Slashdot Mirror


User: RaphKoster

RaphKoster's activity in the archive.

Stories
0
Comments
27
First seen
Last seen
Profile
(view on slashdot.org)

Comments · 27

  1. People need to study the history a bit more on On Reaction-Based Massively Multiplayer Gaming · · Score: 2, Insightful

    Two basic points.

    1) At high enough levels of complexity, MUDs and MMORPGs alike DO involve skill. Most typically, what people are asking for isn't skill, but specifically "twitch" skill.

    2) You can go back 30 years and NEVER find a single twitch-skill based online persistent game that was as popular or more popular than the prevailing RPGs of the time. The basic reason is that people don't like to play in leagues where they cannot compete. RPG mechanics are essentially handicapping mechanics for people who lack the twitch ability--spend enough time, and you too can be a badass. This opens up the game to a wider audience (even as it arguably adds tedium).

  2. About the timeline on Timeline of Online Gaming · · Score: 2, Informative
    Never expected to get slashdotted. :)

    Please feel free to mail me corrections and additions to the timeline. The vast majority of it was not written by me, it was written by others who submitted material.

    Some blanket replies to clarify the intent of the timeline:

    Tolkien is listed because he was very influential on the people making those early games (annd still is to this day). To take another example, Lord Dunsany is comparably important in the development of fantasy as a genre, but has not had very discernable influence on online worlds specifically.

    The Sega channel probably does deserve to be listed. Please feel free to send details. Note, however, that this timeline is specifically about online worlds (aka muds, MMORPGs, virtual realities, what have you), not about peer to peer gaming except insofar as instances of peer to peer gaming serve as bridges towards online worlds. Hence the absence of things like Case's Ladder or Kali. Heck, Quake is only in there because it brought greater awareness to online worlds in the process of being a big hit.

    Lastly, concerning the title... AFAIK, there are only four significant timelines on the history of online worlds on the Net. There's George Reese's, there's The MUDDex's, there's Jessica Mulligan's on Biting the Hand, and there's mine. Of these, George's is centered on LPMuds, The MUDDex centered on MOOs and MUSHes, Jessica's on commercial games, and then there's mine which tries to cover all the above. Plus, George and Jess both contributed to mine. As of right now, there is no more comprehensive source on the Internet--at least, not that's indexed by any search engines. Believe me, I've looked. For a preliminary links list of resources for online world design, I refer you to my list.

    The genesis of the timeline was actually as some research to help out Dr Amy Bruckman (MediaMOO, MOOse Crossing) for a Game Developer's Conference panel we were both on. It has been posted regularly to rec.games.mud.* newsgroups and the MUD-Dev mailing list as well. It's very much a community effort, and not based on my personal preferences save for the criteria by which I determine whether or not something is an actually an online world.

    I see a lot of posts here in the replies which I intend to scarf up and add to the timeline, though. So thanks to those posters. :) Certainly one area where the timeline is deficient is the entire area of BBS games, so submissions are definitely welcome there.

    -Raph Koster