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Old 01-29-2016, 09:03 AM   #4
shevegen
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Join Date: Nov 2009
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Re: Reinvigorating MUDs

> I understand that muds started from programming hobbyists and it still runs in
> that same vein today, but I think if there is to be any big reversal in the
> dwindling trends of mudding I think there needs to be a layman's developer
> software or engines in the same vein as Unity, GameMaker, RPG Maker, etc.

I don't fully see this as-is.

I have seen many MUDs fail because of egoistic or selfish coders, who make
changes that impact players negatively and ruin their fun.

This is a "social" factor in that some game designers are clever, but it is
a problem of whenever a game designer is NOT clever.

MUDs became popular during an era with less competition. I remember at
the time when I started, the game Quake became popular. This trend of
games impacting text-based games such as MUDs, is a given.

Plus it can take a lot of time away, which is more difficult for people
who are getting older - since they often end up having more responsibilities
too. Work, family, other activities...

The programming requirement should not be the biggest hurdle, with
scripting languages being really fairly easy to learn.

I think one of the bigger problems in general, aside from the social factor
described above, is that a text-based MUD depends heavily on players
comitting time to/into them. And when you don't have these players,
the MUD will instantly become less interesting for others too.
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