Re: Are MUDs still popular?
There is a way of getting a good playerbase, and that is to hit a popular genre of somekind without actually hitting copywrite laws.
If I ever decided for fun to develop a mud, I know exactly what genre I would hit. I am not going to share, but I know it would have a valid and interested playerbase almost immediatly.
A bit of reasearch on what is out there might reveal a nugget you can exploit to your advantage and then actually hit the fan sites for those as opposed to this website. Go for a whole new player base as opposed to ones with loyalties already.
You cant quit on a project simply because you feel it wont be a success. A new -fresh- approach not aimed at the existing player base may rejuvinate the text based MMO / MUD.
Primordiax has quiet periods, and is still very much indevelopment and has not has any kind of major advertising push as of yet, but it can have 25-30+ online at peak times expecially when there is an RPT, and most of these players are new to MUD's and more importantly are NOT ex / current Threshold players.
EDIT - This is not saying Threshers are bad, just emphasising it is not Frogdice loyalty that is fueling the playerbase
A good game can WORK, and as mentioned and advise, I personally think it is all about the interface now.
Just replicate the standard interface of all todays MMO's and stick a text box in the middle. You then have an interface that 20+ million people can use easily.
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