June 2003
- Damage and Stuff (Math and Code) Ben Chambers
- MMO Launch issues ruining potential segments of the market. Derek Licciardi
- MMO Launch issues ruining potential segments of the market. Mike Shaver
- MMO Launch issues ruining potential segments of the market. Daniel Anderson
- MMO Launch issues ruining potential segments of the market. Chris Holko
- MMO Launch issues ruining potential segments of the market. Matt Mihaly
- MMO Launch issues ruining potential segments of the market. Daniel.Harman@barclayscapital.com
- MMO Launch issues ruining potential segments of the market. Justin Coleman
- MMO Launch issues ruining potential segments of th e market. Daniel.Harman@barclayscapital.com
- MMO Launch issues ruining potential segments of th e market. Jeff Fuller
- MMO Launch issues ruining potential segments of the market. Matt Mihaly
- MMO Launch issues ruining potential segments of the market. Luca Girardo
- New Column by Dave Rickey "Engines of Creation" Now at Skotos Christopher Allen
- Announcing Shadow Door: an NPC Control Interface for Neverwinter Nights Robert Zubek
- ADMIN: So, what has been happening? J C Lawrence
- [Meta] Forward of moderated message J C Lawrence
- New Here MIKE MacMartin
- Looking for a GUI Mud Development program Snicker Furfoot
- Looking for a GUI Mud Development program Ben Greear
- ADMIN: List archives are now restored. J C Lawrence
- The Price of Being Male Rayzam
- The Price of Being Male Sasha Hart
- The Price of Being Male Daniel.Harman@barclayscapital.com
- The Price of Being Male Rayzam
- The Price of Being Male Byron Ellacott
- The Price of Being Male Dr. Cat
- The Price of Being Male Castronova, Edward
- The Price of Being Male Boyle, Paul
- The Price of Being Male Mark 'Kamikaze' Hughes
- The Price of Being Male Rayzam
- The Price of Being Male Mark 'Kamikaze' Hughes
- The Price of Being Male Rayzam
- The Price of Being Male Mark 'Kamikaze' Hughes
- The Price of Being Male Marian Griffith
- The Price of Being Male Paul Schwanz
- The Price of Being Male Rayzam
- The Price of Being Male Paul Schwanz
- The Price of Being Male Vincent Archer
- The Price of Being Male Rayzam
- The Price of Being Male Castronova, Edward
- The Price of Being Male Sasha Hart
- The Price of Being Male Mark 'Kamikaze' Hughes
- The Price of Being Male Amanda Walker
- The Price of Being Male Richard A. Bartle
- The Price of Being Male Castronova, Edward
- The Price of Being Male Richard A. Bartle
- The Price of Being Male Tazzik
- The Price of Being Male Richard A. Bartle
- The Price of Being Male Tazzik
- The Price of Being Male Richard A. Bartle
- The Price of Being Male Marian Griffith
- The Price of Being Male Sasha Hart
- The Price of Being Male Tom
- The Price of Being Male Marian Griffith
- The Price of Being Male Sasha Hart
- The Price of Being Male Marian Griffith
- The Price of Being Male Sasha Hart
- The Price of Being Male Richard A. Bartle
- The Price of Being Male Castronova, Edward
- The Price of Being Male Richard A. Bartle
- The Price of Being Male Daniel.Harman@barclayscapital.com
- The Price of Being Male Paul Schwanz
- The Price of Being Male Daniel Anderson
- The Price of Being Male Travis Casey
- The Price of Being Male Paul Schwanz
- The Price of Being Male Travis Casey
- The Price of Being Male Chris Holko
- The Price of Being Male Travis Casey
- The Price of Being Male Sanvean
- The Price of Being Male Sasha Hart
- The Price of Being Male Tom
- The Price of Being Male Sanvean
- The Price of Being Male Paul Schwanz
- The Price of Being Male Amanda Walker
- The Price of Being Male shop@isparkinson.co.uk
- The Price of Being Male Boyle, Paul
- The Price of Being Male Ola Fosheim Grøstad
- The Price of Being Male Sheela Caur'Lir
- The Price of Being Male Jeff Crane
- Are gold pieces taxable? Koster, Raph
- Are gold pieces taxable? Boyle, Paul
- Are gold pieces taxable? Amanda Walker
- Are gold pieces taxable? Thomas Leavitt
- Are gold pieces taxable? Daniel.Harman@barclayscapital.com
- Functors / Loki (was: New Here) Eli Stevens
- Architecture Peter "Pietro" Rossmann
- Architecture Peter "Pietro" Rossmann
- Architecture ceo
- Architecture Peter "Pietro" Rossmann
- SW:G this is so unfair Marian Griffith
- SW:G this is so unfair Marc Bowden
- SW:G this is so unfair Martin Bassie
- Players policing themselves (was: MMO Launch issues ruining potential segments of themarket.) Derek Licciardi
- Q&A with Ken Troop, Lead Designer at Turbine Michael Tresca
From:
http://www.silven.com/dndonline/dndonline.asp?case=show&id
--<cut>--
Finally, too many MMORPG's have lost sight of the community
dynamics present in MUDs, the games that spawned MMORPG's. Players
in MUDs felt like they were part of a social fabric because of the
relative small size of a server population, not in spite of
it. When you play on a world with several thousand other people,
you usually won't know the majority of the other characters that
play there. Your actions and experiences in-game get lost in the
churn of thousands of other players. We're making sure that D&D
Online recreates that sense of a close-knit community. This is a
world where you definitely won't be anonymous. The actions you
take - and bonds you make - become very important.
--<cut>--
Bravissimo! Ken must be on this list somewhere. :)
Mike "Talien" Tresca
RetroMUD Administrator
http://michael.tresca.net
Full text:
--<cut>--
Q&A with Ken Troop, Lead Designer at Turbine
We received answers to a couple of the more pressing questions
regarding the upcoming MMOrpg by Turbine. Ken Troop is the lead
designer on the D&D Online project at Turbine.
Q1: How will D&D Online differ from other MMOrpg's available
today?
Ken Troop: First, D&D Online is the real thing. Almost all
MMORPG's derive their character systems from a D&D model, but only
D&D Online will offer players the opportunity to create a
character that plays and feels like your original D&D character.
Also, combat in most MMORPG's tends to be very static and
turn-based you press an attack button and sit back and watch the
show. Combat in D&D Online is intense and real-time, requiring
tactical decisions at each moment of gameplay. You actually have
to play the game to succeed in combat, instead of just watching
the action go by.
Finally, too many MMORPG's have lost sight of the community
dynamics present in MUDs, the games that spawned MMORPG's. Players
in MUDs felt like they were part of a social fabric because of the
relative small size of a server population, not in spite of
it. When you play on a world with several thousand other people,
you usually won't know the majority of the other characters that
play there. Your actions and experiences in-game get lost in the
churn of thousands of other players. Were making sure that D&D
Online recreates that sense of a close-knit community. This is a
world where you definitely wont be anonymous. The actions you take
and bonds you make become very important.
Q2: Which aspects and areas of D&D Online are you most excited
about?
Ken Troop: So many current and upcoming MMPs focus on being
expansive with an abundance of landscape to explore, but there
really is nothing to see just endless dreary settings filled with
random creatures to fight. Turbine and Atari are making sure you
feel like you're adventuring and exploring a real place when you
play D&D Online. We want players to recapture that sense from the
best D&D campaigns where you're getting glimpses into this other
world, one no less real than our own, instead of just playing a
game. In D&D Online, the city and dungeon spaces don't exist in a
vacuum there is a story and motivation for everything youre
interacting with. And there is far more density of content in
these spaces. Every square inch of D&D Online is worthy of
exploration.
Out of all the MMPs that are currently out or coming out, Dungeons
and Dragons Online is the world I'd most want to play in and not
just because I am the lead designer. Long before we teamed up with
Atari to create D&D Online, nearly everyone on our development
team had spent countless hours playing and thinking about D&D
Dungeons and Dragons is the epitome of what our expectations of a
fantasy role playing experience should be. D&D Online will be the
game for hardcore players who have a life!
Q3: What can you tell us about dungeon adventuring in D&D Online?
Ken Troop: Dungeon exploration is the central theme of adventuring
in Dungeons and Dragons, and we want to make sure we do it justice
in D&D Online. These dungeons are built on the premise of, Only
the wary shall survive. They are scary, malicious places, full of
tricks, traps and monsters. The deeper you go, the more
frightening it gets. Proper planning will be a priority for making
it through the dungeons with your head still attached you'll need
to prepare a strategy, keep on your toes and work well with your
adventuring party if you want to emerge victorious at the end.
We thank Turbine for taking the time to send us these answers, and
we will be working at getting the answers to even more of our
questions from Turbine at the earliest available opportunity.
--<cut>-- - Q&A with Ken Troop, Lead Designer at Turbine Threshold RPG
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann
- Architecture (Cell Rebalancing) Zach Collins {Siege}
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann
- Architecture (Cell Rebalancing) Daniel.Harman@barclayscapital.com
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann
- Architecture (Cell Rebalancing) Rossmann Peter
- Architecture (Cell Rebalancing) ceo
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann
- Architecture (Cell Rebalancing) J C Lawrence
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann
- Architecture (Cell Rebalancing) J C Lawrence
- Architecture (Cell Rebalancing) Rossmann Peter
- Architecture (Cell Rebalancing) Rossmann Peter
- Architecture (Cell Rebalancing) J C Lawrence
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann
- Architecture (Cell Rebalancing) Daniel.Harman@barclayscapital.com
- Architecture (Cell Rebalancing) Peter "Pietro" Rossmann