February 2005
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Sporky McBeard
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Hulbert, Leland
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Jim Purbrick
- DESIGN: Player pyramid Mike Rozak
- On grouping, thoughts Jeff Freeman
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts John Buehler
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts John Buehler
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts Jason Downs
- On grouping, thoughts Mike Oxford
- On grouping, thoughts Mike "Szii" Oxford
- On grouping, thoughts Peter Harkins
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts cruise
Freeman, Jeff wrote:
> Backing up on the topic a bit, I don't think this sort of external
> game-to-game communication is necessarily the sort of thing that
> will help strengthen in-game social ties anyway (since its by
> definition, an chat system external to any specific game).
I think the point is it strengthens /between/ game social
ties...when I meet a really good player on CoH, for example, it
might be useful to know that they play WoW too, so I can hook up
with them there. Or when the next-big-thing is released, find all
the people you used to play with on last-years-big-thing.
> It does point out that players want to (and do) speak to each
> other as players, player-to-player, while MUDs continue to (try
> to) impose a character-to-character dialog. Someone previously
> mentioned the frequency of player popping into guildchat and
> asking "Hey, is so-n-so on?". Not looking for the *character*
> named so-n-so, but rather the player.
> Seems like we ought to do something along the lines of displaying
> "Character Name (playername)" over the avatar's heads, and using
> player names (rather than character names) for friends lists and
> /tell's. Most of the time we talk to other players - extreme
> roleplayers excepted - we want to talk to the player as a player
> OOC, and *not* character to character.
CoH's inclusion of a global chat system across servers and
characters seems to be an excellent implementation of this. It's
still in testing, but initial plays are very positive - you can see
which character each player is currently logged on with, level,
map/mission and the server they're on.
And of course global ignore means that no matter how many alts the
various obnoxious players create, they'll never be able to bother
you again...
--
[ cruise / casual-tempest.net / transference.org ]
"quantam sufficit" - On grouping, thoughts John Buehler
- On grouping, thoughts Alex Arnon
- On grouping, thoughts cruise
- Musings on ad-hoc social connectivity as a realtime meta-game J C Lawrence
- More ad-hoc grouping thoughts John Buehler
- [Design] Randomness without Replacement David Kennerly
- More randomness in games Alex Chacha
- More randomness in games David Kennerly
- Focus vs. Scope Mike Rozak
- Bartle receives IGDA "Frist Penguin" Award Koster, Raph
- Bartle receives IGDA "Frist Penguin" Award Richard A. Bartle
- DGN: Mudflation as antibody of a "stain development" HRose
- DGN: Mudflation as antibody of a "stain development" cruise
- DGN: Mudflation as antibody of a "stain development" Bad Mojo
- DGN: Mudflation as antibody of a "stain development" Mike Rozak
- DGN: Mudflation as antibody of a "stain development" Hans-Henrik Staerfeldt
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) olag@ifi.uio.no
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) Adam Spivey
- Attractive Grouping (Was: Focus vs. Scope) Paul McInnes
- Attractive Grouping (Was: Focus vs. Scope) Exar Kun
- Attractive Grouping (Was: Focus vs. Scope) Tasci
- Attractive Grouping (Was: Focus vs. Scope) Kiztent Hatepriest
- [bus] Anarchy Online to serve in-game ads ceo
- Middleware pricing Dana V. Baldwin
- Middleware pricing Alistair Milne