  | | | MUD Dev | Bridget?s GDC Social
March 22nd
4-6 00
Designers researchers theorists Terra Novans MUD-Dev?ers
Ludiumites and the newly affiliated Metaverse Roadmappers
(accelerating.org/metaverse) here is aThis month we 've added two new columns to the Skotos Articles
Archives after going into a state of partial hibernation previously.
They 're
Perspectives by Sam Liu and Lessons from the Live Team bThere is not a day that passes where I am able to keep a certain thought
from my mind the thought of the "perfect " cRPG. For years now I 've been
tossing things over in my head and I 've come to my As part of the expansions of the Skotos Articles Archive I posted a
column today listing 25 of the best articles that we posted in our
first three years (2000-2003). You can find it here
http //www.ping
(is this thing dead?)
AO has the concept of team-levels but they don 't persist across sessions.
That is after a period of time the team goes up a level but the levels
disappear when the teamNote This was originally sent a long time ago. I guess something happened
to the list or to my subscription on it. The threads I 'm mentioning may be
stale by now but the points and questions in thiDavid Wright wrote
> I was curious if there has been much thought or discussion regarding
> Episodic MMOG 's wherein the content is transient - ephemeral but
> characters and various npc 's are persi "David Wright " <david.a.wright@(protected) > wrote
> I was curious if there has been much thought or discussion regarding
> Episodic MMOG 's wherein the content is transient - ephemeral but
> characterHello all
I won 't be at GDC this year but I will be in Silicon Valley at the
time. Are there any MUD-Dev gatherings / dinners planned this year?
If not should there be -)?
Amanda Walker
Been awhile but as my work again directly relates to the topic I
figured I could justify going back on the list.
Hi all. I 'm sure there are a lot of new faces. I hope there are at
leasta few that
Sean Howard wrote
> If you aren 't already painfully aware Star Wars Galaxies has
> recently gone through and is still going through a process of
> completely revamping the game called the new game I was talking a while ago with a colleague (hi Andrea) about some
stuff that lead onto magic and whether the presentation of
magic-as-science (with repeatable "spells " and implicit underlying
rules I was curious if there has been much thought or discussion regarding
Episodic MMOG 's wherein the content is transient - ephemeral but
characters and various npc 's are persistent (or re-born) instea
Writing as list owner
I am very pleased to announce that Jon Leonard has agreed to help in
moderating MUD-Dev.
--
J C Lawrence They said "You have a blue guitar
-----If you aren 't already painfully aware Star Wars Galaxies has
recently gone through and is still going through a process of
completely revamping the game called the new game enhancements
(NGE). It 's pA topic that always came to mind to me when I played games was
value. I don 't like it when I pay $50 for a game only to find that
I couldn 't get more than an hour into it due to insurmountable
difficSam Pointon writes
> On 14/11/05 John Mauney <montyculligan@(protected) > wrote
> > So do any of those who enjoy text based games agree? Do you see
> > other things the genre needs or could benefit frI just finished reading an issue of Escapist Magazine
(http //www.theescapistmagazine.com/) that dealt with the topic of
griefers. The topic was thoroughly analyzed and explored throughout
the articlOn November 18th Lachek Butalek wrote
> One of the selling points of WoW for example was that it was
> balanced and polished enough that you could solo without any major
> issues - indeed some rOn Nov 17 5 06pm Otis Viles wrote
> I still browse TMC and avoid mudmagic but it seems like all of
> the good talk is happening at www.mudlab.org now. It 's smaller but
> it 's staying on topic a At present the online experience is fairly primitive. We all know
that huge advancements have been made but that we 're still in the
bronze age of virtual experiences. In a screwy way this ensuresThere 's been a lot of discussion recently on improving quests to
avoid the constant boring flow of "fed-ex " and monster slaying. As
Mike Rozak pointed out quests will be more enjoyable when the
playeThis is an idea that has been brewing in my mind for a while now
and many of the recent threads have convinced me enough to finally
write it all down.
http //www.casual-tempest.net/think.php?t 6&pThis topic is for the discussion of the current state of text MUDs
and I am posing the question do text MUDs need some kind of
(r)evolution? I was of the mind that before Everquest was released
thSean Howard wrote
> "Sean Kelly " <sean@(protected) > wrote
> > Then let 's hope there are a lot of philosophers as they may be
> > the only ones buying these games -)
> That won 't be true but if we are luHow much work does it take to produce a quest of the quality used in
WoW or EQII? How many text-MUD "rooms " are needed per hour of
entertainment?
Details...
I am creating a content-production schedGreetings.
It would perhaps be best to introduce myself as a newbie
programmer and a newbie MUD-owner. Not the best of combinations but
one that anyone can be grown out of with a bit of time and
d
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. I apologize for asking something that probably has been asked
before but the archives seem to be down.
Can someone point me to quest engine design documents? (hopefully
engines that have actually bI 've written up some commentary on the PlayOn Blog 's recent results
when studying the cohesion of social networks in World of Warcraft
http //www.lifewithalacrity.com/2005/10/dunbar_group_co.html
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