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Old 05-06-2010, 09:21 AM   #9
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
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Re: Welcome back to me!

It's not just Bartle, I've heard it from a number of graphical mud developers. For example Raph Koster (lead designer of Ultima Online and chief creative officer of EverQuest II) has frequently made comments :

"UO wasn’t inspired solely from the Diku branch of MUD design, the way that most of the other popular MMOs were (EverQuest, for example, was explicitly designed to bring that experience into a 3d world, Brad has said on several occasions)."

:

"The Diku gameplay went on to be the inspiration for EverQuest and World of Warcraft, of course, which is why so many mud vets say that they have played that sort of game to death.

Now, was most of this content crap? Yes, undoubtedly. But there were also a lot of really good Dikus, generally heavily customized. The lowering of the barrier to entry here not only created a somewhat horrifying landscape of zombie games shuffling along with the same Midgard starting city and the same bugs, but also essentially birthed the default MMO as we know it today."


We already have graphical muds listed on TMS, ranging from browser-based muds such as Archons of Avenshar and Ages of Glory, to games like Revelation with "it's own graphical game client!" that "does NOT use Telnet", or Sociolotron with its "Client software for free D/L on website (100MB)". There's a couple of Skotos games on the graphical list too.
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