What is a Diku?

 Posted by (Visited 47059 times)  Game talk  Tagged with: , , ,
Jan 092009
 

I wish someone who has a good memory of these things and was there, would document that the key game design features of a DIKU are, if everyone is going to refer to MMOs as DIKU derivatives.

— a comment from Daniel Speed on Broken Toys » Wikicrap.

Glossing much here… Edit: this article is getting updated on the fly as people add comments and reminiscences.

DikuMUD was derived from AberMUD, which was similar mechanics, but had more of a scavenger hunt mentality in some ways.

At its core, it is a class-based RPG with the principal classes being fighter, healer, wizard, thief. (Later codebases added more). It was heavily based on the combat portion of Dungeons and Dragons. Advancement handled by earning experience points through combat, reaching a set amount of points, returning to town and “levelling up,” which unlocked new abilities. Classes were immutable (though eventually systems such as remorting, etc were added). Rewards for killing things also included equipment, which affected your stats and damage capability. If you reached the maximum level, common cultural practice was that you were invited to become a game admin (this practice dates back to much earlier, and existed in some form in MUD1).

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I am really really jealous

 Posted by (Visited 7097 times)  Reading, Watching  Tagged with: ,
Jan 092009
 

I’ve mentioned many times here my love of Neil Gaiman’s work. Well, check out what happened to this other blog that apparently mentioned it more times than me. 😉

A little over a month ago I was privileged to be able to share with you an interview with artist Lisa Snellings. The last comment (currently) in that post was from someone named ‘Coraline’ that read, “Hi there! I’ve got a question for you – can you please email me at [email address removed]“. The link to Coraline’s name took me to a website featuring information on the forthcoming film of the same name based on the beloved contemporary children’s classic by author Neil Gaiman.

With great anticipation I sent off an email and quickly received a response from one of the members of the Coraline Team, the group of animators who worked with director Henry Selick to bring Neil Gaiman’s book to life.

I was informed that the Coraline Team would like to send me “something special. Something handcrafted. We only made 50 of these something specials, and we think yours will be right up your alley.”

— Stainless Steel Droppings » Blog Archive » An Unexpected Pleasure.

Jan 082009
 

Here’s a cool, very game-grammary approach to board game design that is inspired, as my initial game notation work was to some degree, by music.

What I arrived at was a series of “discoveries” or “conclusions” about specific models of game design that I assert can help one in the process of identifying not only problems in a game design but also what may be lacking or not present yet that could help a game reach the next level. As I arrived at these conclusions, I found that they felt very much like many of the typical principles of composition that I encountered while studying music.

via Reflections Across the Board: The “Music” of Game Design: Part 1.

The bulk of the article ends up examining a particular “atom” called the “Tri-Level Resource Exchange Model.” Atoms like these are usually termed “design patterns” in software. The article lands at identifying the number 5 as apparently very important in this model; I don’t think it is coincidence that it fits nicely in the famous 7 +/2 range.

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Database “sharding” came from UO?

 Posted by (Visited 158104 times)  Game talk  Tagged with: ,
Jan 082009
 

Lessons Learned: Sharding for startups is a technical post about database scalability. What caught my eye was the term. What an odd term — “sharding.” Why would a database be described that way?

So I started reading a bit about it. It basically means running a bunch of parallel databases and looking into the right one, rather than trying to cram everything into one.

Near as I can tell, a quick Google seems to say that the term came about because of a guy who worked at Friendster and Flickr, and seems to . Wikipedia has only had an article for a little while. In the comment thread at Lessons Learned, there’s mention of the term being used in 2006.

Flickr, of course, was born as an MMO called Game Neverending. In fact, I was quoted in Ludicorp’s business plan, and Stewart Butterfield had asked if I could be an advisor, but I couldn’t do it at the time because of my contract with Sony. Sigh. Anyway, I would be shocked if the term “shard” hadn’t been thrown around those offices… because in MMOs, of course, “shards” has a very specific meaning and history.

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