Ideally, for RP-enforced MUDs, I would agree; however, many MUDs focus on the PVP, PVE, HacknSlash, Questing, or other aspects that appeal to gamers who may not appreciate hard-core roleplaying. Some attempt to blend all of these elements(to varied degrees of success).
What I always end up saying is that the most important thing for a MUD Designer to do, is to very specifically define what he wants his/her MUD to accomplish, and who he wants to play the MUD. Once you have a very specific goal, creating an immersive environment(whether it be for roleplay, exploration, hack 'n slash gameplay, or player-versus-player combat) can be far more easily realized. Without that ever-looming mindset, though, you find that your MUD's potential becomes compromised by lack of planning.
MOBs in RP-Enforced MUDs should be treated with the same respect as players, in an IC manner. In most PVP or Hack 'n Slash MUDs, MOBs are breakfast, though - the responsibility of making this distinction clear to the player(I just love it when I play a Hack 'n Slash game and kill a "God" at level 24) is up to the builders... and builders often-times have issue with ego and wanting to "trump" other areas in power/difficulty/epicness.
This is why I often turn to RP-MUD Builders to build anything for me, despite the MUD genre(and I usually deal in PVP MUDs). :-p
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