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[MUD-Dev] Re: Laws of Online World Design
On Mon, 12 Oct 1998 22:09:27 -0500
Koster, Raph<rkoster#origin,ea.com> wrote:
> Both the above are now Laws. :)
Its probably also worth retaining a pointer to JWZ's Worse/Better
article as a non-mantrafied legal assertion (well, the title could
be the slogan).
> BTW, I have noticed nobody has quarreled with any of the laws
> yet. Are they all that acceptable? And is this endeavor useful? (I
> am finding it so, but wonder about everyone else).
I'm finding it expressly useful and thought provoking.
Unfortunately(?) timshel (our build machine, a 4 processor Challenge
box) is lightly loaded right now, meaning that builds (done in
parallel, two simultaneous compiles per processor) go *really*
quickly, leaving little time (bugger, the build just finished) for
mail.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- [MUD-Dev] Re: Laws of Online World Design, (continued)
- [MUD-Dev] Re: Laws of Online World Design,
Darrin Hyrup shades#mythicgames,com, Wed 14 Oct 1998, 23:36 GMT
- [MUD-Dev] Re: Laws of Online World Design,
Koster, Raph rkoster#origin,ea.com, Tue 13 Oct 1998, 03:13 GMT
- [MUD-Dev] Re: Laws of Online World Design,
Koster, Raph rkoster#origin,ea.com, Tue 13 Oct 1998, 19:18 GMT
- [MUD-Dev] Re: Laws of Online World Design,
Koster, Raph rkoster#origin,ea.com, Tue 13 Oct 1998, 19:21 GMT
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