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This is a discussion on "Races" in the Top Mud Sites MUD Builders and Areas forum : Originally Posted by The large graphical games are innovative, just not in gameplay. They have been very innovative when it comes to the online game business model and many of the technical aspects of handling such a large number of players. Innovative in business model? I don't see how, at least in the West. A subscription fee is not innovative. Not to blow my own horn, but our business model is considered far more innovative than the subscription models. And even though Simutronics' has a subscription fee, I'd consider all its addons quite innovative as well: Paying for ... |
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#31 | ||
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Join Date: Sep 2002
Location: Mill Valley, California
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Having said that, there are numerous games in the East with different business models, ranging from site licenses for net cafes to a couple Korean games that that looked at our business model and decided to use it, etc. Quote:
--matt |
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#32 | ||
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*This of course is logic conclusion on my part. I would actually be very interested to see any type of study that compared the number of EQ game units sold and the number of accounts and compare that with the number of free trials a game such as Gemstone III gave out compared to the number of paying accounts they have. I would wager to guess the EQ percentage is a good deal higher. |
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#33 | ||
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Join Date: Sep 2002
Location: Mill Valley, California
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If you were just looking at the conversion aspect of the two business models, you'd want to compare the ratio of people who purchased EQ or tried free Gemstone trial vs the # of those people who subscribed for at least one month. In any case, it's pretty tough to meaningfully compare those as there are so many different factors at work. Text is an inherently unfriendly medium to newbies, for one, as compared to graphics, so there's that additional hoop for people to jump over. --matt |
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#34 | |
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#35 | |
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Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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--matt |
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#36 |
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New Member
Join Date: Aug 2003
Posts: 9
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The main reason these differences between MUDs and MMOGs is that they're targeted towards escaping life in different ways. While the average player of a MUD, say, Achaea, escapes life by running another, hopefully better, life, the average player of a game like Planetside or Everquest escapes life by blasting monsters or opposing grunts, grabbing treasure, and blasting more monsters for more treasure. While there is some of the other in each, MMOGs focus on bashing, and MUDs generally focus on roleplay or world. This doesn't mean that there are no basher MUDs or more relaxed MMOGs, though.
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#37 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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--matt |
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#38 |
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Member
Join Date: Sep 2002
Location: Santa Cruz, Ca
Posts: 68
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It should be worth noting that in the areas of bashing and hoarding, graphics have a huge edge over text, and so if text MUDs are to remain a viable medium, I think they're going to have to start adapting to meet higher standards of gameplay. Or to put it a bit less biased: They're going to have to cater to different playing styles.
Fortunately, we in the text world can easily stay years ahead of the graphics guys cos of our development differences. -Ryan |
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#39 | |
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Join Date: Aug 2003
Posts: 9
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#40 |
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wow... haven't we ever gotten off topic, or what! It began with a question about races within muds, and now it's a full blown discussion about MMORPGs vs. Muds. I just thought i'd point this out, since no one else seems to be paying attention to the slow move to the off-topic-ness of this thread.
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#41 |
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New Member
Join Date: Aug 2003
Posts: 9
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Shyntlara's got a point... it's fun to argue with a god.
Who knows, maybe I can be as wise as him one day... |
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#42 |
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Races are a weird thing.
DragonRealms has....11, currently.(Human, Dwarf, Elf, Halfling, Gor'Tog. Elothean, S'Kra Mur, Gnome, Kaldar, Prydaen and Rakash) Every now and then the argument of 'new races' comes up. Some people want them...some don't. They're currently planning to add a few more in DR2 and there's a metric crapload of discussion on which races people want/demand. How many is too many, though? Tricky question, that. Does your MUD lean more towards RP? If so...however many your world can support. Also however many you can write up history and such for. Does your MUD lean more towards...whatever?(heh) If so...how much diversity(stat/skill-wise) can you manage to code in? Seems silly to create RaceX1...only to have RaceX2 which is only a minor variation of RaceX2.(Half-races being the exception...but those are best kept limited) Keep in mind...this is from a non-builder perspective. Feel free to call me an idiot. -SoulTorn D. |
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#44 |
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 146
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Wow, Soultorn, youwent back to the original question... I think I may faint!
When you ask if the MUD leans more to RP, I assume you mean the MUSH variety where not much significance is placed on stats, abilities, whatever. (I don't know many MUD admins who would admit that their MUDs do not lean to RP.) In any event, I'm hoping to develop a MUD that's RP centered as well as having PvP and bashing aspects. Yes, I want it all! So, I've been playing around with 15-20 races, trying to make them all unique stat-wise and ability wise, with histories/descriptions for each. Assuming they're all balanced and unique, the questions remains, will players be overwhelmed and/or confused with the race selection. |
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#45 |
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 146
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By the way, Soultorn, very nice website!
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#46 |
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Where I admin, we have 35 races in development. Each races has it's own stat maximums, aptitudes (how fast/slow they learn common skills from the average), abilities (natural talents for common skills), skills (something clever they can use from the start), metabolic rate (regen time), resistances to our six elements; water, fire, earth, wind, light, dark, and hp (hit points), sp (stamina points used for skills), mp (magic points used for casting spells) [all which are functions of stats], armor class that either rises/falls at each level up (we have autolevel), and a speed property that controls the amount of attacks they can have each round of combat from 1 attack per 4 rounds to 4 attacks per 1 round.. Humans are taken as an average and a points chart allows a builder to make a new race by plugging numbers into an excel chart that calulates it all for you (math is an exact science). SoA is balance-heavy and I feel that as long as each race is balanced, it will be seen as a viable choice for players to play as. So I don't think any number of races is too many.. unless you're talking like 100+, in which case players probably won't be able to decide and many races will be like eachother with only slight, undistinguishable diffences. Role-playing your races, of course, is always a plus
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#47 |
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Member
Join Date: Jul 2003
Home MUD: Lusternia
Posts: 146
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Thanks, Grey! That puts my mind at rest somewhat.
BTW, I looked at your website to see what races you have but the "Races" button took me to an ikonboard (where races weren't discussed). I found races on the "Features" page which had a hyperlink to the "Races scroll" for detailed information, but that just took me to the top of the Features page. Then, when I tried to log in, I couldn't connect. (Just thought you might want to know.) |
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#48 |
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Thanks for the compliment on the site. Wish I could take credit for it. Hehe.
As for being overwhelmed by race selection...that depends on the player. <G> Races usually kind of 'jump' out at me when I'm playing a new MUD/MUSH. Generally prefer a brief 'synopsis' of each race. And.....I'm going to hold off on posting any more until I get some coffee in me. -SoulTorn D. |
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