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
- On grouping, thoughts John Buehler
Jeff Freeman writes:
> 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).
> 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.
I entirely agree with the spirit of this. My friends are the
players, not the characters. And I speak to players, not to
characters.
Cross-game chatting suggests a cross-game identity, and that was a
reason for bringing the idea up. That cross-game identity is
associated with the player.
Another means of separating character from player is to gag the
characters and only permit players to speak. Characters communicate
to each other entirely in context, using a Mumblespeak language that
players cannot understand. For example, if my character can
'negotiate' with an NPC merchant, I tell my character to 'argue',
'wheedle', 'plead' or 'insist', and my character acts out an
exchange with the NPC according to the two characters' negotiation
skills. Roleplayers are left to using the player communication
channels for now, using artificial voice generation when that is
properly available.
JB - On grouping, thoughts Alex Arnon
- 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