May 2003
- NetGames 2003: CFParticipation Sugih Jamin
- MUD codebases Chris Saik
- MUD codebases Ammon Lauritzen
- MUD codebases Caliban Tiresias Darklock
- MUD codebases Linder Support
- MUD codebases J C Lawrence
- Flow of messages sanxion sanxion
- Flow of messages Ammon Lauritzen
- Flow of messages Ben Chambers
- Flow of messages Travis Casey
- Flow of messages Brian Lindahl
- Flow of messages Ben Chambers
- Flow of messages Brian Lindahl
- Flow of messages sanxion sanxion
- Flow of messages Brian Lindahl
- UDP vs TCP for MUD/MMORPG project. Jason Slaughter
- UDP vs TCP for MUD/MMORPG project. Matt Mihaly
- UDP vs TCP for MUD/MMORPG project. Ryan Arthur
- UDP vs TCP for MUD/MMORPG project. Crosbie Fitch
- UDP vs TCP for MUD/MMORPG project. William
- UDP vs TCP for MUD/MMORPG project. Byron Ellacott
- UDP vs TCP for MUD/MMORPG project. Evan Cortens
- UDP vs TCP for MUD/MMORPG project. J C Lawrence
- UDP vs TCP for MUD/MMORPG project. Amanda Walker
- Customization in games, as a design tool / gameplay element ceo
- Warrior Challenge on PBS Madrona Tree
- Warrior Challenge on PBS Edward Glowacki
- Warrior Challenge on PBS Travis Casey
- Warrior Challenge on PBS Michael Chui
- MudDev FAQ - part 2 Marian Griffith
- MudDev FAQ - part 2 Mats Lidstrom
- MudDev FAQ - part 2 J C Lawrence
- MudDev FAQ - part 2 J C Lawrence
- Storytelling in a PSW from a Player's Persepctive Talanithus HTML
- Storytelling in a PSW from a Player's Persepctive Michael Chui
- Storytelling in a PSW from a Player's Persepctive David Kennerly
- Storytelling in a PSW from a Player's Persepctive Michael Chui
- Storytelling in a PSW from a Player's Persepctive Talanithus HTML
- Storytelling in a PSW from a Player's Persepctive J C Lawrence
- relevance of paper RPGs (was D& D vs. MMORPG "complexity") Travis Casey
- WAP MUD GAME DEVELOP Richard Ruan
- WAP MUD GAME DEVELOP Edouard Kock
- D&D and MMORPGs Michael Tresca
- D&D and MMORPGs Sean Kelly
- D&D and MMORPGs shren
- D&D and MMORPGs Threshold RPG
- D&D and MMORPGs Taylor
- D&D and MMORPGs Chris Holko
- D&D and MMORPGs Daniel James
- D&D and MMORPGs Peter Tyson
- D&D and MMORPGs Jason Murdick
- D&D and MMORPGs Michael Tresca
- D&D and MMORPGs Michael Tresca
- Database vs. Disk Tom
- Database vs. Disk Sean Kelly
- Database vs. Disk Ben Garney
- Database vs. Disk Adam Dray
- Database vs. Disk Hans-Henrik Staerfeldt
- Database vs. Disk Brian Lindahl
- Database vs. Disk Chris Holko
- Database vs. Disk Daniel.Harman@barclayscapital.com
- Database vs. Disk Weston Fryatt
- Database vs. Disk J C Lawrence
- Database vs. Disk Byron Ellacott
- Database vs. Disk Dave Rickey
- Database vs. Disk J C Lawrence
- Database vs. Disk Bruce Mitchener
- Database vs. Disk J C Lawrence
- Database vs. Disk Bruce Mitchener
- Database vs. Disk Jason Gauthier
- Database vs. Disk J C Lawrence
- Database vs. Disk Nicolai Hansen
- Database vs. Disk Zach Collins {Siege}
- Database vs. Disk J C Lawrence
- Database vs. Disk Zach Collins {Siege}
- Database vs. Disk J C Lawrence
- Database vs. Disk Kwon Ekstrom
- Database vs. Disk J C Lawrence
- Database vs. Disk John A. Bertoglio
- Database vs. Disk corrine_123@hotmail.com
- Database vs. Disk Kwon J. Ekstrom
- Database vs. Disk J C Lawrence
- Database vs. Disk Peter "Pietro" Rossmann
- Database vs. Disk Marc Bowden
- Database vs. Disk Kwon J. Ekstrom
- Database vs. Disk Sulka Haro
- Thoughts on a simplified multiplayer game. Jason Slaughter
- Thoughts on a simplified multiplayer game. Edward Glowacki
- Thoughts on a simplified multiplayer game. J C Lawrence
- Thoughts on a simplified multiplayer game. Bruce Mitchener
- Thoughts on a simplified multiplayer game. Edward Glowacki
- Thoughts on a simplified multiplayer game. J C Lawrence
- Thoughts on a simplified multiplayer game. Bruce Mitchener
- Thoughts on a simplified multiplayer game. Christopher Allen
- Thoughts on a simplified multiplayer game. ghfdh fcgdfgdfg
- ADMIN: Untoward unsubscriptions J C Lawrence
- Bringing out the barbaric in each of us David Kennerly
- Horizons Valerio Santinelli
- RP, MMORPGs, and their Evolution Talanithus HTML
- RP, MMORPGs, and their Evolution Brian Lindahl
From: "Talanithus HTML" <talanithus@mindspring.com>
> NOTE: This is a letter I posted on another MMORPG forum, that I
> thought directly applied to UO as well. I attempted to clean it up
> to remove any refernces to the original thread it was crafted for,
> but I might have missed something. It's late, I'm tired. *grins*
First of all, I'll say this is slightly off the topic, but I feel it
needs to be said here. In the following content, MMORPG refers to
such MMORPG-style games with 1000+ concurrent users at peak.
I'd really have to say that, despite the fact that MMORPG has
role-playing in its title. I have yet to see a MMORPG that actually
has roleplaying as its dominant driving force. This is, I'd have to
say, due to the lack of depth of the theme that current MMORPGs are
displaying. The history of the worlds in most current MMORPGs tend
to follow a circular path, as opposed to transgressing a linear path
over a period of time. While some MMORPGs due have linear
progression of a plot line, it is feeble at best (AC2, DragonRealms,
GS3). For example, AC2, just releases new quests and does very
little plotline running from an in-game perspective. GS3, run by
Simutronics, does a better job in utilizing a linear plotline better
than AC2, but it still falls short of encouraging any sort of true
roleplaying. It has significantly more plotlines being run from
within the game (as opposed to add-ins in AC2), however, the sheer
dominance of hack and slash fails to reach a powerful level of
immersion. DragonRealms does a MUCH better job by providing an
environment which does not revolve around hack and slash, however it
lacks strong plotlines run within the game. This are merely
observations that I've made myself, or that others have stated on
message boards. I am not aware of any other MMORPGs that have a more
powerful theme, better run plotlines and/or less emphasis on hack
and slash. Feel free to chime in if I left any out.
I think one of the major reasons why MMORPGs are lacking in this
department, is that the game development is done with very little
integration of history, the future plotline, and flexibility. Most
games' depth is developed in a style akin to the method of changing
the skin color of a monster to create a new beast to kill. It is
very much clone-like and bland. I believe that just as many
resources (time, money, manpower) should be allocated to developing
the environement (story, history, world, cultures, communities,
feature characters, common characters, personality archetypes) as to
developing the gameplay. As long as this environment is strongly
integrated into the gameplay (i.e. just as strong personality
archetypes found in common NPCs as those found in figurehead NPCs),
the result will be that of a higher quality MMORPG that truely
deserves the title that the gaming market was so quick to attribute.
Back to the topic:
> But how many of you remember the wonder you felt in pen and paper
> games as the Dungeon Master revealed a new type of monster? Or
> item? Or a spooky city/castle/dungeons/whatever? This is the
> category that holds the greatest potential in the MMORPG genre,
> though it is yet untapped.
I think this is overtapped, personally. MMORPGs are constantly
adding new content as you describe. However, the content has no
connection to the world it is added to. The game designers say 'hey,
this would be a cool item, put this into the world.' The item has no
connection to the world. While it may be cool to acquire the next
best item, or beat the next toughest monster, these actions in
reality have no impact on the future of the gaming environment. If
the game designers spent more time developing the environment in the
beginning, and creating a chart of events to come, with some form of
continuity, this new content that is added will have a strong
connection within the gaming environment and will result in a more
powerful and true roleplaying experience by creating a deeper level
of immersion. This new content with a strong connection of the
gaming environment makes it much easier for the players to turn into
a roleplaying scenario than something that is just the 'next' thing
to do.
Brian Lindahl
Development Director
The Cathyle Project - RP, MMORPGs, and their Evolution Michael Chui
- RP, MMORPGs, and their Evolution Marian Griffith
- RP, MMORPGs, and their Evolution Paul Schwanz
- RP, MMORPGs, and their Evolution J C Lawrence
- RP, MMORPGs, and their Evolution Matt Mihaly
- RP, MMORPGs, and their Evolution Brian Lindahl
- Account retention (was: D& D vs. MMORPG "complexity") Byron Ellacott
- Object-Oriented Databases John A. Bertoglio
- Object-Oriented Databases Weston Fryatt
- Object-Oriented Databases Travis Nixon
- Object-Oriented Databases Bruce Mitchener
- Object-Oriented Databases John A. Bertoglio
- Object-Oriented Databases Jeff Bachtel
- Object-Oriented Databases Sean Kelly
- TECH: Application-level branch prediction? ceo
- DID vs. MORAG "complexity" Jeff Cole
- DID vs. MORAG "complexity" Dave Rickey
- DID vs. MORAG "complexity" Matt Mihaly
- Objects Ben Chambers
- Scripting languages Jason Murdick
- Scripting languages Brian Hook
- Scripting languages Jason Gauthier
- Scripting languages Sanvean
- Scripting languages Jason Murdick
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Ling Lo
- Scripting languages Jay Carlson
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Lars Duening
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Lars Duening
- Scripting languages Kwon J. Ekstrom
- Scripting languages Lars Duening
- Scripting languages justice@softhome.net
- Scripting languages MIKE MacMartin
- Scripting languages Kwon J. Ekstrom
- Scripting languages Bruce Mitchener
- Scripting languages Kwon J. Ekstrom
- Scripting languages Dr. Cat
- Scripting languages Jay Carlson
- Scripting languages David H. Loeser Jr.
- Scripting languages Shu-yu Guo
- Scripting languages Lars Duening
- Scripting languages David H. Loeser Jr.
- Scripting languages criscal@gmx.de
- Scripting languages eric
- Scripting languages Smith, David {Lynchburg}
- Scripting languages John Buehler
- Scripting languages Mike Shaver
- Scripting languages sanxion sanxion
- Scripting languages Mark 'Kamikaze' Hughes
- Scripting languages Mike Shaver
- Scripting languages sanxion sanxion
- Scripting languages Mark 'Kamikaze' Hughes
- When marketroids attack! Tess Snider
- Moo mailing list issue _DESPARATE FOR HELP! Ms Leigh Canny
- Moo mailing list issue _DESPARATE FOR HELP! David Clifton
- When Player Communities Rebel / Fanbois Gone Rogue vladimir cole
- When Player Communities Rebel / Fanbois Gone Rogue Andrew Barratt {MIS}
- NWN player modules (was: D&D and MMORPGs) Lars Duening
- NWN player modules (was: D&D and MMORPGs) Jonathan Grant
- Simpsons player types Matt Mihaly
- Dealing with cloned NPCs Thomas Sullivan
- Dealing with cloned NPCs Sasha Hart
- Dealing with cloned NPCs Mark 'Kamikaze' Hughes
- Dealing with cloned NPCs Kristen Koster
- Dealing with cloned NPCs Marc Bowden
- Dealing with cloned NPCs Kristen Koster
- Dealing with cloned NPCs Thomas Sullivan
- Dealing with cloned NPCs Owen Matt
- Dealing with cloned NPCs John Buehler
- Dealing with cloned NPCs Owen Matt
- Dealing with cloned NPCs Thomas Sullivan
- Dealing with cloned NPCs Vincent Archer
- The Laws of the Virtual Worlds Tamzen Cannoy