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#91 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
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Just go see "The American" for an example of complete crap produced by a big production company and an A-list actor. |
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#92 | |
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Member
Join Date: Jul 2009
Posts: 41
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Re: The "Health," of Muds
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Imagine if when you rocked up to your local cinema, every wannabe college student could put up a poster for their movie alongside the Hollywood blockbusters and screen it. |
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#93 | |
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Member
Join Date: May 2005
Posts: 208
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Re: The "Health," of Muds
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Does getting a book rejected by a publisher actually suggest the book is bad? Would e.g EA reject one of the top MUDs if it tried to be published? |
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#94 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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Re: The "Health," of Muds
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EA would definitely reject one of the top MUDs if it tried to get published simply because the numbers aren't there. Even with EA's marketing power, I'm not sure that a mud could pull more than a couple thousand players at a time. (Unfortunately, you gotta know how to read to play MUDs.) And some of the top authors have had their first books rejected over 100 times before they get published because the publishing world operates in a very specific way. Most manuscripts are rejected without ever having been read. This creates the necessity for agents who represent good manuscripts and go to the publishers to get them published. It's a pretty inefficient way of doing things, and of course, the person who loses out on their cut to the agent is the author, not the publisher. |
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#95 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
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Yes. At least bad for marketing. Won't bring the numbers, uninteresting to the market at the present time. |
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#96 |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
It seems I need to clarify my post about books and movie production and how it relates to MUD creation. My point was not that only professionals can write a book or create a movie. My point is that it takes a lot of commitment, experience, and talent to do so with quality.
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#97 | |
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Member
Join Date: May 2005
Posts: 208
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Re: The "Health," of Muds
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I think what should be worried about more than low quality MUDs is how projects like MudStandards break down. It is projects like that that move the games forward. Last edited by Aeran : 09-07-2010 at 03:29 AM. |
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#98 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
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#99 | |
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Administrator
Join Date: May 2005
Name: Derek
Location: Orlando
Posts: 339
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Re: The "Health," of Muds
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Jagex: We Had to Self-Publish | GamePolitics |
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#100 | |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The "Health," of Muds
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That said.. What you are dealing with is a bit like Books vs. TV vs. videos, with obvious differences. Used to be, a lot of people owned a few favorite books, you went to very specific places to find them, and wanting something obscure was a good thing. More to the point, you didn't rely on some "top 20" book shelf in Walmart to pick a good book. TV came on the scene and "everyone" bought TVs, though many people also still read books. However, at the same time, you started getting "top 20" lists/shelves in pretty much any store big enough to also have a magazine rack, and true enthusiasts **don't buy from those**. Everyone else... picks up the latest bit of drivel from the "big names". Muds have such "lists", but they don't have their product scattered every damn place people look, trying to "sell" those. So, unlike books, you don't see a whole lot of people running around looking to pick up some "light mudding". lol WOW is the TV of the game world. Its accessible to every one, you don't really need to spend anything, other than time, on it, and a lot of people that would never spend the basic time needed to do newbie quests in a mud *will* play WOW. Some of the newer ones get more like the video store. You buy what you want, when you want, how you want, and you are not semi-passively leveling to the max over 48 hours, like you have in WOW. Heck, ones like Eve Online, you can't do much more than get shot flying through a bad neighborhood in 48 hours. ![]() Then you have things like SL, when it worked well, or when you are on a grid that manages better than Linden does. You get to write the story, design the theme, dress up any way you want, etc. Its books + TV + video store + amateur pron, all rolled into one, and the fact that it does the first "a lot" more poorly, due to lack of resources going to helping do that, than any mud can, its **still** going to be more accessible than looking for the 1942 edition of "Some book I want", written by Somedude, of which only one copy is known to exist, in Stix, Middleofnowhere, Zimbabway. Unfortunately, for most people, muds *are* that book, and its not going to change when the next generation of virtual worlds comes out, and that turns out to *include* something like MUD/MUSH code, as a means to do the thing SL, and the like, do only barely, right now. Why spend time looking for a good book, if you can buy a bad one easier, or join up with like minded people and write one? Better yet, why read, if you can watch the video, as almost ever high school student has almost always thought, every time they got an assignment. lol I am not sure how you solve the problem, without getting people in the industry to admit it hasn't become some fringe at this point, or giving up on pure text, and making WOW II, instead. |
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#101 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
Wow, that was like reading a book, reading that post.
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Think about that and how to tap into this texting market. |
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#102 | |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The "Health," of Muds
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But, if someone does... What most MMOs lack is a simple way to set them up, for your own use. EQEmulator pretty much removes that barrier. Without that barrier, there is no justification for claiming that MMOs are "just fads", unlike MUDs, and won't still be around quite a ways into the future. |
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#103 | |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
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#104 | |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The "Health," of Muds
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Most of these servers have not been around for more than 4-5 years, a few maybe 10, and they seem to manage to have attracted, and keep on, 487 -> 982 players, just looking at the "original" server, only including the ones that are in *their* server list, and which are not running on people's own networks, or possibly using other means to direct players to them. Its like a car. Yeah, one from 1960 is rare, but if all you want is a car from the company, you can still buy a 2010 model, it just won't be the 1960 one. It won't be custom modded, it won't have been owned by someone famous, etc. You are complaining that, "Well, people are not buying the new X brand as much, and the old one isn't sold any more, so, the entire line is dead." Show me a mud that, while the original was still running, had over 982 players, and for which there are **no** derivatives. Then you can tell me how EQ I qualifies as "dead". Otherwise, its like whining that Diku is dead, based on the fact that there are more Diku muds run by some slub with 3 friends and a cat, who never **see** 150 players either, never mind nearly 1,000. But, neither of us is going to know for sure, for years, possibly decades, and certainly not while who ever is *still* playing the original Sony servers are still playing on Sony accounts, using the original Sony version. |
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#105 | |
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Member
Join Date: May 2005
Posts: 208
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Re: The "Health," of Muds
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Also isn't it in the best interest of the MMO owners to get the pirate servers closed down? Even if the original owners don't run the game it could still be a competition to their new game. To me it looks like making/running an emulator is a high risk project. |
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#106 | |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The "Health," of Muds
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But, you are right, emulation, in all cases, even for games where the original company doesn't exist and no one knows who, if anyone, bloody does have the rights any more, is potentially risky. Some companies will guard something that 4 people want to play, based on the theory that *maybe* some where down the line they will use the title, or remake (usually badly) the game. You get the same thing in the movie industry, with something like 80% of everything ever made either being permanently lost, or sitting in some warehouse, slowly decaying, beyond recovery, because the company who have the warehouse don't give a damn, until someone says, "Heh, if you are not going to do it, can we?", and they go, "Sure.. for $20,000." Apparently... cockroaches must pay a lot of rent or something, otherwise I fail to grasp how charging some people with almost no funding so much they can only restore about 3 movies a year makes a damn bit of sense, when 50 movies degrade beyond the point of recovery each year, due to being sat on by the owners. Point is, there is something profoundly stupid about the whole thing. But, someone deciding to emulate a game... they have to do something sufficiently stupid, legally questionable, or just to the wrong company, to get nailed for something that Sony obviously doesn't seem to think is quite as big a deal as Blizzard did. Makes me seriously wonder what the issue actually was, and on whose side. I am better though that it was one of two things - WoW may keep some things on the server end, more than EQ does, which would make for a problem, since it would be using their "content", not just emulating the stuff that controls it. Or, they tried to make their own client, which would constitute "using Blizzard's intellectual property, without permission". Buying a client legit, then using that, isn't the same thing. Making **entirely** your own graphics, and using the servers as a base, but none of the quests, zones, etc., would also be acceptable. Its using their graphics, in your own client that is a major issue. BTW, that is another reason Sony is probably not too worried. How many copies of Titanium edition EQ I do you think are out there, at least legitimately? And, you can't use the patched or newer clients (at all). But, again, as long as you stripped 100% of the Sony material out, there is no reason you couldn't also build your own client to for the servers either. Its just not what they "intended" to do, at this point, with the exception of those "custom content" servers in the list. Still, you are right. It would be safer to build such a server, and the client, and not touch anyone else's content while doing it. But, that takes a "lot" of development time. A lot more than just working out how to talk to a non-patched, old, copy of someone's legit client. |
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#107 |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
The reason Sony or any company is not worried is the same reason Tolkien doesn't care about Shadows of Isildur, no big money is changing hands. As soon as that changes, a sworm of attorneys will be happy to collect their fees.
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#108 | |
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Member
Join Date: May 2005
Posts: 208
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Re: The "Health," of Muds
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#109 | |
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Senior Member
Join Date: Oct 2002
Posts: 310
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Re: The "Health," of Muds
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Mind, that idea would require making it work with like OpenGL or something, and a fast connection, so all the data could get there in a sane time frame, but.. if your normal players are thinking of graphics enhancements, even *while* playing text... |
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#110 |
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Legend
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 1,184
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Re: The "Health," of Muds
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