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Originally Posted by KaVir Graphical muds are still a fair way behind text-based muds, except for the actual graphics and sound. The good old "book vs movie" comparison still holds true. I'm not sure what you mean by the book vs. movie comparison. Books are not inherently better than movies or vice-versa, nor are they exploring the same space. Film is better at some things than books and books are better at some things than film. It's an apples and oranges comparison, much more so than text vs. graphical MUDs which are, fundamentally, the ...



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Old 12-28-2007, 01:34 AM   #61
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Re: Reaching out beyond text MUDs

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Originally Posted by KaVir View Post
Graphical muds are still a fair way behind text-based muds, except for the actual graphics and sound. The good old "book vs movie" comparison still holds true.
I'm not sure what you mean by the book vs. movie comparison. Books are not inherently better than movies or vice-versa, nor are they exploring the same space. Film is better at some things than books and books are better at some things than film. It's an apples and oranges comparison, much more so than text vs. graphical MUDs which are, fundamentally, the same thing just with a different front-end (whereas books and movies are fundamentally different mediums).

As far as text vs. graphical MUDs go, I would have agreed with you 5 years ago. Now, I'm not so sure. Few text MUDs attempt anything that is anything but a re-tread of what's already been done, while some graphical MUDs are pushing boundaries by opening up to new demographics (Club Penguin), taking advantage of the scale of playerbases in a way no text MUD has ever had the opportunity to (Eve Online), tying together real-world and virtual-worlds in ways no text MUD ever did (Second Life, Entropia Universe), and so on. When people talk about advances in text MUDs though, I mainly just hear the same concepts being thrown about that were a decade ago.

I'm not trying to bash on text MUDs (obviously!) but I just don't see too many people actually trying to make more than the tiniest of incremental leaps forward in text MUDs these days.

--matt
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Old 12-28-2007, 04:40 AM   #62
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Re: Reaching out beyond text MUDs

Bah, Logos you lack faith friend. And Aeron, Good Lord, do you even play Text Muds or are you playing WoW all day talking about Guitar Hero while you kill off a Level 25,000 Dragon?

Let me break it down for you all a little more clearly. GUI Muds will Never replace Text Muds and Text Muds will never replace GUI Muds but we are in competition and we can gain our fair share of the market. How you ask? Here are some ways.

Roleplay vs. Hack/slash
1. Textual interaction on a GUI game. Someone claimed GUI games have textualization which equates to roleplay on a Text Mud. Bah, this is not Roleplay, never was and never will be. Some GUI games "claim" roleplay but they will never achieve it anywhere near an RP Text Mud. Frankly, the market doesn't want it as shown in who plays the games. I guaranty you can't find an Gui Mud that is anything comparative to the environment of an RPE Text Mud.

2. Voice chat. HAHAHA, that is worse than running IM while playing a mud and talking about your dinner or the latest movie while your adventuring. Again, will NEVER be roleplay. What are these people going to do, pretend they are talking in Elven? Let's be serious. Voice chat was just introduced as a way to not have to be on the cell phone while gaming.

3. The players that play GUI Muds are not and never will be looking for roleplay on those games. They are not looking for imagination, they are looking for the bells and whistles of the graphics and sound. Text Muds will never compete or draw people looking for such things except as shown below.

---------
Market Base.

Who are we really trying to bring to Text Muds? I don't know about you, but NW doesn't care about the 12 year old that couldn't roleplay out of a 3rd grade play, but can blow the hell out of a Demi Lord with his prototype Uzi Plazma Rifle.

I'm looking for the more mature audience that wants an in depth experience different than Gui Muds. I'm looking for those that seek to immerse into imagination and fantasy.

Who are these people? True gamers, possibly D&D style table top gamers. Readers of Books, imaginative people, those that attend Shakespeare Festivals, but more over it is people that do not want to or cannot install WoW's Huge Prog on their computer which brings us to item number 4.

4. GUI GAMES are rarely if ever playable from a schools, librarys, or work environments. THIS is owned by our domain of Text Muds. Whether you are a hack/slash Text Mud or a Roleplay Enforced Text Mud. Your target market are people on these computers. Go get them. No matter what Gui Muds do, they will never capture this market like we can. And like most who have played Gui Muds and find themselves hooked on Text Muds, they will then bring the Text Mud home and play.

So, all told, concentrate on target group 4. And while we will never come close to holding a market like the GUI games have now, bear in mind, None of them have lasted as long as we have.

GOOD LUCK and SUCCESSFUL HUNTING!
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Old 12-28-2007, 07:02 AM   #63
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Re: Reaching out beyond text MUDs

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Originally Posted by Newworlds View Post
Bah, Logos you lack faith friend. And Aeron, Good Lord, do you even play Text Muds or are you playing WoW all day talking about Guitar Hero while you kill off a Level 25,000 Dragon?
Who knows . Is that how you in general see WoW players(and I assume other graphical mmrpg players as well)?

Quote:
Let me break it down for you all a little more clearly. GUI Muds will Never replace Text Muds and Text Muds will never replace GUI Muds but we are in competition and we can gain our fair share of the market. How you ask? Here are some ways.
I agree that GUI Muds won't replace text Muds. What I mean is that they'll simply continue dominate them. We can laugh at voice chat but you need to remember that these things are in their beginning and it will become more advanced.

Your three comparisons are all related to roleplay. While roleplay can be good to encourage is it really something that draws a lot of players? You say roleplay on these mmrpgs is poor, but is that really the case?

Looking at US Realm Stats - WarcraftRealms.com I noticed that, assuming I read the table correctly, the roleplaying realms of WoW are quite popular. It is possible what they are calling roleplay there is some silly odd "roleplay". Still I would be careful with underestimating them.

About case (4) I am not sure if targetting that group is something to be that very proud of. These are people who play text MUDs because they can't use any other alternative without getting caught gaming on work time, or because their computers are too poor to run any "advanced" games. The MUD might be their last resort.

Last edited by Aeran : 12-28-2007 at 07:43 AM.
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Old 12-28-2007, 03:28 PM   #64
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Re: Reaching out beyond text MUDs

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Bah, Logos you lack faith friend.
I do indeed lack faith. I'm more into reason!

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Let me break it down for you all a little more clearly. GUI Muds will Never replace Text Muds and Text Muds will never replace GUI Muds
Was that under dispute? I don't think anyone was suggesting that text-based MUDs would die out. They clearly provide something that graphical MUDs do not (ie a text-based environment).

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Roleplay vs. Hack/slash
1. Textual interaction on a GUI game. Someone claimed GUI games have textualization which equates to roleplay on a Text Mud. Bah, this is not Roleplay, never was and never will be. Some GUI games "claim" roleplay but they will never achieve it anywhere near an RP Text Mud. Frankly, the market doesn't want it as shown in who plays the games. I guaranty you can't find an Gui Mud that is anything comparative to the environment of an RPE Text Mud.
That's true. The few thousand people who are interested in a hardcore roleplaying environment as I'm guessing you define it are probably better off in text MUDs (or even better off in pen & paper roleplaying campaigns or good LARPs).

Quote:
2. Voice chat. HAHAHA, that is worse than running IM while playing a mud and talking about your dinner or the latest movie while your adventuring. Again, will NEVER be roleplay. What are these people going to do, pretend they are talking in Elven? Let's be serious. Voice chat was just introduced as a way to not have to be on the cell phone while gaming.
You're pretty focused on roleplaying, but roleplaying is only one aspect of MUDs, and is hardly the end-all, be-all. It's just a feature that can be implemented/encouraged to a greater or lesser degree (like combat or fishing or gambling or anything else really).

Further, I'll point out that just as people may pretend to be talking in Elven while speaking in English, players pretend to be communicating in Elven while typing in English (or Finnish or whatnot) on text MUDs.

I also get the idea that you've never actually participated in the activities you deride. Voice chat is used primarily as a tool to efficiently and quickly organize large groups of people. Text MUDs rarely have enough players to require 40 players to work closely together in real-time. Running a high-end raid in WoW without voice chat is painful.

Quote:
3. The players that play GUI Muds are not and never will be looking for roleplay on those games. They are not looking for imagination, they are looking for the bells and whistles of the graphics and sound.
You're definitely incorrect there. Many of them are looking for roleplaying. The definition of roleplaying differs from person to person though and what you consider roleplaying is not what someone else may consider roleplaying.

And they are definitely looking for an imaginative environment.


Quote:
Who are these people? True gamers,
"True gamers." Anyone who plays games is a true gamer as far as I'm concerned, whether that game is a text MUD, Monopoly, or Bejeweled. The idea that someone who plays an RP game is more of a gamer than someone playing Go is completely arbitrary in my opinion.

Quote:
4. GUI GAMES are rarely if ever playable from a schools, librarys, or work environments. THIS is owned by our domain of Text Muds. Whether you are a hack/slash Text Mud or a Roleplay Enforced Text Mud. Your target market are people on these computers. Go get them.
What? Have you ever spent time actually watching people play in libraries or schools? I'm guessing not! Runescape and AdventureQuest/Dragonfable (the latter two aren't MUDs/MMOs but present themselves as one) are overwhelmingly present there.

Text MUDs that don't require a client install have an advantage over graphical MMOs that do have a client install, but some of the most popular MMOs do not require an install and are quite playable from libraries, schools, work, and so on. That trend is only going to increase as well with things like the (admittedly probably somewhat weak at first) upcoming Flash 10's inclusion of 3d capabilities.


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No matter what Gui Muds do, they will never capture this market like we can.
They can and did years ago.

--matt
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Old 12-28-2007, 05:11 PM   #65
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Re: Reaching out beyond text MUDs

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Originally Posted by Aeran View Post
Who knows . Is that how you in general see WoW players(and I assume other graphical mmrpg players as well)?
Yes. I have yet to play one (And have played through most of the more popular (Ultima Online, WoW, Elf Quest) that shows me anything but hack/slash Halo style gamers on them.

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Originally Posted by Aeran View Post
About case (4) I am not sure if targetting that group is something to be that very proud of. These are people who play text MUDs because they can't use any other alternative without getting caught gaming on work time, or because their computers are too poor to run any "advanced" games. The MUD might be their last resort.
Very few computers lack the ability to play advanced games. And what is the difference between "serfing the web" from these locations and playing a mud in spare time?

My main argument is that I laugh at the roleplay and imagination of players of Gui Muds just as quickly as they laugh at the lack of graphics on Text Muds. It is really that simple. But despite the laughter, both games have their appeal and unappeal, pros and cons. And both are viable entertainment.
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Old 12-28-2007, 05:30 PM   #66
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Re: Reaching out beyond text MUDs

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Originally Posted by the_logos View Post
Further, I'll point out that just as people may pretend to be talking in Elven while speaking in English, players pretend to be communicating in Elven while typing in English (or Finnish or whatnot) on text MUDs.
You can't be serious with this statement. Please tell me a Gui Mud with voice activation where people are talking in elfish languages or roleplaying over the voice channel. I'd really love to sit in on that.

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Text MUDs rarely have enough players to require 40 players to work closely together in real-time. Running a high-end raid in WoW without voice chat is painful.
Perhaps on WoW. I assure you that on NW we have had groups of 5, 10, and 15 regularly and armies of 20 to 40 numerous times for massive adventures, story driven events, and raids. It is chaotic and wild and the players on NW call it "the choas of battle"

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Originally Posted by the_logos View Post
You're definitely incorrect there. Many of them are looking for roleplaying. The definition of roleplaying differs from person to person though and what you consider roleplaying is not what someone else may consider roleplaying. And they are definitely looking for an imaginative environment.
This is a good point and perhaps I was a bit hasty on that. I'm likely slightly jaded in that I have looked for RP on such environments and found little to none. I was invited to be a lead programmer on a new Gui Mud built entirely on programming. I declined and after 2 1/2 years and $250,000.00, the project closed when the financers couldn't build the playerbase. Effectively none of the teenage players wanted Forced RP.

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Originally Posted by the_logos View Post
What? Have you ever spent time actually watching people play in libraries or schools? I'm guessing not! Runescape and AdventureQuest/Dragonfable (the latter two aren't MUDs/MMOs but present themselves as one) are overwhelmingly present there.
Yes and have never seen these types of games played there. The only games I've seen at libraries and schools are Java script driven run from Internet Explorer. Perhaps these types you are referring to?

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Text MUDs that don't require a client install have an advantage over graphical MMOs that do have a client install, but some of the most popular MMOs do not require an install and are quite playable from libraries, schools, work, and so on.
Name them. Show me the Gui Mud that is playable without an install. I'll be happy to check it out. Again, I maintain that the only ones playable from these locations are Internet Explorer (java) style games.

The reason for this is that powerful GUI games need localized graphics/sound/movie clips, to run. Thousands of Megabytes of data that you can't run effectively through a net stream. While Gui and Text Muds are very similar in O/S operation and data streaming, without the graphics localized you have to stream them to the client. This is a huge bottleneck and would mean that every graphic image or sound you see would have to stream to your client (in this case internet exployer).
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Old 12-28-2007, 05:43 PM   #67
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Re: Reaching out beyond text MUDs

While we're on this topic, I wanted to add another reason why I enjoy Text Mud World over Gui Mud World and that is the diversification of choices in games. There are literally hundreds of different Muds to choose from and some very unique and creative ones. Far more so than will every be inherited on the GUI side of things. The reason again is that GUI games are very difficult and expensive build, market, and run. You can't maintain one with a 10 player base.

The ability to find so many choices in the Text Mud Realm I think is very imporant.

I just take a quick grab of exciting games here like Archae, God Wars II, Threshold, 4 Dimensions, Armeggedon, Zombie, Dark Forces, Toril, 2 Towers, and others and you see very different, yet compelling environments. And there are hundreds more.

Game On TEXT MUDDERS!
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Old 12-28-2007, 07:09 PM   #68
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Re: Reaching out beyond text MUDs

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Originally Posted by Newworlds View Post
You can't be serious with this statement. Please tell me a Gui Mud with voice activation where people are talking in elfish languages or roleplaying over the voice channel. I'd really love to sit in on that.
That's kind of not the point though. People on RP muds don't type in Elvish, do they?

Quote:
Name them. Show me the Gui Mud that is playable without an install. I'll be happy to check it out. Again, I maintain that the only ones playable from these locations are Internet Explorer (java) style games.
Don't forget about Shockwave and Flash, though. For example:

Free MMORPG at Maidmarian.com - Free Massive Multiplayer Online Web Games

Quote:
While Gui and Text Muds are very similar in O/S operation and data streaming, without the graphics localized you have to stream them to the client. This is a huge bottleneck and would mean that every graphic image or sound you see would have to stream to your client (in this case internet exployer).
This simply is not as a high a barrier to entry as it once was -- see the above link.

Quote:
While we're on this topic, I wanted to add another reason why I enjoy Text Mud World over Gui Mud World and that is the diversification of choices in games. There are literally hundreds of different Muds to choose from and some very unique and creative ones. Far more so than will every be inherited on the GUI side of things.
I don't see why this necessarily is the case. There is nothing stopping the pool of graphical muds from diversifying more than text muds. In fact I would argue that with the public profile of graphical games so much larger than text games, more talent will flow to graphical muds, and text muds will be less diverse due to lack of development.

Currently I think text muds have two main distinguishing features -- they are text based (duh), and a small team can create an awesome text mud without a lot of resources. It seems much harder to do the latter with a graphical mud, though surely the tools for that will improve in the future.

Nevertheless I think for people who like to read, a developer on their own could create a really unique and fun game with a text mud, and this is what we should stress as the 'strength' of the text mud medium, not that a text game is better at RP or whatever.
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Old 12-28-2007, 09:37 PM   #69
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Re: Reaching out beyond text MUDs

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You can't be serious with this statement. Please tell me a Gui Mud with voice activation where people are talking in elfish languages or roleplaying over the voice channel. I'd really love to sit in on that.
As Ide said, neither are people typing in elvish languages. They're typing in English. No different from speaking in English from that perspective.

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Perhaps on WoW. I assure you that on NW we have had groups of 5, 10, and 15 regularly and armies of 20 to 40 numerous times for massive adventures, story driven events, and raids. It is chaotic and wild and the players on NW call it "the choas of battle"
Yes, of course you CAN do it without voice chat. It's more efficient with voice chat. It's why soldiers in real battles prefer voice over typing to each other.

Quote:
Yes and have never seen these types of games played there. The only games I've seen at libraries and schools are Java script driven run from Internet Explorer. Perhaps these types you are referring to?
Yes, exactly. MMOs like Runescape, which is the most popular MMORPG in the western world.

Quote:
Name them. Show me the Gui Mud that is playable without an install. I'll be happy to check it out. Again, I maintain that the only ones playable from these locations are Internet Explorer (java) style games.
You're asking me to point you to GUI MUDs playable without an install and then admitting that you're familiar with them. I'm confused. Again, I'll point you to Runescape, which is THE most popular MMORPG in Europe and North America and is playable from libraries, schools, etc. It's not as if using a particular rendering or client technology changes whether something is a MUD or not.

Quote:
The reason for this is that powerful GUI games need localized graphics/sound/movie clips, to run. Thousands of Megabytes of data that you can't run effectively through a net stream. While Gui and Text Muds are very similar in O/S operation and data streaming, without the graphics localized you have to stream them to the client. This is a huge bottleneck and would mean that every graphic image or sound you see would have to stream to your client (in this case internet exployer).
Yes, I'm aware of how this works. I run a company that's developing 3d MMOs (and one that's developing text MUDs). Again, Runescape is the best example here, as what you describe is exactly what they do. Same with Sherwood RPG, Club Penguin, Habbo, etc. Also worth pointing out that Raph Koster's company, Areae, is using Flash as their initial rendering technology for Metaplace.

Betting on ubiquitous access as some sort of advantage for text MUDs is a bad bet. 5 years ago, not too bad a bet. Today, bad bet as Flash, Java, and Shockwave MMOs are only going to proliferate in the face of the absolutely massive success of some of the titles I've mentioned.

--matt
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Old 12-28-2007, 09:42 PM   #70
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Re: Reaching out beyond text MUDs

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Originally Posted by Ide View Post
Currently I think text muds have two main distinguishing features -- they are text based (duh), and a small team can create an awesome text mud without a lot of resources. It seems much harder to do the latter with a graphical mud, though surely the tools for that will improve in the future.

Nevertheless I think for people who like to read, a developer on their own could create a really unique and fun game with a text mud, and this is what we should stress as the 'strength' of the text mud medium, not that a text game is better at RP or whatever.
I completely agree with that. The only real advantage text MUDs have is that the "rendering" technology hasn't changed in a loongggg time and the content is very easy to create. This has been driven home to me every day for the last 2 years (during which most of my time has been running the team creating Earth Eternal). Text is freaking easy and cheap to build in by comparison. No worries about crap like seams and normal maps and video memory space, etc. It makes me sad how much less we can accomplish even given nearly a $1 million budget than we could on 10% of that in text.

--matt
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Old 12-28-2007, 10:32 PM   #71
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Re: Reaching out beyond text MUDs

Your comments and specifically the one about voice comm are part of the reasons why MUDs have a hard time attracting players other than MUD addicts.
MUD owners need to be open to new ideas,new features.Voice comm are very important to clans/guilds. The only way MUDs will get new players and attract players from Normal mmorpgs is by adding features such as graphic images,voice comm and not requiring roleplaying or creating secondary worlds for non rp players


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Originally Posted by Newworlds View Post
Bah, Logos you lack faith friend. And Aeron, Good Lord, do you even play Text Muds or are you playing WoW all day talking about Guitar Hero while you kill off a Level 25,000 Dragon?

Let me break it down for you all a little more clearly. GUI Muds will Never replace Text Muds and Text Muds will never replace GUI Muds but we are in competition and we can gain our fair share of the market. How you ask? Here are some ways.

Roleplay vs. Hack/slash
1. Textual interaction on a GUI game. Someone claimed GUI games have textualization which equates to roleplay on a Text Mud. Bah, this is not Roleplay, never was and never will be. Some GUI games "claim" roleplay but they will never achieve it anywhere near an RP Text Mud. Frankly, the market doesn't want it as shown in who plays the games. I guaranty you can't find an Gui Mud that is anything comparative to the environment of an RPE Text Mud.

2. Voice chat. HAHAHA, that is worse than running IM while playing a mud and talking about your dinner or the latest movie while your adventuring. Again, will NEVER be roleplay. What are these people going to do, pretend they are talking in Elven? Let's be serious. Voice chat was just introduced as a way to not have to be on the cell phone while gaming.

3. The players that play GUI Muds are not and never will be looking for roleplay on those games. They are not looking for imagination, they are looking for the bells and whistles of the graphics and sound. Text Muds will never compete or draw people looking for such things except as shown below.

---------
Market Base.

Who are we really trying to bring to Text Muds? I don't know about you, but NW doesn't care about the 12 year old that couldn't roleplay out of a 3rd grade play, but can blow the hell out of a Demi Lord with his prototype Uzi Plazma Rifle.

I'm looking for the more mature audience that wants an in depth experience different than Gui Muds. I'm looking for those that seek to immerse into imagination and fantasy.

Who are these people? True gamers, possibly D&D style table top gamers. Readers of Books, imaginative people, those that attend Shakespeare Festivals, but more over it is people that do not want to or cannot install WoW's Huge Prog on their computer which brings us to item number 4.

4. GUI GAMES are rarely if ever playable from a schools, librarys, or work environments. THIS is owned by our domain of Text Muds. Whether you are a hack/slash Text Mud or a Roleplay Enforced Text Mud. Your target market are people on these computers. Go get them. No matter what Gui Muds do, they will never capture this market like we can. And like most who have played Gui Muds and find themselves hooked on Text Muds, they will then bring the Text Mud home and play.

So, all told, concentrate on target group 4. And while we will never come close to holding a market like the GUI games have now, bear in mind, None of them have lasted as long as we have.

GOOD LUCK and SUCCESSFUL HUNTING!
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Old 12-29-2007, 03:34 AM   #72
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Re: Reaching out beyond text MUDs

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Originally Posted by lovechiefs View Post
Your comments and specifically the one about voice comm are part of the reasons why MUDs have a hard time attracting players other than MUD addicts.
MUD owners need to be open to new ideas,new features.Voice comm are very important to clans/guilds. The only way MUDs will get new players and attract players from Normal mmorpgs is by adding features such as graphic images,voice comm and not requiring roleplaying or creating secondary worlds for non rp players
Wrong. 1 out of 5 players (20 percent) came to NW from Graphic Games.

And what kind of comment is: The only way Text Muds will attract players from Gui Muds is to become a Gui Mud. *chuckle*
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Old 12-29-2007, 03:39 AM   #73
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Re: Reaching out beyond text MUDs

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I completely agree with that. The only real advantage text MUDs have is that the "rendering" technology hasn't changed in a loongggg time and the content is very easy to create. This has been driven home to me every day for the last 2 years (during which most of my time has been running the team creating Earth Eternal). Text is freaking easy and cheap to build in by comparison. No worries about crap like seams and normal maps and video memory space, etc. It makes me sad how much less we can accomplish even given nearly a $1 million budget than we could on 10% of that in text.

--matt
If you are talking about rendering only, you still need the engine on the client side. If not you are spewing rendered images in a stream. You aren't going to get a 350k Rendering engine. AND you aren't going to be able to play DOOM style rendering however. Because you keep spouting about Runescape and its popularity, I'll happily go check it out for the ability to play without a client and no downloads.
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Old 12-29-2007, 04:16 AM   #74
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Re: Reaching out beyond text MUDs

Checked out Runescape. They use JAVA and IE (which is the client) which allows you to play from libraries if JAVA is enabled and caching of images, etc. The game is similar to a watered down version of Meridian 59 (A game I played years ago). It is very popular and yes I have seen this played at libraries just didn't know what it was. Not a bad way to bring in 50,000 plus players.

The question then is, would 1,000 of those players (1/50th) join a Text Mud? Maybe. But you'd have to play it a lot longer than I did to figure out why. I'm betting that over 50% don't even know TEXT Muds exist or the pros and cons of them. I surely didn't back in the day of UO and Meridian 59 and I left them both to play Text Muds.

I think it still goes back to the book and the movie. Even if you argue Books and Movies are apples and oranges, they both have reasons to enjoy them or not enjoy them.

What I do not understand is that in a TEXT MUD forum, why are people afraid of the GUI MUDs? The last several posts have been about how GUI MUDs are taking over the genre of Muds. I scratch my head at this. GUI Muds have been around since the early 90's and I see no difference in them today. Are you saying that we should all find 3D graphic engines to turn all of our games into JAVA clients? No thanks. If you are searching for 50,000 players, then yes, you may have to.

I'm not.
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Old 12-29-2007, 04:36 AM   #75
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Re: Reaching out beyond text MUDs

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Wrong. 1 out of 5 players (20 percent) came to NW from Graphic Games.
How are you measuring that? You can measure where web traffic comes from, but as far as I can tell you can't measure where your players come from. You don't have a registration process that asks and you don't offer your players a client beyond straight windows telnet, which does not let you correlate in-game activity with a cookie created by a visit to your website, for instance.


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Old 12-29-2007, 04:43 AM   #76
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Re: Reaching out beyond text MUDs

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Checked out Runescape. They use JAVA and IE (which is the client) which allows you to play from libraries if JAVA is enabled and caching of images, etc. The game is similar to a watered down version of Meridian 59 (A game I played years ago). It is very popular and yes I have seen this played at libraries just didn't know what it was. Not a bad way to bring in 50,000 plus players.
50,000? Try 7.5 million.

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The question then is, would 1,000 of those players (1/50th) join a Text Mud? Maybe. But you'd have to play it a lot longer than I did to figure out why. I'm betting that over 50% don't even know TEXT Muds exist or the pros and cons of them. I surely didn't back in the day of UO and Meridian 59 and I left them both to play Text Muds.
No, 2% of them would definitely not join a text MUD. And yes, there's no doubt that most of them don't know text MUDs exist and even if they do they're not aware of any potential benefits of playing them.


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I think it still goes back to the book and the movie. Even if you argue Books and Movies are apples and oranges, they both have reasons to enjoy them or not enjoy them.
I agree 100%. However, movies and books are far less similar than text MUDs and graphical MUDs/MMOs. They are not the same medium, whereas a text MUD world is not fundamentally different from a graphical MUD world. Only the rendering technology is different. The actual world simulation can be virtually identical server-side, which is what defines the world itself as opposed to how it is rendered.

Goes back to what Ide talked about earlier: The advantage we have is in development speed, but that's pretty much it. Take advantage of that by working your ass off, but recognize that even though you may have an advantage on the order of a couple of magnitudes, they have the advantage on the order of a couple of magnitudes in terms of human resources.
--matt
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Old 12-29-2007, 05:23 AM   #77
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Re: Reaching out beyond text MUDs

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Goes back to what Ide talked about earlier: The advantage we have is in development speed, but that's pretty much it. Take advantage of that by working your ass off, but recognize that even though you may have an advantage on the order of a couple of magnitudes, they have the advantage on the order of a couple of magnitudes in terms of human resources.
--matt
Another advantage is that MUDs have a community where both developers and players talk to eachother. We have MUDs that while they compete to get players to some extent they still cooperate as well here on TMS and other MUD related websites. Most can be very open about what they are developing unlike commercial MMRPGs that often tend to keep a lot of secrets during development.
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Old 12-29-2007, 08:47 AM   #78
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Re: Reaching out beyond text MUDs

I'm going to go out on a limb and say that I think it's more than just a good client that matters.

I LOVE text games, but I haven't bothered to play more than an hour or two on the last 6 MUDs I've tried, one of them being an IRE game. For me, having to learn the layout of another new city, an often confusing one, gets really tedious, and sometimes, all the syntax I would have to learn to get involved in a new mud is just too time consuming. I believe it would be even more difficult for someone who isn't already involved in text muds to invest the time necessary to learn as much as is required before you really can get into many of the muds out there. I know that I recently tried a mud where I had almost 30 skills within the first 2 hours of play. That seems like a lot of content, but it's HORRIBLY overwhelming, and I just felt like I couldn't utilize my character very well.

Almost all MMOs start you off with 1 or 2 spells and set you against a bunch of peonic creatures. You get some simple drops, and that's about it. In reality, their games are very simple to learn and pretty simple to master. I think that's why they get a lot of people. Most MU* require MUCH more thought, energy, and commitment to even get started let alone master. Most muds are NOT "newbie friendly" in the way of mechanics no matter how nice and helpful the staff or the players are.

Graphical games also have a huge advantage because you actually have to purchase something up front. So, you drop down your $50, and then you make yourself invest some time and energy into the game you've already decided to buy. Before you've bought the game, you've already sat there and debated whether or not you're going to invest time in learning it. I don't think this is true of people who try muds, and I honestly have no idea how to replicate such a phenomenon. I tend to churn through muds when I sit down to look for one, and I think so do most of the people who try out our games.

Anyway, a nice client helps, but I think you'll find that it won't increase the numbers that much.
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Old 12-29-2007, 12:35 PM   #79
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Re: Reaching out beyond text MUDs

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How are you measuring that? You can measure where web traffic comes from, but as far as I can tell you can't measure where your players come from. You don't have a registration process that asks and you don't offer your players a client beyond straight windows telnet, which does not let you correlate in-game activity with a cookie created by a visit to your website, for instance.


--matt
We don't have an automated process for collecting demographics. This is done after a person graduates from immigrancy (usually 6 to 24 hours). It is handled by our staff on a one on one interview process and is very accurate because it is done this way. My 1 in 5 is ONLY counting those that stay in the game, not the 100's that drop in and out.

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Old 12-29-2007, 12:39 PM   #80
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Re: Reaching out beyond text MUDs

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50,000? Try 7.5 million.
54,000 were ONLINE when I played (which is huge). 7.5 million is a complete farce. I researched it. 7.5 million is the # of registrations. Which takes about 30 seconds to register for this game. If NW boasted registrations we'd have over 50,000 players. So let's not get carried away.

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Old 12-29-2007, 12:44 PM   #81
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Re: Reaching out beyond text MUDs

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I'm going to go out on a limb and say that I think it's more than just a good client that matters.

I LOVE text games, but I haven't bothered to play more than an hour or two on the last 6 MUDs I've tried, one of them being an IRE game. For me, having to learn the layout of another new city, an often confusing one, gets really tedious, and sometimes, all the syntax I would have to learn to get involved in a new mud is just too time consuming. I believe it would be even more difficult for someone who isn't already involved in text muds to invest the time necessary to learn as much as is required before you really can get into many of the muds out there. I know that I recently tried a mud where I had almost 30 skills within the first 2 hours of play. That seems like a lot of content, but it's HORRIBLY overwhelming, and I just felt like I couldn't utilize my character very well.

Almost all MMOs start you off with 1 or 2 spells and set you against a bunch of peonic creatures. You get some simple drops, and that's about it. In reality, their games are very simple to learn and pretty simple to master. I think that's why they get a lot of people. Most MU* require MUCH more thought, energy, and commitment to even get started let alone master. Most muds are NOT "newbie friendly" in the way of mechanics no matter how nice and helpful the staff or the players are.

Graphical games also have a huge advantage because you actually have to purchase something up front. So, you drop down your $50, and then you make yourself invest some time and energy into the game you've already decided to buy. Before you've bought the game, you've already sat there and debated whether or not you're going to invest time in learning it. I don't think this is true of people who try muds, and I honestly have no idea how to replicate such a phenomenon. I tend to churn through muds when I sit down to look for one, and I think so do most of the people who try out our games.

Anyway, a nice client helps, but I think you'll find that it won't increase the numbers that much.
I agree with nearly all of this. Forget the client. Make the creation and playability quick and easy. NW is similar to Mina's second paragraph. As an immigrant in the game you start off with a few skills and powers. More things are learned as you go through.

What I don't like about the GUI MUDS I've tried, especially this latest one RUNESCAPE. They make you go through this tutorial that is cumbersome and annoying as hell. As if you are some neophyte to online gaming. This should be opted out of as a choice. Let me play and play now, not spend 12 hours in a newbie area or tutorial.
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Old 12-29-2007, 04:37 PM   #82
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Re: Reaching out beyond text MUDs

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54,000 were ONLINE when I played (which is huge). 7.5 million is a complete farce. I researched it. 7.5 million is the # of registrations. Which takes about 30 seconds to register for this game. If NW boasted registrations we'd have over 50,000 players. So let's not get carried away.
You're wrong. They've had 10s of millions of registrations. They've currently got over 1 million paying players and another 6.5 million or so that touch the game at least once a month. They peak at about 200,000 simultaneous players incidentally.

--matt
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Old 12-29-2007, 04:49 PM   #83
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Re: Reaching out beyond text MUDs

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Another advantage is that MUDs have a community where both developers and players talk to eachother. We have MUDs that while they compete to get players to some extent they still cooperate as well here on TMS and other MUD related websites. Most can be very open about what they are developing unlike commercial MMRPGs that often tend to keep a lot of secrets during development.
Unfortunately I'm not really sure that's true. Most MUD developers and players never use the forums on TMS or Mudconnector and while that's similar to the commercial MMORPG world in as far as there are no forums or whatnot that everybody's on, there's way more private communication in the MMORPG world from what I've seen. There are a lot of private email lists, for instance, where a lot of the commercial MMO devs talk somewhat freely, and there's way more face-to-face communication as text MUD people don't attend many conferences. At GDC (the biggest game dev conference) for instance, I am usually literally the -only- speaker who is actively running text MUDs. It's disappointing though I understand why too: It's expensive to go to conferences if you're running MUDs as a hobby. I think the text MUD world misses out though, as the text MUD world in general would benefit greatly from more exposure to the wider world of development.

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Old 12-29-2007, 04:52 PM   #84
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Re: Reaching out beyond text MUDs

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Almost all MMOs start you off with 1 or 2 spells and set you against a bunch of peonic creatures. You get some simple drops, and that's about it. In reality, their games are very simple to learn and pretty simple to master. I think that's why they get a lot of people. Most MU* require MUCH more thought, energy, and commitment to even get started let alone master. Most muds are NOT "newbie friendly" in the way of mechanics no matter how nice and helpful the staff or the players are.
Yeah, that is very true.

Quote:
Graphical games also have a huge advantage because you actually have to purchase something up front. So, you drop down your $50, and then you make yourself invest some time and energy into the game you've already decided to buy.
That's not an advantage. If you want to convince yourself look at the most popular MMOs. Only one of them (WoW) has an upfront fee. The others are all free to play with optional item sales or subscriptions. The boxed sale model is a huge barrier to entry that is only worthwhile if you have the marketing dollars to push people past that hurdle. Games that depend on viral growth (like Runescape or Habbo for instance) are all about lowering the barrier to entry as much as possible, not raising it.

--matt
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Old 12-30-2007, 01:39 AM   #85
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Re: Reaching out beyond text MUDs

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That's not an advantage. If you want to convince yourself look at the most popular MMOs. Only one of them (WoW) has an upfront fee. The others are all free to play with optional item sales or subscriptions. The boxed sale model is a huge barrier to entry that is only worthwhile if you have the marketing dollars to push people past that hurdle. Games that depend on viral growth (like Runescape or Habbo for instance) are all about lowering the barrier to entry as much as possible, not raising it.

--matt
Let me reprhase that. That's not an independent point but rather an extension of the paragraph above it. When we're talking about games that we're willing to learn to play, we're much more willing to learn a game that we've already purchased. You're right in that the initial decision to PURCHASE the game is a very big deterrent for people, but once it's purchased, the people who've actually BOUGHT the game have already made the decision to learn it. Perhaps this is simply a moot point.
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Old 12-30-2007, 05:05 PM   #86
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Re: Reaching out beyond text MUDs

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In our games, registration is when you're asked for your rl details, which doesn't happen until you've finished the newbie intro for the game.
Speaking of deterrents for entry, this one is a pretty big one. Why should your game be entitled to get my personal information? Just because I want to try playing it? How do I know that this isn't some hoax? Personally, I think that this is a big turnoff for your players as I personally would never give your game my personal information in that situation and found Imperian's prying for such information somewhat offensive. If a false information wouldn't work (it did though, when I tried Imperian), I would play something else instead. When combined with IRE pay for advanced acceleration business model, which is explained by this stage, the registration gives a very good point to turn away from the game and go do something else. With the registration, you force people to take a risk and trust you, with no good reason given why they should. I claim that a lot of people will choose not to trust you because of the information prying and go away.

Seriously Matt, asking for people's personal information in order to play a MUD is losing you a lot of customers. Runescape doesn't need to know my name to let me play, why does IRE need such information? You are losing a substancial amount of new players due to this (or so I claim), so I'm interested in knowing why the information gathering is so important that you choose to make a sacrifice of this magnitude. I suggest that you test it by removing the registration and rl questions and have some sort creation of game account instead that doesn't ask any extra questions (meaning the personal ones, character creation questions necessary for playing the game are not counted as extra questions) beyond the required account name, password and character name (if different from account name) and see how much does this affect the % of new players who will create an account after logging in and not turn away before this stage. I claim that your % of new accounts will double after the personal questions are removed as people won't feel that your game keeps a some kind of register that contains their personal information.
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Old 12-31-2007, 04:34 AM   #87
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Re: Reaching out beyond text MUDs

Once money becomes involved, you need to retain people's real life information in order to deal with things such as chargebacks, bounced checks, etc. You don't need it initially, but if you're playing a game that isn't free, you will need to supply this information sooner or later anyway.
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Old 12-31-2007, 08:10 AM   #88
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Re: Reaching out beyond text MUDs

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I claim that your % of new accounts will double after the personal questions are removed as people won't feel that your game keeps a some kind of register that contains their personal information.
What do you mean by personal questions? Are they asking for things like your favorite sexual position and whether you have any identifying moles or markings on your genitalia?

Or are you simply talking about full name and an email address?

If you mean the former, then I agree, that's too much and will turn a lot of people away.

If you mean the latter, well I don't know of many (or perhaps any) commercial enterprises that are interested in dealing with a customer who is not even willing to provide their real identity.
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Old 12-31-2007, 02:55 PM   #89
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Re: Reaching out beyond text MUDs

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Seriously Matt, asking for people's personal information in order to play a MUD is losing you a lot of customers. Runescape doesn't need to know my name to let me play, why does IRE need such information? You are losing a substancial amount of new players due to this (or so I claim), so I'm interested in knowing why the information gathering is so important that you choose to make a sacrifice of this magnitude. I suggest that you test it by removing the registration and rl questions and have some sort creation of game account instead that doesn't ask any extra questions (meaning the personal ones, character creation questions necessary for playing the game are not counted as extra questions) beyond the required account name, password and character name (if different from account name) and see how much does this affect the % of new players who will create an account after logging in and not turn away before this stage. I claim that your % of new accounts will double after the personal questions are removed as people won't feel that your game keeps a some kind of register that contains their personal information.
Interesting point. The main reason we ask for personally identifying info is to help people get back their characters when they forget the password (and sometimes even the character name itself if they are coming back after a long hiatus) and just in general to know our customers a little better. It's nice to be able to see a character and think, "Oh yeah, Pete Jones....cool guy." Of course, people can just lie and put in false info (making it very hard for them to get their character back if they lose the password unfortunately), but most people who fill out the registration appear to fill in legitimate details.

Still, your point is worth considering. I'm going to be pointing one of the guys at this and asking him to try a test where we compare conversion % out of registration with current system vs. one that asks for less info. Thanks for the idea!

--matt
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Old 12-31-2007, 10:25 PM   #90
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Re: Reaching out beyond text MUDs

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Still, your point is worth considering. I'm going to be pointing one of the guys at this and asking him to try a test where we compare conversion % out of registration with current system vs. one that asks for less info. Thanks for the idea!
I remember I didn't even get past the EULA that was shown on Achaea . I don't know if you still have the user agree to it at login(do you store statistics how many disagree?)?

I dont remember why I didnt agree with it but I think it's because of the user content rule where it states that the user automatically licenses content to the developer by participating in the service. It makes the game like a big bottle where everyone adds content to the bottle but gets nothing back.

What made me disagree especially was that there doesn't seem to be any rock solid explanation what counts as User Content. Might it include private communication in the MUD? I am curious if others have had similar problems with that rule that have forced them to disagree.
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