  | | | MUD Dev | Shelkey Doneld wrote
> That type of life forced you to interact to survive...
and later...
> Each of these [convenient tools] is an advancement to be sure but
> each also serves to replacOn Wed 23 Mar 2005 15 01 25 -0800
Eli Stevens <(WG.c) " <listsub@(protected) > > wrote
> At the GDC dinner JCL described an interesting simple game
I described two games that might be of intHi there
Has anyone ever created a workable dynamic description-solution for
their muds. I am delving into this and would like to get some
pointers and ideas.
Things I have started to think aJohn Buehler wrote
> In scenarios like that I believe that distribution of items can
> be performed in some orderly way. The people who are fighting all
> know each other. They 've been fightiA few months ago I posted a poll to www.mudmagic.com asking "Why do
you prefer MUDs to MMORPGs? ". (MUDMagic is not the sort of place
where MMORPG players hang out.) The poll didn 't get posted withiI have a friend named Don Yates in the organizational behavior field
who focuses on what he calls extraordinary organizations. These
organizations reject the conventional model of hierarchy and
coI 'm starting to work on eye/ear candy... Does anyone know of a
source of completely free audio clips with various sound effects
useful for a virtual world? I should be able to get a lot of
recordinHello
I 'm programming a MUD which uses peer-to-peer (actually a module of
the language Oz) and capabilities (a way of managing security which
is the "contrary " of ACLs). I must write a paper anBurning House Challenge?
In the Alice Transcript of the recent GDC panel Warren Spector is
creditted with the following statement
"Wal-Mart drives development decisions now.... When publishI was wondering - is there a site (or sites) that catalog the
various open source multiplayer game engines out there?
I am interested sometimes in playing with different ideas but I
don 't want tI was just reading Grimwell online
http //www.grimwell.com/index.php?action fullnews&id 248
and noticed an interesting factoid from the GDC... "Vogel reported
significant changes in gamers ' --- "Zach Collins (Siege) " <siegemail@(protected) > wrote
> On Thu 3 Mar 2005 16 03 49 +0100 (CET) olag@(protected)
> <olag@(protected) > wrote
> > Let users design their own camps of monsters by coI have recently gotten TLS support to work on my LDMud lib (thanks
Lars) and have been investigating other drivers to find out to what
level they support secured connections.
At present I have On Thu 10 Mar 2005 Ammon Lauritzen wrote
> At present I have been unable to find any major mud driver other
> than LDMud and any major client other than TinyFugue with support
> for this featDoes the instant availability of an activity lead to addiction
through escapism?
Many addictive situations that can be detrimental for the invidiual
appears to be related to instant or effort-lesJust a thought and I am blatantly stealing from LegendMUD
What if a MUD/MMO launched with a contemporary world setting and a
viking age setting. You start in the contemporary world and there
yI just thought about how to implement efficient markov chain based
AI for a MUD. Maybe this implementation strategy is unworkable or
maybe it is well known but it might be worth a discussion.
AAnother rip-off idea. -)
I think WISH had the right idea for making a combat MUD more
interesting provide unique encounters. Or rather rare
encounters. Nothing wrong with replicating a good deI 'm having a little trouble tracking down costing for the Havok and
other middle ware. Anyone have any clues to point to?
--
Dana V. Baldwin
"Gophur "
Producer
World War II Online
____________At last the answer to my question ( "why have they decided to make
it free? ")...suddenly it all makes sense ).
[and this explains why they did it despite the fact that they
hadn 't fixed the
Yeah this is late notice.
I 've made a reservation for a MUD-Dev dinner at Cha Am for Thursday
night at 19 00. The reservation is under my name. The following is
stolen wholecloth from Bill WPJ wrote
> On the world side - the 'stickiness ' factor unfortunately hovers
> around a D. While players are screaming for new high-end content -
> and I 'm sure there will be some that 's only a This is something I wrote on my website. I just decide to "expose "
it here so that it won 't get engulfed with all the rest I write. As
always I 'm glad if it gets read and considered and the questionP J wrote
> Back in beta I heard WoW called - the best single-player game
> I 've ever played with other people. That pretty much sums it up
> in a nutshell. While there are things you need othCongrats Richard! Well deserved! I believe that makes two online world
awards in this category since Randy & Chip got one a couple of years
ago.
-Raph
---
IGDA to Honor Richard Bartle FoDavid Kennerly wrote
> Randomness without Replacement
> The analysis of a game mechanism is given with applications to
> single-player RPGs and MMORPGs. Furthermore the probability
> theHRose wrote
> But it 's the main design point. Crafting isn 't a world by itself
> all in WoW is extremely focused. The game is pulverized into
> thousands of mini-goals. You choose what you wantJ C Lawrence <claw@(protected) > writes
> I wrote this a long time ago (thing 2002 era) and never really
> Implement a resource economy which is based on human attention.
> Instead of the abilA couple weeks ago I corrected and expanded my MUD-Dev post from
last February.
Thanks again Alex for prompting the discussion.
David
Randomness without Replacement
The analysis ofJC 's thoughts on ad hoc social structures got me to thinking about
ad hoc grouping. Again.
The challenge with ad hoc grouping seems to be one of allocation of
motivation assembly agreement ac |
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