March 2004
- Quick question SSL Mats Lidstrom
- Player Justice (was: Character Restraint & Capture (bounty hunting)) Damion Schubert
- Player Justice Paul Schwanz
- Player Justice Damion Schubert
- Player Justice Freeman, Jeff
- Player Justice Koster, Raph
- Player Justice Michael Sellers
- Player Justice Koster, Raph
- Player Justice Matt Mihaly
- Player Justice Freeman, Jeff
- Player Justice Paul Schwanz
- Quick question SSL...solution? ceo
- The Economic Model - as a Game Matt Chatterley
- The Economic Model - as a Game j0hn@mistydale.com
- Parser engines Brian Hook
- Parser engines Hans-Henrik Staerfeldt
- Parser engines Malcolm W. Tester II
- Parser engines Mike Rozak
- Parser engines Miroslav Silovic
- Parser engines Mike Rozak
- Parser engines Artur Biesiadowski
- Parser engines Jason Slaughter
- Parser engines Mike Rozak
- Parser engines Travis Casey
- Parser engines Nathan Yospe
- Parser engines ext.Christer.Enfors@tietoenator.com
- Parser engines Sean Middleditch
- Parser engines T. Alexander Popiel
- Parser engines Lars Duening
- Parser engines Brian Hook
- Parser engines Helps Family
- Parser engines Travis Casey
- Parser engines Robert Zubek
- Parser engines Brian Hook
- Meet & Greet IV Anthony R. Haslage
- N00b question Matthew Turland
- N00b question Peter Harkins
- [good] N00b question Manuel Lanctot
- Player Justice Brian 'Psychochild' Green
- Player Justice John Buehler
- Player Justice Damion Schubert
From: John Buehler
> But what I've been reading for a few days now is statements about
> in-game "justice" for what amounts to grief play. I've always
> assumed that grief play was defined by actions that players take
> that is counter to (damaging to) the intent of the game. That it
> is 'outside' the game experience. If I'm playing chess with
> somebody and a griefer comes along and flips over the board, we
> don't dock him a queen in his next match. We eject him from the
> place that we're playing. Perhaps after a warning.
> The "ultimate punishment" is to eject a player from the game
> (support issues are expensive). Obviously, this is fraught with
> the usual re-emergence problem where a player just starts up
> another subscription to your game. But that is a real world
> battle with a person who is acting against the interests of your
> game company. It has nothing to do with putting that player's
> character in virtual jail.
> In-game justice systems deal with the fiction of sanctioned game
> actions. Customer support systems deal with grief play. In-game
> justice systems should be implemented only so far as supporting
> evidence can be documented and analyzed by the game software.
> It's a game feature, after all. Customer support systems would be
> well-advised to be implemented such that victims of grief play can
> report facts from the gameplay experience.
Perhaps it was misexplained, but the Justicar system that was
discussed here was designed primarily to deal with in-character
anti-social play (i.e. player killing and what not). For true grief
play (i.e. mudrape, etc) you still have the ability to escort
players forcibly from the play space.
That being said, once we put in the Justicar system, it seemed to me
like players did indeed take more of that responsibility upon
themselves and we got fewer calls about abuse (killing someone for
being a punk was now pardonable and condonable by society) although
truth be told that was about the time that our society matured
(i.e. our numbers peaked and we didn't have floods of idiot new
players coming in), so that may have been somewhat coincidental. - Player Justice Jester
- Player Justice Baar - Lord of the Seven Suns
- Player Justice cruise
- Player Justice Jeff Fuller
- Player Justice Travis Nixon
- Player Justice Tom "cro" Gordon
- Player Justice John Buehler
- Player Justice Eric Random
- Player Justice Damion Schubert
- Player Justice Matt Mihaly
- Player Justice Brian 'Psychochild' Green
- [good] Parser engines Manuel Lanctot
- [good] Parser engines Travis Casey
- [good] Parser engines Mike Rozak
- Character Restraint and Griefing mark
- Cultural impact on Muds Ola Fosheim Grøstad
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL szii@sziisoft.com
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Byron Ellacott
- 2d mapping in SQL Matt Chatterley
- 2d mapping in SQL Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Ola Fosheim Grøstad
- Why significant rewards for quests are a bad thing Brian Miller
- Character Restraint & Capture. (long) Jester
- MUD/MMO Service Tools Jim Purbrick
- [Biz] Bots Open Door to Gaming History Michael Tresca
- [Announcement] Mesh Project Jon A. Lambert
- Sun's Sim Server and Gordon's 10 Reasons (the first one :)) ceo
- DGN NEWS: Master's thesis on quest systems for MMORPGs William Saar
- DGN NEWS: Master's thesis on quest systems for MMORPGs Douglas Goodall