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#21 | |
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Join Date: Apr 2008
Posts: 68
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Re: What are the differences between a MUD and a MUSH?
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There is no standard definition of roleplay that says that certain features have to be present for the roleplay to be good. You have actors playing on empty theatre stages, or against blue-screens where they have to imagine fighting a 30-foot monster. I would argue that imagination is a far more important tool for roleplay than any code. In fact, I would argue that roleplayers who can work without any "crutches" such as coded commands are stronger and better roleplayers than those who need such assistance to create realism. But that is subjective. Just as your opinions are. Trying to put something across as the one true way just comes off looking odd. That said, one can certainly identify trends for what is generally considered good within certain game genres. But if you ask 20 MUSHers about what good roleplay is you will get a very different answer than if you ask 20 MUDders. |
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#22 | |
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Re: What are the differences between a MUD and a MUSH?
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#23 | |
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Re: What are the differences between a MUD and a MUSH?
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#24 | |
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Join Date: Apr 2008
Posts: 68
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Re: What are the differences between a MUD and a MUSH?
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Its like trying to go downhill skiing on the cross country skiing track. |
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#25 | |
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Join Date: Apr 2008
Posts: 68
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Re: What are the differences between a MUD and a MUSH?
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#26 | |
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Re: What are the differences between a MUD and a MUSH?
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I wasn't treating your game like a MUD or anything, I was logging in and trying to play it like I would roleplay in any situation. When I do improv at my local theater, or when I go on stage to act, I am in-character, we don't take breaks or anything. When the show is over (akin to us logging out of the game), then you can go out of character. But until then I feel that when you login, it's showtime. |
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#27 | |
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Join Date: Sep 2009
Posts: 60
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Re: What are the differences between a MUD and a MUSH?
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#28 | |
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Join Date: Sep 2009
Posts: 60
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Re: What are the differences between a MUD and a MUSH?
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I have no issue with you and your RPI. It's when you start to assume that it's the highest echelon of RP a player or game can ever aspire to, that it gets to me. Or when you use your definition of RPI to define what just 'RP' should be. There's a reason why RPI is a subgroup of RP, not the entirety of it. |
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#29 |
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Member
Join Date: Apr 2008
Posts: 68
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Re: What are the differences between a MUD and a MUSH?
Like misao, I have no problem roleplaying fear (or indeed any other emotion) without there being code that enforces certain consequences. For me, and many others with me, roleplay is to imagine those feelings. I don't need code to tell me anything, though occasionally it is fun. For example, I think its fairly boring to negotiate the outcome of a joust, so that's why we have coded support for that. It also goes faster, so code can definitely be helpful in scenarios where there are a lot of decisions that otherwise need to be made OOCly.
The strict separation of IC and OOC is, for the most part, very much a MUD thing. On MUSHes, you can generally have quite a lot of OOC information at your disposal, but it is also true that you shouldn't misuse that information. If I use +where to see that player A is in player B's bedroom, then it would be wrong of me to act on that as IC knowledge. On the other hand, if I see players gathered in a public location, I can come up with an IC reason for why my character would go there so that I can join in the roleplay. If you expect things to work exactly as on a MUD when you're on a MUSH, then you will definitely be disappointed and you will probably not have much fun at all. Doesn't mean that one way of fun is better than the other. |
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#30 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,010
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Re: What are the differences between a MUD and a MUSH?
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Are you comparing the TinyMUD family with the DikuMUD family? Or are you comparing specific features that are common in TinyMUD derivatives and absent in most other MUDs (or vice versa) - and if so, which features? Or are you more generally comparing MUSH with other types of MUD (such as Merc, SMAUG, MudOS, MUCK, ROM, etc)? |
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#31 | |
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Join Date: Apr 2008
Posts: 68
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Re: What are the differences between a MUD and a MUSH?
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I would say that my comparison was between MUSH/MUX and any other members of the MUD family (minus MUCK and MOO if they sort under there, I can never quite recall). |
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#32 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,010
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Re: What are the differences between a MUD and a MUSH?
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A comparison of MUCK and MOO would certainly be interesting (both developed by the same author, but only one of them a TinyMUD derivative). I did play around on a MOO once, but that was over 15 years ago, so the details are rather fuzzy - and I don't recall ever playing a MUCK. But I'm sure there must be a few people who have played both. It could also be interesting to compare MOO with LPmud, as both were inspired by TinyMUD without being based on the actual code. LPmuds tend to be more game-oriented, but I think that's really more due to the mudlibs that most LPmud owners use. |
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#33 | |
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Member
Join Date: Jul 2008
Name: Matt
Posts: 135
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Re: What are the differences between a MUD and a MUSH?
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#34 | |
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Re: What are the differences between a MUD and a MUSH?
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#35 |
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Member
Join Date: Oct 2008
Posts: 45
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Re: What are the differences between a MUD and a MUSH?
I can mainly tell I'm on a MOO when I get very, very confused about the commands. Those puppies can be strange.
![]() Honestly, though, there are subjective differences in "tone color" between games built on different code bases. MOOs seem to use "radio" objects of some kind for channels; in fact, the MOOs I've been on have far more, and usually far more varied, objects that any MUSH or MUX, and sometimes more than a MUD variant. However, since all of the MOOs I've experienced have been set either in the present day or in some sort of technological future, that may be a function of genre rather than of what the code does better. MOOs honestly fascinate me more for what their "code" seems able to do than any other games I've seen. I really regret that I wasn't around for BellonaMOO, given how much I love that book (Samuel Delany's Dhalgren) and how much it seems possible to do with the code base. I'd bet that creating and maintaining such a place as that (or such as HellMOO, to use a current example) has to be a huge time suck, though. |
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#36 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,262
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Re: What are the differences between a MUD and a MUSH?
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#37 | |
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Re: What are the differences between a MUD and a MUSH?
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In this instance, the code is what helps prevent abuse by these players, but at the same time, the code is a great balancer. It is a prop with which you utilize. You earlier made mention of people who act on a barren stage or who use a green screen. Ironically you've only further proven my point. People don't act on stage with no props on purpose. I go to Improv where we still use whatever we can get our hands on. I assure you step into any theater, and the shows they do will have props, a set, and the actors will be wearing actual clothing. ![]() Just because you don't have the tools (the balancing code of a MUD), doesn't mean you shouldn't seek them out. That's like saying you're going to act without props on purpose. Or without a set in the background to help the audience further believe that they are in that world. That's actually what the code is, a system of props and tools to help further your belief in the world around you. Turning your nose up at MUD code and saying MUSHers have better storytelling is also pretty arrogant. The storyteller dictates the story and the code you have further reinforces that story with realism. I don't know how else I can explain it. Last edited by Delerak : 09-22-2009 at 02:08 AM. |
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#38 | |||
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Member
Join Date: Apr 2008
Posts: 68
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Re: What are the differences between a MUD and a MUSH?
I've logged onto a couple of MUCKs and MOOs in the past as well, and while MUCK seemed like it could be learned, MOO just made my head spin.
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Does abuse happen on MUSHes, whether they are non-consent or consent? Sure, but then you deal with those situations of abuse. I don't believe in having a system for the lowest common denominator if it can be avoided. But sure, MUSHes are generally not setup to handle hundreds of concurrent logins in terms of their administrative structure. That's generally a conscious choice. Quote:
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As far as I am concerned, and many MUSHers with me, MUSH roleplay is better storytelling. I am sure that you, and other MUDders, feel MUD storytelling is better. That is why it is all very subjective. You can't objectively say that more code or less code is superior, but subjectively you can certainly say it. |
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#39 | |
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Member
Join Date: Sep 2009
Posts: 60
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Re: What are the differences between a MUD and a MUSH?
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Talk about the coal calling the oak tree black. Geez. You clearly don't understand the intricacies of MUSHes. Yes, you can abuse the system. You can even abuse the system on many MUDs, even though it's harder. It's still easier than abusing the system of a multi-million dollar game like WoW, though. But what's the point? Abuse the system, go ahead. People will just leave immediately if you do it once. Do it twice, word spreads. Do it enough, nobody will want to RP with your character. Of course, some people just plain don't care. I could -not- care in Armageddon either, Delerak. I could go into a public room and spam whatever emotes that just don't make sense. And I could make another character pronto once I get banned. Emails are easy to come by and my IP is a dynamic one; so there's no way to tie down my account unless you ban my entire country. Point being, if 'people can abuse the lack of code' is a reason why MUSHes fail, then ANY game that involves RP fails because no matter how much code you put in, immature people can and will screw around with it. To quote you an example; in the MUD I currently play, there are some things which are coded (outcomes of combat), and some things that are not (for example, if you RP chopping off someone's limb as penalty of law). Recently, my character had a limb chopped off -- there was NO code for it at all. But why the hell would I -want- to go around pretending that the limb had never been chopped off? Besides the fact that a quick review of logs by imms would have demonstrated that I was trying to circumvent ICA, it would be just plain stupid. Last edited by misao : 09-22-2009 at 05:03 AM. |
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#40 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,010
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Re: What are the differences between a MUD and a MUSH?
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