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Resource Database > Administration and Business
As the administrator of a world, you have the toughest job of all those involved in the world. You are the head honcho, the fat controller, the one in chage, the dark figure inb the shadows of the chair, the boss.

At the same time, you are a team leader, a negotiator, and the most hated and despised person in the world. You have the 'off' switch at your control, and people will loathe you for it.

For some completely inexplicable reason, your position is also much sought-after, and people dream of being in your position. Unfortunately, with that power comes crushing responsibility. So many decisions have to be made, so many touch choices must be chosen. Its all down to you. So much stress.

We understand this; we understand your desire to make your world the best to ever exist, and we are here to support you, to provide the resources, and the information you truly require, to make the best choice for your people, your world.


Sections


Defining your Desires (3)

So, you want to create your own world? Well, the first, obvious question is: What do you want? The answer isn't as easy as it might seem. Long before you decide on what Codebase you want, long before you start to plan your world, you need to sit down, and decide what you want from a world. What sort of world do you want? What era are you medelling? What research do you need to do? Can you afford it? Is your own world really what you want, or do you really want a better position in someone else's?
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The Thing in Itself, Part 2
Continuing on from the above article, this one looks at the differences between online worlds, and text adventures. Obvious, perhaps, but still worthy of note.

This disc is not one of the film disks, but it is a 163 minute long documentary covering the concept of the Matrix, the making of the films, and the impact it had on eceryone involved in a project of this size and scope. Definitely a worth watch for anyone.



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The Thing in Itself
Multiplayer worlds aren't like any previous worlds, whether text-based, or pen and paper. This article looks at the falicies of thinking of your world as a multiplayer RPG.



Designing your Dream (15)

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A Case for Complexity?
What do players actually want from a world such as a MMORPG? Could it be that we are getting too complex in modern designs, and are turning them off, or is content too linear, too structured round the shared activity to be truly appealing? Decide for your self in this fascinating article.

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A look at the various addictions that can be used to entrap a player
A look at how to use behaviour patterns to keep the players enthraled.

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Behavioral Game Design
A look at how to use behaviour patterns to keep the players enthraled.

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Clich? Patterns
We strive to avoid clich? elements in our worlds, but what about those aspects that aren't clich? themselves, but, when taken as a group, are? Read this one.

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Game design: The addiction element
A look at the various addictions that can be used to entrap a player.

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GDC 2002 - Future of MMOs
An excellent overview of the proceedings of the GDC 2002 conference discussion of the future of MMOs.

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Its all in your mind
Visual Psychology in game design, tricking the player's mind.

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Laws of Online World Design
Raph Koster maintains a link of online world design 'laws'. These are guides, rather than absolutes, but are immensely useful nonetheless.

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On Gameplay
An excellent article on creating a balanced game concept.

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Pet Peeves...
Two irritations at the designers of the virtual worldlets of today, both still all too true (Online Game Definition, broadband design).

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Pleasures of the Flesh #1: An Introduction
Finally someone says it; something we have all really known for years, but never admitted: "Being unaware of the world around you will not make you more creative or ensure originality. It will instead render your creations shallow, and your ideas uninformed." Make sure if you read nothing else today, you read this one!

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Real Innovation
What is real innovation? This short article tells you what it's not and lists several worlds that truly are innovative - and what makes them that way. Read this, to avoid becoming just another 'same old'.

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So, You Have Cool Game Ideas?
A good article on how to get your design doc made into a commercial product. Its not as straightforward as it seems. Read this one.

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The future of RPGs
The product of a great deal of intense debate on the gamedev forums, this outstanding web document is filled to overflowing with ideas on how to make RPGs more immersive, and satisfying.

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Where We SHOULD Be Going With Online RPGs
A bit dated now, this rant on what needs to be done to improve online role-playing environments is still worth a look.



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Choosing a Codebase (5)

Well, you've designed the type of world you want to have, you've thrashed out the concepts you want, and the types of interaction. You know why your players will come to you, now it's time to create your own world.

IThis section is here to help you do just that. Each codebase is different, with different challenges, and different player-interface styles. Some are good for PK, others ideally suited for role-play. Of course, you could just discard all of these, and roll your own...

Applicable Dictionary Entries:  
The Bazaar ModelThe Cathedral Model
Locally Hosted resource
An introduction to: DIKU
This short article, mirrored with permission from Mudconnect.com's FAQ series, covers a basic introduction to the DIKU codebase.

Locally Hosted resource
An introduction to: CircleMUD
This short article, mirrored with permission from Mudconnect.com's FAQ series, covers a basic introduction to the CircleMUD codebase.

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Virtual World Exchange Language
The virtual worlds of today are essentially hierarchical systems. A small number of servers which hold the data for the worlds, and an innumerable number of client connections, largely untrusted. This resource, half article/half rant, looks at the virtual worlds of tomorrow; at distributed systems, and world browsers.



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Creating a World (5)

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Large Image Display: Animatrix: Beyond: Detecting a Problem
This image shows use of a diagnostic aggregate tool that we don?t currently have, but which is a very good idea. A continuous sweep of a large, sprawling VR, doesn?t check the VR itself, so much as request status updates from regional monitoring scripts in the area. Anything that shows as out of place, flashes.

    
Complete Website: mudconnector.com
The premier site on the internet for finding MUDs, MOOs and MUSHs. 1,801 listings, last check. Also several good developer, and player forums.

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Production Testing and Bug Tracking
It's standard in the software development timescale, to leave bug-tracking, and problem solving until the Alpha development phase, when balancing is usually handled. This article from the game development professional's point of view, looks at why that is a bad idea, and strategies for handling bugs before they get to that stage.

Locally Hosted resource
Random Rantings #003: Everything Interlinked
This short article takes a look at just what the ideal future virtual world might look like, and the different groups that're each trying to reach their own version.

    
Complete Website: Skotos Tech
Skotos is a site with a fairly wide coverage, but it's resources go very deep. Oriented mainly towards designing, scripting, running, managing, and playing online worlds, it also manages to include a healthy amount of M** specific coding advice.



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Rite of Passage (4)

The initial beta development of your world - the time when it is first available to players on a grand scale - is truly the 'rite of passage' for your world. This is the time that actual players first encounter your ideas and implementations, when the hidden system bugs, and fallicies first rear their ugly heads. This is the time when either you sink, or you swim.
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The Sims Online Evolution: A Case Study
The team behind The Sims Online reflect on their world's launch, and all the issues they encountered in their first few months. Looking at how they could grow the possibilities without losing existing players, playerbase desires against actual content, and other such issues this is a very good reafd indeed.

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Guns & Flaws
Sticking to your guns, and continuing to surge forwards with your goals for your world, one of the most important dedication aspects. On the other hand, admitting when you are wrong, is just a must, if you'd like your world to survive.

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I See in My Crystal Ball...
Not an artile easy to sum up, this is essential reading for anyone thinking of going commercial - a look aheard at the battles that are going to be fought between worlds, in the near future. Of the views that have got to change, and the services that will have to be in place. Read it, or splash around. You have been warned.

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If You Build It They Might Come: Critical Mass & Other User Buzzwords
This article examines the myth of ?instant success? in online environments, and how things are going to be boring for a while, there?s no escaping that, until you hit your magic ?critical mass? and things finally become interesting for the participants. It concerns itself with the known ?plateaus? of users, and suggests common-sense ways to double growth without really trying.