March 2007
- [ANNOUNCE] Midgard Online Andreas Weidenhaupt
- [ANNOUNCE] Midgard Online Morris Cox
- [ANNOUNCE] Midgard Online Michael Hartman
- [ANNOUNCE] Midgard Online Andreas Weidenhaupt
- [ANNOUNCE] Midgard Online Michael Hartman
 
 
- [ANNOUNCE] Midgard Online Mike Rozak
- [ANNOUNCE] Midgard Online Andreas Weidenhaupt
- [ANNOUNCE] Midgard Online Damion Schubert
- [ANNOUNCE] Midgard Online Andreas Weidenhaupt
 
 
 
 
- [NEWS] Trident Games Prepares New Online Game Using Skotos Engine Shannon Appelcline
- [TECH] MMOG Design List Weston Fryatt
- [TECH] MMOG Design List Lachek Butalek
- [TECH] MMOG Design List Adam Martin
 
- [TECH] MMOG Design List Mike Rozak
- [TECH] MMOG Design List Weston Fryatt
 
- [TECH] MMOG Design List Hyrup, Darrin
- [TECH] MMOG Design List Morgan Ramsay
 
- [BIZ] Unauthorised Publishing of My Work mud-dev-list@jaruzel.com
- [BIZ] Unauthorised Publishing of My Work Lachek Butalek
- [BIZ] Unauthorised Publishing of My Work Sean Howard
- [BIZ] Unauthorised Publishing of My Work David Johansson
- [BIZ] Unauthorised Publishing of My Work Lachek Butalek
- [BIZ] Unauthorised Publishing of My Work David Johansson
 
 
 
- [BIZ] Unauthorised Publishing of My Work Keith Dunwoody
- [BIZ] Unauthorised Publishing of My Work Sean Howard
 
 
- [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants) Morris Cox
- [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants) Caliban Darklock
- [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants) Adam Martin
- [DESIGN] Homogenized MMORPG Engines (Was: A rantagainst Vanguard reviews and rants) Craig Huber
- [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants) Morris Cox
- [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants) Jeffrey Kesselman
- [DESIGN] Ray traced environments John Buehler
- [DESIGN] Ray traced environments Jeffrey Kesselman
- [DESIGN] Ray traced environments John Buehler
- [DESIGN] Ray traced environments Damion Schubert
- [DESIGN] Ray traced environments Tess Snider
- [DESIGN] Ray traced environments John Buehler
- [DESIGN] Ray traced environments Adam Martin
- [DESIGN] Ray traced environments Jeffrey Kesselman
 
 
- [DESIGN] Ray traced environments Mike Rozak
- [DESIGN] Ray traced environments Jeffrey Kesselman
- [DESIGN] Ray traced environments Jeffrey Kesselman
 
- [DESIGN] Ray traced environments Jeffrey Kesselman
- [DESIGN] Ray traced environments Acius
- [DESIGN] Ray traced environments Jeffrey Kesselman
 
 
 
 
- [DESIGN] Ray traced environments Mike Rozak
- [DESIGN] Ray traced environments Chris Richards
- [DESIGN] Ray traced environments John Buehler
- [DESIGN] Ray traced environments Ling Lo
- [DESIGN] Ray traced environments John Buehler
 
 
- [ANNOUNCE] Magic Study John Buehler
- [ANNOUNCE] Magic Study Mike Sellers
- [ANNOUNCE] Magic Study John Buehler
- [ANNOUNCE] Magic Study John Buehler
 
 
 
- [TECH] Randomly-generated Faction Names cruise
- [TECH] Randomly-generated Faction Names John Buehler
- [TECH] Randomly-generated Faction Names Johnicholas Hines
- [TECH] Randomly-generated Faction Names Lachek Butalek
 
 
- [DESIGN] Ray traced environments John Buehler
- [DESIGN] Ray traced environments Adam Martin
 
 
- [DESIGN] Ray traced environments Jon Leonard
 
 
 
- [DESIGN] Homogenized MMORPG Engines (Was: A rant against Vanguard reviews and rants) Sean Howard
 
- [OFF-TOPIC] City of Heroes tangent (was: genre vs creativity) Michael Hartman
- [OFF-TOPIC] City of Heroes tangent (was: genre vs creativity) Jean, Yannick
- [OFF-TOPIC] City of Heroes tangent (was: genre vs creativity) Michael Hartman
- [OFF-TOPIC] City of Heroes tangent (was: genre vs creativity) Damion Schubert
- [OFF-TOPIC] City of Heroes tangent (was: genre vs creativity) Jeffrey Kesselman
 
- Reasons for Play [was: City of Heroes tangent] cruise
- Reasons for Play [was: City of Heroes tangent] John Buehler
- Reasons for Play [was: City of Heroes tangent] Sean Howard
 
- Reasons for Play [was: City of Heroes tangent] Michael Hartman
- Reasons for Play [was: City of Heroes tangent] Jeffrey Kesselman
- Reasons for Play [was: City of Heroes tangent] cruise
- Reasons for Play [was: City of Heroes tangent] Jeffrey Kesselman
 
 
 
 
- [OFF-TOPIC] City of Heroes tangent (was: genre vs creativity) Jeffrey Kesselman
 
 
- [DESIGN] Turn Around Time On Experimentation (Was: A rant against Vanguard reviews and rants) Adam Martin
- [ANNOUNCE] What Makes A Next-Gen Game? Morgan Ramsay
- [ANNOUNCE] What Makes A Next-Gen Game? Lachek Butalek
 
- [DESIGN] Multiplayer interactive fiction Mike Rozak
- [DESIGN] Multiplayer interactive fiction John Buehler
- [DESIGN] Multiplayer interactive fiction Paolo Piselli
- [DESIGN] Multiplayer interactive fiction Mike Rozak
 
 
- [BIZ] Austin Game Conference Contacts? Jeffrey Kesselman
- [BIZ] Austin Game Conference Contacts? Daniel James
 
- [MEDIA] A good, hour-long news segment about Second Life Mike Rozak
- Combat Systems (was: Reasons for Play) Adam Martin
- Combat Systems (was: Reasons for Play) Adam Martin
- Combat Systems (was: Reasons for Play) Hudson, Thomas C.
								Adam Martin wrote:
 
 > ...and what do you think of the proposed system for Pirates of the
 > Caribbean?
 >
 > "Unlike the previous generation of MMOs, Pirates of the Caribbean
 > Online's combat is real-time and based on timed clicks of the mouse. A
 > left-click begins a combat sequence and clicking again at the proper
 > moment moves the player's avatar into the next phase of the sequence.
 > A right-click allows the player to select a special move with a longer
 > cooldown period. As players train with their weapons, they'll get
 > points that they can place into various skills, making them more
 > powerful or adding new moves to chain combos. "We wanted to make
 > combat more dynamic," Goslin said. "Being a pirate is all about
 > action, so we didn't just want people just watching the interface
 > during combat." "
 >
 > http://uk.pc.gamespy.com/pc/pirates-of-the-caribbean-online/778443p2.html
 
 Hmm - has somebody fogotten this is a MMO? Sounds reasonable for a
 console game, but really problematic in the networked environment. The
 only options I see are:
 
 1) transmit raw mouseclick timing over the network
 2) have the client pay attention to mouseclick timing, recognize when a
 combo's been successfully executed, and transmit that data to the server
 
 #1 "feels" safer, but both appear to be easily macroable to turn them
 into a current-generation combat interface and just embroil VRStudios in
 more WoWGlider-type problems. #1 also makes gameplay dependent on jitter
 (first derivative of latency), which is really really noisy and sounds
 like a recipe for player dissatisfaction.
 
 I'm sure I'm thinking inside some small box - please shoot down my
 preconceptions now. :)
 
 Tom
- Combat Systems (was: Reasons for Play) Jeffrey Kesselman
 
 
- Combat Systems (was: Reasons for Play) Hudson, Thomas C.
								
- Combat Systems (was: Reasons for Play) Kerry Fraser-Robinson
- Combat Systems (was: Reasons for Play) Jeffrey Kesselman
 
- [Announce] CircumReality - A grahical MUD (kind of) develoment toolkit Mike Rozak
- Importance of emoting (Was: A rant against Vanguard reviews and rants) Hudson, Thomas C.
- Importance of emoting (Was: A rant against Vanguard reviews and rants) Jeffrey Kesselman
- Importance of emoting (Was: A rant against Vanguard reviews and rants) Shannon Sullivan
- Importance of emoting (Was: A rant against Vanguard reviews and rants) Dana V. Baldwin
- Importance of emoting (Was: A rant against Vanguard reviews and rants) Jeffrey Kesselman
 
- Importance of emoting (Was: A rant against Vanguard reviews and rants) Tess Snider
 
- Importance of emoting (Was: A rant against Vanguardreviews and rants) Richard A. Bartle