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Old 11-08-2004, 03:50 PM   #9
erdos
 
Posts: n/a
It's a noble effort, but let's face it. It's an uphill battle. We don't have hot elf chicks with their crotch in your face (played by 40 year old truckdrivers) like Everquest does. We don't have 3d shooting engines like counterstrike, etc. The closest there is to realtime strategy is ASSAULT, and that's just one game (which has lots of other issues, like color that makes you puke and an admin who throws temper tantrums). And even that, can't compete with (say) age of mythologies or "command and conquer 46534: because we need sequels to make money". Kavir's GWII project sounds interesting, but the learning curve is so steep it won't attract a single soul outside the mud community.

What we need to do is integrate MUD with MMORPG. Set a game up so that you can connect via telnet, from work or from a public comp or *whatever*, and play fine, OR can connect using a special client (a la MMORPG) and get full graphics, etc. The key is to have both be the same game, ie, the person with graphics doesnt magically have special abilities the person with telnet lacks. People on telnet and on the client would interact seemlessly.

But that's a lot more work than most you mouthbreathing monkeys can do-- it's largely the fault of baboons taking existing codebases, screwing up the colors to all #### and calling it "A new codebase!!!!!! The uttermost epitome of mudding!!!!!!!!!!!!!!! GRBLARGH!!" that we all have such a bad name. But then, it's also partly due to the fact that we haven't evolved from dark age technologies.
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