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	<title>Comments on: MUD&#8217;s Heritage to MMOs, a Short Sample</title>
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	<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/</link>
	<description>Seeking Better Worlds</description>
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		<title>By: Muckbeast</title>
		<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/#comment-1473</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Wed, 10 Sep 2008 03:33:49 +0000</pubDate>
		<guid isPermaLink="false">http://altitis.treehuggers.info/?p=451#comment-1473</guid>
		<description>Hahaha. I didn&#039;t confuse the countries, I just honestly though I remembered reading you were from Sweden. I think the MUD thing added to that. *TONS* of MUDders came from Sweden, though I don&#039;t recall meeting any from Switzerland back in my MUD days.

But seriously... are you at all interested in doing some game programming on the side? Please email me back! :)</description>
		<content:encoded><![CDATA[<p>Hahaha. I didn&#8217;t confuse the countries, I just honestly though I remembered reading you were from Sweden. I think the MUD thing added to that. *TONS* of MUDders came from Sweden, though I don&#8217;t recall meeting any from Switzerland back in my MUD days.</p>
<p>But seriously&#8230; are you at all interested in doing some game programming on the side? Please email me back! <img src='http://altitis.treehuggers.info/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Gwaendar</title>
		<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/#comment-1472</link>
		<dc:creator>Gwaendar</dc:creator>
		<pubDate>Tue, 09 Sep 2008 17:22:09 +0000</pubDate>
		<guid isPermaLink="false">http://altitis.treehuggers.info/?p=451#comment-1472</guid>
		<description>&lt;i&gt;and Primordiax is written in PIKE (maybe you’ve heard of it&lt;/i&gt;

Nope, this kind of stuff has been off my radar for a while.

&lt;i&gt;since you’re there in Sweden&lt;/i&gt;
&lt;a href=&quot;http://en.wikipedia.org/wiki/Wikipedia:Reference_desk/Archives/Language/2006_November_13#On_confusing_countries&quot; rel=&quot;nofollow&quot;&gt;Sob&lt;/a&gt; :)</description>
		<content:encoded><![CDATA[<p><i>and Primordiax is written in PIKE (maybe you’ve heard of it</i></p>
<p>Nope, this kind of stuff has been off my radar for a while.</p>
<p><i>since you’re there in Sweden</i><br />
<a href="http://en.wikipedia.org/wiki/Wikipedia:Reference_desk/Archives/Language/2006_November_13#On_confusing_countries">Sob</a> <img src='http://altitis.treehuggers.info/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Muckbeast</title>
		<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/#comment-1471</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Tue, 09 Sep 2008 07:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://altitis.treehuggers.info/?p=451#comment-1471</guid>
		<description>Lima? Awesome. Threshold is written in LPC, and Primordiax is written in PIKE (maybe you&#039;ve heard of it since you&#039;re there in Sweden) which is very LPC-like.

If you aren&#039;t looking for work, maybe you&#039;re looking for fun side projects with in-game rewards as payment?

Seriously! :)

-Cambios
Blogging about Online Gaming and Virtual Worlds:
http://www.muckbeast.com</description>
		<content:encoded><![CDATA[<p>Lima? Awesome. Threshold is written in LPC, and Primordiax is written in PIKE (maybe you&#8217;ve heard of it since you&#8217;re there in Sweden) which is very LPC-like.</p>
<p>If you aren&#8217;t looking for work, maybe you&#8217;re looking for fun side projects with in-game rewards as payment?</p>
<p>Seriously! <img src='http://altitis.treehuggers.info/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>-Cambios<br />
Blogging about Online Gaming and Virtual Worlds:<br />
<a href="http://www.muckbeast.com">http://www.muckbeast.com</a></p>
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	<item>
		<title>By: Gwaendar</title>
		<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/#comment-1467</link>
		<dc:creator>Gwaendar</dc:creator>
		<pubDate>Mon, 08 Sep 2008 14:43:18 +0000</pubDate>
		<guid isPermaLink="false">http://altitis.treehuggers.info/?p=451#comment-1467</guid>
		<description>@Cambios
&lt;i&gt;If you do not object (...)&lt;/i&gt;
It&#039;s not my idea in the first place :)

&lt;i&gt;Are you looking for programming work?&lt;/i&gt;

Dear god, I don&#039;t have what it takes for that by a long shot. No, thanks. As all people who can&#039;t actually do stuff, I teach :)

&lt;i&gt;Also, what mud(s) did you program on and play?&lt;/i&gt;

Most of the code I&#039;ve written was for Uossmud and Solestria, both on the lima mudlib. As for playing, I don&#039;t play text muds any more, WoW eats up all gaming time I have.

@Twanni
&lt;i&gt;It’s often used, but one aspect tends to be ignored. The “lifespan” of most movies is a few months. In the case of trilogies and other series its entire lifespan ends at about 3-4 years.
Your typical good running MMO can go for 10 years.&lt;/i&gt;

You&#039;re absolutely correct. As usual, comparisons take you only so far, though a big movie flop can also influence money investment in an entire genre for several years, so it&#039;s not entirely that different. Still, as long as we&#039;re talking successful ventures, any comparison to the film industry would assume a time-stretched version of things.

Anyway, it&#039;s just a comparison, and has its limitations, as you pointed out.

&lt;i&gt;Imagine how much consideration is done before a gossip feature gets added to WOW’s barkeepers.&lt;/i&gt;

Exactly. In MUDs, you could just go ahead and do it, and if it didn&#039;t work out, you removed the feature. No financial risk involved, nor potential CR issues to explain and position, and usually no long design committees to hold about it. That&#039;s a big part why MUDs as a family have such a vast feature set.</description>
		<content:encoded><![CDATA[<p>@Cambios<br />
<i>If you do not object (&#8230;)</i><br />
It&#8217;s not my idea in the first place <img src='http://altitis.treehuggers.info/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><i>Are you looking for programming work?</i></p>
<p>Dear god, I don&#8217;t have what it takes for that by a long shot. No, thanks. As all people who can&#8217;t actually do stuff, I teach <img src='http://altitis.treehuggers.info/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><i>Also, what mud(s) did you program on and play?</i></p>
<p>Most of the code I&#8217;ve written was for Uossmud and Solestria, both on the lima mudlib. As for playing, I don&#8217;t play text muds any more, WoW eats up all gaming time I have.</p>
<p>@Twanni<br />
<i>It’s often used, but one aspect tends to be ignored. The “lifespan” of most movies is a few months. In the case of trilogies and other series its entire lifespan ends at about 3-4 years.<br />
Your typical good running MMO can go for 10 years.</i></p>
<p>You&#8217;re absolutely correct. As usual, comparisons take you only so far, though a big movie flop can also influence money investment in an entire genre for several years, so it&#8217;s not entirely that different. Still, as long as we&#8217;re talking successful ventures, any comparison to the film industry would assume a time-stretched version of things.</p>
<p>Anyway, it&#8217;s just a comparison, and has its limitations, as you pointed out.</p>
<p><i>Imagine how much consideration is done before a gossip feature gets added to WOW’s barkeepers.</i></p>
<p>Exactly. In MUDs, you could just go ahead and do it, and if it didn&#8217;t work out, you removed the feature. No financial risk involved, nor potential CR issues to explain and position, and usually no long design committees to hold about it. That&#8217;s a big part why MUDs as a family have such a vast feature set.</p>
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		<title>By: Twanni</title>
		<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/#comment-1465</link>
		<dc:creator>Twanni</dc:creator>
		<pubDate>Sat, 06 Sep 2008 00:17:36 +0000</pubDate>
		<guid isPermaLink="false">http://altitis.treehuggers.info/?p=451#comment-1465</guid>
		<description>Very good read. 
One thing about the comparison to the Movie Industry though. It&#039;s often used, but one aspect tends to be ignored. The &quot;lifespan&quot; of most movies is a few months. In the case of trilogies and other series its entire lifespan ends at about 3-4 years. 
Your typical good running MMO can go for 10 years.
And while EQ/UO are definitely on the decline, their influence right now is way more than last year&#039;s summer blockbuster.
What I guess I&#039;m trying to say is that a successful MMO casts a much longer shadow than a successful movie does, budgets and especially revenues are much larger too. Imagine how much consideration is done before a gossip feature gets added to WOW&#039;s barkeepers.</description>
		<content:encoded><![CDATA[<p>Very good read.<br />
One thing about the comparison to the Movie Industry though. It&#8217;s often used, but one aspect tends to be ignored. The &#8220;lifespan&#8221; of most movies is a few months. In the case of trilogies and other series its entire lifespan ends at about 3-4 years.<br />
Your typical good running MMO can go for 10 years.<br />
And while EQ/UO are definitely on the decline, their influence right now is way more than last year&#8217;s summer blockbuster.<br />
What I guess I&#8217;m trying to say is that a successful MMO casts a much longer shadow than a successful movie does, budgets and especially revenues are much larger too. Imagine how much consideration is done before a gossip feature gets added to WOW&#8217;s barkeepers.</p>
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		<title>By: Muckbeast</title>
		<link>http://altitis.treehuggers.info/2008/09/04/muds-heritage-to-mmos-a-short-sample/#comment-1462</link>
		<dc:creator>Muckbeast</dc:creator>
		<pubDate>Fri, 05 Sep 2008 04:05:58 +0000</pubDate>
		<guid isPermaLink="false">http://altitis.treehuggers.info/?p=451#comment-1462</guid>
		<description>&lt;blockquote&gt;
I added some code which basically let innkeepers pick up /say conversations, sample those, and later give these back as gossip “I heard player X say such and such”. Which actually led to some hilarious side-effects akin to what you get nowadays when you say something in the wrong chat channel.
&lt;/blockquote&gt;


That is an absolutely brilliant feature. If you do not object, I am going to code that into a serving wench on Threshold. That could be potentially hilarious.



That sounded awesome. Man, what are you doing now? Are you looking for programming work? :)

Also, what mud(s) did you program on and play?

-Cambios
Blogging about Online Gaming and Virtual Worlds:
http://www.muckbeast.com</description>
		<content:encoded><![CDATA[<blockquote><p>
I added some code which basically let innkeepers pick up /say conversations, sample those, and later give these back as gossip “I heard player X say such and such”. Which actually led to some hilarious side-effects akin to what you get nowadays when you say something in the wrong chat channel.
</p></blockquote>
<p>That is an absolutely brilliant feature. If you do not object, I am going to code that into a serving wench on Threshold. That could be potentially hilarious.</p>
<p>That sounded awesome. Man, what are you doing now? Are you looking for programming work? <img src='http://altitis.treehuggers.info/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Also, what mud(s) did you program on and play?</p>
<p>-Cambios<br />
Blogging about Online Gaming and Virtual Worlds:<br />
<a href="http://www.muckbeast.com">http://www.muckbeast.com</a></p>
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