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<H1>[MUD-Dev] Re: Supporting articles found for UOL play style</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Supporting articles found for UOL play style </LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 4 May 1998 09:28:39 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Saturday, May 02, 1998 1:41 AM  John Bertoglio 
[SMTP:alexb#internetcds,com] said:

&gt;There is one thing that will set the successful commercial online 
world
&gt;apart from even the best hobby run systems: numbers. Few muds have
&gt;assembled a player base that was large AND divirse enough to even 
begin to
&gt;create meaningful behavior models.

For me the classic example of this is DartMUD. I regard it as a 
seminal mud design-wise. Unfortunately, its many cool ideas (skills 
being taught by other players, a fully plyer-driven economy, etc) 
require PLAYERS to be there. And they never got critical mass.

&gt; (BTW, the resource links on MudConnector point a sites where 
various
&gt;commercial muds are being developed.

When Andrew Cowan decided to open that section, he asked me to provide 
the specs for what a listing should look like--I'd been in touch with 
him many times over the years, and was the only person he knew working 
on a graphical project at the time... I think he is still using my 
format.

&gt;UO and M59 get most of the press
&gt;around here but new kida are coming onto the street. Some have 
interesting
&gt;ideas. Everlight for example has no NPC's...Sony's Everquest has 
reacted to
&gt;the anti-pk in UO by installing a pk switch...hardly a new idea but 
other
&gt;things they are doing are.)

Minor correction: Underlight, not Everlight. An interesting feature of 
Underlight is that they are also room-based. By that I mean fairly 
small rooms within which you navigate in 3d engine, at least version I 
saw (it has been some time since I saw it). Interestingly, they are 
going to try to go with full hands-on admin.

Once upon a time, long long ago, I invited the Everquest designers to 
the list. I have no idea if they accepted or stuck with it though. :)

&gt;&gt;Its also the single point which challenges the most
&gt;&gt;un-examined assumptions in players, and which they thus find
&gt;&gt;uncomfortablely alien; to whit, "Its not fair!"
&gt;Quoting myself : "If (or perhaps when) the epitath of America is 
written
&gt;the engraving on the headstone will read: 'Here lies the remains of a 
great
&gt;experiment, killed by two words, Rights and Fair.'"

Ya know, I'd really like to see an "aphorism database" for the list. 
:) There's so much quotable stuff here...

-Raph


-- 
MUD-Dev: Advancing an unrealised future.

</PRE>

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<li><strong><A NAME="00449" HREF="msg00449.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Supporting articles found for UOL play style</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00312" HREF="msg00312.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 02 May 1998, 00:36 GMT
</LI>
<LI><strong><A NAME="00272" HREF="msg00272.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 30 Apr 1998, 18:01 GMT
</LI>
<LI><strong><A NAME="00321" HREF="msg00321.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Sat 02 May 1998, 06:39 GMT
<UL>
<LI><strong><A NAME="00348" HREF="msg00348.html">[MUD-Dev] OT: Supporting articles found for UOL play style</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 03 May 1998, 22:28 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00354" HREF="msg00354.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 08:00 GMT
<UL>
<LI><strong><A NAME="00449" HREF="msg00449.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 23:25 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00258" HREF="msg00258.html">[MUD-Dev] regulating player-created objects</A></strong>, 
Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Thu 30 Apr 1998, 04:01 GMT
<UL>
<LI><strong><A NAME="00275" HREF="msg00275.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 30 Apr 1998, 19:16 GMT
<UL>
<LI><strong><A NAME="00309" HREF="msg00309.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Fri 01 May 1998, 22:44 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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