It Isn’t An Acronym, Okay?

April 15, 2006 via email

Raph Koster:

Short for spec_proc (special procedure), which is a bit of code triggered to cover a special case that the default code doesn’t handle.

In the older muds there was almost no variation between what a given object could do. For example all weapons used the weapon type, then you could specify damage type (was it a sword or a mace), damage ranges, and so on.

To get the weapon to do anything special, you had limited choices. Depending on the architecture, you could attach a spell to be cast, or could attach a script if the code supported it. In the codebases that Brad & co. played, the devs could not script, so the codebase allowed a pointer to a special hardcoded procedure to be entered in the weapon data.

“Proc” is almost entirely EQ slang… Even in the muds, it wasn’t that widely used because only some codebases used the term. It took EQ publicizing the inherited term to make it common knowledge.

MMORPG design

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UCM: The Uniform Commercial Macro

July 1, 2004 ac.turbine.com

Ibn is Alex Beckers, AC1 Live Team

Ibn:

The following post is to consolidate frequently-asked questions regarding the following stated inappropriate behavior in the Asheron’s Call Code of Conduct:

Allowing your character to gain experience points by engaging in combat without being at the keyboard, ready to respond to an Administrator on demand (this activity is commonly called a “Combat Macro”). Logging off as soon as an admin appears (visible or invisible) or when an admin tries to speak with you will be taken into consideration in determining unattended combat macros. First time-combat macro offenses may result in a permanent ban from the game.

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Asheron's Call
MMORPG design
RMT

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Seven Images Of Highly Effective Raiding Schedules

September 9, 2007 theoryspot.com

Ciderhelm:

Would it surprise you if I told you that Nihilum, Death & Taxes, and many of the top guilds raid less than most raiding guilds?

For most people, thinking of the top tier of raiding guilds conjures thoughts of people who do nothing but play a computer game in a dark room somewhere. In fact, this is often not the case — time for career, family, and friends are still very much a part of their lives.

The key is in time management.
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MMORPG design

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It Was The Best Of Events; It Was The Worst Of Events

December 8, 2000 zone.msn.com

Azeraphel is Nik Davidson of Turbine

Azeraphel:

December will mark the culmination of a twelve-month story arc, which has ranged from the icy caverns of Frore, to the tops of the Shadow Spires, to the enigmatic Nexus facility, to the smoldering crater where Arwic once stood. A war has waged over the entire last year, and countless casualties — humans, shadows, and even the poor Arwic cow — have been inflicted. Now, this war’s final battle is at hand. Bael’Zharon has been freed from his crystal prison of two thousand years.
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Asheron's Call
MMORPG design

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Sometimes Random Isn’t Random

July 01, 2002 ac.turbine.com

Turbine:

As we mentioned in last month’s Letter to the Players, there are two secrets about which we feel it is time for us to come clean. One we’ve suspected for a long time, but the issue proved ever elusive to track down (so elusive, in fact, that we wondered whether it ever existed, our own anecdotal evidence to the contrary). The other we’ve known about for awhile, but we were unsure what to do about it.
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Asheron's Call
MMORPG design

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Sour Grapes: Delicious

April 2001 tweety.bowlofmice.com

Tweety:

Doing the Journeyman’s Boots quest is one of those defining moments of the EQ experience. It’s a really simple quest, for those of you who have managed to play without coming across it or one of its victims. You get a ring from an Ancient Cyclops, a shadowed rapier from a Shadow Man, and a pile of gold (not 300+ plat, 3000+ gold pieces) and turn the whole mess in to a gnome named Hasten running around in Rathe Mountains. He talks a little like Yoda, and the whole thing is really pretty cute.
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MMORPG design

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Raiding Your Fridge

December 2000, tweety.bowlofmice.com

Tweety:

Sweaty, travel-stained, and bruised, I congratulated my army on yet another successful campaign against the orcs. I accepted their shouts of support and loyalty, wiped away a tear of pride, and began to set up my tent for the night. It was time to log into the Real World. It was a game I didn’t much care for, but it was somehow compelling. I felt like I had to do it ye gad, an addiction! I made a mental note to suggest forming a support group at the next Freeport Town Council. If I could become addicted to Real Life, any of my people could fall victim. Ten seconds, five, zeroquit, exit, exit, and all was silence.
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MMORPG design

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Itemize This, Itemize That

June 15, 2006 elitistjerks.net (expanded from original post on worldofwarcraft.com)

Hyzenthlei:

I’ve been toying with the idea of how WoW items are balanced on creation for the last few weeks. Here is something I’ve come up with that seems to consistently represent things pretty well, and after posting it up for some guildies I decided to put it here as well.
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MMORPG design
World of Warcraft

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Not An MMO

December 7, 2007 f13.net

f13.net is Erik Schild.

f13.net:

I’m here with Adam Carpenter, in the parking garage of the Internet (level 3B, for those wondering). So, who are you?

Adam:

I’m the Lead Designer on Fury and the Creative Director at Auran Games.

f13.net:

So we met a while ago and Fury was, at that time, in alpha and you were already giving demos. Unlike the current state, which we’ll get to, what was the climate like back then? Specifically, speaking to the budget and game development.

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Fury
MMORPG design
The Business
interviews

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Ex-Sigil

May 16, 2007 f13.net

f13.net is Erik Schild. Ex-Sigil is an anonymous former employee of Sigil. The interview was conducted roughly 24 hours after the mass firing of Sigil’s Vanguard developers.
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The Business
Vanguard
interviews

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