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
- 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
From: Marian Griffith
> On Wed 12 Feb, Caliban Tiresias Darklock wrote:
>> From: "Marian Griffith" <gryphon@iaehv.nl>
>>> On Tue 04 Feb, Caliban Tiresias Darklock wrote:
>> No, it isn't. Remember, we're not talking about "why do we have
>> levels", we're talking about "why do characters start at such an
>> inadequate level". Obviously, you start somewhere, and that
>> somewhere is suited to some particular sort of
>> play. Unfortunately, we are all too often starting people at a
>> level of ability that isn't suited to much of anything, because
>> that's where we've always started them. I cannot think of any
>> legitimate reason to keep doing it. Is there such a reason?
> Yes, but not a very valid one. Tradition never is. The other being
> that the ability curve is so skewed and out of balance that each
> character really starts out with the relative power of an amoeba,
> yet ends up with god-like abilities. No matter where you start you
> always keep this problem that the low end is meaningless compared
> to the high end. There are several solutions but the weight of
> tradition is working against those. Linear increase of power would
> go a long way and so would realistic abilities of characters
> (i.e. a player attacked by two opponents is almost certain to
> lose). Others would be automa- tic scaling of opponent's
> abilities to that of the player or group opposing
> them. I.e. powerful players would face groups of less po- werful
> monsters, and so would groups of players. Moving the focus away
> from combat would also work, but all these potential solutions
> would radically alter the game and alienate a significant portion
> of the players. The same reason why it is al- most impossible to
> get rid of humans/elf/dwarfs and warrior/cleric mage/thief from
> muds. Players already know about them and do not want to have to
> figure out how the game differs from the ones they are already
> familiar with.
Being that I am new to this list I feel that I am talking out of my
ass on this reply, but here it goes.
While I understand the need for a "progression" through a game, I do
agree that "leveling" is not the way to do it. What is stopping a
game from completely removing leveling all together and use a little
of the EQ model, where your equipment is your progression indicator?
I know that isn't a perfect solution, but is much better than
forcing everyone of your players to go out and bash bunnies for
hours on end. It could also cater to your non fighting players who
enjoy crafting better.
Scott Miller
Marketing and PR Manager
Intelligent Life Games
mailto:unknownplayer@intelgames.com
http://www.imperialwars.com - 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
- A new game paradigm (was: Star Wars Galaxies) Scott Miller - Intelligent Life Games
- 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