[MUD-Dev] (no subject)

Travis Casey efindel at io.com
Sat Nov 20 21:32:10 New Zealand Daylight Time 1999

On Friday, November 19, 1999, Jon A. Lambert wrote:

> I would note that the popularity of a driver is proportional to the
> availablity of complete or almost finished game worlds.
> In particular, the absence of hardcode or a softcode library that
> defines a minimum working set of game mechanics seems to
> be a limiting factor in interest rather than a world or areas.
> There seems to be a strong  aversion toward designing a game
> and much less aversion to coding one.

Hmm... I'd say complete or almost finished game *systems* more than
worlds.  Nightmare 3, for example, was a very popular mudlib for LPs,
but didn't give you much of a game world -- what it did give you was a
complete game *system*.

A lot of the people who set up "stock" muds seem to be builder
wannabes -- they don't want to design a *new* mud, they just want to
build some areas, and maybe add a few classes and races.

> The only thing that CoolMud lacks is the attentions of a mud game
> designer.  There are even fewer of those than there are mud coders. >:->

Yep... I'll note that all the popular mud codebases seem to be stuck
in the late 70's or early 80's, as far as RPG design goes (speaking,
as I usually am, in terms of paper RPGs).

       |\      _,,,---,,_        Travis S. Casey  <efindel at io.com>
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