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  MUD-Dev Conference Trip Report
Heather Logas

“MMO…whatever….They’re all MUDs” –conference attendee

Saturday morning after the Game Developer’s Conference, I checked my bags into the Hyatt St. Claire across the street from the convention center and wandered down the hallway to find myself at the MUD-dev conference. I was fairly tuckered out from GDC, and much was my dismay when I discovered that the MDC was a one-room affair with a full schedule of lectures – no sneaking out for me (there was a quilt museum in San Jose I was itching to check out). Supposedly eighty people were registered, but I think I maybe saw at most forty that day. After the giant proportions of GDC, this was almost startling. I found a seat and prepared myself mentally to try and stay awake until lunch time.

The mental preparation wasn’t needed, however. After listening to the first two talks I was alert and my mind swimming with possibilities. First up was Alistair Riddoch who spoke on Designs for Continent Scale Persistent Online Worlds. He spoke on a system he was using to automate generating landscapes for MMORPG type games. It would create realistic terrain, complete (now) with trees. Next up for him is more vegetation, he says. Next was John Arras, who handed out a page of Lisp-like code and then talked about his "Heirarchical World Generation" system. This system, so far only fully implemented in text MUDs, generates whole worlds, complete with countryside, cities, and even denizens in the form of NPCs who build things, destroy things, go to war with each other, and develop relationships with player characters. He has now started work developing it for graphical applications. Lunch was wonderful, as I chatted with John and two other attendees. These people were extremely friendly and clever. They were fun to chat with and none of them took my student standing as a sign that I was somehow “un-professional”.

The talks after lunch were no less fascinating. First was a panel featuring David James of Puzzle Pirates, Andrew Tepper of A Tale in the Desert, and Brian Green of Meridian 59 on running an independent online game. They shared a wealth of information on business plans and concerns. Next up was Constance Steinkuehler, an MMORPG researcher and Lineage guild leader who encouraged developers to provide resources for MMOG guild leaders. She pointed out how much time and energy the Guild leader puts into an MMOG, and how they are a very valuable commodity for the game. She went on to suggest a number of "quick and dirty" resources the developers of MMOGs could add to their games to support the Guild leader's activities which would only help the game in the long run. And then Edward Castronova (you remember him...the one who figured out the GNP of Everquest in real dollars). His talk was "The future of Cyberspace Economies". He mentioned that this is a talk where he can never get past the first two slides when giving it to economists. The first two slides explain what an MMORPG is and how much certain individuals spend on them on Ebay. And finally, a real treat: Randy Farmer and Chip Morningstar gave their new lessons from cyberspace. "New Lessons from the Virtual Outback". (The original “Lessons from Lucasfilm’s Habitat“ is still very worth reading…find it here).

After the talks, I was able to chat with Raph Koster and the above cyberspace veterans. I was even invited to be Randy Farmer’s friend on Orkut! Then the attendees trucked off to Dave And Buster’s for food and games, and the conference was to conclude Sunday. I parted ways here though, as I had family obligations in San Francisco. (i.e. playing Puzzle Pirates all weekend with my mom.)

This was an amazing and fabulous group of people who have a great amount of tolerance for experimentation and innovation. I heartily recommend attending in the future to anyone who is interested in the potentials of online role playing games. I know I will.

   
     
 
 

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