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1.3 Billion Chinese Can't Be Wrong

Of course, if we take a *slightly* more expansive view of things, we know that China is a massive and growing global presence that must be reckoned with. China is probably going to be the world's largest consumer of energy, putting it on a political and economic (if not military) collision course wi

My Other Car is Made of Meat

And that's where the 20 days comes in. The average level 60 character has spent 20 full days of real-time in the game. That's the equivalent of 60 8-hour work days - or roughly 3 work months (assuming 5 days of 8-hour shifts each week). And roughly 10% of all characters in WoW are level 60. In other

Manga Mania Video Games

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

Beginning .NET Game Programming in VB .NET

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

Gemini Game

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

Inner Game Golf

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

Big Bad-Ass Drinking Games (Running Press Mini Kit)

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

The Exclusive Layguide: When Dating and Having Sex with Incredibly Hot Women is No Longer Mirage Even If You Don't Look Like a Model or Don't Make a Fortune

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

The Global Business Game: A Simulation in Strategic Management and International Business

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener

Phonics Games: Centers for Up to 6 Players, Level D

When Roy Trubshaw and I worked on MUD1, we saw it as a means of giving people freedom. For players, freedom to do and to be; for us, freedom to make our imaginations real (well, OK, virtual). Most of the early UK virtual worlds that followed had that same sense of idealism. After our "high ener