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> <channel><title>Comments on: Some zone design lessons</title> <atom:link href="http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Making Epic 3D Dungeons, Part 2 &#8211; Applying the Lessons</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-162834</link> <dc:creator>Making Epic 3D Dungeons, Part 2 &#8211; Applying the Lessons</dc:creator> <pubDate>Fri, 21 May 2010 17:43:35 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-162834</guid> <description>[...] Raph Koster on Zone Design for Virtual Spaces &#8211; much of it is geared towards social multiplayer environments, but he makes some generally useful points overall, and can help expand one&#8217;s thinking when designing these environments [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph Koster on Zone Design for Virtual Spaces &#8211; much of it is geared towards social multiplayer environments, but he makes some generally useful points overall, and can help expand one&#8217;s thinking when designing these environments [...]</p></div> ]]></content:encoded> </item> <item><title>By: The Super Rewards Blog &#187; Blog Archive &#187; Tips for Virtual World Layouts</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-146864</link> <dc:creator>The Super Rewards Blog &#187; Blog Archive &#187; Tips for Virtual World Layouts</dc:creator> <pubDate>Tue, 07 Apr 2009 21:34:44 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-146864</guid> <description>[...] Link [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Link [...]</p></div> ]]></content:encoded> </item> <item><title>By: Jesse</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-146581</link> <dc:creator>Jesse</dc:creator> <pubDate>Tue, 24 Mar 2009 15:23:57 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-146581</guid> <description>Cool post.  I think EQ improved their topological space problem over time.  Qeynos (SonyEQ) was terrible, but the Plane of Knowledge later on was great.
World of Warcraft did a good job from the start.  At least in the Alliance side.  You should check that out - get the trial if you dare. =P</description> <content:encoded><![CDATA[<p>Cool post.  I think EQ improved their topological space problem over time.  Qeynos (SonyEQ) was terrible, but the Plane of Knowledge later on was great.</p><p>World of Warcraft did a good job from the start.  At least in the Alliance side.  You should check that out &#8211; get the trial if you dare. =P</p> ]]></content:encoded> </item> <item><title>By: Tips on designing layouts for games and virtual worlds &#171; Lightspeed Venture Partners Blog</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-146546</link> <dc:creator>Tips on designing layouts for games and virtual worlds &#171; Lightspeed Venture Partners Blog</dc:creator> <pubDate>Mon, 23 Mar 2009 20:59:58 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-146546</guid> <description>[...] design, game mechanics, mmorpg, virtual worlds.  trackback  Raph Koster has some useful tips on laying out maps; some of these are probably not too different from urban design planning best practices in the real [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] design, game mechanics, mmorpg, virtual worlds.  trackback  Raph Koster has some useful tips on laying out maps; some of these are probably not too different from urban design planning best practices in the real [...]</p></div> ]]></content:encoded> </item> <item><title>By: ReleeSquirrel</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-146035</link> <dc:creator>ReleeSquirrel</dc:creator> <pubDate>Wed, 11 Mar 2009 18:24:45 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-146035</guid> <description>I didn&#039;t realize you were the one who did the layout for Trinsic. I loved that town! It was so pretty. It was awkward for all the reasons you outlined, but it still looked good. &lt;3</description> <content:encoded><![CDATA[<p>I didn&#8217;t realize you were the one who did the layout for Trinsic. I loved that town! It was so pretty. It was awkward for all the reasons you outlined, but it still looked good. &lt;3</p> ]]></content:encoded> </item> <item><title>By: Mirjam PE</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-145787</link> <dc:creator>Mirjam PE</dc:creator> <pubDate>Wed, 11 Mar 2009 00:28:11 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-145787</guid> <description>thanks Raph, this is a really good post!</description> <content:encoded><![CDATA[<p>thanks Raph, this is a really good post!</p> ]]></content:encoded> </item> <item><title>By: James Sylvanus</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-145693</link> <dc:creator>James Sylvanus</dc:creator> <pubDate>Tue, 10 Mar 2009 19:17:09 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-145693</guid> <description>Raph, thanks for putting the time into writing this up. Lengthy design posts that I can relate to and learn from are the kind of things that make your blog - and Metaplace - awesome.
And, yeah, that always bugged me about Trinsic. I never ventured into the northern parts of the city unless I was intentionally trying to avoid people... And while that does have its own use, it seems a bit of a waste to have half a city as a refuge for thieves. ;)</description> <content:encoded><![CDATA[<p>Raph, thanks for putting the time into writing this up. Lengthy design posts that I can relate to and learn from are the kind of things that make your blog &#8211; and Metaplace &#8211; awesome.</p><p>And, yeah, that always bugged me about Trinsic. I never ventured into the northern parts of the city unless I was intentionally trying to avoid people&#8230; And while that does have its own use, it seems a bit of a waste to have half a city as a refuge for thieves. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: David Sahlin</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-145689</link> <dc:creator>David Sahlin</dc:creator> <pubDate>Tue, 10 Mar 2009 18:49:10 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-145689</guid> <description>Very interesting!  Thanks, Raph.</description> <content:encoded><![CDATA[<p>Very interesting!  Thanks, Raph.</p> ]]></content:encoded> </item> <item><title>By: m3mnoch</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-145688</link> <dc:creator>m3mnoch</dc:creator> <pubDate>Tue, 10 Mar 2009 18:25:24 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-145688</guid> <description>totally reminds me of some oldschool theme park layout lessons i remember reading.
hrm.  i wonder where that is....
m3mnoch.</description> <content:encoded><![CDATA[<p>totally reminds me of some oldschool theme park layout lessons i remember reading.</p><p>hrm.  i wonder where that is&#8230;.</p><p>m3mnoch.</p> ]]></content:encoded> </item> <item><title>By: Nikita Logachev</title><link>http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/comment-page-1/#comment-145686</link> <dc:creator>Nikita Logachev</dc:creator> <pubDate>Tue, 10 Mar 2009 18:22:03 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2597#comment-145686</guid> <description>Great post, Raph! Quite a few interesting and surprising insights... Will come in handy when I start designing the sparkling new Metaplace world that I have in mind. ;)</description> <content:encoded><![CDATA[<p>Great post, Raph! Quite a few interesting and surprising insights&#8230; Will come in handy when I start designing the sparkling new Metaplace world that I have in mind. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p> ]]></content:encoded> </item> </channel> </rss>
