July 2003
- Hackers Put 'Bane' in Shadowbane vladimir cole
- Display Cheats [Was MMO Launch issues...] Phillip Lenhardt
- Display Cheats [Was MMO Launch issues...] Owen Matt
- Display Cheats [Was MMO Launch issues...] Thomas Tomiczek
- Display Cheats [Was MMO Launch issues...] ceo
- Display Cheats [Was MMO Launch issues...] Peter "Pietro" Rossmann
- Display Cheats [Was MMO Launch issues...] Daniel.Harman@barclayscapital.com
- Corba + pvm for servers? + UML + case tools Peter "Pietro" Rossmann
- Material state transformations Yuri Bazhukov
- Material state transformations Chris "Diamonds" Stewart
- Material state transformations Zach Collins {Siege}
- Material state transformations Yuri Bazhukov
- Material state transformations Nicolai Hansen
- Material state transformations Jason Murdick
- Material state transformations Travis Casey
- Material state transformations McDonald, Stephen
- Material state transformations Zach Collins {Siege}
- Material state transformations Richard A. Bartle
- Material state transformations Daniel.Harman@barclayscapital.com
- Programming Languages. Matthew Estes
- Programming Languages. Peter "Pietro" Rossmann
- Programming Languages. Matthew Estes
- Programming Languages. J C Lawrence
- Programming Languages. Christopher Kohnert
- Programming Languages. J C Lawrence
- Programming Languages. Christopher Kohnert
- Programming Languages. Bruce Mitchener
- Programming Languages. Roy Trubshaw
- Programming Languages. Richard A. Bartle
- Programming Languages. Roy Trubshaw
- Programming Languages. Richard A. Bartle
- Programming Languages. Roy Trubshaw
- Programming Languages. Peter "Pietro" Rossmann
- Programming Languages. MIKE MacMartin
- Programming Languages. Kwon J. Ekstrom
- Programming Languages. Mike Shaver
- Programming Languages. MIKE MacMartin
- Programming Languages. Peter "Pietro" Rossmann
- Programming Languages. Bruce Mitchener
- Programming Languages. F. Randall Farmer
- Programming Languages. Kwon J. Ekstrom
- Programming Languages. J C Lawrence
- Geographical space paritioning ceo
- Geographical space paritioning Peter "Pietro" Rossmann
- R: The Price of Being Male Ghilardi Filippo
- Autumn books ceo
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) J C Lawrence
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Marc Bowden
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Paul Schwanz
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Jeff Cole
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Jeff Cole
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Michael Tresca
- [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd) Crosbie Fitch
- Architecture (Cell Rebalancing) - working-sets ceo
- Internationalisation: The effect of Tongues in virtual societes Peter "Pietro" Rossmann
- Internationalisation: The effect of Tongues in virtual societes Michael Chui
- Internationalisation: The effect of Tongues in virtual societes Ghovs
- Internationalisation: The effect of Tongues in virtualsocietes David Kennerly
- Internationalisation: The effect of Tongues in virtual societes Shu-yu Guo {Laptop}
- Internationalisation: The effect of Tongues in virtualsocietes Peter "Pietro" Rossmann
- Internationalisation: The effect of Tongues in virtualsocietes Amanda Walker
- Internationalisation: The effect of Tongues in virtualsocietes Hans-Henrik Staerfeldt
- When will new MMORPGs that are coming out get original with the gameplay? Daniel Anderson
- When will new MMORPGs that are coming out get original withthe gameplay? David Kennerly
- When will new MMORPGs that are coming out get originalwiththe gameplay? Derek Licciardi
- When will new MMORPGs that are coming out get original withthe gameplay? Paul Schwanz
- When will new MMORPGs that are coming out get original withthe gameplay? Matt Mihaly
- When will new MMORPGs that are coming out get original withthe gameplay? Matt Mihaly
- When will new MMORPGs that are coming out get original withthe gameplay? Sasha Hart
- When will new MMORPGs that are coming out get original withthe gameplay? kennerly@sfsu.edu
- When will new MMORPGs that are coming out get original withthe gameplay? Sasha Hart
- When will new MMORPGs that are coming out get original withthe gameplay? Daniel James
- When will new MMORPGs that are coming out get originalwiththe gameplay? David Kennerly
- When will new MMORPGs that are coming out get original withthe gameplay? Michael Tresca
- When will new MMORPGs that are coming out get original with the gameplay? Martin Bassie
- When will new MMORPGs that are coming out get original with the gameplay? Daniel James
- When will new MMORPGs that are coming out get originalwith the gameplay? Daniel Anderson
- When will new MMORPGs that are coming out get original with the gameplay? J C Lawrence
- When will new MMORPGs that are coming out get origi nal with the gameplay? Christer Enfors XW {KS/EIN}
- When will new MMORPGs that are coming out get original with the gameplay? Snicker Furfoot
- When will new MMORPGs that are coming out get origi nal with the gameplay? Daniel.Harman@barclayscapital.com
- When will new MMORPGs that are coming out get original withthe gameplay? Jason Smith
- When will new MMORPGs that are coming out get original with the gameplay? Matt Mihaly
- When will new MMORPGs that are coming out get origi nal with the gameplay? Daniel.Harman@barclayscapital.com
- When will new MMORPGs that are coming out get original with the gameplay? J C Lawrence
- When will new MMORPGs that are coming out get original with the gameplay? Brian 'Psychochild' Green
- When will new MMORPGs that are coming out get original withthe gameplay? Christopher Allen
- R: Internationalisation: The effect of Tongues in virtualsocietes Ghilardi Filippo
- Can "non-twitch" ranged-combat be fun in a MMORPG? Daniel Anderson
- Can "non-twitch" ranged-combat be fun in a MMORPG? Paolo Piselli
- Can "non-twitch" ranged-combat be fun in a MMORPG? Zach Collins {Siege}
- Can "non-twitch" ranged-combat be fun in a MMORPG? John Buehler
- A system for lives, death, old age, PK and perma death Eamonn O'Brien
- A system for lives, death, old age, PK and perma death Kyuss
- A system for lives, death, old age, PK and perma death Sasha Hart
- A system for lives, death, old age, PK and perma de ath Smith, David {Lynchburg}
- A system for lives, death, old age, PK and perma death David H. Loeser Jr.
- A system for lives, death, old age, PK and perma death Sasha Hart
- A system for lives, death, old age, PK and perma death Eamonn O'Brien
- RE:When will new MMORPGs that are coming out get original with the gameplay? Mike Mormando
- Online Gamers become enemies in the Real World Rayzam
- Online Gamers become enemies in the Real World J C Lawrence
- Online Gamers become enemies in the Real World Rayzam
From: "J C Lawrence" <claw@kanga.nu>
> On Sun, 6 Jul 2003 11:25:15 -0700
> rayzam <rayzam@travellingbard.com> wrote:
>> In the Sunday, July 6th, newspaper, there's an associated press
>> article by Nick Wadhams.
>> I couldn't find a copy of it online. Here's a rough summary,
>> though read it if you're interested and can find it.
> Which paper?
San Diego Union-Tribune. But it was an Associated Press article in
the Nation section, so it should have had greater coverage. It is
now appearing on CNN's site:
http://www.cnn.com/2003/TECH/fun.games/07/05/misbehaving.online.ap/index.html
<EdNote: Copy below>
--<cut>--
Sex, mob hits: Sims tests virtual morals
Saturday, July 5, 2003 Posted: 9:17 AM EDT (1317 GMT)
<Image: Jeremy Chase, co founder of a group called the Sim Mafia,
displays a pair of handcuffs.>
NEW YORK (AP) -- Jeremy Chase admits to shaking down his
enemies. His Web site advertises extortion, hits and prostitution
for a hefty fee.
Chase is a mob leader -- but only in the virtual world. He is one of
hundreds of players who found the path of lawlessness and deviance
too irresistible when "The Sims Online" challenged them to "Be
Somebody ... else."
The popular commercial game, where thousands of people interact
electronically, is turning into a petri dish of anti-social
behavior. And that's raising questions about whether limits on
conduct should be set in such emerging virtual worlds, even if they
are huge adult playpens.
"Games give people the opportunity to either do something they've
never had the ability to do before or allow them to do the stuff
they are too afraid to do in real life," said Chase, an unemployed,
self-described computer geek who lives in Sacramento,
California. "This is as close to the real-life mafia that I'm going
to be able to get."
All online games see their share of ne'er-do-wells, or "griefers."
In other games where violence is the norm and killing routine, thugs
delight in slaughtering the less powerful and stealing their loot.
But there are no guns in "Sims," made by Maxis, and it's impossible
to do serious harm to another player. That means griefers --
admittedly a small percentage of the game's 100,000 subscribers --
have to be devilishly creative in their social deviance.
Chase and others insist they're just role-playing like everyone else
in the game. But harassment can be a big deal in "Sims," which
resembles a neighborhood of virtual dollhouses where you build a
home and invite others to come over and play.
The game's raison d'etre is socializing; barely a half year old,
it's the biggest game yet whose rewards come from making friends and
being popular.
One mob tactic is gathering the foot-soldiers to stigmatize someone
else with several so-called "red links" -- a sort of demerit that
shows others how many enemies a player has.
For gamers who have spent hours building a reputation, red links can
be devastating. The platform may be virtual, but the attack isn't.
Simulated or real?
"It's only a game but the people operating those little animated
cartoons are real," said Holly Shevenock, a postal worker from
Harrisburg, Pennsylania.
Shevenock quit playing "Sims" because she was spending too much time
in it -- up to five hours a day. "If you're not careful, you begin
to play this game with your real emotions."
She and others said they knew several people who stopped playing or
reduced their time online because of groups that seemed intent on
harassment.
Psychologists who study online behavior say in-game spats and the
visceral responses to them aren't surprising. With simulations
becoming more lifelike, the line between real and fake is blurred.
"The more real you try to make these online worlds, the more the
problems are real-world problems," said John Suler, a Rider
University professor who specializes in the psychology of
cyberspace. "It's not always easy to contain this stuff in the
fantasy world."
The game's Terms of Service agreement tells players they cannot
"harass, threaten, embarrass, or do anything else to another Member
or guest that is unwarranted." They're also told, "The laws that
apply in the off-line world must be obeyed online as well."
Maxis gives warnings, terminates threads in message boards, suspends
players and in extreme cases, bans accounts. Chase himself endured a
three-day suspension for what he said was foul language.
"We have a very big hammer to wield when we have to," said Kyle
Brink, a Maxis associate producer.
But Maxis can't cover everything.
Real-world liability
Some players have reported online spats leaking out of the game
players have hacked into others' accounts, posed as acquaintances
and spread rumors about real people through instant messaging. Some
have even reported identity theft.
That puts far more pressure on game makers to begin cracking down in
earnest on gamers, experts say. It could lead to more real-world,
legal liability for both players and the companies that make the
games.
"We're going to be forced to create a whole new area of social
convention -- and probably law -- that reflects that kind of
behavior," said psychologist David Greenfield, founder of the Center
for Internet Studies and author of the book "Virtual Addiction."
"You can't produce something that's this potent or powerful
psychologically and not have some accountability for it," he said.
Piers Mathieson and his wife, Jennifer, are two more hardcore "Sims"
players. They log several hours most days.
After the Las Vegas couple distributed photos of themselves to
friends, one griefer hacked into Piers' America Online account and
stole his in-game character's possessions. Someone else posed as
Piers and told other players that Jennifer had died of cancer.
The Mathiesons may have been easy targets. Their character, Mia
Wallace, was the most popular in Alphaville, as one of the game's
servers, or cities, is known.
"You start having to question who your real friends are, who you can
trust, who you can't trust," Jennifer Mathieson said. "It also
paints a huge bulls-eye in your forehead."
The two are also founders of the Sim Shadow Government, a group
boasting 1,000 members dedicated to cracking down on griefers where
Maxis couldn't.
Though the Mathiesons say they dispense justice, their online
tactics can be just as rough. The couple say they have ransacked
apartments, sent out their "troops" to urinate on others' lawns and
once drove another player from the game.
Brink insists the griefers are a far less serious problem in "Sims"
than in other games because it has a different demographic, a lot of
women, people from all age groups, and "players who are looking to
build not destroy," he said. "This is a mature, social crowd as a
whole."
There are also many ways to block out people who bother you. Even
the players agree, after all, that there's no law against being
annoying.
"It reminds me of sales calls during dinner time," said Laura
Robinson, a student who lives in Philadelphia. "They always seem to
message at the wrong time, which in my case is always."
--<cut>--
- Online Gamers become enemies in the Real World Rayzam
- Online Gamers become enemies in the Real World Peter Tyson
- Online Gamers become enemies in the Real World Vincent Archer
- Online Gamers become enemies in the Real World Travis Nixon
- Online Gamers become enemies in the Real World Daniel.Harman@barclayscapital.com
- Multithreading/accept? MIKE MacMartin
- Multithreading/accept? MIKE MacMartin
- When will new MMORPGs that are coming out get original with gameplay? Daniel Anderson
- Java servers and hacking ceo
- Understanding MMOGs ceo
- R: Internationalisation: The effect of Tongues invirtualsocietes Ghilardi Filippo
- A proposed new law of online world design buddy@riseup.net
- A proposed new law of online world design Marc Bowden
- Inside eGenesis: The Simulation of Power and Politics J C Lawrence
- Inside eGenesis: The Simulation of Power and Politics Chris Holko
- Inside eGenesis: The Simulation of Power and Politics Matt Mihaly
- Inside eGenesis: The Simulation of Power and Politics Andrew L. Tepper
- Academic rejection of male/female paper Castronova, Edward
- Academic rejection of male/female paper Tess Snider
- Academic rejection of male/female paper Castronova, Edward
- Academic rejection of male/female paper Richard A. Bartle
- Academic rejection of male/female paper Castronova, Edward
- Academic rejection of male/female paper Richard A. Bartle
- Academic rejection of male/female paper Marian Griffith
- Academic rejection of male/female paper Amanda Walker
- Academic rejection of male/female paper Ren Reynolds
- Alternate Business Models Ben Tolputt
- To Kill an Avatar kennerly@sfsu.edu
- To Kill an Avatar Ren Reynolds
- To Kill an Avatar David Kennerly
- To Kill an Avatar Ren Reynolds
- To Kill an Avatar Castronova, Edward
- To Kill an Avatar Daniel Anderson
- To Kill an Avatar Matt Mihaly
- To Kill an Avatar David Kennerly
- Natalia? Richard A. Bartle
- When will new MMORPGs that are coming out get original with gameplay? Daniel Anderson
- Thailand curfew Richard A. Bartle
- Counting Massive Multi Players David Kennerly
- Counting Massive Multi Players Koster, Raph
- Counting Massive Multi Players Castronova, Edward
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players Madrona Tree
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players Daniel.Harman@barclayscapital.com
- Counting Massive Multi Players Lars Duening
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players Jeremy Gaffney
- Counting Massive Multi Players David Kennerly
- Metrics for assessing game design [was: When will new MMORPGs that are coming out get original with the gameplay?] ceo
- Looking for Paul Schwanz Richard A. Bartle
- Does anyone know the subscription numbers on SWG? Daniel Anderson
- Does anyone know the subscription numbers on SWG? Jason Murdick
- Does anyone know the subscription numbers on SWG? Chris "Diamonds" Stewart
- R: Counting Massive Multi Players Ghilardi Filippo
- Metrics for assessing game design hart.s@comcast.net
- Metrics for assessing game design Matt Mihaly
- Metrics for assessing game design Ron Gabbard
- Metrics for assessing game design Jeremy Gaffney
- Metrics for assessing game design Ron Gabbard
- Metrics for assessing game design ceo
- Metrics for assessing game design katie@stickydata.com
- Metrics for assessing game design Damion Schubert
- Metrics for assessing game design katie@stickydata.com
- Metrics for assessing game design ceo
- Metrics for assessing game design Paul Schwanz
- Wanted: Lead Designer and Lead Technical Artist Matt Mihaly
- BBG's a link to the past Corpheous Andrakin
- BBG's a link to the past Edward Glowacki
- BBG's a link to the past Paul Schwanz
- BBG's a link to the past ceo
- BBG's a link to the past DomQ
- Value of PvP avatars (was: To Kill an Avatar) Castronova, Edward
- Value of PvP avatars (was: To Kill an Avatar) Robert Lemos
- Value of PvP avatars (was: To Kill an Avatar) Richard A. Bartle
- Value of PvP avatars (was: To Kill an Avatar) Rob Lemos
- Value of PvP avatars (was: To Kill an Avatar) katie@stickydata.com
- Value of PvP avatars (was: To Kill an Avatar) Amanda Walker
- Value of PvP avatars (was: To Kill an Avatar) Marian Griffith
- Value of PvP avatars (was: To Kill an Avatar) Boyle, Paul
- Value of PvP avatars (was: To Kill an Avatar) Paul Schwanz
- Value of PvP avatars (was: To Kill an Avatar) Paul Schwanz
- Value of PvP avatars (was: To Kill an Avatar) Brendan O'Brien
- Value of PvP avatars (was: To Kill an Avatar) Ron Gabbard
- Designing Virtual Worlds Richard A. Bartle
- Designing Virtual Worlds Daniel.Harman@barclayscapital.com
- Designing Virtual Worlds Jacob Cord
- Designing Virtual Worlds Richard A. Bartle
- R: Counting Massive Multi Players Ghilardi Filippo
- Thinking outside of the room . . . ur . . . box Nolan J. Darilek
- Thinking outside of the room . . . ur . . . box MIKE MacMartin
- Thinking outside of the room . . . ur . . . box Zach Collins {Siege}
- Thinking outside of the room . . . ur . . . box Daniel.Harman@barclayscapital.com
- Thinking outside of the room . . . ur . . . box T. Alexander Popiel
- Crunch time Yannick Jean
- Crunch time J C Lawrence
- Crunch time Mark 'Kamikaze' Hughes
- Crunch time ceo
- Crunch time Derek Licciardi
- Crunch time Amanda Walker
- Crunch time Ben Tolputt
- Crunch time ceo
- Crunch time Amanda Walker
- Crunch time Derek Licciardi
- Crunch time Damion Schubert
- Crunch time Derek Licciardi
- Crunch time Matt Mihaly
- Crunch time Miroslav Silovic
- Crunch time Sean Kelly
- Crunch time Travis Nixon
- Crunch time Lars Duening
- Crunch time Scott Jennings
- Crunch time Matt Mihaly
- Crunch time Hartsman, Scott
- Crunch time Amanda Walker
- Crunch time Paul Schwanz
- Crunch time Jason Salem
- Crunch time Amanda Walker
- Crunch time katie@stickydata.com
- Crunch time John Buehler
- Crunch time Tamzen Cannoy
- Crunch time Mark Terrano {XBOX}
- Crunch time Brian 'Psychochild' Green
- Crunch time Amanda Walker
- Crunch time Damion Schubert
- Crunch time Sean Kelly
- Crunch time Mark Terrano {XBOX}
- Crunch time Eamonn O'Brien
- Crunch time Alex Chacha
- Identifying Players (was Counting Massive Multi Players) Crosbie Fitch