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
- 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
Shannon Appelcline's column "Trials, Triumphs & Trivialities"
<http://www.skotos.net/articles/TTnT_.shtml> in the Skotos
Articles section <http://www.skotos.net/articles/> recently
featured a trilogy of articles about stretching the bounds
of socialization in online games:
SOCIAL GAMING INTERACTIONS, PART ONE: A HISTORY OF FORM
http://www.skotos.net/articles/TTnT_136.phtml
The first article outlines the problem by looking out how social
interaction has traditionally been handled in online games, and by
considering how limiting these interactions typically have been. It
also outlines how to expand traditional social interactions by
describing three main categories of social interaction: competition,
cooperation, and freeform.
> That the majority of MMORPGs, MUDs, and other multiplayer
> games ultimately support achiever players over socializers,
> or even killers, I think begins to outline how poorly we
> understand--and support--true social interactions in
> today's multiplayer games.
SOCIAL GAMING INTERACTIONS, PART TWO: COMPETITION
http://www.skotos.net/articles/TTnT_137.phtml
The second article expands upon the competitive category of social
interaction. Besides touching upon traditional direct competition, it
also considers resource competition, economic competition, and the
role of bluffing in competition. A number of examples are drawn from
tabletop board games.
> In looking at competitive interaction I intend to first
> consider some forms of competitive interaction that we've
> sort of covered--direct competition and resource competition--
> but will show how even in these "well known" interactions
> we've just scratched the surface. Afterward we'll get into
> some less explored possibilities: economic competition and
> bluffing. The end result? More variability in competition,
> more viability and for the players, ultimately, more fun.
SOCIAL GAMING INTERACTIONS, PART THREE: COOPERATION & FREEFORM
http://www.skotos.net/articles/TTnT_138.phtml
The third and final article expands upon the other two categories of
social interaction: cooperation and freeform. Within cooperative
interaction we find a spectrum of possibilities varied by the immediacy
of the cooperators. Freeform interaction is given a more generalized
overview, covering some of the reasons it appears and how to encourage
it.
> In Richard Bartle's categorization of multiplayer gamers, he
> very broadly touches upon "socializers"--players who are there
> because they want to interact not just with the game system, but
> also with other people. I actually believe there's a lot more
> granularity to the category of socializers than just its simple
> name. The biggest subset of socializers is, I believe, the
> cooperative players--those who are working together within the
> game system toward a specific goal. A few different MMORPGs have
> tried to appeal to this group, but as with competitive gamers
> there's also more we can learn from the word of tabletop games.
-- Christopher Allen
------------------------------------------------------------------------
.. Christopher Allen <ChristopherA@skotos.net> Skotos Tech Inc. ..
.. 2342 Shattuck Ave Ste #512, Berkeley, CA 94704-1517 ..
.. www.skotos.net www.rpg.net o510/647-2760x202 f510/849-1717 .. - 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