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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Terra Nova looks back (and forward) at the Diku legacy]]></title><link>http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/</guid><comments>http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/warhammer-online/" rel="tag">Warhammer Online</a>, <a href="http://massively.joystiq.com/category/muds/" rel="tag">MUDs</a></p><div align="center"><a href="http://westkarana.com/index.php/2007/03/09/eq-diku/"><img hspace="4" border="1" vspace="4" alt=""  src="http://www.blogcdn.com/massively.joystiq.com/media/2008/08/ekdiku.jpg" /></a><br /></div>
<a href="http://everquest.station.sony.com"><em>EverQuest</em></a>, <a href="http://www.worldofwarcraft.com"><em>World of Warcraft</em></a>, <a href="http://www.lotro.com"><em>The Lord of the Rings Online</em></a>, <a href="http://www.ageofconan.com"><em>Age of Conan</em></a>, <a href="http://www.warhammeronline.com"><em>Warhammer Online</em></a> and many other MMOs all have one important thing in common. Well, okay; they have a <em>lot</em> of things in common -- like about 85% or more of their gameplay mechanics. But the <em>main</em> thing -- indeed, the reason why they have so much in common -- is that they are all descendants of a kind of text MUD game called <a href="http://en.wikipedia.org/wiki/Diku">Diku.</a><br /><br />Acknowledging that, virtual worlds blog <a href="http://terranova.blogs.com">Terra Nova</a> published a "<a href="http://terranova.blogs.com/terra_nova/2008/08/state-of-the-di.html">State of the Diku</a>" article for the year 2008. The article was written by Timothy Burke. It's mostly a dispassionate look at game design -- serious business. Burke starts out questioning the purpose of "vendor trash" drops (or grey items as they're generally known in many popular contemporary MMOs). Then he analyzes the public quests of <a href="http://massively.joystiq.com/category/warhammer-online"><em>Warhammer Online</em></a>, viewing them as a positive variation on traditional Diku design.<br /><br />If you're into thnking critically about MMO design, it's worth checking out. We take for granted the fact that most of today's MMOs are based on the Diku formula; maybe that means we're clinging to old ideas that don't make a lot of sense in today's world.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/">Terra Nova looks back (and forward) at the Diku legacy</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Sat, 30 Aug 2008 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://terranova.blogs.com/terra_nova/2008/08/state-of-the-di.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1299695/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/08/30/terra-nova-looks-back-and-forward-at-the-diku-legacy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age-of-conan</category><category>design</category><category>diku</category><category>diku-mud</category><category>drops</category><category>grey</category><category>history</category><category>items</category><category>junk</category><category>lord-of-the-rings-online</category><category>mud</category><category>public-quests</category><category>state-of-the-diku</category><category>terra-nova</category><category>theory</category><category>timothy-burke</category><category>vendor-trash</category><category>warhammer-online</category><category>world-of-warcraft</category><dc:creator><![CDATA[Samuel Axon]]></dc:creator><pubDate>Sat, 30 Aug 2008 12:00:00 EST</pubDate></item><item><title><![CDATA[Curing mudflation before it starts]]></title><link>http://massively.joystiq.com/2008/05/05/curing-mudflation-before-it-starts/</link><guid isPermaLink="true">http://massively.joystiq.com/2008/05/05/curing-mudflation-before-it-starts/</guid><comments>http://massively.joystiq.com/2008/05/05/curing-mudflation-before-it-starts/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/economy/" rel="tag">Economy</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/making-money/" rel="tag">Making money</a>, <a href="http://massively.joystiq.com/category/endgame/" rel="tag">Endgame</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/academic/" rel="tag">Academic</a></p><a href="http://livingworlds.blogspot.com/2008/05/mudflation-cessation-conflation-act-one.html"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/massively.joystiq.com/media/2008/05/dolladollabillyall.jpg" alt="" /></a>For many players, the mysteries of a <a href="http://massively.joystiq.com/category/economy">virtual economy</a> are best left as that -- a mystery. The numbers, <a href="http://massively.joystiq.com/2008/04/27/making-money-my-value-chains-are-broken/">the abundance of terminology</a>, it all conspires to create an environment where players generally don't want to know why the economy works, they just know that they'd rather it did than it didn't. Is that really too much to ask?<br /><br /><a href="http://livingworlds.blogspot.com/2008/05/mudflation-cessation-conflation-act-one.html">Steve Williams of Living Worlds proposes some potential solutions</a> for curbing <a href="http://massively.joystiq.com/2007/11/19/the-coming-of-mudflation/">mudflation</a> -- that seemingly unstoppable inflation that occurs <a href="http://massively.joystiq.com/2008/04/25/player-vs-everything-maxed-out-and-bored/">at the endgame when players accrue large amounts of currency</a> and the once high price of rare goods comes tumbling down. He proposes that it's actually possible to limit the amount of currency available in the economy by allowing players to use alternative currencies like vendor trash to barter for basic services like armor repairs. It makes sense, since repairs and vendor trash generally exist in limitless supply and don't actually need to be a part of the economy proper. This is only Part One of Williams' proposed system, so we'll have to check back again soon for his full set of ideas.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://massively.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2008/05/05/curing-mudflation-before-it-starts/">Curing mudflation before it starts</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Mon, 05 May 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://livingworlds.blogspot.com/2008/05/mudflation-cessation-conflation-act-one.html>Read</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/05/curing-mudflation-before-it-starts/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/1186582/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2008/05/05/curing-mudflation-before-it-starts/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>economics</category><category>economy</category><category>endgame</category><category>inflation</category><category>mudflation</category><category>repairs</category><category>vendor-trash</category><category>virtual-economy</category><dc:creator><![CDATA[Chris Chester]]></dc:creator><pubDate>Mon, 05 May 2008 16:00:00 EST</pubDate></item></channel></rss>
