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<H1>RE: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</LI>
<LI><em>From</em>: "John Bertoglio" &lt;<A HREF="mailto:jb#pulsepoll,com">jb#pulsepoll,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 13 Apr 2000 22:20:12 -0700</LI>
<LI><em>Importance</em>: Normal</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; Brian Green
&gt; Sent: Wednesday, April 12, 2000 10:55 AM
&gt;
&gt; John Bertoglio wrote:
&gt; &gt; Sony should not ban the practice, they should make it
&gt; &gt; impossible through an ingame redesign.
&gt;

&lt;&lt;Reasonable analysis of why it upsets people to change any element of a
game, no matter how stupid or poorly thought out.&gt;&gt;

&gt;
&gt; This is the number one reason why I am an advocate of well thought-out,
&gt; flexible design before the game is developed.  Every time I see a game
&gt; without a central vision or one that's rushed out before it's ready, I
&gt; cringe.  Such lack of forethought haste is what causes a majority of
&gt; these problems, IMHO.  Commercial multiplayer online RPGs aren't
&gt; something you can slap a patch for up on the 'net and expect all the
&gt; players to be happy.
&gt;

  "No plan survives contact with the enemy."
       (Helmuth, Graf von Moltke the Elder)

All large software projects make mid-course adjustments. My team at work
is a very clever bunch. We do careful research and try to write well
documented
code with a minimum of errors. But despite that effort our clients and their
customers constantly find mistakes, omissions and stuff that we just missed.
We have a master plan but it evolves on a daily basis. Our core principles
have stayed constant, but ANYTHING in the plan is a candidate for review.

The Koster "ALife" system was one of the coolest set of elements ever put
a computer game (online or not). The original UO manual described a rich,
dynamic environment that defined the concept of "a central vision". It had
a huge amount of "forethought". And it the time it took to create could not
be called "haste".

It was a bunch of great ideas and, now, it is now mostly gone.

If you can kill good ideas in the name of making a better game world,
killing
bad ones should be an even easier decision.

As a technologist I cringe when I hear words like "It wouldn't be a big deal
to make these small changes, would it?". Changing a system, even one like
our online survey system which was designed to be mutable, is a pain in
the butt. But some changes are necessary.

Certainly, some people who are used to the current system in EQ will be
upset
if the detect a change. But people who steal cars are annoyed by alarms.
People who embezzle from their companies don't like auditors. In general,
someone who is beating and/or profiting from a system will be happy to see
the status quo preserved.

A commercial system should make choices which enhances the overall health of
the user environment. The fact that small mud systems run by a few students
have managed to implement variable spawn times and locations suggests it is
not an inherently big deal. How big a deal is it to add a random +/- x
minutes
to a spawn clock?

John A. Bertoglio
  _____
PulsePoll.com &lt;<A  HREF="http://www.pulsepoll.com/">http://www.pulsepoll.com/</A>&gt;
| 503.781.3563
| jb#pulsepoll,com

&gt; --
&gt; "And I now wait / to shake the hand of fate...."  -"Defender", Manowar
&gt;      Brian Green, brian#psychochild,org  aka  Psychochild
&gt;        |\      _,,,---,,_      *=* Morpheus, my kitten, says "Hi!" *=*
&gt;  ZZzz  /,`.-'`'    -.  ;-;;,_
&gt;       |,4-  ) )-,_..;\ (  `'-'  "Ritalin Cures Next Picasso"
&gt;      '---''(_/--'  `-'\_)               -The_Onion_, August 4th, 1999
&gt;
&gt;
&gt;
&gt; _______________________________________________
&gt; MUD-Dev mailing list
&gt; MUD-Dev#kanga,nu
&gt; <A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>




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</PRE>

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<UL><LI><STRONG>References</STRONG>:
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<LI><STRONG><A NAME="00238" HREF="msg00238.html">Re: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></STRONG>
<UL><LI><EM>From:</EM> Brian Green &lt;brian@psychochild.org&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00227" HREF="msg00227.html">RE: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
John Bertoglio <a href="mailto:jb@pulsepoll.com">jb@pulsepoll.com</a>, Wed 12 Apr 2000, 16:39 GMT
<UL>
<LI><strong><A NAME="00230" HREF="msg00230.html">RE: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
Jeff Freeman <a href="mailto:skeptack@antisocial.com">skeptack@antisocial.com</a>, Wed 12 Apr 2000, 17:49 GMT
</LI>
<LI><strong><A NAME="00238" HREF="msg00238.html">Re: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
Brian Green <a href="mailto:brian@psychochild.org">brian@psychochild.org</a>, Fri 14 Apr 2000, 02:52 GMT
<UL>
<LI><strong><A NAME="00262" HREF="msg00262.html">Re: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
Wes Connell <a href="mailto:wconnell@skotos.net">wconnell@skotos.net</a>, Sat 15 Apr 2000, 05:10 GMT
</LI>
<LI><strong><A NAME="00267" HREF="msg00267.html">RE: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
John Bertoglio <a href="mailto:jb@pulsepoll.com">jb@pulsepoll.com</a>, Sat 15 Apr 2000, 05:11 GMT
</LI>
<LI><strong><A NAME="00331" HREF="msg00331.html">Re: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
J C Lawrence <a href="mailto:claw@kanga.nu">claw@kanga.nu</a>, Mon 17 Apr 2000, 05:46 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00249" HREF="msg00249.html">Re: [MUD-Dev] Sony to ban sale ... point of view of an eq veteran</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke@sirius.com">choke@sirius.com</a>, Fri 14 Apr 2000, 02:52 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00220" HREF="msg00220.html">[MUD-Dev] [LONG] A slightly different perspective on Real money in Virtual worlds.</A></strong>, 
Zak Jarvis <a href="mailto:zak@voidmonster.com">zak@voidmonster.com</a>, Wed 12 Apr 2000, 14:22 GMT
<UL>
<LI><strong><A NAME="00237" HREF="msg00237.html">RE: [MUD-Dev] [LONG] A slightly different perspective on Real money in Virtual worlds.</A></strong>, 
Morten Andresen <a href="mailto:morten@mgon.com">morten@mgon.com</a>, Fri 14 Apr 2000, 02:52 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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