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<H1>[MUD-Dev] Re: META: who are we?/What are you looking for?</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: META: who are we?/What are you looking for?</LI>
<LI><em>From</em>: <A HREF="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</A></LI>
<LI><em>Date</em>: Wed, 23 Sep 1998 10:37:23 -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>


     ____________________Reply Separator____________________
     Subject:  [MUD-Dev] META: who are we?
     Author:   mud-dev#kanga,nu ("Koster, Raph" &lt;rkoster#origin,ea.com&gt;)
     Date:          9/22/98 9:06 PM

Replies to both Raph &amp; JCL's questions below...

Raph writes:
&gt;How many of you are from a Diku background, like me? And
&gt;might be interested in stuff that is codebase specific?
&gt;How many find that stuff anathema and think it should be
&gt;avoided at all costs? How many think the list is too
&gt;theoretical, or feel intimidated by the frequent posters
&gt;and by the volume of past history and discussions that
&gt;seems to be requied knowledge in order to participate?


JCL writes (as list owner):
&gt;  In a telephone call today, Raph raised the question of
&gt;the purpose of the list: educational or research?
&gt;Translation: Is the purpose of the list to bring the rest
&gt;of the field up to the current state of the art, or is
&gt;it to advance the state of the art?  The two are of course
&gt;related, but they are also different.
&gt;
&gt;It can be awfully exciting and interesting to work on the
&gt;fringes, pushing the art out even further.  The problem is
&gt;that we lose the people still in StockMUDWorld who then
&gt;have no idea what we are talking about, why it is
&gt;important, or even if it is interesting.
&gt;In essence this is the problem of the isolation of the
&gt;ivory tower (remember Prince Hal).
&gt;
&gt;  There's even a third possible purpose ouside of education
&gt;and research: documenting the current state of the field.
&gt;For many of us writing networking code, a mini byte-coded
&gt;language, algorithmic simulations, or whatever is no
&gt;longer a concern.  Its old hat, we've done it a few dozen
&gt;times and can do it nearly in our sleep.
&gt;Similarly, some of us are quite expert in the softer sides
&gt;of MUDs, in running heavy RP games, cummunity growing, etc.
&gt;
&gt;  What is *YOUR* purpose and interest in this list?  What
&gt;would you really like to get out of the list?  What would
&gt;you like to do with the list?  Some I know are here purely
&gt;for the technical aspects of server development (an area
&gt;that has received little coverage on the list of late):
&gt;how to write performant networking code, how to tune and
&gt;design their data model, what the concerns and techniques
&gt;are in writing a MUD programming language ala LP/MOO/MUF/
&gt;ColdC/etc.  Others I know are interested in hack'n'slash
&gt;game design, RP, real virtual world creation, etc. etc,
&gt;etc, etc.


I'm from a primarily LP background myself, but I like to
hear the ideas of people from other backgrounds simply
because their differing experiences give them a fresh
viewpoint when compared to members of the DS design team.
We seem to have reached a point internally where long years
of working together have formed such a strong consensus of
opinion that we don't have much of an opposing viewpoint.

I know that almost any idea I dream up will be lauded by
somebody "back home".  I also know that looking for
divergent viewpoints on places like r.g.mud.* is just as
pointless - With the sheer number of idiots there, it
always appears that people who disagree with me are idiots.
Yes, this list is challenging, even intimidating.  This
list keeps me humble.  ;)

I am particularly attracted to this list because of the
high quality of the discussions and the frequent postings
by Raph and others like him who come from the large scale
and commercial ends of the field.  Those two features
combine to make this a source of well expressed and
intelligent viewpoints from wildly different backgrounds.

I'm not really interested in codebase specific posts,
probably because my own codebase (LP - MudOS driver/unique
library) doesn't seem to have a wide representation here.
I could be wrong, but that is my impression.  (Perhaps other
LP'ers are equally embarrassed by the constant rants of
certain Usenet characters on why such-and-such a codebase
is so inferior, and also refrain from mentioning codebase
too often in polite company to avoid being lumped in with
them?)

My primary interest is in the "soft" side of the field,
specifically game design, so codebase specific material
and technical discussions don't generally draw me in.
OTOH, Marion's Tailor and it related threads kept me glued
to the monitor.  I didn't respond much, but it spawned an
entire new set of goals in my current project.  Thank you
all.

As for the purpose of the list, I see it as a combination
of all three of the presented ideas: a place where those
working to advance the state of the art converse with each
other and with others looking to benefit from their
advances.  It answers three important questions:
What is the state of the art?
How do I get there?
Where do we want to go now?




</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Medievia</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01159" HREF="msg01159.html">[MUD-Dev] Re: Medievia</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 23 Sep 1998, 21:35 GMT
<UL>
<LI><strong><A NAME="01175" HREF="msg01175.html">[MUD-Dev] Re: Medievia</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 24 Sep 1998, 02:34 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="01173" HREF="msg01173.html">[MUD-Dev] Re: Medievia</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Thu 24 Sep 1998, 00:41 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01134" HREF="msg01134.html">[MUD-Dev] Re: Spellchecking</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 23 Sep 1998, 15:18 GMT
<LI><strong><A NAME="01131" HREF="msg01131.html">[MUD-Dev] Re: META: who are we?/What are you looking for?</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 23 Sep 1998, 14:33 GMT
<LI><strong><A NAME="01127" HREF="msg01127.html">[MUD-Dev] [CUSTOM] ScryMUD Source release 1.6.0</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Wed 23 Sep 1998, 06:46 GMT
<LI><strong><A NAME="01109" HREF="msg01109.html">[MUD-Dev] Medievia</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 22 Sep 1998, 23:47 GMT
<UL>
<LI><strong><A NAME="01110" HREF="msg01110.html">[MUD-Dev] Re: Medievia</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 23 Sep 1998, 00:13 GMT
</LI>
<LI><strong><A NAME="01121" HREF="msg01121.html">[MUD-Dev] Re: Medievia</A></strong>, 
Ryan Prince <a href="mailto:jynx_ryn#mindless,com">jynx_ryn#mindless,com</a>, Wed 23 Sep 1998, 03:18 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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