Re: Great MUD: BatMUD
It's nice to see how views can change over the years, and pretty encouraging from a development perspective. As luck would have it, I was researching into the whole "text muds are dying" fixation last night, prompted by an , and stumbled across an old quote of yours:
"Although its really a lame hack n' slash mud, the biggest I've ever seen is batmud, which has an imposed limit of 150 players at once on." -- .
You run a few fairly successful muds, so I'd certainly be interested to hear what you feel can turn a "lame" mud into an "awesome" one. Are there any specific features or changes that helped, or do you think it's mostly due to all-round polishing and refinement over the years? Are there any specific things you feel new muds could learn from BatMUD's example?
Last edited by KaVir : 01-18-2008 at 09:37 AM.
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