Matches in DBpedia 2016-04 for { <http://books.google.com/books?vid=ISBN0-13-101816-7> ?p ?o }
- books?vid=ISBN0-13-101816-7 pages "305".
- books?vid=ISBN0-13-101816-7 pages "305, 310".
- books?vid=ISBN0-13-101816-7 pages "311".
- books?vid=ISBN0-13-101816-7 pages "356, 518, 567, 580, 596".
- books?vid=ISBN0-13-101816-7 pages "37".
- books?vid=ISBN0-13-101816-7 pages "406".
- books?vid=ISBN0-13-101816-7 pages "407".
- books?vid=ISBN0-13-101816-7 pages "411".
- books?vid=ISBN0-13-101816-7 pages "43".
- books?vid=ISBN0-13-101816-7 pages "45".
- books?vid=ISBN0-13-101816-7 pages "47".
- books?vid=ISBN0-13-101816-7 pages "491–492".
- books?vid=ISBN0-13-101816-7 pages "518".
- books?vid=ISBN0-13-101816-7 pages "567".
- books?vid=ISBN0-13-101816-7 pages "60".
- books?vid=ISBN0-13-101816-7 pages "61".
- books?vid=ISBN0-13-101816-7 pages "649".
- books?vid=ISBN0-13-101816-7 pages "741".
- books?vid=ISBN0-13-101816-7 pages "8".
- books?vid=ISBN0-13-101816-7 pages "8–9".
- books?vid=ISBN0-13-101816-7 pages "9".
- books?vid=ISBN0-13-101816-7 pages "9–10".
- books?vid=ISBN0-13-101816-7 pages "9–10, 741".
- books?vid=ISBN0-13-101816-7 publisher New_Riders_Publishing.
- books?vid=ISBN0-13-101816-7 publisher Peachpit.
- books?vid=ISBN0-13-101816-7 publisher "New Riders Games".
- books?vid=ISBN0-13-101816-7 publisher "New Riders".
- books?vid=ISBN0-13-101816-7 quote "...several major codebases were created from the basic DikuMUD original, the main ones being Circle, Silly, and Merc. Merc spawned ROM and Envy, among others, and these in turn had their own spinoffs.".
- books?vid=ISBN0-13-101816-7 quote "...several major codebases were created from the basic DikuMUD original, the main ones being Circle, Silly, and Merc. Merc spawned ROM and Envy, among others, and these in turn had their own spinoffs.".
- books?vid=ISBN0-13-101816-7 quote "...several major codebases were created from the basic DikuMUD original, the main ones being Circle, Silly, and Merc.".
- books?vid=ISBN0-13-101816-7 quote "...there's often a maximum level beyond which characters cannot proceed. Some virtual worlds allow remorting at this level, which means a character gets to keep its abilities but must start back at level zero as a different class.".
- books?vid=ISBN0-13-101816-7 quote "...through bad luck, the first commercial virtual world did not have the impact that it might have had, although it did make enough of a mark to influence the design of some later codebases, in particular Mordor.".
- books?vid=ISBN0-13-101816-7 quote "A programmer at CompuNet, Alan Lenton, was moved to write his own virtual world, Federation II, which has the distinction of being the first MUD to have a non-Fantasy setting .".
- books?vid=ISBN0-13-101816-7 quote "A virtual world can have multiple currencies, and exchange rates between them ... Simutronics' game DragonRealms successfully runs three "local" currencies.".
- books?vid=ISBN0-13-101816-7 quote "A year later, it was ported to C. This was a turning point in virtual world history. The game wasn't particularly advanced either technologically or in terms of content , but it was great fun. More importantly, in C it was positioned to make a huge advance: It could run under Unix.".
- books?vid=ISBN0-13-101816-7 quote "AOL went for the throat and signed up Gemstone III, Dragon's Gate, and Federation II .".
- books?vid=ISBN0-13-101816-7 quote "AberMUD spread across university computer science departments like a virus. Identical copies appeared on thousands of Unix machines. It went through four versions in rapid succession, spawning several imitators. The three most important of these were TinyMUD, LPMUD and DikuMUD.".
- books?vid=ISBN0-13-101816-7 quote "AberMUD spread across university computer science departments like a virus. Identical copies appeared on thousands of Unix machines. It went through four versions in rapid succession, spawning several imitators. The three most important of these were TinyMUD, LPMUD and DikuMUD.".
- books?vid=ISBN0-13-101816-7 quote "AberMUD spread across university computer science departments like a virus. Identical copies appeared on thousands of Unix machines. It went through four versions in rapid succession, spawning several imitators. The three most important of these were TinyMUD, LPMUD, and DikuMUD.".
- books?vid=ISBN0-13-101816-7 quote "Above this layer is what is known as the mudlib58. [...] 58For "mud library". MUD1 had a mudlib, but it was an adaptation of the BCPL input/output library and therefore was at a lower level than today's mudlibs. The modern usage of the term was coined independently by LPMUD.".
- books?vid=ISBN0-13-101816-7 quote "Around the same time that Roy Trubshaw began work on what was to become MUD1, Alan Klietz wrote Sceptre of Goth on the CDC Cyber run by MECC .".
- books?vid=ISBN0-13-101816-7 quote "At its peak, Gemstone III on AOL was attracting 2,000-2,500 players simultaneously.".
- books?vid=ISBN0-13-101816-7 quote "Because few academic institutions in the U.K. were as liberal with their computer resources as Essex University, those MUDs that were written at such places tended to achieve only local success. The exception was AberMUD, so called because it was written at the University of Wales at Aberystwyth. Its programmer, Alan Cox, wrote it in B for a Honeywell L66 mainframe under GCOS3/TSS in 1987.".
- books?vid=ISBN0-13-101816-7 quote "Confusingly, although the term MUD applies to virtual worlds in general, the term MU* does not—it is used strictly for text-based worlds. The introduction of computer graphics into the mix therefore caused a second spate of naming, in order to make a distinction between graphical MUDs and text MUDs.".
- books?vid=ISBN0-13-101816-7 quote "Confusingly, although the term MUD applies to virtual worlds in general, the term MU* does not—it's used strictly for text-based worlds. The introduction of computer graphics into the mix therefore caused a second spate of naming, in order to make a distinction between graphical MUDs and text MUDs.".
- books?vid=ISBN0-13-101816-7 quote "Confusingly, although the term MUD applies to virtual worlds in general, the term MU* does not—it is used strictly for text-based worlds.".
- books?vid=ISBN0-13-101816-7 quote "Consider a second goblin raiding party. It emerges from its camp, kills some villagers' sheep, and then returns home with the spoils. The villagers get angry and offer to pay players to kill the goblins.".
- books?vid=ISBN0-13-101816-7 quote "DikuMUD [...] was designed purely as a better AberMUD, and made no reference to either TinyMUD or LPMUD. Whereas these other two games had moved toward allowing on-the-fly changes to be made to the virtual world, DikuMUD's designers went in the opposite direction and hard-coded everything they could.".
- books?vid=ISBN0-13-101816-7 quote "Everything that is hard-coded constitutes the engine. For MUSHes and MOOs, the engine is just the driver; [...] for DikuMUDs it's the driver, the mudlib, and the world definition.".
- books?vid=ISBN0-13-101816-7 quote "Formally, twinked characters81 are ones that have acquired equipment that they couldn't ever have obtained through the normal channels; in EQ's case, this means killing monsters and trading with other characters. [...] 81 Or twinks.".
- books?vid=ISBN0-13-101816-7 quote "From a non-historical perspective, the significant property of MOOs, MUSHes and other descendents of TinyMUCK is that they don't have computer-controlled monsters for players to seek out and, within the context of the virtual world, kill.".
- books?vid=ISBN0-13-101816-7 quote "GEnie was the launch point for many classic online games, including two very important virtual worlds: Gemstone II in 1988 and Dragon's Gate in 1990 .".
- books?vid=ISBN0-13-101816-7 quote "GEnie was the launch point for many classic online games, including two very important virtual worlds: Gemstone II in 1988 and Dragon's Gate in 1990".
- books?vid=ISBN0-13-101816-7 quote "Group versus Group . Players are members of groups that are in conflict with other groups. In a combat situation, this means PCs can fight any PCs who are members of enemy groups but not those who are members of their own group.63 [...] 63This is often known as Realm versus Realm , as it was popularized under this name in Dark Age of Camelot.".
- books?vid=ISBN0-13-101816-7 quote "Having played both AberMUD and TinyMUD, he decided he wanted to write his own game with the adventure of the former and the user-extensibility of the latter.".
- books?vid=ISBN0-13-101816-7 quote "I'm often asked about the Bartle Test, on the grounds that because it bears my name I must be responsible for it. Sadly, I'm not. The test is the brainchild of Erwin S. Andreasen and Brandon A. Downey, who wrote it in response to my player types paper so as to test the theory. The Bartle Test is an online binary-choice questionnaire that players of virtual worlds can take to discover what player type they are. As such, it offers potentially very useful information for designers.".
- books?vid=ISBN0-13-101816-7 quote "If ever there was a case of being in the right place at the right time, EverQuest is it. It was basically a DikuMUD with a graphical client bolted on - the similarities are so close that under legal threat its server programmers were forced to sign sworn statements to the effect that they didn't use any actual DikuMUD code in EverQuest.".
- books?vid=ISBN0-13-101816-7 quote "If ever there was a case of being in the right place at the right time, EverQuest is it. It was basically a DikuMUD with a graphical client bolted on—the similarities are so close that under legal threat its server programmers were forced to sign sworn statements to the effect that they didn't use any actual DikuMUD code in EverQuest.".
- books?vid=ISBN0-13-101816-7 quote "In the big city, you're asked to deliver bread; in the frontier town, you're asked to kill bandits. Can you stand the heat, or do you get out of the kitchen? By giving players harder quests in rougher areas, designers inform them that these are tougher areas.".
- books?vid=ISBN0-13-101816-7 quote "Jim Schwaiger's 1977 game Oubliette had a first-person point of view and used line graphics to render the scene ahead. It had persistent characters, but was not a persistent world. Also, the interaction it allowed between characters was very limited; it was almost there, but not quite.".
- books?vid=ISBN0-13-101816-7 quote "Jim Schwaiger's 1977 game Oubliette had a first-person point of view and used line graphics to render the scene ahead. [...] In late 1979, the first ever fully functional graphical virtual world was released: Avatar. Written by a group of students to out-do Oubliette, it was to become the most successful PLATO game ever--it accounted for 6% of all the hours spent on the system between September 1978 and May 1985.".
- books?vid=ISBN0-13-101816-7 quote "Jim Schwaiger's 1977 game Oubliette had a first-person point of view and used line graphics to render the scene ahead. [...] In late 1979, the first ever fully functional graphical virtual world was released: Avatar. Written by a group of students to out-do Oubliette, it was to become the most successful PLATO game ever—it accounted for 6% of all the hours spent on the system between September 1978 and May 1985.".
- books?vid=ISBN0-13-101816-7 quote "LPMUD was named after its author, Lars Pensjö of the University of Gothenburg, Sweden. [...] To this end, he developed an in-game programming language called LPC that allowed players of sufficient experience to add not only objects, but also powerful functionality to the game as it ran.".
- books?vid=ISBN0-13-101816-7 quote "LPMUD was named after its author, Lars Pensjö of the University of Gothenburg, Sweden.".
- books?vid=ISBN0-13-101816-7 quote "MOO had two important offspring: Pavel Curtis' LambdaMOO [...]".
- books?vid=ISBN0-13-101816-7 quote "MOO had two important offspring: Pavel Curtis' LambdaMOO and, via CoolMUD, ColdMUD .".
- books?vid=ISBN0-13-101816-7 quote "MOO introduced a fully functional scripting language and thus brought the LPC-like capabilities to social-oriented virtual worlds.".
- books?vid=ISBN0-13-101816-7 quote "MUCKes. Socially oriented, heavily focused on role-playing. These are usually based on some specific work of Fantasy, Science Fiction, or Horror. Those that aren't often involve original, anthropomorphic animals .".
- books?vid=ISBN0-13-101816-7 quote "MUSHes. Socially oriented, mostly focused on role-playing, but occasionally non-gaming in nature. MUSHes tend to have a Science Fiction setting based on books, comics, or movies, with Fantasy some way behind.".
- books?vid=ISBN0-13-101816-7 quote "Masterson put his field experience of Ancient Anguish to further good use, writing a 1996 master's thesis on the socialinguistics of virtual worlds.".
- books?vid=ISBN0-13-101816-7 quote "Monster was unusual in that it was written independently of the general MUD1 hierarchy. Its main innovation was the facility to create elements of the virtual world from within the world itself. This was something that had been removed from MUD1 in the switch from version II to version III.".
- books?vid=ISBN0-13-101816-7 quote "Neither is it surprising that the best informative and speculative articles about virtual world design are being written for—and made publicly available for free by—a company specializing in immersive text-based worlds, Skotos.".
- books?vid=ISBN0-13-101816-7 quote "Now you're only making 40 UOC per pelt63. What do you do? Either you accept the realities of the free market or you dash off an email to the community service team screeching "Your STOOPID game NERFED snow wolves!!!"64. [...] 63 Or, if things get as bad as they did in Ultima Online, one UOC. 64 To nerf means to adjust the tangible effects of a virtual world element downward. Although nowadays it can apply to everything from skills to classes to races to spells, it is traditionally used for objects. It comes from the Nerf brand of safe-play toys. A Nerf gun does less damage than a real one.".
- books?vid=ISBN0-13-101816-7 quote "One consequence of this is that quest rewards and mobile drops should be variable, too. Who'd want to risk life and limb for 20,000 UOC if it wasn't enough to buy an arrow? Yet how do designers make these price rises occur rationally in such a way that unscrupulous players can't screw over the system?".
- books?vid=ISBN0-13-101816-7 quote "One player, Stephen White, decided in 1990 to extend the functionality of TinyMUD and write TinyMUCK . Using this as his template, he then produced MOO .".
- books?vid=ISBN0-13-101816-7 quote "One player, Stephen White, decided in 1990 to extend the functionality of TinyMUD and write TinyMUCK .".
- books?vid=ISBN0-13-101816-7 quote "Perhaps the best expression of this difference is seen in the comparison between the early advertising slogans of Verant and Skotos ): * Verant: You're in Our World Now. * Skotos: Why Yes, I am God. Skotos' games have only a fraction of the players that EverQuest has, but their slogan sells more T-shirts.".
- books?vid=ISBN0-13-101816-7 quote "Player Versus Player . Players are opposed by other players. In a combat situation, this means PCs can fight each other.".
- books?vid=ISBN0-13-101816-7 quote "Player versus Environment . Players are opposed by the environment—that is, the virtual world. In a combat situation, this means player characters fight monsters.".
- books?vid=ISBN0-13-101816-7 quote "PvP and GvG both assume PvE.".
- books?vid=ISBN0-13-101816-7 quote "That people did play is a tribute to the game's design team, led by Raph Koster. Raph had a background in virtual world design, having worked on 1992's Worlds of Carnage before moving on to found LegendMUD in 1994 with Kristen Koster , Rick Delashmit, and others. [...] LegendMUD was itself an innovative game, boasting a number of features to promote role-playing that had never been implemented before. For example, unlike other DikuMUD derivatives, LegendMUD was classless ; this concept was to shape the design of Ultima Online powerfully. The wide-ranging playing experience of the designers meant that they could draw on ideas from many other codebases, too.".
- books?vid=ISBN0-13-101816-7 quote "That people did play is a tribute to the game's design team, led by Raph Koster. Raph had a background in virtual world design, having worked on 1992's Worlds of Carnage before moving on to found LegendMUD in 1994 with Kristen Koster , Rick Delashmit, and others. [...] LegendMUD was itself an innovative game, boasting a number of features to promote role-playing that had never been implemented before. For example, unlike other DikuMUD derivatives, LegendMUD was classless ; this concept was to shape the design of Ultima Online powerfully. The wide-ranging playing experience of the designers meant that they could draw on ideas from many other codebases, too.".
- books?vid=ISBN0-13-101816-7 quote "The "D" in MUD stands for "Dungeon" [...] because the version of ZORK Roy played was a Fortran port called DUNGEN.".
- books?vid=ISBN0-13-101816-7 quote "The mudlib defines the physics of a virtual world, which will include things such as mass/weight, timers, movement and communication, along with higher concepts such as magic and combat mechanisms.".
- books?vid=ISBN0-13-101816-7 quote "The original designers only create the core of the world and the means by which it can be extended; thereafter, they hand it over to the players to do with as they wish .".
- books?vid=ISBN0-13-101816-7 quote "The term RvR comes from Dark Age of Camelot, but it's not the only virtual world to use this approach; indeed, it's not the only big, graphical world to do so. Anarchy Online has characters divided into three groups, with people meeting in PvP areas for combat. Lineage has clan-like groups called bloodpledges, which can conquer castles from one another in sieges; success here has material results, in that owners of castles get tax income they can invest in preparing for the next siege.".
- books?vid=ISBN0-13-101816-7 quote "There have, however, been anthropological studies by anthropologists, for anthropologists, of virtual worlds. The first of these was Michael Rosenberg's 1992 ethnography of WolfMOO ... John Masterson's 1994 ethnography of Ancient Anguish draws directly on Rosenberg's work, although it's less formal and more speculative in places. He played Ancient Anguish for two years before writing his paper. Many of his observations would be regarded as unexceptional in today's virtual worlds, but of course part of the reason for this is because pioneers like he and Rosenberg made those observations in the first place.".
- books?vid=ISBN0-13-101816-7 quote "TinyMUD was deliberately intended to be distanced from the prevailing hack-and-slay AberMUD style, and the "D" in its name was said to stand for "Dimension" rather than "Dungeon;" this is the ultimate cause of the MUD/MU* distinction that was to arise some years later.".
- books?vid=ISBN0-13-101816-7 quote "To this end, he developed an in-game programming language called LPC that allowed players of sufficient experience to add not only objects, but also powerful functionality to the game as it ran.".
- books?vid=ISBN0-13-101816-7 quote "Vigilantism, defending the innocent from PKs ... The killing of PKers is known as PKKing".
- books?vid=ISBN0-13-101816-7 quote "Virtual World BatMUD Birth Year 1990 Codebase LPMUD Home Page URL http://www.bat.org/ [quote is rendering, poorly, the interleaved top row and relevant row of a table]".
- books?vid=ISBN0-13-101816-7 quote "What's more of an issue is the presence in the virtual world of virtual creatures. These are commonly known as mobiles30 , and they represent the monsters and non-player characters who inhabit the virtual world. [...] 30From MUD1, "mobile objects." I called them that because creatures moving in a controlled but unpredictable way are like the kind of "mobiles" that hang from ceilings. Well, I was in kind of a hurry...".
- books?vid=ISBN0-13-101816-7 quote "[...] wizzes . Wizzes57 had already played the game in its entirety, as that was the qualification to be a wiz; therefore, they were on the whole no longer concerned with the virtual world per se, just in its inhabitants. [...] 57 The term is gender non-specific, meaning "wizards and witches."".
- books?vid=ISBN0-13-101816-7 quote "[pp. 9-10] TinyMUD was deliberately intended to be distanced from the prevailing hack-and-slay AberMUD style, and the "D" in its name was said to stand for "Dimension" rather than "Dungeon;" this is the ultimate cause of the MUD/MU* distinction that was to arise some years later. [pp. 741] The "D" in MUD stands for "Dungeon" [...] because the version of ZORK Roy played was a Fortran port called DUNGEN.".
- books?vid=ISBN0-13-101816-7 quote "“p. 23 In the teeth of complaints about wasted resources, members of the university's Computer Society were allowed to spend off-peak time doing anything non-academic they liked. Many of them chose to play MUD."".
- books?vid=ISBN0-13-101816-7 title Designing_Virtual_Worlds.
- books?vid=ISBN0-13-101816-7 title "Designing Virtual Worlds".
- books?vid=ISBN0-13-101816-7 work "New Riders".
- books?vid=ISBN0-13-101816-7 year "2003".
- books?vid=ISBN0-13-101816-7 year "2004".