May 2009
- MUD-based Articles for Hartford Gaming Lifestyle Examiner Michael Tresca
- opensim and muds in general bristle2008@yahoo.com
- [NEWS] mischief & opensim Bristle Mischief
- Since when has MUD-DEV become MUD-MARKETING Jeffrey Kesselman
- Since when has MUD-DEV become MUD-MARKETING Caliban Darklock
- Since when has MUD-DEV become MUD-MARKETING Sean Howard
- Since when has MUD-DEV become MUD-MARKETING Nathan Yospe
- Since when has MUD-DEV become MUD-MARKETING Nabil Maynard
- Since when has MUD-DEV become MUD-MARKETING Threshold
- Since when has MUD-DEV become MUD-MARKETING bristle2008@yahoo.com
- Getting the word out about your game Threshold
- Getting the word out about your game Ilia Malkovitch
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Jeffrey Kesselman
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Jeffrey Kesselman
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Benjamin Tolputt
- [Technology] Lend your ears to science! Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Matt Owen
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Sellers
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games John A. Bertoglio
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Damion Schubert
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Richard A. Bartle
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Mike Sellers
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Dana V. Baldwin
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Dana V. Baldwin
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Threshold
- Fallen Earth John A. Bertoglio
- Fallen Earth Threshold
- Fallen Earth Mike Sellers
- Fallen Earth Sean Howard
- Fallen Earth Mike Sellers
- Fallen Earth Amanda Walker
- Fallen Earth Vincent Archer
- Fallen Earth John A. Bertoglio
- Fallen Earth Mike Sellers
- Fallen Earth Benjamin Tolputt
- Fallen Earth Mike Sellers
- Fallen Earth Sean Howard
- Fallen Earth Mike Sellers
- Fallen Earth Aurel
- Fallen Earth Damion Schubert
- Fallen Earth Sean Howard
- Fallen Earth Jeffrey Kesselman
- Fallen Earth Threshold
- Fallen Earth Aurel
- Fallen Earth John A. Bertoglio
- Fallen Earth Dana V. Baldwin
- Fallen Earth Sean Howard
- Fallen Earth Tess Snider
- Fallen Earth Sean Howard
- Fallen Earth Tess Snider
- Fallen Earth Siege)
- Fallen Earth Tess Snider
- Comparing Worlds (was: Fallen Earth) Christopher Lloyd
> -----Original Message-----
> From: Tess Snider
> > Maybe you prefer one model over another; but within that model
> > line, there isn't as much variation as we'd like to think.
>
> WoW IS our Model-T. It was that wild breakout success that
> made all of the previous successes look tiny. We hit a
> point, eventually, when half the cars on the road were
> Model-Ts.
>
> I'm not against innovation. I'm just saying, it's not wrong
> to learn from success. We should all pick the battles that
> make sense for the projects we're working on.
>
There are exceptions to the mold. Motorcycles were developed around the same
time for very different purposes, but the two types of vehicle shared a lot
of traits and the designers learnt a lot from each other.
For example, I look at games like Oblivion and Morrowind and think, "Wow...
This is such an amazing world." The level of immersion, detail and
customisation in these two titles alone is incredible. Why are they not
multiplayer games? They have sold millions of copies and won Game of the
Year awards. There are at least two wikis dedicated to the games, and many
many fansites and mods. The game worlds are big enough to accommodate plenty
of players, and the dungeons could easily be randomly generated instances. I
would love to be able to share adventures with fellow heroes in the Elder
Scrolls worlds.
The only answer I can see is that as a successful roleplaying game where
there is such a big world to explore, it's specifically designed NOT to have
other people in, because they would mess it up. It's a truly consistant
world - When you die, you're dead. The trainers and shopkeepers aren't
uber-powerful NPCs who will rip off your own legs and beat you with them if
you try to attack them. They can be befriended, annoyed, robbed, killed and
then later avenged by their neighbours. Players love that level of
"realism", but it would be instantly lost if the shopkeepers respawned every
hours. Similarly, I'd soon tire of the game if the shopkeepers or quest
givers that I used always got killed by someone just when I needed them.
These games are utterly unlike World of Warcraft and City of Heroes.
Although they share many of the same basic traits (engine, paintwork,
steering column), the experience is very different yet just as successful in
their own way.
Early roleplaying games like Myst and Riven were Daimler-Maybachs, to make a
comparison. Fine, fine craftmanship, but a vehicle that's not mainstream.
Like the Elder Scrolls, Deus Ex and Baldur's Gate, no matter how much you
love them, talk about them with friends, modify them and respray them, it's
still a solo experience.
C.
- Comparing Worlds (was: Fallen Earth) Christopher Lloyd
- Fallen Earth Jeffrey Kesselman
- Fallen Earth John A. Bertoglio
- Fallen Earth Mike Sellers
- Fallen Earth Matt Owen
- Fallen Earth Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Vincent Archer
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Aurel
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Amanda Walker
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Jeffrey Kesselman
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games John Buehler
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Bristle Mischief
- [Design] is home-base networks not possible? Bristle Mischief
- [Design] is home-base networks not possible? Jeffrey Kesselman
- [Design] is home-base networks not possible? Siege)
- [Design] is home-base networks not possible? Nuno Silva
- [Design] is home-base networks not possible? Jeffrey Kesselman
- [Design] is home-base networks not possible? Jeffrey Kesselman