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From: Guillermo R. <gui...@gm...> - 2007-06-05 00:24:08
|
Hi List, I'm in the design phase of my game, I just finish the GameCore states and starting the gameplay, but I would like to know some tips or tricks that you learn across your experience, I'm working on a turn based strategy game with multiplayer mode, and none AI, I would like to develop a framework easy to use. Thanks Regards Guillermo Ramos Leal |
From: Richard F. <ra...@gm...> - 2006-01-02 13:52:56
|
Seeing as how we all had quite a start a year or so back when we found out about the "new age of games players" (that being the 25-35 year olds..) you'd have thought that we'd have actually tried to make some games that appeal to this audience a bit more. I class games such as GTA as being in the 18-35 year old bracket, but apart from this, i find that each person i know over 25 has found that they have = a genre that they particularly like, and have stuck with it. Each genre obviously is ageless, and that is probably where half the sales are going for the older audience, but what i want to know is: why aren't there more games that suite everyone like the GTA series? is it simply because GTA is all games that are grown up in one bag? or is it that we just haven't "seen= " any other games like it yet? MMOs are big, but the number of kids online is causing the more mature players to leave or at the least get a bit annoyed. What kind of games do you think we could all add to the mature market scene= ? Its just one of those things, I've been playing GTA:LCS, and thinking that the PSP is a great platform for the older audience who want to sit down for few minutes (15-30) and do a couple of missions, and also its much more portable than a PS2, so i'd be tempted to leave the PSP in the car to play whenever i went out for lunch / picked kids up from wherever. The problem for me is I can't like games like Lumines (a great game, just not my cup of tea), and i love big games like GTA3+, and GT4. Not really obvious "burstability" games... oh well, hope that we move away from PSP new speak soon... |
From: Kent Q. <ken...@co...> - 2005-10-23 03:34:06
|
Going through some old books, I found an excerpt from James Naismith's book about basketball. He's the guy who invented it, and the process of his game design is very interesting. I found an even longer excerpt online: A collection of several excerpts is here: http://www.barnard.edu/amstud/resources.htm Scroll down to the part where it says "Basketball at the Turn-of-the-Century". The important one is Chapter III: http://www.barnard.edu/amstud/resources/basketball/origin.htm Although Chapter II is also really worth reading because it talks about the earlier designs that failed and why. As long as we're trying to resurrect this list, I thought I'd toss this in the bucket, so to speak. Kent |
From: Phil T. <ph...@mi...> - 2005-10-20 16:44:10
|
> RTS - not traditionally covered in consoles because of the difficulty > of control the lack of mouse gives. I can see how the main controller > angle could be used in place of a mouse to move a selector around the > screen =20 I definitely think the controller could work well here. There are = already mice for media center computers that work as pointing devices = and they are pretty intuitive to use. With just a little bit of = practice is it's easy to lasso things which is one of the biggest = problem RTS games face when they are moved from a keyboard+mouse = interface to a traditional game-pad. =20 > Racing/Driving - Not sure, but I think main controller held upright > like a joystick would be most intuitive here - tilt forward back for > accelerate/decelerate, right/left for turning. Does the mini-joystick > have a place? =20 What is the fidelity of the tilt functionality? When I played with the = gyroscopic devices in the past the lack of fine control really killed it = for me. Granted at the time I was trying out the side-winder controller = (remember the one that you could tilt left, right, up and down) with a = flight simulator. It really didn't work all that great. I'd imagine = serious racing games would have the same problem --- now Mario Kart on = the other hand... =20 Phil ________________________________ From: gam...@li... on behalf of Chris = Chapman Sent: Thu 10/20/2005 04:11 To: gam...@li... Subject: [GD-Design] Revolution Controller design thoughts Okay, this is more from a tech view than a design view, but in user interface land the two have to be pretty close. I'm using the Chaos Engine thread for inspiration as to points of discussion that people might need to address. Suitability for genres FPS - as shown in the demos they did, apparently the main controller for view angle and mini-joystick for movement works well. Platform-er/3rd person - should be fairly similar to FPS, no? RTS - not traditionally covered in consoles because of the difficulty of control the lack of mouse gives. I can see how the main controller angle could be used in place of a mouse to move a selector around the screen Racing/Driving - Not sure, but I think main controller held upright like a joystick would be most intuitive here - tilt forward back for accelerate/decelerate, right/left for turning. Does the mini-joystick have a place? Action/twitch - (a la R-Type or Tetris) intuition here would say the main controller as a pointing mechanism, dragging the avatar around the screen to manipulate. But in situations where the avatar changes (i.e. new piece in Tetris), how do you deal with relative versus absolute movement? E.g. having to move four pieces in a row to the right. Do you use a button to 'pick up' before you can drag the avatar? General points It seems that the absolute vs relative control question is the most relevant - in any situation where the avatar you are controlling changes, how do you 'reset' the controls. In an absolute system, if you are all the way at one end of the control axis, do you a) start the new avatar already turning right, b) start the new avatar centered (which means you have to turn even more to the right to continue). In this respect the controller's a bit of a halfway house between a mouse and a joystick. It has the freedom of movement and intuitive feel of a mouse, but it has absolute limits like a joystick. I.e. while you can continually pick up and re-centre a mouse to get continual movement in one direction, in the Rev controller you can only turn it so far (before you have to let go and/or contort). How usable would a system which uses the trigger button (the most accessible on the controller) to act as an 'engager' be? I.e. relative motion of the controller is only accepted when the trigger is pressed, allowing the user to release the button to re-centre the controller before pressing and moving again. If that is done continually throughout, I think that the user could get used to pressing to move. It would be similar to some third person games which use a mouse button to engage movement, and when not engaged the mouse acts as a regular pointer. Right, that's enough blethering for now - discussion, rebuttal? ChrisC ------------------------------------------------------- This SF.Net email is sponsored by: Power Architecture Resource Center: Free content, downloads, = discussions, and more. http://solutions.newsforge.com/ibmarch.tmpl _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU6 |
From: Chris C. <can...@gm...> - 2005-10-20 11:11:58
|
Okay, this is more from a tech view than a design view, but in user interface land the two have to be pretty close. I'm using the Chaos Engine thread for inspiration as to points of discussion that people might need to address. Suitability for genres FPS - as shown in the demos they did, apparently the main controller for view angle and mini-joystick for movement works well. Platform-er/3rd person - should be fairly similar to FPS, no? RTS - not traditionally covered in consoles because of the difficulty of control the lack of mouse gives. I can see how the main controller angle could be used in place of a mouse to move a selector around the screen Racing/Driving - Not sure, but I think main controller held upright like a joystick would be most intuitive here - tilt forward back for accelerate/decelerate, right/left for turning. Does the mini-joystick have a place? Action/twitch - (a la R-Type or Tetris) intuition here would say the main controller as a pointing mechanism, dragging the avatar around the screen to manipulate. But in situations where the avatar changes (i.e. new piece in Tetris), how do you deal with relative versus absolute movement? E.g. having to move four pieces in a row to the right. Do you use a button to 'pick up' before you can drag the avatar? General points It seems that the absolute vs relative control question is the most relevant - in any situation where the avatar you are controlling changes, how do you 'reset' the controls. In an absolute system, if you are all the way at one end of the control axis, do you a) start the new avatar already turning right, b) start the new avatar centered (which means you have to turn even more to the right to continue). In this respect the controller's a bit of a halfway house between a mouse and a joystick. It has the freedom of movement and intuitive feel of a mouse, but it has absolute limits like a joystick. I.e. while you can continually pick up and re-centre a mouse to get continual movement in one direction, in the Rev controller you can only turn it so far (before you have to let go and/or contort). How usable would a system which uses the trigger button (the most accessible on the controller) to act as an 'engager' be? I.e. relative motion of the controller is only accepted when the trigger is pressed, allowing the user to release the button to re-centre the controller before pressing and moving again. If that is done continually throughout, I think that the user could get used to pressing to move. It would be similar to some third person games which use a mouse button to engage movement, and when not engaged the mouse acts as a regular pointer. Right, that's enough blethering for now - discussion, rebuttal? ChrisC |
From: Chris C. <can...@gm...> - 2005-10-20 10:44:52
|
Perhaps, if its not too proprietary, we could have a discussion about the Nintendo Revolution controller, and how to design a UI around it. I might even kick it off if you give me half an hour to formulate my thoughts :-D ChrisC On 10/20/05, Diogo de Andrade <dio...@sp...> wrote: > Nah, just throw the world "casual gamer" or "interactive medium" on the > design document as voil=E1, we have a hit! :) > > Diogo de Andrade > Creative & Technical Director > Spellcaster Studios > dio...@sp... > www.spellcasterstudios.com > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On Behalf Of > Crosbie Fitch > Sent: Thursday, October 20, 2005 09:49 > To: 'gam...@li...' > Subject: RE: [GD-Design] Is list list dead? > > > From: Steve Lacey > > I ask just for info ;-) It's been over a year since the last > > message... > > Wow. I thought I was unsubscribed... > > Guess not. > > Perhaps no-one's having any problems designing games these days because > they > just need to refer to their existing ten year old design documents? ;-) > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, > discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D556 > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Power Architecture Resource Center: Free content, downloads, discussions, > and more. http://solutions.newsforge.com/ibmarch.tmpl > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU6 > |
From: Diogo de A. <dio...@sp...> - 2005-10-20 09:01:55
|
Nah, just throw the world "casual gamer" or "interactive medium" on the design document as voil=E1, we have a hit! :) Diogo de Andrade Creative & Technical Director Spellcaster Studios dio...@sp... www.spellcasterstudios.com =20 -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Crosbie Fitch Sent: Thursday, October 20, 2005 09:49 To: 'gam...@li...' Subject: RE: [GD-Design] Is list list dead? > From: Steve Lacey > I ask just for info ;-) It's been over a year since the last=20 > message... Wow. I thought I was unsubscribed... Guess not. Perhaps no-one's having any problems designing games these days because they just need to refer to their existing ten year old design documents? ;-) ------------------------------------------------------- This SF.Net email is sponsored by: Power Architecture Resource Center: Free content, downloads, discussions, and more. http://solutions.newsforge.com/ibmarch.tmpl _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D556 |
From: Crosbie F. <cr...@cy...> - 2005-10-20 08:50:56
|
> From: Steve Lacey > I ask just for info ;-) It's been over a year since the last > message... Wow. I thought I was unsubscribed... Guess not. Perhaps no-one's having any problems designing games these days because they just need to refer to their existing ten year old design documents? ;-) |
From: Diogo de A. <dio...@sp...> - 2005-10-20 08:50:05
|
Not dead per se... Just a bit quiet, I guess... :) But I'm up for some discussion, if anyone throws a topic! :D Diogo de Andrade Creative & Technical Director Spellcaster Studios dio...@sp... www.spellcasterstudios.com -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Steve Lacey Sent: Thursday, October 20, 2005 08:32 To: gam...@li... Subject: [GD-Design] Is list list dead? I ask just for info ;-) It's been over a year since the last message... -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Brian Hook Sent: Wednesday, September 29, 2004 1:29 PM To: gam...@li... Subject: Re: [GD-Design] TCP/UDP IP Offload NIC for gamers? ------------------------------------------------------- This SF.Net email is sponsored by: Power Architecture Resource Center: Free content, downloads, discussions, and more. http://solutions.newsforge.com/ibmarch.tmpl _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU6 |
From: Steve L. <st...@mi...> - 2005-10-20 07:32:22
|
I ask just for info ;-) It's been over a year since the last message... -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Brian Hook Sent: Wednesday, September 29, 2004 1:29 PM To: gam...@li... Subject: Re: [GD-Design] TCP/UDP IP Offload NIC for gamers? |
From: Brian H. <ho...@bo...> - 2004-09-29 20:29:17
|
> My question for the group is this: what features would > be useful to gamers in an ADVANCED NETWORK PROCESSING > Network Card (NIC)? Interesting question, however you'll probably get better replies at gam...@li.... Brian |
From: Harlan B. <hb...@fa...> - 2004-09-29 15:35:55
|
Hi everyone, I'm new to the list, but have experience coding games and networking (especially networking code). My question for the group is this: what features would be useful to gamers in an ADVANCED NETWORK PROCESSING Network Card (NIC)? Would TCP/IP Offload be of benefit? (my thought is not much, since most games are UDP)... What about a UDP/IP Offload engine? (for example:) what if all it did was hardware support for IP REASSEMBLY? Any other ideas for features in such a product? e.g. what do gamers want in a networking card? Also, I'm trying to reach a contact or two at a MMORPG and/or networked gaming company to ask them this question as well. Thanks, Harlan |
From: Kimmo V. <kim...@op...> - 2004-06-04 23:22:51
|
I agree, Advance Wars contains one of the best tutorials. There's one little pitfall it fails to avoid that's bugging me, though. :) A friend of mine, for example, wasn't too eager to read through many lines of dialogue in the beginning of each mission. So he ended up skipping most of it and asking me if something came up he didn't know how to handle. And yes, skipping some of it crossed my mind, too, when I was first playing the game. So even though Advance Wars splits its tutorial over multiple missions, the actual (tutorial) mission normally consists of two separate parts: the tutorial and the actual mission. I recall a few occasions where the game provided assistance during the mission, but unfortunately they were an obvious minority. The same method that's used on the tutorial as a whole could be applied to a single mission as well. All we need to do is make the game give clues on the fly. This in turn would require that we recognize the situations and display the proper clues. In the simplest form, this could be implemented with a set of very simple rules like in the ones already in Advance Wars: if (infantry is chosen for the first time) then display hint Or they could be a more integral part of the game, resulting in a bit more complex rules along these lines if (x is in range to attack y) then suggest using x against y else if (x hasn't been used to attack y AND 6 turns has passed) then suggest getting into position to use x against y One has to remember, though, that post-designing a tutorial to an otherwise complete game (like I'm here doing with AW) seldom results in the Wind Wakerish fluidity and ease of learning you were talking about in your text. Cheers, Kimmo >Here's my rant: > >http://www.bookofhook.com/Article/GameDesign/TheArtoftheTutorial.html |
From: <ho...@bo...> - 2004-06-04 20:05:35
|
Here's my rant: http://www.bookofhook.com/Article/GameDesign/TheArtoftheTutorial.html |
From: George W. <ge...@ap...> - 2004-06-04 18:12:22
|
On Fri, 4 Jun 2004 09:03:16 +0800, "Brett Bibby" <res...@ga...> wrote: > Are there any rules of thumb besides the obvious: keep it minimal and don't > show variations of the same thing. Only one more: Make it optional. Power Players (or re-players) don't want to be forced to endure training (again?). -- Enjoy, George Warner, Schizophrenic Optimization Scientists Apple Developer Technical Support (DTS) |
From: Debian U. <ma...@ma...> - 2004-06-04 14:08:31
|
Hi Brett If you have the game start immediately, and instructions pop up every time the player can do something new, sounds to me like you dont really need a training level. Training can be interspersed through out all the levels that need it. Though if its too late to do that, and you are just worried about the length of the training level, why not have more than one training level :p I dont think players mind training levels as long its fun and still feels like they are playing the actual game. Figured I'd offer my thoughts since the list is quiet :p -Jeremy |
From: Mike W. <mi...@ge...> - 2004-06-04 07:59:34
|
these are great suggestions, i was also planning out a training sequence... I also believe that the integration is important - medal of honour does this well with the drill instructor walking you through the paces - america's army basically IS a training mission, but it's well done, for what it is... I think a basic overview of the control system, basic functions should be enough at the beginning of the game, and then throughout the game, the first time a specific task or action is required, to intersperse comments or 'tips' to help the player. this way you can get them playing, learning the basic motions, and gradually increasing their knowledge at the set intervals defined by your gameplay/techtree arc, helped by the tips and potential 'helper' scenes that are interspersed as well... keeping the characterizations 'in-game' helps, having an npc remind you that you are playing a game is annoying, but tips and clues i find aren't too intrusive. gta 3 (all gta's) did this well... mike w www.bendingreality.com Paul Hoza wrote: > At 11:17 PM 6/3/2004, you wrote: > >> > I'm currently writing the intro training level to our game. I'm >> > curious if anybody has any advice on how much to teach the player >> > before the game starts in earnest. >> >> Nothing. The game starts THEN you teach the player. The last thing >> you want to do is sit a player down, tell them show to play, then have >> them go off and play. > > > I want to add that people need to be [more] careful about the decision > to be immersive or not with the training. There's the tried (and > tired?) method of Basic Training interrupted by a major event and > "you're the only soldier close enough to the action to help out. It's > time to show us what you can do... now go save the day!"... it's been > done very well and very poorly, but this is an example of trying to sink > the player into the environment and stay there during training. > However, I really think this went terribly wrong in Knights of the Old > Republic, where you have a quickly engaging storyline and characters > (and mood) which is instantly disrupted as the guy you're talking to > starts telling you to click with your left mouse button and push the > space bar. Major "shake my head" moment for me and ruins a mood that I > now have to get back into. > > Thief, Call of Duty, Deus Ex... you're being taught how to use the game > but I felt more like I was already playing. If I recall correctly, when > the tutor was telling me how to do something, he never yelled out "now > hit the 'R' key to reload", but instead he told me to reload the weapon, > and text appeared on the screen telling me to hit the "R" key. I think > this is a decent balance in most situations. If the drill Sergeant is > trying to sound authentic, talking about my keyboard is just silly. I > accept a quick GUI display with much less penalty to the suspension. > > Magic Carpet. I think still the most fun I've had learning a game. > Things were uncovered as you went along and explored. > > Hrmm.... now I'm not sure where my rambling is going. I'll just sluff > back into Lurker Mode! :-) > > Paul Hoza > > > > ------------------------------------------------------- > This SF.Net email is sponsored by the new InstallShield X. > >> From Windows to Linux, servers to mobile, InstallShield X is the one > > installation-authoring solution that does it all. Learn more and > evaluate today! http://www.installshield.com/Dev2Dev/0504 > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=556 > > -- Mike Wuetherick Gekido Design Group Inc www.gekidodesigns.com (604) 872-6970 |
From: Paul H. <ho...@ma...> - 2004-06-04 05:52:01
|
At 11:17 PM 6/3/2004, you wrote: > > I'm currently writing the intro training level to our game. I'm > > curious if anybody has any advice on how much to teach the player > > before the game starts in earnest. > >Nothing. The game starts THEN you teach the player. The last thing >you want to do is sit a player down, tell them show to play, then have >them go off and play. I want to add that people need to be [more] careful about the decision to be immersive or not with the training. There's the tried (and tired?) method of Basic Training interrupted by a major event and "you're the only soldier close enough to the action to help out. It's time to show us what you can do... now go save the day!"... it's been done very well and very poorly, but this is an example of trying to sink the player into the environment and stay there during training. However, I really think this went terribly wrong in Knights of the Old Republic, where you have a quickly engaging storyline and characters (and mood) which is instantly disrupted as the guy you're talking to starts telling you to click with your left mouse button and push the space bar. Major "shake my head" moment for me and ruins a mood that I now have to get back into. Thief, Call of Duty, Deus Ex... you're being taught how to use the game but I felt more like I was already playing. If I recall correctly, when the tutor was telling me how to do something, he never yelled out "now hit the 'R' key to reload", but instead he told me to reload the weapon, and text appeared on the screen telling me to hit the "R" key. I think this is a decent balance in most situations. If the drill Sergeant is trying to sound authentic, talking about my keyboard is just silly. I accept a quick GUI display with much less penalty to the suspension. Magic Carpet. I think still the most fun I've had learning a game. Things were uncovered as you went along and explored. Hrmm.... now I'm not sure where my rambling is going. I'll just sluff back into Lurker Mode! :-) Paul Hoza |
From: Brian H. <ho...@py...> - 2004-06-04 05:17:47
|
> I'm currently writing the intro training level to our game. I'm > curious if anybody has any advice on how much to teach the player > before the game starts in earnest. Nothing. The game starts THEN you teach the player. The last thing you want to do is sit a player down, tell them show to play, then have them go off and play. It aggravates impatient players. It enforces a "I'm in school" mode of thinking. And it has very low retention because typically a tutorial will overwhelm a player with a lot of information that they learn out of context and without enough repetition to internalize. So what happens is that three hours into the game they go, "Shit, I need to do a scissors kick jump...how do I do that again?" Or they simply forget that they had some facility that was mentioned in the tutorial but faded from memory. > whereby the game starts immediately and the player advances to a > new situation, the game stops and the player receives instructions > on what to do, then waits for the player to perform the action and > then continues. This keeps the game moving, but there are a lot of > things to know, and the intro level is getting longer and longer. Right direction, just don't try to shove it all into one level. Advance Wars on the GBA easily takes the cake for best instructional system ever -- you "preplay" the game for 10 missions to learn the basics, then the REAL campaign starts up, but those first ten all feel like a real part of the game. > Are there any rules of thumb besides the obvious: keep it minimal > and don't show variations of the same thing. As a rule people learn best by learning one new thing, practicing it in different situations, and then moving on. Each time you move on to a new thing, remember to integrate the previous thing as much as possible so that they're constantly practicing old things. It's a gradual learning curve with lots of remedial steps, but with something new all the time as well. Brian |
From: Parveen K. <pk...@al...> - 2004-06-04 01:28:41
|
On Fri, 4 Jun 2004 09:03:16 +0800 gam...@li... wrote: > > Are there any rules of thumb besides the obvious: keep it minimal and don't > show variations of the same thing. The best rule of thumb is, "Rip off somebody who got it right". The only "training mission" I think I've ever liked in a game is from Prince of Persia: Sands of Time. They didn't really use a training mission. They just plop the player into the game and start mashing buttons. And there are prompts that say: "Hey! If you press these buttons, did you know you can do this". The best training missions are the ones that players don't even realize are training missions. Those are my 2 cents. -- PK |
From: Brett B. <res...@ga...> - 2004-06-04 01:03:23
|
Hi all, Been quiet here lately :-) I'm currently writing the intro training level to our game. I'm curious if anybody has any advice on how much to teach the player before the game starts in earnest. We will follow the style whereby the game starts immediately and the player advances to a new situation, the game stops and the player receives instructions on what to do, then waits for the player to perform the action and then continues. This keeps the game moving, but there are a lot of things to know, and the intro level is getting longer and longer. Are there any rules of thumb besides the obvious: keep it minimal and don't show variations of the same thing. Thanks, Brett |
From: Mike W. <mi...@ge...> - 2004-03-30 09:39:39
|
obviously they're controlling us through it, like duh ;P heh mike w Ivan-Assen Ivanov wrote: >>speaking of economies ;} >> >>http://store.yahoo.com/realityzone/creature2.html#review > > > What I didn't understand from this review - > did aliens reveal all those secrets to the author while he > was abducted by an UFO - or are aliens really controlling us > through that enslaving "money" system they made up? > |
From: Ivan-Assen I. <as...@ha...> - 2004-03-30 09:29:27
|
> speaking of economies ;} > > http://store.yahoo.com/realityzone/creature2.html#review What I didn't understand from this review - did aliens reveal all those secrets to the author while he was abducted by an UFO - or are aliens really controlling us through that enslaving "money" system they made up? |
From: Mike W. <mi...@ge...> - 2004-03-30 08:53:48
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speaking of economies ;} http://store.yahoo.com/realityzone/creature2.html#review i don't think any one has built a functional and stable economy period, but that's a discussion for another forum cheers mike w www.pureanarchy.net Jan Ekholm wrote: > On Sun, 28 Mar 2004, Brian Hook wrote: > > >>A brief write up on online economies, specifically the role of currency. >>I'm doing a series of articles on these, primarily so I can gather my >>thoughts on a lot of issues. These are intended to be "survey" type >>articles instead of "how to" articles -- the latter is kind of hard to do >>since no one has built a fully functional and stable online economy =) >> >> >>http://www.bookofhook.com/Article/GameDesign/TheDesignofOnlineEconomie-3.html > > > A really interesting article. Not that I'm trying to implement an economy > in our game, but it was a fun read nevertheless. :) > |
From: Jan E. <ch...@in...> - 2004-03-30 05:32:48
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On Sun, 28 Mar 2004, Brian Hook wrote: >A brief write up on online economies, specifically the role of currency. >I'm doing a series of articles on these, primarily so I can gather my >thoughts on a lot of issues. These are intended to be "survey" type >articles instead of "how to" articles -- the latter is kind of hard to do >since no one has built a fully functional and stable online economy =) > > >http://www.bookofhook.com/Article/GameDesign/TheDesignofOnlineEconomie-3.html A really interesting article. Not that I'm trying to implement an economy in our game, but it was a fun read nevertheless. :) -- "I name you... Esmeralda Margaret Note Spelling of Lancre!" -- Terry Pratchett, Carpe Jugulum |