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Old 08-21-2018, 09:55 PM   #17
shevegen
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Join Date: Nov 2009
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Re: Mudconnect.com has closed their Discussion Forum

> Maybe this is yet another sign of the Text Mud community slowly
> drying out and dying. I notice the Forums here are not exactly
> active either. Perhaps some of the regular posters on TMC will
> trickle over here in time and liven it up a bit?

Well, to be fair - the forum software here has not been updated
in ages. I prefer the phpBB forum style.

But anyway, two more things to note:

- I have noticed that some webforums (fora?) are dying or becoming
less active in general. I can not pinpoint to all reasons but a
partial one is that a lot of the communication moved to e. g.
Facebook. I give you an example - there are some local universities
here (in central europe) and the unified students pages usually
were done by the mandatory elected board of students; in other
words, they ran a (or several) phpBB forum. A few years ago,
less and less traffic happened there, whereas traffic increased
on Facebook. I think this is largely because Facebook emphasized
instant communication, which may help more in smartphone style of
communication; but may be more rapid in general.

This is not the only factor of course but I think quite a bit has
changed in regards to webforum; also discourse replacing phpBB
slowly.

- To your other comment, I think you are right - oldschool text
MUDs are dying out.

I used to play two LP-MUDs (Xyllomer and GEAS; GEAS was some sort
of successor to Xyllomer but both struggled immensely as the years
passed by). In the late 1990s, the former had a peak count of
+60 players playing at the same time (peak count meaning maximum
per given day). In a few years, they lost a lot of players, even
to the point where GEAS had more players (e. g. 24 players peak
count in 2010, with the total count being at 33 connections, so
the rest were guest accounts, wizards + wiz-testies logged in).

From 2012 to 2015, both (!) MUDs suicided more or less by nerfing
'who' - aka to quickly determine who else is playing and how
active it is. They even did cross-MUD nerfs, based on people such
as PO Okkita copy/pasting his awful ideas between the MUDs (and
the admin also having given up on the game prior to this, which
was the real game-killer here).

Now the above is only mostly my observation here, but it is true
that text-MUDs have it really hard. For one, younger people often
do something else; for two, a smaller playerbase means less fun,
which is a massive problem. People just won't stay connected if
nobody else is playing.

Another reason is that awful nerfs are done that kill a game,
with an admin that is strapped for time (they don't have time
since it is a hobby) and won't listen to the complaints. All
of this increases the decay cycle - which is a shame since you
used to have more players in these games in the past.

All of the above COULD be managed but it requires clever game
designers with lots of time and a willingness to listen, which
also appears to die out too.

I don't think the whole genre will die out completely since
there is always a chance to run a successful MUD if you have
a motivated and clever admin - but it is indeed much harder
than it was in e. g. the late 1990s or very early 2000s.

For me personally, the number one reason why I am no longer
playing in MUDs is simply lack of time. And I don't think this
can change simply due to the reallife constraints. But even if
I were to have had time, I would not play on GEAS due to
the admin; and I no longer really actively play on Xyllomer
largely because the code base is not as interesting enough
(GEAS had the better code base, but in both MUDs admin
more or less fatigued or had too many reallife obligations.
Note that GEAS originated from Xyllomer in the late
1990s due to a "fork" - LPC is a horrible language too. Might
fit into the 1990s but should have been replaced by a much
simpler one lateron. It's difficult to find people willing to
want to learn such an awful language, if you compare it
to modern "light-weight" languages.)
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