Talzhemir's Design Notes
for Online Games

PRIORITIES
This document was originally made in 1996 when I was planning on making an all-text game. Most of what's needed is very easy stuff, requiring no ability to program. The pitfall, though, is that there's so *much* to do. You might look at each feature I listed and react with "That's obvious." and "Well, DUH." What's not obvious, is that it's ten pages of DUH's. Maybe this is why many a well-meaning amateur and not a few well-funded professionals have underestimated the needs of an online game.

ONLINE GAMING
My ideas about how people play online games, and how to make a game that keeps people playing for decades.

"What exactly is a `Twink'?"
An editorial on the behaviors we all find especially irritating.


 Furre!
Talzhemir's Treasure Trove