June 2007
- [META] Develop conference Adam Martin
- [DESIGN] Non level appropriate content (Was: Food in MMOs) Michael Hartman
- [ANNOUNCE/DESIGN] "NPCs are the game" gameplay Mike Rozak
- [DESIGN] "The Next Big Thing" (Was: Who to design for?) Abalieno
- [DESIGN] "The Next Big Thing" (Was: Who to design for?) Sean Howard
- [REPOST] Griefing Nicholas Koranda
- [REPOST] Griefing Adam Martin
- [REPOST] Griefing John Buehler
- [REPOST] Griefing Jeffrey Kesselman
- [REPOST] Griefing John Buehler
- [REPOST] Griefing llocr@btinternet.com
- [REPOST] Griefing John Buehler
- [REPOST] Griefing Dana V. Baldwin
- [REPOST] Griefing John Buehler
- [REPOST] Griefing Jeffrey Kesselman
- [REPOST] Griefing Ian Hess
- [REPOST] Griefing Jeffrey Kesselman
- [REPOST] Griefing Dana V. Baldwin
- [REPOST] Griefing Jeffrey Kesselman
- [REPOST] Griefing Michael Hartman
- [REPOST] Griefing jeffpk@gmail.com
- [REPOST] Griefing cruise
- [DESIGN] [REPOST] MMO a temporary phenomenon? John Buehler
- [DESIGN] [REPOST] MMO a temporary phenomenon? Tess Snider
- [DESIGN] [REPOST] MMO a temporary phenomenon? John Buehler
- [DESIGN] [REPOST] MMO a temporary phenomenon? Dana V. Baldwin
- [DESIGN] [REPOST] Personal NPCs Mike Rozak
- [DESIGN] [REPOST] Personal NPCs cruise
Thus spake Mike Rozak...
> ********************************************************************
> * REPOST
> *
> * Original Poster: Mike Rozak
> * Mike@mxac.com.au
> *
> * 11/15/2005 12:57 AM
> *
> ********************************************************************
>
> I recently thought up an interesting way to make quests more
> compelling by having them handed out by a player's "personal NPCs",
> such as the character's parents, childhood friends, henchmen, or
> pet. See http://www.mxac.com.au/drt/PersonalNPCs.htm, or the
> attached text below. This technique might even allow virtual worlds
> to break away from the hunter/gatherer motif that currently
> permeates virtual worlds.
<snip>
I wholeheartedly endorse everything in this - it's an excellent
"in-between" from current games and the stuff I'm still trying to get
working involving proper personality simulations with likes and dislikes.
Games will not be accepted as proper form of entertainment until we
master social interactions between players and NPCs (that aren't just
pre-scripted).
- [DESIGN] [REPOST] Personal NPCs cruise
- [DESIGN] Psychology of skill in MMORPG's cruise
- [DESIGN] Psychology of skill in MMORPG's Aurel Mihai
- [DESIGN] Psychology of skill in MMORPG's Michael Chui