NOVEMBER 2000 GAME DEVELOPER MAGAZINE ON THE FRONT LINE OF GAME INNOVATION GAME PLAN DEVELOPER ✎ 600 Harrison Street, San Francisco, CA 94107 LETTER FROM THE EDITOR t: 415.905.2200 f: 415.947.6090 w: www.gdmag.com Publisher Jennifer Pahlka
[email protected] EDITORIAL Editor-In-Chief Mark DeLoura
[email protected] Senior Editor Jennifer Olsen
[email protected] Sunset, Sunrise Managing Editor Laura Huber
[email protected] Production Editor early four and a half years reality and an arcade game that never R.D.T. Byrd
[email protected] ago, Alex Dunne first shipped. I spent quite a few years working Art Director Audrey Welch
[email protected] appeared in this space. Four with virtual reality at the Human Interface Editor-At-Large and a half years! That’s a Technology Lab and UNC-Chapel Hill, Chris Hecker
[email protected] Contributing Editors long time to be doing any- and I co-moderated the Usenet newsgroup Daniel Huebner
[email protected] Nthing, even more so in our industry, where sci.virtual-worlds. Then there was the Jeff Lander
[email protected] it’s rare to be working on something for whole networked multiplayer arcade game Maarten Kraaijvanger
[email protected] Advisory Board longer than two years (well, except for a thing, which sounded like a great idea, and Hal Barwood LucasArts Noah Falstein The Inspiracy few games!). To give you a sense of per- did actually work as long as you ran it on Brian Hook Verant Interactive spective, in that issue of Game Developer a $250,000 SGI Onyx.