[MUD-Dev] Re: State of the art?
ddt at discworld.imaginary.com
Wed Feb 17 18:58:41 New Zealand Daylight Time 1999
On 2/18/99, at 1:17 PM, Martin Keegan wrote:
>We have a well established system of giving people what they want: stock
>muds. Those of us who are interested in muds for their own sake (either as
>coding/thought/scientific/sociological experiment, or as a medium of
>artistic expression far richer than hypertext), rather than for their
>players' sake, however, may find it more difficult to "compete" for the
>login time of players looking for other players, since our muds will be
>offbeat and oddball, and will take time to catch on.
I don't think this is totaly true. Most muds which are successful are
definately different to stock muds. They had a style or idea of their own
which makes them successful. In some cases it might be as simple as the
theme, in others it would be a more complicated relation between theme and
things like skills/races/eye catching.
By far and away the biggest draw of people to a mud is word of mouth. Once
people have heard of your mud, more people start coming, which causes even
more people to come. And so it goes on. I think being different and
oddball at the start is actually a catcher, rather than something which
turns people off.
Glowing in the dark,
MUD-Dev maillist - MUD-Dev at kanga.nu
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