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<H1>[MUD-Dev] FW: UBE/high: Re: W IRED: Kilers have more fun</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] FW: UBE/high: Re: W IRED: Kilers have more fun</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>: Fri, 14 Aug 1998 17:36:29 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Dr. Cat sent this to me accidentally when he meant to send it to the
whole list. Sorry about the extra level of attribution on everything!

-Raph

&gt; -----Original Message-----
&gt; From: cat#bga,com [<A  HREF="mailto:cat#bga,com">mailto:cat#bga,com</A>] 
&gt; Sent: Friday, August 14, 1998 3:59 PM
&gt; To: rkoster#origin,ea.com
&gt; Subject: Re: UBE/high: [MUD-Dev] Re: W IRED: Kilers have more fun
&gt; 
&gt; 
&gt; Ok, the list's been spamming me with these "message-like objects" for
&gt; the last month.  In fact, I think they''re actual messages, though I 
&gt; haven't
&gt; consulted with the local university's messageologist to be certain.  
&gt; Anyway
&gt; I'm going to take "revenge" by spamming the list back for a 
&gt; little bit.
&gt; 
&gt; Raph Koster wrote:
&gt; &gt; &gt; -----Original Message-----
&gt; &gt; &gt; From: Marian Griffith [<A  HREF="mailto:gryphon#iaehv,nl">mailto:gryphon#iaehv,nl</A>]
&gt; &gt; They'll only realize it if the cost of paying for the cop 
&gt; is covered by
&gt; &gt; the money saved by not having those people quit. Which is 
&gt; an equation
&gt; &gt; that is as yet very very fuzzy. You might save fifty 
&gt; people, but the cop
&gt; &gt; cost you 100 people's subscriptions worth.
&gt; 
&gt; The tacit assumption here is that the cops are paid.  This is not a
&gt; requirement, but an option.  Using carefully selected player 
&gt; volunteers
&gt; has potential drawbacks, mainly that you can't necessarily count on
&gt; the same level of quality and reliability of performance.  
&gt; But the cost
&gt; equation is a lot more favorable.  (They're not 100% free, because of
&gt; whatever cost their is in paid staff's time spent managing them.)
&gt; 
&gt; I was told by some kid from Furcadia that he was an Ultima Online GM,
&gt; that he wasn't in Austin and wasn't paid any money, that players were
&gt; just chosen from the game to do that.  I didn't have any way to verify
&gt; whether he was telling the truth or not, though.  He also 
&gt; bragged to me
&gt; about his non-GM character who he claimed was a highly powerful
&gt; playerkiller, which seemed a little ironic to me.  :X)
&gt; 
&gt; &gt; Absolutely. Massive quantities of them. And as I have 
&gt; stated before, I
&gt; &gt; have a LOT of respect for Dr Cat and his work, and think 
&gt; his comments on
&gt; &gt; overdesign, and on attention as currency, are dead on. In 
&gt; fact, I feel
&gt; &gt; somewhat uncomfortable feeling put in opposition to him, as 
&gt; this thread
&gt; &gt; seems to have done...
&gt; 
&gt; Well it's a clear case of "oppose the ideas, and not the 
&gt; person", and I 
&gt; hope
&gt; you don't take it personally.  I do admire some of the design 
&gt; goals that 
&gt; you
&gt; are pursuing and I'm not, and think that someone ought to be pursuing 
&gt; them.
&gt; I just think that some of the elements of your approach 
&gt; aren't going to 
&gt; work
&gt; out the way you hope, because of factors you're not viewing 
&gt; from the same
&gt; perspective I am.  Anyway you're still near the top of my 
&gt; list of people 
&gt; I'd like
&gt; to go out to lunch with since I got back to town, if I weren't so 
&gt; distracted 
&gt; trying to find some way to earn two nickels to rub together 
&gt; these days.  :
&gt; X)
&gt; 
&gt; &gt; If we are working towards virtual realities, as I think we 
&gt; are, then I
&gt; &gt; think that there's a problem set there to solve. And we can 
&gt; reduce it by
&gt; &gt; going with a smaller design, sure--one tailored to that 
&gt; vast group of
&gt; &gt; people who would rather not deal with certain aspects it is 
&gt; possible to
&gt; &gt; simulate, such as violence. As Dr Cat said, we can choose 
&gt; not to add in
&gt; &gt; combat.
&gt; &gt; 
&gt; &gt; But *somebody* is gonna add combat. And since I was (and still am,
&gt; &gt; though my interest is shifting) interested in tackling many of the
&gt; &gt; problems that arise with an environment that includes as many of the
&gt; &gt; experiences life offers as can be made interesting, I regard it as
&gt; &gt; "leaving it out." That's not intended to be derogatory 
&gt; towards those who
&gt; &gt; leave it out; they are not trying to address the same 
&gt; problem set, is
&gt; &gt; all. I want to tackle the problem set of the day when we have a MUD
&gt; &gt; (read: spatial, multi-user) interface to the entire 
&gt; Internet, which I
&gt; &gt; don't think is that far away.
&gt; 
&gt; If you're trying to explore a larger, more complex and 
&gt; interesting problem
&gt; space and/or solution space, I think there's a point that's 
&gt; very easy to 
&gt; miss
&gt; here.  Which is that there are things you can add to a system that 
&gt; increase
&gt; its diversity, and things that can DECREASE the diversity if 
&gt; you add them.
&gt; If you operate Joe's online service, or a real-world shopping 
&gt; mall for 
&gt; that 
&gt; matter, and you add in a place for stamp collectors, you've 
&gt; increased the
&gt; diversity a little, and probably without adding any problems. 
&gt;  People that
&gt; don't like stamp collecting will most likely ignore it rather 
&gt; than being
&gt; bothered by it.
&gt; 
&gt; But try adding something labelled "free sex, free beer, and 
&gt; free money!"
&gt; If the initial flood of people into there discovers that you're not 
&gt; kidding and
&gt; you actually provide those things, you will see usage decline 
&gt; in the other
&gt; areas.  Both because some people will prefer that so much 
&gt; they won't go
&gt; to the other places any more, and also because other people will be so
&gt; offended they'll just leave entirely.  Some of the places and 
&gt; activities 
&gt; that
&gt; used to draw steady amounts of usage will dry up and vanish.  World
&gt; building is not a game where you can only "add" by putting 
&gt; new things in.
&gt; You can add or subtract, or in some cases do some amount of both.
&gt; 
&gt; The "free sex" thing is an imperfect analogy to combat in a 
&gt; virtual world,
&gt; though.  The people who insist upon being offended have to choose to
&gt; let it affect their life, by going and looking at it and being upset 
&gt; about it.
&gt; They could go to the stamp collector's place and hang out 
&gt; there all the
&gt; time, and not worry about it.  Introducing combat, though, 
&gt; leaves you no
&gt; such choice, at least when done in the relatively 
&gt; unrestricted fashion it'
&gt; s
&gt; seen in Ultima Online.  If some of the stamp collectors have 
&gt; a fair amount
&gt; of money, or if someone even thinks that they might, then the 
&gt; activity of
&gt; fighting to the death will be brought to them and imposed upon them.
&gt; 
&gt; Putting universally available combat capabilities into a game has the
&gt; potential to drown out many, many non-combat activities.  If 
&gt; this happens,
&gt; you're not making your environment more diverse.  You're not covering
&gt; more of the problems and challenges of making a sophisticated online
&gt; world.  You're covering less of them.  Because you put in one 
&gt; thing that
&gt; wiped out a hundred other things, all in the name of "leaving nothing 
&gt; out".
&gt; 
&gt; I still don't think anyone really understands Marian's classic Tailor 
&gt; Problem.
&gt; Except maybe Marian.  (Hi again, Marian!)
&gt; 
&gt; Consider some more that MUD interface to the entire net that you 
&gt; postulate.
&gt; Imagine that I'm walking through Virtual Walmart with my nice 
&gt; Doom style
&gt; interface displayed in my VR helmet.  (Or imagine I'm typing 
&gt; "go west, go
&gt; north", for you text MUD purists.)  I have a desire to purchase lawn
&gt; furniture.  Walmart has a desire to receive some of my hard 
&gt; earned cash.
&gt; We clearly have a basis for a meaningful relationship here, 
&gt; even if we're
&gt; being a bit emotionally shallow about it.  Hey, it's 
&gt; consensual, don't 
&gt; pick
&gt; on us!
&gt; 
&gt; So anyway, let's say Boffo leaps out from between the 
&gt; sporting goods and
&gt; the hardware section.  He's wearing football pads and a hockey mask, 
&gt; brandishing a rake, and to his sides and back he's got 
&gt; strapped a nail 
&gt; gun,
&gt; two hockey sticks, a chainsaw, and a ballpeen hammer.  He 
&gt; yells "Kreegah!"
&gt; and viciously attacks me.  I'm dead.
&gt; 
&gt; Now, quite apart from how I might feel about this, Walmart is clearly 
&gt; going
&gt; to be upset at the slight reduction in the odds that I will 
&gt; spend money on
&gt; their lawn furniture because of this.  What's their solution? 
&gt;  Is it one 
&gt; of the
&gt; kinds of answers people have popped up with in reply to 
&gt; Marian?  Will the
&gt; players - er, I'm sorry, "users", many net users won't be 
&gt; interested in 
&gt; gaming
&gt; as such...  Will the users form posses to lynch the sporting 
&gt; goods bandit?
&gt; Will Walmart give 5% discounts to people who patrol their virtual 
&gt; corridors
&gt; at least N hours per week, attacking and slaying any know thieves and
&gt; murderers they encounter?  Will this graphic violence hurt 
&gt; sales in the
&gt; food aisle?
&gt; 
&gt; Or will Virtual Walmart be programmed from day one in such a 
&gt; manner that
&gt; it simply isn't possible for one person to attack or kill 
&gt; another person, 
&gt; ever?
&gt; This is a no-brainer for me.  They'll probably be in a 
&gt; virtual mall where 
&gt; you
&gt; can't attack and kill someone the moment they take one step 
&gt; outside the
&gt; Walmart doors, either.  You'll probably have to head for some kind of 
&gt; Virtual
&gt; Arcade or Castle or whatever where combat is enabled, because most 
&gt; Internet users are not really going to want to be able to kill or be 
&gt; killed.
&gt; And most of those that do aren't going to want it to be a 
&gt; possibility 100%
&gt; or the time that they're online.  Those that do, much like 
&gt; the college 
&gt; kids
&gt; that play Assassin games, will probably get some add on 
&gt; program to play
&gt; Virtual Assassin whilst running all over in cyberspace.  
&gt; Instead of ICQ 
&gt; it'll
&gt; be called KillMeToo or something.  And elderly shoppers will 
&gt; perhaps wave
&gt; an angry fist at the two kids who insist on running through 
&gt; the hallways 
&gt; of
&gt; Virtual Walmart, knocking over boxes and bumping people aside as they
&gt; insist on playing their rowdy game someplace that wasn't 
&gt; meant for it.  
&gt; But
&gt; the fist-waving curmudgeon won't be in any danger of having 
&gt; their avatar
&gt; virtually disemboweled, I'm pretty confident.  And if rowdy 
&gt; kids became 
&gt; too
&gt; much of a problem, I imagine the store manager would start 
&gt; banning them
&gt; from entry to the store any time he caught some.
&gt; 
&gt; If you really want to tackle the problem set of the virtual internet, 
&gt; then violent
&gt; forms of conflict aren't the big issue.  Social and spatial forms of 
&gt; harrassment,
&gt; along with hacking, those are your issues.  Some kid will program his 
&gt; avatar
&gt; to move around in front of you, always hovering in the air 
&gt; right in front 
&gt; of your
&gt; face, so you never see anything anywhere in cyberspace except for his 
&gt; virtual
&gt; belly-button.  There has to be some way to deal with that kid.  
&gt; Programming in
&gt; a way to lop off his virtual head and send him to the virtual 
&gt; temple isn'
&gt; t it.  Even
&gt; if grandma who just wants to buy lawn furniture can overcome 
&gt; any personal
&gt; reluctance that she has to lopping someone's head off, and 
&gt; tries to do it,
&gt;  she's
&gt; probably going to lose that fight to the quick, gaming-experienced 16 
&gt; year old
&gt; virtual street punk.  If granny has to be dependent on 16 
&gt; year old Good 
&gt; Guy 
&gt; street punks to protect her, and has to witness them 
&gt; decapitating the Bad 
&gt; Guy
&gt; street punks right in front of her virtual eyes, I think 
&gt; we've made our 
&gt; virtual
&gt; society a step backwards many centuries in terms of the level of 
&gt; civilization
&gt; that we've acheived there.  Stepping back into the middle 
&gt; ages for fun is 
&gt; great
&gt; for people that want to play Dungeons and Dragons or join the 
&gt; SCA.  But do
&gt; we have to require that everyone goes back there, even the 
&gt; people that 
&gt; just
&gt; want to buy lawn furniture?  Is our modern level of progress 
&gt; in making 
&gt; societies
&gt; where violent attacks are less common something that we don't want to 
&gt; replicate in cyberspace, or something we do want but don't 
&gt; know how to do
&gt; there?
&gt; 
&gt; I think I remember reading a design essay about Ultima 
&gt; Online, saying that
&gt; it had roughly recreated the course of social and cultural 
&gt; evolution that 
&gt; occurred
&gt; in the real world from 500 AD to 1000 AD, over a six month 
&gt; period.  That'
&gt; s a
&gt; neat thought, and it's certainly a big time savings - a 
&gt; thousand to one 
&gt; ratio!
&gt; Still, I couldn't help but think, on reading it...  Why start 
&gt; at 500 AD?  
&gt; Don't we
&gt; know enough from having done all that before to be able to 
&gt; start a virtual
&gt; society at the point mankind had reached in 1500, 1800, or 
&gt; 1900?  Maybe
&gt; even 1990?  Well, 1990 would be pretty hard - we don't understand how
&gt; 1990 works clearly enough in the real world, and a virtual world is 
&gt; likely to
&gt; start further back because it's required to do some things 
&gt; differently 
&gt; because
&gt; of the different nature of the place.  I'd still hope we 
&gt; could do better 
&gt; than 500 AD
&gt; for a starting point.  (Civilization and Age of Empires style games 
&gt; notwithstanding.)
&gt; 
&gt; &gt; Quite beyond that, I have serious doubts about the commercial
&gt; &gt; feasibility of a server that's completely safe. Not because 
&gt; of the lack
&gt; &gt; of interest, but because of the amount of cops you have to 
&gt; pay to keep
&gt; &gt; it safe. I use as my rule of thumb whether or not we're 
&gt; willing to pay
&gt; &gt; enough cops to keep us safe in the real world, where the 
&gt; stakes are a
&gt; &gt; lot higher. :( Yeah, we can code Toontown laws of physics, 
&gt; and people
&gt; &gt; will still find ways to screw each other over. Because 
&gt; fundamentally,
&gt; &gt; that's what a safe environment is promising: nobody will 
&gt; screw you over.
&gt; &gt; And I can't currently design a way around that. I doubt I 
&gt; will ever be
&gt; &gt; able to. You can reduce the problem set, but the problem doesn't go
&gt; &gt; away... what's worse, the safer you say you are, the more 
&gt; of a target
&gt; &gt; you paint on your chest. A nasty dilemma.
&gt; 
&gt; The fact that you can't reduce "possibility of being screwed 
&gt; over" to zero
&gt; doesn't make this an insoluble problem.  Indeed, if you take measures
&gt; that reduce either the frequency OR the severity of incidents 
&gt; of people 
&gt; being screwed over, you can reduce the cost of policing enormously.
&gt; This can be done not only by making it harder to screw people over,
&gt; but also by making it less appealing to the tastes of those who love
&gt; to screw people over, and/or by providing other activities 
&gt; that tend to
&gt; appeal to that type of person without screwing anyone over 
&gt; (or at least,
&gt; not anyone who didn't choose to take such a risk in order to get a
&gt; chance to nail someone themselves.)
&gt; 
&gt; As for the stakes, they will continue to grow.  I'm sure we'll someday
&gt; have over a billion people online, and at that point the 
&gt; value of having
&gt; things like a safe, clean, friendly Disney Online environment will be
&gt; so high that companies like them will throw pretty hefty amount of
&gt; cash at figuring out ways to keep it safe.
&gt; 
&gt; I hope they'll throw some of it at me.  :X)
&gt; 
&gt; I also think that the availability of free or nearly-free 
&gt; cops will grow 
&gt; as
&gt; the amount of wealth and leisure time that people have continues to
&gt; grow.
&gt; 
&gt; &gt; Whew, that was an outpouring. Basically, I cheer on the "safe game"
&gt; &gt; designs. Love to see how you do it. Am openly skeptical 
&gt; about how you'll
&gt; &gt; do it. Hope you prove me wrong. And I go about it in a more 
&gt; cynical way.
&gt; &gt; ;) UO was intended as just a microcosm, you see. The fact 
&gt; that it is as
&gt; &gt; dangerous as it is speaks, IMHO, more to human nature than anything
&gt; &gt; else...
&gt; 
&gt; Indeed.  I'll conceed I'm not interested solely in catering to human 
&gt; nature as
&gt; it exists now, but rather in contributing to its evolution to 
&gt; whatever it 
&gt; will
&gt; develop into in the next century or two.  I do view it as malleable.  
&gt; Still,
&gt; there's usually a LOT more money to be made in catering to it 
&gt; exactly as
&gt; it stands at any given moment in history...  I probably need 
&gt; to cater to 
&gt; it
&gt; some more and make my fortune before I try to think TOO far ahead.
&gt; 
&gt; *-----------------------------------------**------------------
&gt; -----------*
&gt;    Dr. Cat / Dragon's Eye Productions     ||       Free alpha test:
&gt; *-----------------------------------------**  
&gt; <A  HREF="http://www.bga.com/furcadia">http://www.bga.com/furcadia</A>
&gt;   Furcadia - a new graphic mud 
&gt; for PCs!   ||  Let your imagination soar!
&gt; *-----------------------------------------**------------------
&gt; -----------*
&gt; 


</PRE>

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<li><strong><A NAME="00749" HREF="msg00749.html">[MUD-Dev] Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
<li><strong><A NAME="00739" HREF="msg00739.html">[MUD-Dev] Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>
<ul compact><li><em>From:</em> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Yet another update on threads and signals</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00736" HREF="msg00736.html">[MUD-Dev] Re: Yet another update on threads and signals</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 15 Aug 1998, 15:31 GMT
<UL>
<LI><strong><A NAME="00741" HREF="msg00741.html">[MUD-Dev] Re: Yet another update on threads and signals</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Sat 15 Aug 1998, 19:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00742" HREF="msg00742.html">[MUD-Dev] Re: Yet another update on threads and signals</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 15 Aug 1998, 20:54 GMT
<UL>
<LI><strong><A NAME="00745" HREF="msg00745.html">[MUD-Dev] Re: Yet another update on threads and signals</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Sun 16 Aug 1998, 16:08 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00726" HREF="msg00726.html">[MUD-Dev] FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 14 Aug 1998, 22:38 GMT
<UL>
<LI><strong><A NAME="00739" HREF="msg00739.html">[MUD-Dev] Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 15 Aug 1998, 18:18 GMT
<UL>
<LI><strong><A NAME="00793" HREF="msg00793.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Fri 21 Aug 1998, 04:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00749" HREF="msg00749.html">[MUD-Dev] Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 16 Aug 1998, 21:21 GMT
<UL>
<LI><strong><A NAME="00751" HREF="msg00751.html">[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers have more fun</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Mon 17 Aug 1998, 07:04 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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