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<H1>[MUD-Dev] Re: META: List combat character and racial memory (was Re: Affordances and social method (Was: Re: Wire d Magazine...))</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: List combat character and racial memory (was Re: Affordances and social method (Was: Re: Wire d Magazine...))</LI>
<LI><em>From</em>: <A HREF="mailto:kamikaze#kuoi,asui.uidaho.edu">kamikaze#kuoi,asui.uidaho.edu</A></LI>
<LI><em>Date</em>: 10 Aug 1998 13:50:20 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
  Hi, I'm one of the new guys.  I'm Mark 'Kamikaze' Hughes, game
designer and Java programmer.  See
&lt;URL:<A  HREF="http://kuoi.asui.uidaho.edu/~kamikaze/">http://kuoi.asui.uidaho.edu/~kamikaze/</A>&gt; for more info about me and
my interests than you ever wanted to know.

  Somewhere back in the '80s, I started playing door games, PBEM and
chat-room RPGs, and a few multiplayer games on Compuserve, Delphi, and
Genie.  By '89, I'd played a few Internet MUDs, but the ones I'd found
were quite lacking, socially, system-wise, and in original world design,
so I stared designing my own online environments...  but designing a
full MUD proved to be a bit much for me then, and I ended up writing a
couple of door-game type environments.  I'll do a post-mortem on one of
them at some point, since it's an interesting case.

  After that, I drifted into writing interactive fiction (most of it
mercifully unpublished) and a lot of 3-D graphics (which I now reject as
mostly useless - if you want 3-D immersion, *GO OUTSIDE*), and just
generally getting an education the hard way.

  Over the last three years, I've been designing and then scrapping and
redesigning what I hope will be a rather unique MUD-like system of my
own, and recently spent some time contracting with another GMUD
designer, though little action is currently going on that front - if we
get a publisher, we go forward and I get paid to do some more work.

J C Lawrence &lt;claw#under,engr.sgi.com&gt; spake:
&gt;&gt; On Mon, 13 Jul 1998, J C Lawrence wrote:
&gt;&gt;&gt; The period when the list /was/ invitation only (remember, that
&gt;&gt;&gt; hasn't been true for several months now) was significant however.
&gt;&gt;&gt; It allowed the list culture to evolve, consolidate, and to become
&gt;&gt;&gt; deeply accepted by the membership.

  There is a down side to something like this - I only just became aware
of this list, and I'm now facing something like 30MB of archives, after
doing a bit of filtering and merging so I could page through them easier
(I don't suppose a plain-text archive would be possible?  Or I could
pass you back the filtered versions I've kluged together...)

  I write multi-player social games, and have been plugging away at
designs for that cliche' of cliche's, the good graphical MUD (even more
cliche', in Java - if I say "and in 3-D!" (which my designs are not,
thankfully) I'll spontaneously combust!), for several years now, and yet
because I didn't come to anyone's attention (I don't post to
rec.games.mud.*, instead I use rec.games.programmer and occasionally
rec.games.design when I have MU game design issues to discuss, and I
lurk a lot all over the place), I wasn't able to comment and
participate.  Sure, being invitation-only can filter out the fools, but
it can also filter out many worthwhile participants (assuming a lot
about myself, but hey, I've got the ego for it).

  Since all of the MUD design &amp; development mailing lists I'd been able
to find were focused on one specific system or another, I didn't expend
a lot of effort looking for one that wasn't...

  So in short, I'm glad you've started advertising and accepting just
anyone off the street, but I wish I'd known about it 2 years ago.

&gt;Just how often and how deeply do y'all use the archives?  What impact
&gt;are they having on your and your projects?

  I'll let you know when I'm done reading them, sometime in the next
millenium.  (Okay, I won't actually read the WHOLE THING, I'll just skip
subjects I'm not interested in...  but it sounds more dramatic).

-- &lt;a href="<A  HREF="http://kuoi.asui.uidaho.edu/~kamikaze/">http://kuoi.asui.uidaho.edu/~kamikaze/</A>"&gt; Mark Hughes &lt;/a&gt;


</PRE>

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<li><strong><A NAME="01057" HREF="msg01057.html">[MUD-Dev] Re: META: List combat character and racial memory (was Re: Affordances and social method (Was: Re: Wire d Magazine...))</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><A NAME="00651" HREF="msg00651.html">[MUD-Dev] Re: async i/o and threads (was: Re: lurker emerges</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Tue 11 Aug 1998, 04:20 GMT
<UL>
<LI><strong><A NAME="00655" HREF="msg00655.html">[MUD-Dev] Re: async i/o and threads (was: Re: lurker emerges</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 11 Aug 1998, 06:58 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00646" HREF="msg00646.html">[MUD-Dev] Re: async i/o and threads (was: Re: lurker emerges)</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Tue 11 Aug 1998, 02:44 GMT
<UL>
<LI><strong><A NAME="00650" HREF="msg00650.html">[MUD-Dev] Re: async i/o and threads (was: Re: lurker emerges</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 11 Aug 1998, 03:56 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00639" HREF="msg00639.html">[MUD-Dev] Re: META: List combat character and racial memory (was Re: Affordances and social method (Was: Re: Wire d Magazine...))</A></strong>, 
kamikaze <a href="mailto:kamikaze#kuoi,asui.uidaho.edu">kamikaze#kuoi,asui.uidaho.edu</a>, Mon 10 Aug 1998, 20:50 GMT
<UL>
<LI><strong><A NAME="01057" HREF="msg01057.html">[MUD-Dev] Re: META: List combat character and racial memory (was Re: Affordances and social method (Was: Re: Wire d Magazine...))</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 17 Sep 1998, 01:07 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00645" HREF="msg00645.html">[MUD-Dev] Re: META: List combat character and racial memory (was Re: Affordances and social method (Was: Re: Wire d Magazine...))</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 11 Aug 1998, 02:40 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00634" HREF="msg00634.html">[MUD-Dev] Rule #3</A></strong>, 
S. Patrick Gallaty <a href="mailto:patrick#gric,com">patrick#gric,com</a>, Mon 10 Aug 1998, 17:27 GMT
<LI><strong><A NAME="00630" HREF="msg00630.html">[MUD-Dev] RE: Black Isle's Baldur's Gate</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 10 Aug 1998, 15:23 GMT
</LI>
</UL></BLOCKQUOTE>

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