  | | | MUD Dev | "A Fantasy That 's Never Final "
Chris Kohler. Wired News April 5 2004.
http //www.wired.com/news/games/0 2101 62910 00.html
<EdNote Copy below >
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A Fantasy That 's Never Final
ByTess Snider
> The middleware folks have their heart in the right places. Let 's
> get all this technical nonsense out of the way so that people can
> do content generation! The universal probleOn Mon 5 Apr 2004 Michael Sellers wrote
> This is the chicken-and-egg problem for middleware providers once
> you can show your product adding significant and obvious value to
> a game selliMichael Sellers wrote
> Raph wrote
> > To broaden the discussion a little to the general topic of server
> > middleware/server codebases what 's the general feeling of the
> > list on this issue?On Friday May 21 2004 The ITU 's Center for Computer Games Research
will be hosting an all-day symposium entitled "Community Work
Managing Multiplayer Culture. "
Multiplayer game designers and aRaph wrote
> To broaden the discussion a little to the general topic of server
> middleware/server codebases what 's the general feeling of the
> list on this issue? My personal take is that mid
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Note This message was written via the list web archives. There is
no guarantee that the claimed author is actually the author.
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Original message http //www.kanga.nu/archive
Greetings to you all!
I 've been absent from this list for quite some time but I 'm back
and somewhat fortuitously there was already a thread running on
Economic Modelling.
I am currently tAt 14 54 31.03.2004 ceo wrote
> His summary is "So in short which of Gordon 's 10 does the Sim
> Server adress? My answer is every one thats real! " which I find
> somewhat blinkered. It appearMichael Sellers wrote
> For an example from a different but equally necessary area I
> talked with Chris Mellissinos and others in Sun 's booth at GDC
> about the lack of strong 3D solutions for
Is it worth to design a client side simulation model?
Contrast with common server side simulation and clients receiving
states update only.
Means it 's a client/server model but server only >From this article on slashdot
http //games.slashdot.org/article.pl?sid 04/04/02/0113231&mode nested&tid 127&tid 137&tid 186&tid 193
it seems that Mogi - a cool geolocalized web/cellphone cenLike MUDs only not a fantasy genre.
http //www.wired.com/news/games/0 2101 62826 00.html?tw wn_tophead_4
Mike "Talien " Tresca
RetroMUD Administrator
http //michael.tresca.net
-- <cut >--Ceo wrote
> At the GDC Sun released a new technology a protype MMOG server
> system. I 'm guessing quite a few people on this list saw it (I 'd
> be interested to know what you thought).
> It At the GDC Sun released a new technology a protype MMOG server system.
I 'm guessing quite a few people on this list saw it (I 'd be interested
to know what you thought).
It was built by someone aI have just gotten final approval on my thesis on quest systems for
MMORPGs. It 's available from
http //www.saar.se/thesis.php (opens as a PDF-file)
The thesis studies existing solutions andFrom http //www.wired.com/news/print/0 1294 62791 00.html
Could have application to MUDs.
Mike "Talien " Tresca
RetroMUD Administrator
http //michael.tresca.net
Bots Open Door to Gaming HisI 'd like to know what tools and facilities people think are
essential for running the service side of a MUD or MMO. By this I
mean stuff like backup systems logging facilities patching
services e
Please excuse me Eric but I 'll split my reply into two emails to
make for easy reading. J.
Eric Random wrote
> Jester 's Bounty Hunter system could be summed up as player-run law
> enforcemeHi there mud-dev - it has been awhile
I 'd like to annouce a free open source mud project in the works and
invite anyone interested to stop on by and check it out.
Is it like Dev-Mud? Yes no Pro
1. You can get players to play boring repetitive quests.
2. Players expect it.
Contra
1. You screw up the motivation for playing the quest at the right
time. I.e. the playerOn March 11 2004 06 48 pm Mike Rozak wrote
> Speaking of other languages does anyone have experience with GOOD
> parsers that work with languages whose grammar/origin is very
> different fromGreetings All.
My current project is a multiplayer web-based trading game. The
question of whether you will truly consider what I envisage as a Mud
or not is an interesting one - my design notes "Koster Raph " <rkoster@(protected) > writes
> politics and legislation is a primary mechanic) or Fighting
> Legends was (where control of multiple avatars simultaneously was
> a mechanic).
Thanks to everyone for their replies.
It looks like my fundamental assumption -- that it just isn 't
necessary to have a very elaborate parser -- is probably the most
accurate. I doubt that betteMatt Mihaly wrote
> On Wed 10 Mar 2004 Brian Green wrote
> > "Guilty until decided innocent " is a much better tool in online
> > games.
> That is pretty interesting. Do you find your players
From Matt Mihaly
> 1. What players sense as real 'justice ' requires context and
> intention to be taken into account.
> 2. Software does a terrible job of taking into account both of
http //kanga.nu/MDC/
The MUD-Dev Mailing List
Presents the
Second Annual MUD-Dev Conference
Saturday March 27th 2004
Sunday March 28th 20044
On 10 October 2003 "Craig H Fry " <craigfry@(protected) > wrote
> So many games are plagued by packet sniffers I often wondered why
> more companies didn 't do a per-session SSH encryption on the dataBrian wrote
> I 'm working as the economic designer for a mud me and a group of
> people are putting together.
I have also recently (over the last year) been working on the
economics for a ver |
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