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<H1>Re: [MUD-Dev] Graphic MUDS/Ultima Online</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Graphic MUDS/Ultima Online</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 05 Aug 1997 19:33:45 -0700</LI>
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<PRE>
At 07:17 PM 8/5/97 PST8PDT, you wrote:
 obvious way to apply this.
&gt;
&gt;This is what we do in UO. We track raw materials and even abstract 
&gt;qualities (spookiness, for example, there's only a fixed amount of 
&gt;spooky stuff in the world). and have a fixed total in the world (well, 
&gt;fixed except that it increases as playerbase increases). We call these 
&gt;"resources" and we also base our AI on them.

Hmm this is slightly off topic BUT...

Plot elements can also be considered a respource, as can puzzle answers and
such.  Ultimately there is a general type of resource caslled "information".

Unfrotunately players share info way to ofreely as a rule... for example
the Guttenburg Project at the UO vault that already has the text of every
book you gusy ptu into the game...

How do you prevent or control the cheapening of such info resources??

Seems quite a problem to me...

JK

Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

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<li><strong><A NAME="00503" HREF="msg00503.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<LI><STRONG><A NAME="00399" HREF="msg00399.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG>
<UL><LI><EM>From:</EM> "Koster, Raph" &lt;rkoster#origin,ea.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] Graphic MUDS/Ultima Online</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00519" HREF="msg00519.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 13 Aug 1997, 16:02 GMT
</LI>
<LI><strong><A NAME="00531" HREF="msg00531.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 00:37 GMT
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<LI><strong><A NAME="00319" HREF="msg00319.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 01 Aug 1997, 01:54 GMT
</LI>
</ul>
<LI><strong><A NAME="00399" HREF="msg00399.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 01:49 GMT
<UL>
<LI><strong><A NAME="00405" HREF="msg00405.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:31 GMT
<UL>
<LI><strong><A NAME="00503" HREF="msg00503.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 23:38 GMT
<UL>
<LI><strong><A NAME="00515" HREF="msg00515.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 13 Aug 1997, 06:30 GMT
<UL>
<LI><strong><A NAME="00541" HREF="msg00541.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 14 Aug 1997, 03:25 GMT
<UL>
<LI><strong><A NAME="00710" HREF="msg00710.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Sun 24 Aug 1997, 10:53 GMT
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