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Re: [MUD-Dev] Graphic MUDS/perspectives
At 07:18 PM 8/5/97 PST8PDT, you wrote:
>
>> > For muds to evolve, they need to become unpredictable.
>>
Ild say for MDUS to evolve they must learn.
Players leanr the game, ultimately the game must learn the players.
JK
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net
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- Thread context:
- Re: [MUD-Dev] Reputation, was butthead features, (continued)
- [MUD-Dev] Ultima Online/Generalized AI,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 02:13 GMT
- RE: [MUD-Dev] Graphic MUDS/perspectives,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 01:58 GMT
- Re: [MUD-Dev] Sparse Arrays and co-ordinate based worlds,
Cynbe ru Taren cynbe#laurel,actlab.utexas.edu, Wed 06 Aug 1997, 00:26 GMT
- [MUD-Dev] Worlds VS Games, etc {was GMuds, UO},
Koster, Raph rkoster#origin,ea.com, Tue 05 Aug 1997, 23:04 GMT
- Sparse Arrays and co-ordinate based worlds,
Michael Hohensee michael#mainstream,net, Tue 05 Aug 1997, 00:51 GMT
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