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Old 08-19-2007, 12:47 PM   #39
Zhiroc
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Re: Reaching out beyond text MUDs

Well, there's a difference. They are at least both graphic mediums. You don't see novels being advertised with much in the way of graphics or trailers.

I think the whole discussion should focus less on the players, and more on the medium. Books haven't gone away because they provide for a storytelling experience that movies can't match. So, what is the gameplay experience that MUDs provide that MMOGs can't match?

One is cost. It takes much less to create and run a MUD. This is passed on to players (hopefully) as games that are either free or cost much less too. Given that most MMOGs run in the $10-15/month range, MUDs should probably cost no more than $2-3/month. I'm not saying whether MUDs should be free or no, but just from a new-player point of view, this is probably the number I'd say you'd have to have to use price as a competitive advantage. (And if you know my previous posts, transparency about the expected costs is key too--pay for perks with an unlimited upside is a way to turn this competitive advantage into a disadvantage if people feel they've been duped.)

The next advantage is required bandwidth. I'm not sure how much this turns into an advantage though. But MMOGs are notorious for 100+ MB downloads that take some people forever, depending on their connection, particularly dialup customers, of which there are still many. Also, must MUDs are lag-free, something that most MMOGs can't say.

A possible new market, because of the text interface, is the thin mobile client. Let people play on PDAs and smart phones (though ease of input is a factor here). There are a lot more of those devices out there than computers. Also, due to low bandwidth requirements, that means playing on your laptop in a hot spot is perfectly reasonable.

But the above are all "structural" advantages. Where I think MUDs have to focus in on is why play a text game over a graphical one? And this is where you should start thinking the whole book/movie difference.

To me, it's RP. To have all the tools of RP (dialogue, emotes, personal descriptions, etc.) as being the fundamental interface of the game is what makes RP so much more possible on a MUD than in an MMOG. I take it one step further and only play on MUSHes, where there is no PvE environment to speak of, and generally speaking, a cooperative PvP environment (or player-run PvE) where there is often little in the way of coded combat/health. And, ironically, this is what makes any combat I engage in more weighty, as MUSHes almost all have permadeath.

After RP, it's a story that players can engage in. And by engage, I don't mean progressing along a static storyline that everyone else does, like an MMOG quest structure. A MUD should play like a interactive novel, not like the cloning of single player computer RPGs that you see in MMOGs. One thing that MUSHes do a lot of is player-generated content, as most allow players to create rooms, objects, and even NPCs. The low (almost non-existent) development costs for content, and the ability for players to create their own is what allows for a dynamic game environment.

Finally, in terms of "losing" aspects to try to get players... I don't really see having a complex combat system as being a draw. With a text interface, having to type longish commands to react to events seems like a losing proposition to people who play the MMOGs. Granted, maybe it's because I'm not a real fan of graphical twitch games, but if I'm going to play twitch, it'll be graphical. I'd say the same for a grind. If I have to grind up levels, I'll do it in an MMOG (though, to be honest, I refuse to play a grind anymore in any venue).
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