Re: Developing from scratch
I'm just listing the muds based what they wrote in their own "codebase" fields.
The advantage of using an existing LPMud driver is that it handles the low level stuff for you - much like using NakedMUD, or IRE's engine, or ColdMUD, etc. However the LPMud drivers often come with restrictive licences (for example DGD used to cost $100K/year for commercial use). What I'm trying to point out is that there are plenty of alternatives that don't have restrictive licences.
And sure, you could write the driver as well, but then you're literally writing everything from scratch. The point I'm making is that you don't need to start from scratch just to avoid restrictive licences. You can, if you want to, but there are plenty of options there if you'd prefer to skip over the low-level stuff and get right onto the game building.
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