[MUD-Dev] Innovation restrictions (was: Information sharing)

Richard A. Bartle richard at mud.co.uk
Mon May 7 09:56:59 New Zealand Standard Time 2001

On 06 May 2001, Greg Munt wrote:

> Or, at least, players are unwilling/unready to accept big changes to
> something that they already use. Innovation has to be presented as a
> completely new game.

Exactly. Even if it is a new game, though, the players of existing
games will tend to feel uneasy about it. After all, by implication
it's supposed to be "better" than the game they're playing at the
moment. This perhaps explains some of the generally cynical response
that new ideas receive.

> An observation: free muds seem to develop, change, grow and evolve
> as a single long-lived entity, whereas commerical muds don't seem to
> do that.

Some free MUDs do, yes, but others are fossilised from the moment they

> They have limits on their growth; anything outside those limits has
> to be presented as a sequel, or another game entirely.

A lot of this may be to do with the fact that they can wring more
money out of the players if they do it that way.

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