September 2003
- [TECH] Server Bottlenecks Jim Purbrick
- [TECH] Server Bottlenecks J C Lawrence
- [TECH] Server Bottlenecks Bruce Mitchener
- [TECH] Server Bottlenecks Jim Purbrick
- [TECH] Server Bottlenecks Bruce Mitchener
- [TECH] Server Bottlenecks J C Lawrence
- [TECH] Server Bottlenecks Roy Riggs
- [TECH] Server Bottlenecks Daniel.Harman@barclayscapital.com
- [TECH] Server Bottlenecks Jim Purbrick
- [TECH] Server Bottlenecks Sean Kelly
- [TECH] Server Bottlenecks Mike Shaver
- [TECH] Server Bottlenecks Eamonn O'Brien
- [TECH] Server Bottlenecks Daniel.Harman@barclayscapital.com
- [TECH] Server Bottlenecks ceo
- [TECH] Server Bottlenecks ceo
- [TECH] Server Bottlenecks Lazarus
- [TECH] Server Bottlenecks Jeff Thompson
- [Tech] Garbage collection Brian Hook
- [Tech] Garbage collection Lars Duening
- [Tech] Garbage collection Bruce Mitchener
- [Tech] Garbage collection Jay Carlson
- TECH: Question about Bartle's new book Christer Enfors
- TECH: Question about Bartle's new book Richard A. Bartle
- Generating Cities John Arras
- Load Testing a MUD sszretter@hotmail.com
- Load Testing a MUD Ren Reynolds
- Load Testing a MUD Ben Greear
- Load Testing a MUD Daniel.Harman@barclayscapital.com
- Load Testing a MUD Matthew D. Fuller
- Load Testing a MUD Marc Bowden
- Load Testing a MUD Lars Duening
- Load Testing a MUD Marc Bowden
- [DGN] Writing... a mud... erich-herz@uiowa.edu
- [DGN] Writing... a mud... Amanda Walker
- [DGN]: Ludicrous scheme. Yaka St.Aise
- [DGN]: Ludicrous scheme. Matt Mihaly
- [DGN]: Ludicrous scheme. Yaka St.Aise
- [DGN]: Ludicrous scheme. Michael Chui
- [DGN]: Ludicrous scheme. Amanda Walker
- [DGN]: Ludicrous scheme. Matthew Dobervich
- [DGN]: Ludicrous scheme. Justin Randall
- [DGN]: Ludicrous scheme. Yaka St.Aise
- [DGN]: Ludicrous scheme. Chris Duesing
- [DGN]: Ludicrous scheme. Crosbie Fitch
- [DGN]: Ludicrous scheme. Yaka St.Aise
- [DGN]: Ludicrous scheme. John Buehler
- [DGN]: Ludicrous scheme. Ola Fosheim Grøstad
- BIZ: Who owns my sword? Corpheous Andrakin
- BIZ: Who owns my sword? Scott Jennings
- BIZ: Who owns my sword? Matthew Dobervich
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Daniel Anderson
- BIZ: Who owns my sword? Mike Shaver
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Daniel Stahl
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Tamzen Cannoy
- BIZ: Who owns my sword? Mike Shaver
- BIZ: Who owns my sword? ceo
- BIZ: Who owns my sword? Nathan Yospe
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Linder Support Team
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Marian Griffith
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Michael Chui
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Paul Schwanz
- BIZ: Who owns my sword? J C Lawrence
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Marian Griffith
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Michael Chui
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Marian Griffith
- BIZ: Who owns my sword? Jeff Cole
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? ceo
- BIZ: Who owns my sword? ceo
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Scott Jennings
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Daniel Anderson
- BIZ: Who owns my sword? Scott Jennings
- BIZ: Who owns my sword? ren@aldermangroup.com
- BIZ: Who owns my sword? Dave Rickey
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Baar - Lord of the Seven Suns
- BIZ: Who owns my sword? Michael Chui
- BIZ: Who owns my sword? Ryan S. Dancey
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Hans-Henrik Staerfeldt
- BIZ: Who owns my sword? John Buehler
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Dave Rickey
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Matt Mihaly
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Amanda Walker
- BIZ: Who owns my sword? Marian Griffith
- BIZ: Who owns my sword? Chris Mancil
- BIZ: Who owns my sword? Zach Collins {Siege}
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Crosbie Fitch
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Ren Reynolds
- BIZ: Who owns my sword? Tamzen Cannoy
- Why doesn't Lineage count as the most popular MMOG ever? Daniel Anderson
- Why doesn't Lineage count as the most popular MMOG ever? Koster, Raph
- Why doesn't Lineage count as the most popular MMOG ever? Scott Jennings
- Why doesn't Lineage count as the most popular MMOG ever? Martin Bassie
- Why doesn't Lineage count as the most popular MMOG ever? Chris Holko
- Why doesn't Lineage count as the most popular MMOG ever? burra@alum.rpi.edu
- Why doesn't Lineage count as the most popular MMOG ever? Scott Jennings
- Why doesn't Lineage count as the most popular MMOG ever? Daniel Anderson
- Why doesn't Lineage count as the most popular MMOG ever? Matt Mihaly
- Why doesn't Lineage count as the most popular MMOG ever? Threshold RPG
- Why doesn't Lineage count as the most popular MMOG ever? Jason Smith
- MUD-Dev Digest, Vol 4, Issue 5 Jessica Mulligan
- [Tech] Functional languages Brian Hook
- [Tech] Functional languages ceo
- [Tech] Functional languages Brian Hook
- [Tech] Functional languages Kim
- [Tech] Functional languages J C Lawrence
- [Tech] Functional languages Joshua Judson Rosen
- [Tech] Functional languages sproctor@ccs.neu.edu
- SW:G Matt Mihaly
- Grief teaching? (Was: Why doesn't Lineage count asthe most pop burra@alum.rpi.edu
- Grief teaching? (Was: Why doesn't Lineage count as the most popular MMOG ever?) ghovs
- Grief teaching? (Was: Why doesn't Lineage count as the most popular MMOG ever?) Daniel.Harman@barclayscapital.com
- R: MUD-Dev Digest, Vol 4, Issue 5 Ghilardi Filippo
- Ghostmode (was: SW:G) Lars Duening
- Ghostmode (was: SW:G) Michael Tresca
- Ghostmode (was: SW:G) Marian Griffith
- MUD-Dev Digest, Vol 4, Issue 5 Crosbie Fitch
- BIZ: Who holds your cahonas in their hand? (runs your infrastructure...; ) ceo
- ghost mode (was SW:G) Tess Lowe
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Vladimir Cole
- ghost mode (was SW:G) Erik Bethke
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Erik Bethke
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Corpheous Andrakin
- ghost mode (was SW:G) Mike Shaver
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Vladimir Cole
- ghost mode (was SW:G) Lars Duening
- ghost mode (was SW:G) Peter Harkins
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Lars Duening
- ghost mode (was SW:G) Marian Griffith
- ghost mode (was SW:G) Scott Moore
- ghost mode (was SW:G) Justin Coleman
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) David Cooksey
- ghost mode (was SW:G) Marian Griffith
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Marian Griffith
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Corpheous Andrakin
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Spot
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Acius
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) J C Lawrence
- ghost mode (was SW:G) Mike Shaver
- ghost mode (was SW:G) Smith, David {Lynchburg}
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- ghost mode (was SW:G) Eli Stevens
- ghost mode (was SW:G) Rayzam
- ghost mode (was SW:G) John Buehler
- ghost mode (was SW:G) Vladimir Cole
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Mike Shaver
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Daniel.Harman@barclayscapital.com
- [DGN]: Ludicrous speed. Chris Duesing
- [DGN]: Ludicrous speed. Michael Chui
- [DGN]: Ludicrous speed. Yaka St.Aise
- [DGN]: Ludicrous speed. Michael Chui
- [DGN]: Ludicrous speed. Yaka St.Aise
- ghost mode (was SW:G) Xyrrus
- Ghost Mode Pat Ditterline
- Player malleable worlds (was Expected value and standard deviation) Crosbie Fitch
- Player malleable worlds (was Expected value and sta ndard deviation) Daniel.Harman@barclayscapital.com
- Player malleable worlds (was Expected value and standard deviation) John Buehler
- Player malleable worlds (was Expected value and sta ndard deviation) Katie Lukas
- Player malleable worlds (was Expected value and sta ndard deviation) Paul Schwanz
- Player malleable worlds (was Expected value and sta ndard deviation) Amanda Walker
- Player malleable worlds (was Expected value and standard deviation) Crosbie Fitch
- Player malleable worlds (was Expected value and sta ndard deviation) Matt Mihaly
- Player malleable worlds (was Expected value and standard deviation) Kerry Fraser-Robinson
- Player malleable worlds (was Expected value and sta ndard deviation) Daniel.Harman@barclayscapital.com
- Player malleable worlds (was Expected value and standard deviation) Torgny Bjers
- Player malleable worlds (was expected value and standard deviation) Chanur Silvarian
- Player malleable worlds (was expected value and standard deviation) Corpheous Andrakin
- Player malleable worlds (was expected value and sta ndard deviation) Daniel.Harman@barclayscapital.com
- Player malleable worlds (was Expected value and sta ndard deviation) Sean Kelly
- Player malleable worlds (was Expected value andstandard deviation) Richard
- ghost mode Tess Lowe
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Mike Shaver
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Amanda Walker
- ghost mode Vincent Archer
- ghost mode Tess Lowe
- ghost mode Daniel.Harman@barclayscapital.com
From: Tess Lowe [mailto:tess@soulsong.org.uk]
> Dan Harman wrote:
> Personally though I'd rather 'achieve' for points and ranking
> positions and respect rather than to level up and access
> content. Why is there this assumption that everyone would leave
> after seeing all the content? Wouldn't achievers be as captivated
> by league tables as by levels? Levels always have a cap - league
> tables do not, unless you're number 1 at absolutely everything.
Which is why league tables are actually pretty depressing. At least
with with levels, there is a cap (even if developers do move it
periodically). It gives you a target, you can get to level 50 and
say 'I've made it', and you know you'll still be level 50 the next
day. League tables are treadmills, you can't ever get off if you
want to keep that achievement, and for me the obvious futility is a
huge turn off.
I'm not saying they are a bad idea, I'd put them in my game, but
only as a parallel axis of advancement, never as the core.
> One thing I learned from playing Achaea - having as many routes to
> obtaining the respect of other players as possible is a good
> thing. Grunt Levelling is one way. Player skill is
> another. Politics is another. Creativity is another. While content
> and area access depends solely on levelling, all these other play
> styles are pushed away.
Absolutely, parallel axis of achievement are to my mind a
fundamental tenet of good RPG design.
>> Even single player games keep things back as a reward, and they
>> don't have anything like the content problems that MMOs do!
> I'm not convinced by that. There are many types of game that make
> all content available at the start, particularly those involving
> PvP. Perhaps this is why FPShooters are incorporating ghost modes
> while MMORPGs generally are not, though I'm pretty sure I'd enjoy
> floating around and watching more in the latter.
Well Raph already touched on this, with respect to other people
providing an near infinite possibility space. I agree completely,
although channeling peoples pvp desires in a non destructive fashion
is still a bit of a work in progress for the field. Not to mention
the difficulty of designing conflicts with sufficient breadth and
depth to tap into even a small proportion of this space.
Getting back to my point of using content as a reward, you are
right, its not the only way to do things, but to throw it away is to
dispose of a valuable motivational tool. Whats to say that Quake
wouldn't be more fun if you got access to better weapons and new
levels as you became a better player? I'd certainly enjoy that!
> I don't understand it when people say "You would quit after two
> weeks if there was no new content or you'd seen everything,"
> because that patently isn't and wasn't true at all. Quite the
> reverse - new content can make me feel like a newbie again, which
> can be quite unpleasant.
Well fair enough we can only ever speak for our own play styles with
any authority, and clearly we differ. Personally I lose interest
fairly quickly doing the same thing time and time again - once I've
grokked the problem space. Perhaps this harks back to the depth &
breadth problem though, maybe if game systems were more interesting
I could keep exploring their problem space and not worry that I was
in the same damned dungeon for the 6th week running.
>>> Do you want my money?
>> Yes but not at the expense of people who are likely to stick
>> around for longer.
> Fair comment, although I suspect you are writing that from the
> point of view of someone who quits when the content runs out.
Don't you? I suspect its just our definition of content that
differs.
>> Ok, you've just demonstrated you are a gfx junkie. That's
>> problematic for a game which intends to have a>3 year liftetime!
>> I'd much rather keep you interested with a controlled
>> dissemination of content.
> Yes, I like to see pretty gfx. Yes I like smooth-as-silk
> movement. But I do NOT need constant new content. That's not my
> mindset at all. But you are right, I'll probably be better off in
> "There" than EQ. I just think it's a shame that something like EQ
> cant support my playstyle, because I think the content and the
> people are very pretty and very numerous and I'd like to have been
> inspired to hang out there more than the two months I managed. A
> large number of my friends have played there for over 3 years now.
Ok, so what mechanics would you add to EQ that would motivate you to
stay? These have to be systems that won't undermine the core
mechanism of the game or unduly damage other players enjoyment.
Dan - ghost mode Amanda Walker
- ghost mode Corey Crawford
- ghost mode Amanda Walker
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode ceo
- ghost mode Rayzam
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Rayzam
- ghost mode Tess Lowe
- ghost mode David Cooksey
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Tess Lowe
- ghost mode Amanda Walker
- ghost mode Amanda Walker
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Amanda Walker
- ghost mode Matt Mihaly
- ghost mode Marian Griffith
- ghost mode Daniel.Harman@barclayscapital.com
- ghost mode Tess Lowe
- ghost mode Richard
- Seamlessly Distributed Online Environments Draymoor {Philip Loguinov}
- Seamlessly Distributed Online Environments Bo Zimmerman
- Seamlessly Distributed Online Environments Frank Crowell
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Paolo Piselli
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments J C Lawrence
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments ceo
- Seamlessly Distributed Online Environments Crosbie Fitch
- Seamlessly Distributed Online Environments Pat Ditterline
- Seamlessly Distributed Online Environments Brent P. Newhall
- Seamlessly Distributed Online Environments Hans-Henrik Staerfeldt
- Seamlessly Distributed Online Environments Roy Riggs
- Seamlessly Distributed Online Environments Sean Kelly
- Rewarding Beta Testers (There's Pricing Deal) Vladimir Cole
- Rewarding Beta Testers (There's Pricing Deal) Amanda Walker
- Rewarding Beta Testers (There's Pricing Deal) Derek Licciardi
- Rewarding Beta Testers (There's Pricing Deal) Amanda Walker
- Rewarding Beta Testers (There's Pricing Deal) Samurai Cat @ Catacombs
- Rewarding Beta Testers (There's Pricing Deal) David Loving
- Rewarding Beta Testers (There's Pricing Deal) Samurai Cat! @ Catacombs
- Rewarding Beta Testers (There's Pricing Deal) Daniel.Harman@barclayscapital.com
- Rewarding Beta Testers (There's Pricing Deal) Walton, Gordon
- Rewarding Beta Testers (There's Pricing Deal) David Kennerly
- Rewarding Beta Testers (There's Pricing Deal) Daniel.Harman@barclayscapital.com
- variable difficulty levels (was: ghost mode) Corey Crawford
- variable difficulty levels (was: ghost mode) David Snyder
- variable difficulty levels (was: ghost mode) Daniel.Harman@barclayscapital.com
- variable difficulty levels (was: ghost mode) Michael Tresca
- ghost mode Amanda Walker
- Player malleable worlds (was Expected value andstandard deviation) Ren Reynolds
- R: BIZ: Who owns my sword? Ghilardi Filippo
- DGN: Why give the players all the numbers? Chanur Silvarian
- DGN: Why give the players all the numbers? Joshua Uyehara
- DGN: Why give the players all the numbers? Lars Duening
- DGN: Why give the players all the numbers? Rayzam
- DGN: Why give the players all the numbers? Brian Hook
- DGN: Why give the players all the numbers? J C Lawrence
- DGN: Why give the players all the numbers? Matt Mihaly
- DGN: Why give the players all the numbers? Zach Collins {Siege}
- DGN: Why give the players all the numbers? Matt Mihaly
- DGN: Why give the players all the numbers? Daniel.Harman@barclayscapital.com
- DGN: Why give the players all the numbers? Matt Mihaly
- DGN: Why give the players all the numbers? Sheela Caur'Lir
- DGN: Why give the players all the numbers? Lee Sheldon
- DGN: Why give the players all the numbers? David Cooksey
- DGN: Why give the players all the numbers? Lee Sheldon
- DGN: Why give the players all the numbers? Daniel.Harman@barclayscapital.com
- DGN: Why give the players all the numbers? Rayzam
- DGN: Why give the players all the numbers? Kwon J. Ekstrom
- DGN: Why give the players all the numbers? Ben Chambers
- DGN: Why give the players all the numbers? Russ Whiteman
- DGN: Why give the players all the numbers? Ben Chambers
- DGN: Why give the players all the numbers? Russ Whiteman
- DGN: Why give the players all the numbers? Daniel.Harman@barclayscapital.com
- DGN: Why give the players all the numbers? Amanda Walker
- DGN: Why give the players all the numbers? Derek Licciardi
- DGN: Why give the players all the numbers? Chanur Silvarian
- DGN: Why give the players all the numbers? Mike Shaver
- DGN: Why give the players all the numbers? Sheela Caur'Lir
- DGN: Why give the players all the numbers? Amanda Walker
- DGN: Why give the players all the numbers? Chanur Silvarian
- ghost mode (was SW:G) Crosbie Fitch
- ghost mode (was SW:G) Michael Tresca
- play styles and difficulty settings ceo
- BIZ: Markee Dragon katie@stickydata.com
- BIZ: Markee Dragon Mike Shaver
- BIZ: Markee Dragon Frank Crowell
- BIZ: Markee Dragon Frank Crowell
- BIZ: Markee Dragon Derek Licciardi
- Meta-games (not META list ;)) ceo
- Meta-games (not META list ;)) Crosbie Fitch
- Meta-games (not META list ;)) ceo
- Meta-games (not META list ;)) Mark Cheverton
- Meta-games (not META list ;)) Michael Sellers
- Meta-games (not META list ;)) ceo@grexengine.com
- Meta-games (not META list ;)) ceo
- [DGN]: Ludicrous speed. Yaka St.Aise
- variable difficulty levels Matt Mihaly
- ghost mode (was SW:G) Amanda Walker
- ghost mode (was SW:G) Freeman, Jeff
- Terra Nova, virtual world blog Castronova, Edward
- R: Rewarding Beta Testers (There's Pricing Deal) Ghilardi Filippo
- ghost mode Amanda Walker
- [list] DGN: Why give the players all the numbers? Scion Altera
- [list] DGN: Why give the players all thenumbers? Rayzam
- [list] DGN: Why give the players all the numbers? Marian Griffith
- [list] DGN: Why give the players all thenumbers? John Buehler
- ghost mode ceo
- Class hierarchies for objects Brian Hook
- Class hierarchies for objects Bo Zimmerman
- A Theory of Fun Paul Schwanz
- The State of Play: On the Second Life Tax Revolt J C Lawrence
- The State of Play: On the Second Life Tax Revolt F. Randall Farmer
- Hidden Character Attribs Spot
- Hidden Character Attribs Owen Matt
- Hidden Character Attribs Sheela Caur'Lir
- Hidden Character Attribs J C Lawrence
- size Matt Mihaly
- size Daniel.Harman@barclayscapital.com
- size Amanda Walker
- size Matt Mihaly
- size Sheela Caur'Lir
- size Sheela Caur'Lir
- A world without charity Eamonn O'Brien
- A world without charity Corpheous Andrakin
- A world without charity Eamonn O'Brien
- A world without charity Marian Griffith
- A world without charity Matt Mihaly
- A world without charity Mike
- A world without charity Eamonn O'Brien
- A world without charity Castronova, Edward
- A world without charity Erik Bethke
- A world without charity gbtmud
- A world without charity Dave Rickey
- A world without charity ceo@grexengine.com
- A world without charity Samurai Cat @ Catacombs
- A world without charity Crosbie Fitch
- A world without charity Ola Fosheim Grøstad
- A world without charity Jeff Crane
- A world without charity eric
- A world without charity David Cooksey
- A world without charity Eli Stevens
- A world without charity Michael Tresca
- A world without charity Ola Fosheim Grøstad
- A world without charity (was Discussion of MUD system design, development, and implementation) Chanur Silvarian
- In Norrath, Tattoine and Rubi-ka, Just What Are Your Legal Rights? Vladimir Cole
- C# as MUD Language, Linux as platform =?koi8-r?Q?=22?=Andrew Batyuck=?koi8-r?Q?=22=20?=< javaman@mail.ru>
- MUD-Dev Digest, Vol 4, Issue 30 Chanur Silvarian
- The Automated Online Role-Player Michael Tresca