[MUD-Dev] (no subject)
gryphon at iaehv.nl
Mon Nov 22 22:42:55 New Zealand Daylight Time 1999
On Sun 21 Nov, Travis Casey wrote:
> On Friday, November 19, 1999, Jon A. Lambert wrote:
> 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.
Which is very odd, because quality -building- is probably as difficult
as coding, if not more so. Of course I could not code my VCR if my li-
fe depended on it, but I do not claim to be the average wannabee ;)
> > 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).
My guess is that this has to do with the fact that players have their
expectations of muds, as have people interested in putting a mud up.
It is like designing a new house. Everybody knows what a house looks
like so you can not be too different, or nobody is going to buy it.
With muds it is the same. Even if you would create a radically diffe-
rent mud, nobody would be interested in it, because they would not
recognise it as such.
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey
MUD-Dev maillist - MUD-Dev at kanga.nu
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