February 2003
- Announcing Game Programming Gems 4 Andrew Kirmse
- Secondary characters as a mechanic Brian Hook
- Secondary characters as a mechanic Caliban Tiresias Darklock
- Secondary characters as a mechanic Daniel.Harman@barclayscapital.com
- Secondary characters as a mechanic Paul Schwanz
- Secondary characters as a mechanic Sasha Hart
- Secondary characters as a mechanic Brian Hook
- Secondary characters as a mechanic Koster, Raph
- Secondary characters as a mechanic adam
- Secondary characters as a mechanic Ted L. Chen
- Secondary characters as a mechanic Brian Hook
- Secondary characters as a mechanic Rayzam
- Secondary characters as a mechanic Sasha Hart
- Secondary characters as a mechanic Michael Tresca
- Secondary characters as a mechanic Serafina Pechan
- Secondary characters as a mechanic Damion Schubert
- Secondary characters as a mechanic Sasha Hart
- Secondary characters as a mechanic Daniel.Harman@barclayscapital.com
- Secondary characters as a mechanic John Buehler
- Secondary characters as a mechanic Edward Glowacki
- Secondary characters as a mechanic Brian Hook
- Secondary characters as a mechanic Wes Connell
- Secondary characters as a mechanic Harrok
- Secondary characters as a mechanic Brian Hook
- Secondary characters as a mechanic Richard Aihoshi aka Jonric
- Secondary characters as a mechanic Brian Hook
- Secondary characters as a mechanic Sasha Hart
- Secondary characters as a mechanic Daniel.Harman@barclayscapital.com
- Secondary characters as a mechanic Adam
- Secondary characters as a mechanic Russ Whiteman
- Secondary characters as a mechanic Valerio Santinelli
- Secondary characters as a mechanic Adam Burr
- Secondary characters as a mechanic Valerio Santinelli
- Secondary characters as a mechanic Adam Burr
- Limited character lifespans Dan Shiovitz
- Limited character lifespans Richard Krush
- Limited character lifespans Hans-Henrik Staerfeldt
- Limited character lifespans Peter "Pietro" Rossmann
- Limited character lifespans shren
- Limited character lifespans Paul Cobb
- Limited character lifespans Rayzam
- Limited character lifespans Sasha Hart
- Limited character lifespans Paul Schwanz
- Limited character lifespans Damion Schubert
- Limited character lifespans David H. Loeser Jr.
- How to Find a VC Michael Tresca
- How to Find a VC Koster, Raph
- How to Find a VC Amanda Walker
- How to Find a VC Marc Fielding
- Re:Secondary characters as a mechanic Thiago Moraes
- AP Wire story on activism in MMOG games Marc Fielding
- MMORPG, buildings, is it bad to be just props? Chris
- MMORPG, buildings, is it bad to be just props? Paul Schwanz
- MMORPG, buildings, is it bad to be just props? Dave Rickey
- MMORPG, buildings, is it bad to be just props? John Buehler
- MMORPG, buildings, is it bad to be just props? Damion Schubert
- MMORPG, buildings, is it bad to be just props? John Buehler
- MMORPG, buildings, is it bad to be just props? ceo
- MMORPG, buildings, is it bad to be just props? Marian Griffith
- MMORPG, buildings, is it bad to be just props? Dave Rickey
- MMORPG, buildings, is it bad to be just props? Lee Sheldon
- MMORPG, buildings, is it bad to be just props? J C Lawrence
- MMORPG, buildings, is it bad to be just props? Paul Schwanz
- MMORPG, buildings, is it bad to be just props? J C Lawrence
- MMORPG, buildings, is it bad to be just props? Lee Sheldon
- MMORPG, buildings, is it bad to be just props? J C Lawrence
- MMORPG, buildings, is it bad to be just props? Ron Gabbard
- MMORPG, buildings, is it bad to be just props? Damion Schubert
- MMORPG, buildings, is it bad to be just props? Paul Schwanz
- MMORPG, buildings, is it bad to be just props? Zach Collins {Siege}
- MMORPG, buildings, is it bad to be just props? Amanda Walker
- MMORPG, buildings, is it bad to be just props? Amanda Walker
- MMORPG, buildings, is it bad to be just props? J C Lawrence
- MMORPG, buildings, is it bad to be just props? Chris Holko
- MMORPG, buildings, is it bad to be just props? Dave Rickey
- MMORPG, buildings, is it bad to be just props? Koster, Raph
- Predictive models for churn in subscription based games Scott A. Farley
- Predictive models for churn in subscription based games Damion Schubert
- Mud Servers on RedHat Linux 7.2 Coyote
- Protecting the Player's Suspension of Disbelief Ron Gabbard
- Protecting the Player's Suspension of Disbelief Sasha Hart
- Protecting the Player's Suspension of Disbelief Paul Schwanz
- Protecting the Player's Suspension of Disbelief Caliban Tiresias Darklock
- Protecting the Player's Suspension of Disbelief Damion Schubert
- Protecting the Player's Suspension of Disbelief Ron Gabbard
- Protecting the Player's Suspension of Disbelief Marc Fielding
- Protecting the Player's Suspension of Disbelief Serafina Pechan
- Asian markets research question Dr. Cat
- MUD-Dev conference J C Lawrence
- MUD-Dev conference J C Lawrence
- Re:Secondary characters as a mechanic Thiago Moraes
- Re:Secondary characters as a mechanic Sasha Hart
- Gaming 'is good for you' Daniel.Harman@barclayscapital.com
For once a positive article on gaming:
http://news.bbc.co.uk/1/hi/technology/2744449.stm
Excuse the formatting, the site is formatted similarly to a
newspaper and I didn't want to presumptiously re-paragraph.
<EdNote: Lightly touched>
Dan
8<-----------------------------------------------------------------
Gaming 'is good for you' - Friend and foe meet in Counter-Strike
By Mark Ward
BBC News Online technology correspondent
Computer games are good for you, say researchers who studied the
complex social interactions in the popular shoot-em-up
Counter-Strike.
To people who do not play computer games shoot-em-ups such as
Counter-Strike and Quake look very straightforward. You log on, you
shoot everything that moves with a frightening arsenal of weapons,
you log off.
But studies of players and teams are showing that these games are
much more complex than many people suspect.
They are revealing the deep community and complex culture
surrounding the games, as well as some of the reasons why people
find them appealing.
Group shot
Since Counter-Strike was released in March 1999, the online
modification, or mod, for the Half-Life computer game has been a
huge hit.
Its simple premise pits terrorists against counter-terrorists and
has become the most popular online multiplayer shoot-em-up.
But this uncomplicated premise masks a complex culture that social
scientists are uncovering.
It's not just about guns
Professor Talmadge Wright and colleagues at Loyola University,
Chicago, have spent hours studying Counter-Strike culture by taking
part in games, interviewing players and reviewing text files of
in-game banter.
Prof Wright said that the research shows that Counter-Strike is
about much more than grim gunplay and racking up kills.
The strategy and tactics used by many regular players and teams, or
clans, often makes it seem like a game of chess, he said.
The importance of the social side of Counter-Strike was revealed in
the constant banter, in-jokes and insults that people exchanged
during play, said Prof Wright.
To outsiders this game talk can be impenetrable and lead people to
misinterpret what is going on.
Players tended to bring their offline culture with them when they
play, said Prof Wright.
It was often obvious when teenage boys were playing, he said,
because there was much more trashtalk and sexist or homophobic
insults flying around.
But, said Prof Wright, it was a mistake to think that this meant
that gamers were misanthropists.
"The most common emotion when people are playing is laughter," said
Prof Wright.
The only reason that people can get away with insulting friends and
foes was because they knew them so well, he said.
Collective play
Games such as Counter-Strike that rely on trust and co-operation
give rise to strong communities and good friendships, said Prof
Wright.
It gives people an option of actively participating in some kind of
fantasy role they could not do in real life
Professor Talmadge Wright, Loyola University
As a result players prefer to game with people they know rather than
strangers and they tend to tone down the bad language when those
they do not know well are present.
As well as good tactics, players also like moves and tricks that are
particularly elegant, well executed or exploit the quirks of the
game.
The names that people adopt for their online alter-egos show just
how playfully regulars regard the game, said Prof Wright.
The licence that the game gives people to experiment is part of its
huge attraction.
"It gives people an option of actively participating in some kind of
fantasy role they could not do in real life that allows them to play
with their own feelings," said Prof Wright.
"It is an area that's bricked off from everyday life that you can
enter and leave at will," he said. "It offers you a way to play with
things you may be scared of in a safe way where there are very few
consequences."
For this reason, and others, Prof Wright believes that gaming is
undoubtedly good for players.
Before now, he said, many studies of game playing have been skewed
by hidden agendas.
"There's a cultural motif that underlies the critiques that go on
around this," he said, "the idea of mindless activity is given short
shrift in culture where productivity is given the highest praise." - Gaming 'is good for you' Daniel
- Skill vs Knowledge (was: Brand Loyalty) ceo
- Skill vs Knowledge (was: Brand Loyalty) Caliban Tiresias Darklock
- FW: Cultural impact on Muds (was: Star Wars Galaxies) Damion Schubert
- Cultural impact on Muds Matt Mihaly
- Justification for audit trails in guilds? Rudy Fink
- Justification for audit trails in guilds? Damion Schubert
- Justification for audit trails in guilds? Matt Mihaly
- Justification for audit trails in guilds? Marc Fielding
- Justification for audit trails in guilds? Matt Mihaly
- Justification for audit trails in guilds? eric
- Justification for audit trails in guilds? J C Lawrence
- Justification for audit trails in guilds? Matt Mihaly
- Justification for audit trails in guilds? eric
- Justification for audit trails in guilds? Matt Mihaly
- Justification for audit trails in guilds? Zach Collins {Siege}
- Justification for audit trails in guilds? eric
- Justification for audit trails in guilds? Matt Mihaly
- Justification for audit trails in guilds? Steven J. Owens
- Justification for audit trails in guilds? chrep@hotmail.com
- New issue of the Daedalus Project Koster, Raph
- New issue of the Daedalus Project Ola Fosheim Grøstad
- Movie-Making Games (Was Spam: Star Wars Galaxies: 1 character per server) Damion Schubert
- Movie-Making Games (Was Spam: Star Wars Galaxies: 1 character per server) Damion Schubert
- Threading and Queues (What Fun) Ben Chambers
- Threading and Queues (What Fun) Sean Miller
- Threading and Queues (What Fun) szii@sziisoft.com
- Threading and Queues (What Fun) lynx@lynx.purrsia.com
- A new game paradigm (was: Star Wars Galaxies) Marian Griffith
- A new game paradigm (was: Star Wars Galaxies) Scott Miller - Intelligent Life Games
- A new game paradigm (was: Star Wars Galaxies) Caliban Tiresias Darklock
- A new game paradigm (was: Star Wars Galaxies) Thomas Tomiczek
- A new game paradigm (was: Star Wars Galaxies) J C Lawrence
- A new game paradigm (was: Star Wars Galaxies) Scott Miller - Intelligent Life Games
- A new game paradigm (was: Star Wars Galaxies) Travis Casey
- A new game paradigm (was: Star Wars Galaxies) Caliban Tiresias Darklock
- MMORPG/MMOG Server design Weston Fryatt
- MMORPG/MMOG Server design Edward Glowacki
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Edward Glowacki
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Thomas Tomiczek
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Bruce Mitchener
- MMORPG/MMOG Server design Thomas Tomiczek
- MMORPG/MMOG Server design Daniel.Harman@barclayscapital.com
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design ceo
- MMORPG/MMOG Server design Damion Schubert
- MMORPG/MMOG Server design Jeremy Noetzelman
- MMORPG/MMOG Server design Weston Fryatt
- MMORPG/MMOG Server design Jeremy Noetzelman
- MMORPG/MMOG Server design Weston Fryatt
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Weston Fryatt
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Damion Schubert
- MMORPG/MMOG Server design Derek Licciardi
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design ceo
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Caliban Tiresias Darklock
- MMORPG/MMOG Server design Sean Kelly
- MMORPG/MMOG Server design John Buehler
- MMORPG/MMOG Server design Sean Kelly
- MMORPG/MMOG Server design Thomas Tomiczek
- MMORPG/MMOG Server design Keith Brewer
- MMORPG/MMOG Server design J C Lawrence
- MMORPG/MMOG Server design Mike Shaver
- MMORPG/MMOG Server design Keith Brewer
- MMORPG/MMOG Server design Crosbie Fitch
- MMORPG/MMOG Server design Mike Shaver
- MMORPG/MMOG Server design lynx@lynx.purrsia.com
- MMORPG/MMOG Server design Ted L. Chen
- Movie-Making Games (Was Spam: Star Wars Scott Jennings
- Movie-Making Games (Was Spam: Star Wars ceo
- Multithreading: AI, Sockets, Brains, Bodies, and Storage Brian Lindahl
- Multithreading: AI, Sockets, Brains, Bodies, and Storage J C Lawrence
- Multithreading: AI, Sockets, Brains, Bodies, and Storage J C Lawrence
- Multithreading: AI, Sockets, Brains, Bodies, and Storage Caliban Tiresias Darklock
- Perl - SOAP/XML - Slow? Tom Sullivan
- Perl - SOAP/XML - Slow? J C Lawrence
- Perl - SOAP/XML - Slow? Tom Sullivan
- Perl - SOAP/XML - Slow? J C Lawrence
- Perl - SOAP/XML - Slow? Mark Cheverton
- Perl - SOAP/XML - Slow? Daniel.Harman@barclayscapital.com
- Perl - SOAP/XML - Slow? Stephane Boisjoli
- Perl - SOAP/XML - Slow? Caliban Tiresias Darklock
- Hourly usage Peter Tyson
- Hourly usage lynx@lynx.purrsia.com
- Hourly usage Michael Tresca
- In this corner.representing SCS.The Tyrant! F. Randall Farmer
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Mike Shaver
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Felix A. Croes
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Travis Nixon
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Felix A. Croes
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Felix A. Croes
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Felix A. Croes
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Amanda Walker
- MMORPG/MMOG P2P design Ted L. Chen
- MMORPG/MMOG P2P design Ben Hoyt
- MMORPG/MMOG P2P design Derek Licciardi
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Ben Hoyt
- MMORPG/MMOG P2P design Felix A. Croes
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design Caliban Tiresias Darklock
- MMORPG/MMOG P2P design Ben Hoyt
- MMORPG/MMOG P2P design Ben Hoyt
- MMORPG/MMOG P2P design lynx@lynx.purrsia.com
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design lynx@lynx.purrsia.com
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design lynx@lynx.purrsia.com
- MMORPG/MMOG P2P design Crosbie Fitch
- MMORPG/MMOG P2P design lynx@lynx.purrsia.com
- MMORPG/MMOG P2P design Crosbie Fitch
- workload simulation (was: MMORPG/MMOG Server design) Mike Shaver
- MMORPG/MMOG Server design - intel-ligent choices of hardware ; ) ceo
- workload simulation (was: MMORPG/MMOG Server design) ceo
- Team management Peter Harkins
- Team management Tom Sullivan
- Team management Sanvean
- Team management Michael Tresca
- Virtual worlds meet LARPs Richard A. Bartle
- Virtual worlds meet LARPs Mark Cheverton
- Virtual worlds meet LARPs Richard A. Bartle
- Virtual worlds meet LARPs Lee Sheldon
- Skotos Kicks Off Associate Program Shannon Appelcline
- Infrastructure kat-Zygfryd