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 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
Damion Schubert wrote:
> From katie@stickydata.com
>> [Adam M wrote:]
>>> I agree quite strongly with one of this week's Gamasutra
>>> articles which points out that the infamous "crunch time" on
>>> games dev projects probably is the single greatest drain on
>>> creativity within the industry - and it has no plus side.
>> Crunch time means that planning has been inadequate. That's not
>> to say that good or complete planning is easy - far from it, to
>> such an extent that many companies, even very large ones, often
>> weigh the work necessary to put together real and good planning
>> and processes versus the cost of dealing with poor processes, and
>> in the short term coping costs less.
> Such vitriol against crunch! Really! The ironic thing, of
> course, is that if it were not for crunch, and I mean serious,
> serious crunch, there probably would not be a single major MMO on
> the market today.
...
> The Star Wars: Galaxies team probably did enough crunch to be
> considered slavery in some countries, and yet it seems to have
> more than its share of creative and innovative designs.
...
> True story: I interviewed with and walked away from a job at a
> company who 'didn't believe in crunch'. They'd all come from game
> company situations where crunch was abused, and swore that it
> wouldn't happen on their watch. My belief was the attitude
> sounded more like a company that wasn't populated by 'finishers' -
> those that had what it took to get the product out the door.
I think I agree with everything you've said, certainly that it is
currently often a necessity - it surely wouldn't be done on such a
scale otherwise?
I just feel that in most cases it could be avoided, if we had better
tools/processes/etc (I'm trying to be careful not to too tightly
constrain what kinds of things - partly because it's probably as
much to do with individuals' skills and experience as it is with
processes or tools). The situation I was highlighting is that at
least part of the problem is that some of the tools other industries
have are not yet available (or perhaps not yet discovered / honed /
etc) here.
A parallel example / analogy: it's taking time to establish strong
shared vocabularies just for discussing MMOG's (and to establish
consensus opinion - which for many people means it must be based on
fact - about things like the relative appropriateness of different
types of economy). This is a walk in the park compared to
creating/improving customized tools/etc for managing
games-development projects.
One distressing but perhaps valid comment I've heard often is that
there really isn't enough time in any individual's career in this
fast-paced industry to sit back and work out better ways. And that
anyone who does get that much time only does so by quitting the
industry in circumstances that involve never wanting to go back :).
Adam M
- 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