January 2005 Archives by thread
Starting: Sat Jan 1 01:40:37 CET 2005
Ending: Mon Jan 31 22:00:40 CET 2005
Messages: 199
- [MUD-Dev] Metric vs. English System of Measurement in Games
ceo
- [MUD-Dev] Metric vs. English System of Measurement in Games
Richard A. Bartle
- [MUD-Dev] Distributed virtual worlds (Was NEWS: Why Virtual Worlds are Designed By Newbies - No, Really (By R. Bartle))
Tom Gordon
- [MUD-Dev] Metric vs. English System of Measurement in Games
Richard A. Bartle
- [MUD-Dev] Distributed virtual worlds - effort and physics
ceo
- [MUD-Dev] Metric vs. English System of Measurement in Games
Julio Nobrega
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
ceo
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
ceo
- [MUD-Dev] UI scripting gone too far?
Koster, Raph
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
Michael Hartman
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
Michael Hartman
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
Dana V. Baldwin
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
Mike Rozak
- [MUD-Dev] Making the Customer Pay for Patch Bandwidth
Byron Ellacott
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
Mike Rozak
- [MUD-Dev] Metric vs. English System of Measurement in Games
Zach Collins (Siege)
- [MUD-Dev] Metric vs. English System of Measurement in Games
Edward Glowacki
- [MUD-Dev] Metric vs. English System of Measurement in Games
olag at ifi.uio.no
- [MUD-Dev] The Root of the Tree (was NEWS: Why Virtual Worlds ...)
Hans-Henrik Staerfeldt
- [MUD-Dev] Metric vs. English System of Measurement in Games
olag at ifi.uio.no
- [MUD-Dev] Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?)
Mike Rozak
- [MUD-Dev] Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?)
John Buehler
- [MUD-Dev] Wish cancelled...
Eric Scholten
- [MUD-Dev] DESIGN: Why do people like weather in MMORPGs?
olag at ifi.uio.no
- [MUD-Dev] Homogeneity and choice (Was DESIGN: Why do people likeweather in MMORPGs?)
Koster, Raph
- [MUD-Dev] Alternative team based approaches to game-play
olag at ifi.uio.no
- [MUD-Dev] The Root of the Tree (was NEWS: Why Virtual Worlds ...)
Koster, Raph
- [MUD-Dev] Homogeneity and choice (Was DESIGN: Why do people like weather in MMORPGs?)
Paolo Piselli
- [MUD-Dev] MMO Quest: Why they're still lousy
Sporky McBeard
- [MUD-Dev] NEWS: Why Virtual Worlds are Designed By Newbies -No, Really! (By R. Bartle)
Eric Random
- [MUD-Dev] Metric vs. English System of Measurement in Games
Eric Random
- [MUD-Dev] [bus][des] Anarchy Online and the free MMORPG...
ceo
- [MUD-Dev] DESIGN: IGDA Persistent Worlds White Paper
Alistair Milne
- [MUD-Dev] The Root of the Tree (was NEWS: Why Virtual Worlds ...)
Koster, Raph
- [MUD-Dev] The Root of the Tree
Eric Random
- [MUD-Dev] In Game Family Trees (Was: Time Limited MUDs)
Matt Mihaly
- [MUD-Dev] Re: MUD-Dev Digest, Vol 20, Issue 15
Dread Quixadhal
- [MUD-Dev] MMO Quest: Why they're still lousy
Roger Hicks
- [MUD-Dev] Re: MUD-Dev Digest, Vol 20, Issue 16
Dread Quixadhal
- [MUD-Dev] D&D Online Level Limit Thoughts
Greg B
- FW: [MUD-Dev] DESIGN: Study of MMORPG/MUD friendliness
Lisa Galarneau
Last message date:
Mon Jan 31 22:00:40 CET 2005
Archived on: Fri Dec 28 23:25:52 CET 2012
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