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<H1>RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs</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>: RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs</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, 21 Feb 2000 09:24:54 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


&gt; -----Original Message-----
&gt; From: Dr. Cat [<A  HREF="mailto:cat#realtime,net">mailto:cat#realtime,net</A>]
&gt; Sent: Saturday, February 19, 2000 8:50 PM
&gt; To: mud-dev#kanga,nu
&gt; Subject: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs
&gt; 
&gt; It's my understanding that games like
&gt; Everquest and UO can only have a few thousand people per 
&gt; world before they
&gt; need to go set up a second world, and a third, and a tenth, 
&gt; each totally
&gt; sealed off from the others in terms of interaction of game 
&gt; elements. 

In UO's case it's more because of the amount of content in a world (map
size, etc) and not the architecture, which can scale...

-Raph



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] voice vs. text</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00441" HREF="msg00441.html">Re: [MUD-Dev] voice vs. text</A></strong>, 
Justin Rogers <a href="mailto:justin#mlstoday,com">justin#mlstoday,com</a>, Mon 21 Feb 2000, 03:18 GMT
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<LI><strong><A NAME="00440" HREF="msg00440.html">RE: [MUD-Dev] voice vs. text</A></strong>, 
John Bertoglio <a href="mailto:jb#pulsepoll,com">jb#pulsepoll,com</a>, Mon 21 Feb 2000, 03:18 GMT
</LI>
<LI><strong><A NAME="00444" HREF="msg00444.html">Re: [MUD-Dev] voice vs. text</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Mon 21 Feb 2000, 17:57 GMT
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</ul>
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<LI><strong><A NAME="00436" HREF="msg00436.html">Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs</A></strong>, 
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Sun 20 Feb 2000, 19:34 GMT
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<LI><strong><A NAME="00445" HREF="msg00445.html">RE: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #286 - 13 msgs</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 21 Feb 2000, 17:57 GMT
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</ul>
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<LI><strong><A NAME="00419" HREF="msg00419.html">[MUD-Dev] Guide Applicant : Player Ratio</A></strong>, 
Geoffrey A. MacDougall <a href="mailto:geoffrey#poptronik,com">geoffrey#poptronik,com</a>, Fri 18 Feb 2000, 17:43 GMT
<UL>
<LI><strong><A NAME="00425" HREF="msg00425.html">Re: [MUD-Dev] Guide Applicant : Player Ratio</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 18 Feb 2000, 20:15 GMT
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</UL>
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<LI><strong><A NAME="00401" HREF="msg00401.html">[MUD-Dev] Codebase Ideas</A></strong>, 
punitac <a href="mailto:punitac#prodigy,net">punitac#prodigy,net</a>, Fri 18 Feb 2000, 03:25 GMT
<UL>
<LI><strong><A NAME="00409" HREF="msg00409.html">Re: [MUD-Dev] Codebase Ideas</A></strong>, 
Bryce Harrington <a href="mailto:bryce#neptune,net">bryce#neptune,net</a>, Fri 18 Feb 2000, 05:38 GMT
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</UL></BLOCKQUOTE>

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