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    Designing Virtual Worlds

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    An interesting discussion over at Terra Nova: how to design a new paradigm for online worlds that don't harken back to Second Life or WoW? Given a few basic rules - existence independent of the players, limitations on the actions that can be taken in the world, each player having a character/avatar, and existing in real time - what can you come up with? And is there really a need for such a thing?

    The article itself is quite short, but the comment section just keeps growing - and is fairly interesting reading to boot.

    First Principles [Terra Nova]


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