January 2004
- The last days of Discord PVP server on EQ Frank Crowell
- The last days of Discord PVP server on EQ szii@sziisoft.com
- biggest muds Matt Mihaly
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... Marian Griffith
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... T H
- Congratulations Horizons... Matt Mihaly
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... Marian Griffith
- Congratulations Horizons... Chris Duesing
- Congratulations Horizons... Mike Shaver
- Congratulations Horizons... Marian Griffith
- Congratulations Horizons... Tom "cro" Gordon
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Christopher Kohnert
- Congratulations Horizons... Vincent Archer
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Vincent Archer
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Matt Mihaly
- Congratulations Horizons... John Buehler
- Congratulations Horizons... Philip M. Hofer {Frumph}
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Paul Schwanz
- Congratulations Horizons... Daniel.Harman@barclayscapital.com
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Matt Mihaly
- Congratulations Horizons... Lee Sheldon
- [DGN] The psychology of random numbers Ted L. Chen
- [DGN] The psychology of random numbers Ammon Lauritzen
- [DGN] The psychology of random numbers Chanur Silvarian
- [DGN] The psychology of random numbers Michael "Flury" Chui
- [DGN] The psychology of random numbers Zach Collins {Siege}
- [DGN] The psychology of random numbers David Kennerly
- [DGN] The psychology of random numbers Paolo Piselli
- [DGN] The psychology of random numbers Sean Kelly
- [DGN] The psychology of random numbers Chanur Silvarian
- [DGN] The psychology of random numbers Alex Chacha
- [DGN] The psychology of random numbers Ted L. Chen
- [DGN] The psychology of random numbers ceo
- [DGN] The psychology of random numbers Dave Bacher
- [DGN] The psychology of random numbers Hans-Henrik Staerfeldt
- [DGN] The psychology of random numbers Ben Hawes
- [DGN] The psychology of random numbers Byron Ellacott
- [DGN] The psychology of random numbers Kirinyaga
- [DGN] The psychology of random numbers Daniel.Harman@barclayscapital.com
- [DGN] The psychology of random numbers szii@sziisoft.com
- [DGN] The psychology of random numbers Brian Hook
- [DGN] The psychology of random numbers Daniel.Harman@barclayscapital.com
- [DGN] The psychology of random numbers Mike Shaver
- [DGN] The psychology of random numbers Byron Ellacott
- [DGN] The psychology of random numbers Byron Ellacott
- [DGN] The psychology of random numbers J C Lawrence
- [DGN] The psychology of random numbers Rayzam
- [DGN] The psychology of random numbers Vincent Archer
- [DGN] The psychology of random numbers Robert Zubek
- [DGN] The psychology of random numbers Travis Casey
- [BIZ] Defining 'churhn' in relation to MMO games Tom "cro" Gordon
- [BIZ] Defining 'churhn' in relation to MMO games ren@aldermangroup.com
- Moderation delays J C Lawrence
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Peter Seebach
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Jon Leonard
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Peter Seebach
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Lars Duening
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Peter Seebach
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Mats Lidstrom
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Lars Duening
- Expected value and standard deviation. Michael Tresca
- Expected value and standard deviation. Ola Fosheim Grøstad
- Expected value and standard deviation. Michael Tresca
- Expected value and standard deviation. Ola Fosheim Grøstad
- levels (was: ghost mode) Ola Fosheim Grøstad
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue 9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) John Buehler
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol7, Issue9) John Buehler
- Do players enjoy farming? (was MUD-Dev Digest, Vol7, Issue9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol7, Issue9) John Buehler
Paul Schwanz writes:
> John Buehler wrote:
>> Paul Schwanz writes:
>> I'd be interested in hearing an example of a non-trivial barrier
>> that was a positive force in a game design.
> Whether or not it was a positive force in the game design is going
> to be highly subjective. A lot of players will say that the
> aforementioned natural disasters in Sim-City were non-trivial
> barriers that were a positive force in the game's design. You
> would obviously disagree. They'll say that the disasters *were*
> entertaining, while you would probably view them as barriers to
> entertainment.
And the subjectivity of whether something is a barrier or not may
well be one of the best ways to detect barriers. When your player
base is split over whether something is entertainment or a barrier
to entertainment, it's an indication that it's got a lot of
'barrier' to it. That 'barrier' sensation arises when one
experience is not aligned with the other experiences that the player
is taking as a package. To be specific, those who expect to be a
farmer expect certain kinds of entertainment to make up the farmer
experience. When other entertainment is introduced which is not
well-aligned with that experience, the barrier feel appears.
I'm arguing for careful alignment of the bits and pieces that make
up any given experience so that it remains clearly coherent.
Everything after that should be options.
>>> I happen to believe that interdependence is an important
>>> ingredient in building community, even though I do understand
>>> that, poorly implemented, it can also be a barrier to
>>> entertainment. But I also believe that pointing out how poorly
>>> something can be implemented proves little.
>> I don't use my examples as a means of demonstrating how poorly
>> something can be implemented. I use them as a way of pointing
>> out flaws in basic design principles. In this case, the very
>> substance of farm entertainment has nothing at all to do with the
>> substance of monster-slaying entertainment. They are very
>> different kinds of entertainment. Consequently, I believe they
>> shouldn't be mixed.
> Yeah, that came across a bit more accusatory than I intended it.
> I apologize for that.
No need. I wasn't offended in the least. (But thanks anyway :)
> I still think you may be looking at the art a bit too closely.
> Sure, there are those who prefer farm entertainment and those who
> prefer monster-slaying entertainment, but I think I may be
> designing for those who enjoy living-in-a-medieval-world
> entertainment. For these people, the entertainment is in how the
> other elements mingle together into something believable and
> immersive. I like the idea of having sub-games, but I don't want
> them to be so isolated that the experience comes across as playing
> parallel single-player games instead of one large whole. So I
> believe that they should indeed be mixed, but certainly they
> should be mixed skillfully and carefully.
Yet the mixing need not be done by the designer. Let the players
mix entertainment as they see fit. I think that's the best way to
permit players to get what they want. So go ahead and isolate the
experiences, but let the players get to the experiences that they
want as they want.
This lies near the root of why I disagree with the interdependence
notion. It says that players are obligated to do something because
the designers want them jumping through certain hoops.
In the case of the besieged farmer, he is obligated to hire
monster-bashers because that will get players interacting with each
other. Or he is obligated to band together with other farmers and
put up magical defenses. Whatever it is, he is obligated to solve
problems that you create for him, not problems that he chooses to
pursue. If the problems that are *available* to pursue are
sufficiently entertaining, the players will band together
voluntarily to enjoy them together.
Note that this is not a call for extremist measures here. I don't
want players able to do silly things like walking up to dragons and
killing them with a single blow just because that was what the
player thought would be entertaining. I just mean that if the
designers partition the entertainment subtly and capably, the
players can assemble the bits and pieces that the designers have
provided. Somewhat like LEGO blocks.
As an example, I might choose to run a farm that grows Blomberries
in one field. Well, dragons LOVE Blomberries during their mating
season, and I'm gonna have to be ready to fend off dragons from my
crop. And it works out that tanners use Blomberries to cure
Emberwolf leather to a very hard form - which is useful for warriors
who want to fend off dragons from fields of Blomberry bushes. As a
farmer, I have stepped into the combat zone because I chose to, not
because the designers said I had to.
That's a VERY simplistic example. Hopefully, with a little bit of
time and effort, designers can produce a kind of chess game of
different kinds of entertainment. All of which are interwoven in
interesting ways. We might call them 'flavors' of different game
experiences.
And this is also why I don't believe in player-run worlds such that
one player relies on another for his entertainment. Doing that is
the same thing as game designers deciding what the entertainment du
jure is, except that instead of the designer, another player is
deciding.
>> More fundamentally, I believe that interdependence is a valuable
>> community building technique for the strongest of bonds.
>> However, I don't believe that attempting to create bonds that
>> strong are appropriate to a purely online community.
> I'm not really sure there is such a thing as a purely online
> community any more than there is such a thing as a purely
> on-the-telephone community.
Okay, then let's just apply my comments to a 'predominantly' online
community. If a bunch of real life friends are playing a video
game, I can easily see that interdependence is a very effective way
of bringing them closer together as a community. But in the heavily
anonymous arena of the internet, interdependence can be a
frustrating, hit and miss thing.
JB
- Do players enjoy farming? (was MUD-Dev Digest, Vol7, Issue9) John Buehler
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Freeman, Jeff
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Ian McDonald
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Rayzam
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Sheela Caur'Lir
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Daniel.Harman@barclayscapital.com
- Do players enjoy farming? (was MUD-Dev Digest, Vol7, Issue9) eversilver@yahoo.com
- Camping (Was just named as a generic MUD-DEV reply) Chanur Silvarian
- Camping (Was just named as a generic MUD-DEV reply) ren@aldermangroup.com
- Camping (Was just named as a generic MUD-DEV reply) Brent P. Newhall
- Exploits and hacks in MMORPGs Björn Morén
- Exploits and hacks in MMORPGs Daniel Anderson
- Exploits and hacks in MMORPGs Sheela Caur'Lir
- Exploits and hacks in MMORPGs Kirinyaga
- Do players enjoy farming? Chanur Silvarian
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue 9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue 9) Tom "cro" Gordon
- Online worlds and behavior... etykwins@fcbayern.de
- ANNOUNCE: MUD-Dev conference, 26 and 27 March 2004 J C Lawrence
- MudWorld.Org Anthony R. Haslage
- New MMORPG from the Army Amanda Walker
- New MMORPG from the Army Dave Rickey
- New MMORPG from the Army Amanda Walker
- New MMORPG from the Army Daniel.Harman@barclayscapital.com
- FedExing ghovs
- Play styles and world interactionsistilldontwantitposted@phlange.com J C Lawrence
- Death and Permadeath and Corpse Retrieval Sean Middleditch
- Death and Permadeath and Corpse Retrieval T H
- Death and Permadeath and Corpse Retrieval Ben Hawes
- Death and Permadeath and Corpse Retrieval Sean Middleditch
- Death and Permadeath and Corpse Retrieval Spot
- Death and Permadeath and Corpse Retrieval Sean Middleditch
- Death and Permadeath and Corpse Retrieval Daniel.Harman@barclayscapital.com
- [DGN] Senior Focus Mentor Needed Andrew Budd
- [BIZ] HOW TO SCREW UP A PERFECTLY GOOD GAME COMPANY IN TEN EASY STEPS Michael Tresca
- [BIZ] TEN MORE EASY WAYS TO SCREW UP YOUR GAME COMPANY Michael Tresca
- Crafting systems Björn Morén
- Do Quests need to be Fed-Ex David Lyttle
- Do Quests need to be Fed-Ex eversilver@yahoo.com
- Do Quests need to be Fed-Ex Chanur Silvarian
- Do Quests need to be Fed-Ex Sean Howard
- Do Quests need to be Fed-Ex Chanur Silvarian
- Do Quests need to be Fed-Ex Sean Howard
- Moving toward Massive Multiplay (was Congratulations Horizons...) Paul Schwanz
- ADMIN: Policy change J C Lawrence
- [TECH][TOOLS] SCM systems ceo
- [TECH][TOOLS] SCM systems Erik Bethke
- [TECH][TOOLS] SCM systems ceo
- [TECH][TOOLS] SCM systems Jon A. Lambert
- Problems with current RPGs Björn Morén
- Problems with current RPGs Koster, Raph
- Problems with current RPGs Sean Howard
- Problems with current RPGs Björn Morén
- Problems with current RPGs Koster, Raph
- Problems with current RPGs Björn Morén
- Problems with current RPGs David Johansson
- Problems with current RPGs Yaka St.Aise
- Problems with current RPGs Hans-Henrik Staerfeldt
- Problems with current RPGs Björn Morén
- Problems with current RPGs Yaka St.Aise
- Character Perceptions John Buehler
- Character Perceptions Derek Licciardi
- Character Perceptions John Buehler
- Character Perceptions ceo
- Character Perceptions John Buehler
- Character Perceptions Scion Altera
- Character Perceptions John Buehler
- Character Perceptions bjoernen@hotmail.com
- Character Perceptions John Buehler
- [BIZ] Warcraft Interview Michael Tresca
- [BIZ] Warcraft Interview ceo
- [BIZ] Warcraft Interview Björn Morén
- Raffle at the MUD-Dev Conference, March 27th and 28th 2004 Ann
- R: Moving toward Massive Multiplay (was CongratulationsHorizons...) Ghilardi Filippo
- Python script as stand alone MUD server... Jason Slaughter
- Python script as stand alone MUD server... Sean Middleditch
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Jason Slaughter
- Python script as stand alone MUD server... Sean Middleditch
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Kwon J. Ekstrom
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Zach Collins {Siege}
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Byron Ellacott
- Python script as stand alone MUD server... Mats Lidstrom
- Python script as stand alone MUD server... ceo
- Python script as stand alone MUD server... Zach Collins {Siege}
- Python script as stand alone MUD server... ceo
- Python script as stand alone MUD server... Zach Collins {Siege}
- Python script as stand alone MUD server... Byron Ellacott
- Python script as stand alone MUD server... Edward Glowacki
- Python script as stand alone MUD server... Brian Hook
- Python script as stand alone MUD server... Sean Middleditch
- Python script as stand alone MUD server... Frank Crowell
- Python script as stand alone MUD server... Byron Ellacott
- Python script as stand alone MUD server... Mike Shaver
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Thomas Clive Richards
- Python script as stand alone MUD server... Zach Collins {Siege}
- [BIZ] Apparent acquisition of Yantis (mysupersales) by IDE Rudy Fink
- [BIZ] Apparent acquisition of Yantis (mysupersales) by IDE Bruce Mitchener
- Meaning and entertainment - Farming and FedExing (was Do players enjoy farming?) Michael Sellers
- Power games Ana Valdés
- Power games Mats Lidstrom
- Power games Ana Valdés
- Power games Byron Ellacott
- Power games Ana Valdés
- Mage 2 Mage gbtmud
- Mage 2 Mage Travis Casey
- Interpersonal Relations in Virtual Worlds Brad King
- Interpersonal Relations in Virtual Worlds Chris
- Interpersonal Relations in Virtual Worlds Nick Yee
- Interpersonal Relations in Virtual Worlds Paul Schwanz
- Interpersonal Relations in Virtual Worlds Ola Fosheim Grøstad
- Interpersonal Relations in Virtual Worlds Lee Faris
- Platform choice Gary Whitten
- MUD client popularity Brian Hook
- MUD client popularity Frank Crowell
- MUD client popularity Ammon Lauritzen
- MUD client popularity Brian Hook
- MUD client popularity Rayzam
- MUD client popularity Brian Hook
- MUD client popularity Rayzam
- MUD client popularity Edward Glowacki
- MUD client popularity J C Lawrence
- MUD client popularity Edward Glowacki
- MUD client popularity Travis Casey
- MUD client popularity Ammon Lauritzen
- MUD client popularity Byron Ellacott
- MUD client popularity Frank Fisher
- MUD client popularity ceo
- MUD client popularity Edward Glowacki
- MUD client popularity Emil Nilimaa
- MUD client popularity Tom "cro" Gordon
- MUD client popularity Edward Glowacki
- MUD client popularity Sean Middleditch
- MUD client popularity Zach Collins {Siege}
- MUD client popularity Sean Middleditch
- MUD client popularity Alistair Riddoch
- MUD client popularity Byron Ellacott
- MUD client popularity Brian Hook
- MUD client popularity Brian Hook
- MUD client popularity Sean Middleditch
- MUD client popularity Edward Glowacki
- MUD client popularity Brent P. Newhall
- SMOG - small multiuser online game Frank Crowell
- SMOG - small multiuser online game Miroslav Silovic
- SMOG - small multiuser online game Frank Crowell
- SMOG - small multiuser online game Crosbie Fitch
- SMOG - small multiuser online game Frank Crowell
- SMOG - small multiuser online game Byron Ellacott
- SMOG - small multiuser online game Crosbie Fitch
- SMOG - small multiuser online game Byron Ellacott
- SMOG - small multiuser online game Tom "cro" Gordon
- SMOG - small multiuser online game Crosbie Fitch
- SMOG - small multiuser online game Crosbie Fitch
- [BUS] How to build an MMOG... ceo
- [DGN] Subjective randomness (was: The psychology of random numbers) Robert Zubek
- Solutions for smarter NPCs Björn Morén
- Solutions for smarter NPCs ext.Christer.Enfors@tietoenator.com
- Solutions for smarter NPCs info@castwide.com
- Solutions for smarter NPCs Kirinyaga
- Solutions for smarter NPCs Vincent Archer
- Solutions for smarter NPCs Valerio Santinelli
- Solutions for smarter NPCs Olivier Lejade
- Solutions for smarter NPCs Kirinyaga
- Solutions for smarter NPCs Olivier Lejade
- Solutions for smarter NPCs Michael Sellers