farm. Why don't these facts cause us
> instead to come up with better ways to help players enjoy camping
> and farming?
Because they complain so bitterly about being "forced" to camp in
order to obtain the items they "need" (to, uh... camp better).
Ditto for farming, I guess. Players don't seem to mind farming so
much as long as they're the ones doing it. Other players farming
the items they want really bugs them.
Plus it's not very epic or heroic. I think the immersion-spoiling
"bad fiction" aspect of it is one of the things they complain about
more than the actual activity.
Farming in MUDs is pretty enjoyable for some folk (actual farming,
that is: Plant seeds, watch them grow, harvest the crops), all
things considered.
The thing that would make killing monsters epic and heroic in
relation to (literal) farming would be an added "... and defend the
crops from ravenous hoards or orcs and/or revenuers..."-step.
Or you could let NPCs do the boring bit, and solicit players to take
care of the exciting part (which I almost didn't want to suggest on
account of so many players, from my perspective, really enjoying the
boring bit).
Players farm dragons for gold and loot because it's a great way to
get gold and loot, but that could be engineered so that mining for
gold and setting up mystical forges to produce magic items was the
better method: With the dragon popping in to disrupt the farming,
rather than the dragon being the thing that the player is farming.
End result is about the same (and I agree the players do enjoy the
gathering/farming/camping/ranching aspect of the activity), but I
think the fictional trapping could be improved.
So the play is the same: You kill monsters in a dungeon and get loot
(which players enjoy). But fictionally, in the one case you're just
killing monsters for the loot. In the other case, you're killing
monsters to prevent them from getting the loot.
Ooh, and you can add a sim-DwarvenMine minigame for the kids.
For what it's worth, I agree with the design philosophy of looking
at what players are doing and improving that experience, versus
trying to erect roadblocks to steer the players toward what we think
they should be doing instead. - MUD-Dev Digest, Vol 7, Issue 9 Paul Schwanz
- MUD-Dev Digest, Vol 7, Issue 9 Sheela Caur'Lir
- MUD-Dev Digest, Vol 7, Issue 9 Sheela Caur'Lir
- [ANNC] new list for technical discussion Bruce Mitchener
- The Mind's Eye Matt Mihaly
- [BUS] Browser-based games ceo
- Online gamer in China wins virtual theft suit David Durant
- Alternate Level Mechanics (was: ghost mode) Eli Stevens
- FW: Socialization in Online Games Christopher Allen
- Whimsy Patricia Pizer
- TECH Looking for light graphical clients Ian McDonald
- TECH Looking for light graphical clients Mats Lidstrom
- Simulated societies (Thought Experiment: Permanent Monster Death) Ola Fosheim Grøstad
- [BIZ] The Web's New Currency Michael Tresca
- [BIZ] The Web's New Currency Ola Fosheim Grøstad
- [BIZ] The Web's New Currency Chris Duesing