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<H1>RE: [MUD-Dev] banning the sale of items</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] banning the sale of items </LI>
<LI><em>From</em>: "Raph Koster" &lt;<A HREF="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 18 Apr 2000 16:25:06 -0500</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; From: mud-dev-admin#kanga,nu [<A  HREF="mailto:mud-dev-admin#kanga,nu]On">mailto:mud-dev-admin#kanga,nu]On</A> Behalf Of
&gt; Kevin Littlejohn
&gt; Sent: Monday, April 17, 2000 8:43 PM
&gt; To: mud-dev#kanga,nu
&gt; Subject: Re: [MUD-Dev] banning the sale of items

&gt; Does this actually filter down to the game designers?  It seems the MMORPG
&gt; programmers (and other computer game programmers) are brutally
&gt; aware of the
&gt; commercial implications of design issues in their games (ref: someone's
&gt; "scratch any game programmer, you'll find someone disillusioned, but
&gt; looking for the next team to be the one where they get it right") - are
&gt; arcade game designers likewise writing games with a view to bringing in as
&gt; much coin as they can, or is it a different feel?  Just curious...

The alleged reason that many of the classic coin-op games was so hard was
because of the arcade operator's demands that games have an average length
of under 3 minutes. Williams in particular was mentioned often as a
developer that had this mindset...

-Raph




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<LI><STRONG><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] banning the sale of items</A></STRONG>
<UL><LI><EM>From:</EM> Kevin Littlejohn &lt;darius#connect,com.au&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] banning the sale of items</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00328" HREF="msg00328.html">Re: [MUD-Dev] banning the sale of items</A></strong>, 
Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Mon 17 Apr 2000, 05:31 GMT
<LI><strong><A NAME="00356" HREF="msg00356.html">Re: [MUD-Dev] banning the sale of items</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Mon 17 Apr 2000, 16:22 GMT
<LI><strong><A NAME="00404" HREF="msg00404.html">Re: [MUD-Dev] banning the sale of items</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Tue 18 Apr 2000, 00:06 GMT
<LI><strong><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] banning the sale of items</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Tue 18 Apr 2000, 19:48 GMT
<LI><strong><A NAME="00429" HREF="msg00429.html">RE: [MUD-Dev] banning the sale of items</A></strong>, 
Raph Koster <a href="mailto:rkoster#austin,rr.com">rkoster#austin,rr.com</a>, Tue 18 Apr 2000, 22:19 GMT
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<LI><strong><A NAME="00451" HREF="msg00451.html">Re: [MUD-Dev] banning the sale of items</A></strong>, 
Timothy Dang <a href="mailto:tdang#U,Arizona.EDU">tdang#U,Arizona.EDU</a>, Wed 19 Apr 2000, 02:11 GMT
</LI>
</LI>
<LI><strong><A NAME="00344" HREF="msg00344.html">RE: [MUD-Dev] banning the sale of items</A></strong>, 
Zak Jarvis <a href="mailto:zak#voidmonster,com">zak#voidmonster,com</a>, Mon 17 Apr 2000, 16:21 GMT
<LI><strong><A NAME="00375" HREF="msg00375.html">RE: [MUD-Dev] banning the sale of items</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Mon 17 Apr 2000, 20:16 GMT
</LI>
<LI><strong><A NAME="00407" HREF="msg00407.html">Re: [MUD-Dev] banning the sale of items</A></strong>, 
J. Coleman <a href="mailto:stormknight#alltel,net">stormknight#alltel,net</a>, Tue 18 Apr 2000, 19:48 GMT
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