[MUD-Dev] size

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Wed Oct 1 10:18:53 New Zealand Daylight Time 2003

From: Amanda Walker [mailto:amanda at alfar.com]

> Why does a graphical game require multiple world instantiations,
> large populations of players, and whacking monsters?

Undoubtedly economics of scale. They cost a hell of a lot more to
make, so need to recoup on that. One person with sufficient free
time can make considerable progress with a MUD. I've been struggling
away at my graphical one for some time, all I have to show are some
scrappy bits of gfx engine, a nearly finished UDP protocol
(optimised for windows NT+) and some design docs. If I'd invested
the time I spent doing that into a text mud, you'd at least be able
to log in by now.

Of course I wouldn't want to log in as it wouldn't interest me ;)

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