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This is a discussion on "Lack of race originality?" in the Top Mud Sites Tavern of the Blue Hand forum : I've been playing MUDs for a WHILE and I've always wondered this. Where is the originality in MUDs? I don't mean in concept, idea, and somesuch. I mean in the character races. I've always noticed that all MUDs seem to have the same people, elves, dwarves, and humans. Sure, they'll have some other races, but there's almost always the same ones. I think the problem lies in most MUDs basing themselves on already established ideas such as LOtR or other works of literature. I'm not saying these make bad MUDs, but I'm ... |
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#1 |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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I've been playing MUDs for a WHILE and I've always wondered this. Where is the originality in MUDs? I don't mean in concept, idea, and somesuch. I mean in the character races. I've always noticed that all MUDs seem to have the same people, elves, dwarves, and humans. Sure, they'll have some other races, but there's almost always the same ones. I think the problem lies in most MUDs basing themselves on already established ideas such as LOtR or other works of literature. I'm not saying these make bad MUDs, but I'm saying that at least with me, I want some more race ideas. Maybe basing MUDs on other peoples ideas removes your freedom in the design? Or tones down your creativity? Maybe a fewer amounts of races means that I don't have to familiarize myself with so many every time I pick up a game? Feel free to discuss how right or wrong I am, but please don't turn this into a flame thread. This is not a flaming thread! This is a discussion! Please treat it as such and be courteous to others opinions.
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#2 |
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Member
Join Date: Apr 2002
Posts: 111
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Like you said, it's less time familiarizing yourself with something new. Plug-and-play, as it were. Players are inherantly lazy, and often have favorites coming into a game (I play dwarves, etc). The same often goes for classes.
Personally, I work on games with original races, and that's often the second largest hurdle people have to get over, after learning our theme. But there's a small subset of players that also enjoy unique stuff. |
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#3 |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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Yeah, that's one reason that I wouldn't want original races is just so I didn't have to familiarize myself with new ones every game I played. Even some familiar race games aren't plug & play. Shadows of Isildur anyone? I'm currently submitting my third resum-I mean, character application, right now.
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#4 |
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Posts: n/a
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You really think there's not enough originality or variety?
Here's a usenet post from five years ago. ----------------------- From: Ilya <ilya@spam.free.gamecommandos.com> Subject: Classes and Races and more (a BIG list) Date: Monday, December 20, 1999 12:32 PM Hello friends, and all, Our current collection of all named races and classes in all the games listed on www.themudlist.com currently includes about four hundred and fifty names of races, species, and ethnic groupings, along with a further several hundred different names of classes. Just for fun, and perhaps as a reference (what to DO, and in many cases what NOT to do! Note: this list is unabridged and uncorrected. If someone really thinks Vampire is a class, and someone else thinks Vampire is a race (to take but one of many strange examples) we leave it in the list without further comment. In short, this list is not our opinion, and it not some sort of approval list. It's just what people have put in for their race and class names for games in our list of ORPGs, muds, etc. Classes from www.TheMudList.com (MUCH longer race list follows): Abbot Abjurer Acolyte Adept Adventurer Alchemist Amazon Angel Anti-Paladin Arahkhan Archbishop Archer Archmage Archon ArchPaladin Ascetic Assassin Augurer Avatar Avenger Bandit Barbarian Bard Battlemage Beastmaster Berserker Blademaster Bladesinger Blood Knight Blooder Bodyguard Bounty Hunter Brawler Brigand Cavalier Changeling Channeler Chaos Simyarin Chosen Civilian Cleric Commando Companion Conjurer Conqueror Corsair Crusader Cyborg Daemon Daemonologist Daoloth Dark Esper Dark Initiate Dark Knight Dark One Dark Spawn Dark, The Defender Defiler Deikhan Demon Demon Summoner Demon Worshipper Demonist Diety Disciple Dragon Knight Dragonlord Dragonslayer Drake Drifter Droid Druid Elementalist Empath Emperor's Hand Enchanter Engineer Esper Executioner Exorcist Fallen Fanatic Fighter Fisher Fool Forester Ghoul Gladiator Gleeman Grolim Gunslinger Gypsy Healer Hellion Herald Herbalist Highlander Holy Jihad Horreur Human Hunter Huntsman Illusionist Inquisitor Inventor Invoker Jedi Jedi Master Jester Kataan Kharon Kinfolk Knave Knight Knight (Chaos) Knight (Death) Legion Leper Lich Loremaster Mage Mage (Blood) Mage (Red) Mage (Star) Mage (White) Magic-User Magister Magus Martial Artist Masters Mentalist Mercenary Merchant Military Mimic Mind Flayer Monk Mystic Navigator Necromancer Nephandi Nightblade Ninja Noble Nomad Occultist Paladin Paladin (Dark) Paladin (Grey) Paladin (Holy) Paladin (Light) Philosopher Pirate Priest Psionicist Psychic Pugilist Pyromancer Ranger Reaver Rebel Renegade Restorer Revenant Roc Rider Rogue Rune Keeper Runemaster Sage Sailor Saint Samurai Savage Scholar Scout Seeker Seer Sensei Sentaari Sentinel Serpentlord Shade Shadowcaster Shadowdancer Shadowmage Shadowsnake Shadowthief Shaman Shao-lin Shapeshifter Shinobi Siren Sirine Sith Sith Lord Smuggler Social Sohei Soldier Soothsayer Sorcerer Sorital Spellfilcher Spellslayer Spy Squire Stalker Starfleet Strider Summoner Swashbuckler Swindler Swordmaster Technician Telemetrist Telepath Templar Tempsorciere Thaumaturgist Thief Tinker Trader Transmuter Vampire Villain Wanderer War Wizard Warder Warlock Warlord Warrior Warrior (Road) Watcher Weaponmaster Werewolf Whisperer Witch Witch Hunter Wizard Wraith --- The race list from www.TheMudList.com: Aasimon Aelin Aiel Aireeian Ai'tik'ka Ajaj Alaghi Alail Alatharya Alien Amarya Anakim Andorian Angel Anitre Apeman Apskara Arachean Arachian Arakun Arcane Archon Argus Arial Artell Avariel Avian Bajoran Balrog Barbarian Barnesian Barsoomian Basilisk Bastet Behemoth Behir Benzite Beoring Birdman Black Numenorean Bloodworm Boden Bolian Bothan Bovine Brownie Bugbear Caladaran Cambion Canid Canine/Lhasa Apso Canis Carcion Cardassian Carrion Crawler Cartoon Catfolk Celt Centaur Changling Chimera Ch'taren Colossus Corton Cresner Cromagnon Crystallis Cyborg Cyclops Daemanathi Daemon Darkling Deep One Demi-Lich Demon Deva Devil Dhampir Dimonae Diva Djinn Doppleganger Drachen Draconian Draecarn Draghkar Dragon Dragon (Black) Dragon (Blue) Dragon (Copper) Dragon (Crystal) Dragon (Gold) Dragon (Green) Dragon (Jade) Dragon (Onyx) Dragon (Platinum) Dragon (Quartz) Dragon (Red) Dragon (Silver) Dragon (Topaz) Dragon (White) Dragoon Drake Drake (Chromatic) Drake (Ether) Drake (Fire) Drake (Frost) Drake (Storm) Drensieqi Drow Dryad Duck Duergar Dunedain Dunlending Dwarf Dwarf (Aghar) Dwarf (Copper) Dwarf (Dark) Dwarf (Deep) Dwarf (Grey) Dwarf (Gully) Dwarf (Hill) Dwarf (Mountain) Eagle Earthworm Easterner Efreet El Aurian Eldar Elemental Elf Elf (Dargonesti) Elf (Dark) Elf (Dimernesti) Elf (Grey) Elf (High) Elf (Qualinesti) Elf (Sea) Elf (Shadow) Elf (Sidhe) Elf (Silvanesti) Elf (Sylvan) Elf (Vale) Elf (Valley) Elf (Wild) Elf (Wood) Emp Ent Etherion Ethron Ettin Fae Faerie Fairy Felan Felar Felina Feline Feral Ferengi Flor Flounder Forsaken Fraggle Galandrian Gamorrean Gargoyal Gargoyle Ghost Ghoul Giant Giant (Cloud) Giant (Fire) Giant (Frost) Giant (Hill) Giant (Stone) Giant (Storm) Gimp Gith Githyanki Githzerai Glard Glyph Gnoll Gnome Goblin Golem Gorgon Gorgothi Gorn Greek Griffon Grmkel Groll Gryphon Guani Gungan Haikjadeam Half-Dragon Half-Drow Half-Dwarf Half-Elf Half-Elf (Grey) Half-Giant Half-Gnome Half-Griffith Half-Kobold Halfling Half-Ogre Half-Orc Half-Troll Harfoot Harpy Haruchai Hephestian Heucuva ippogriff Hobbit Hobgoblin Homarid Human Human (Algar) Human (Asturian) Human (Cherek) Human (Drasnian) Human (Mallorean) Human (Mimbrate) Human (Murgo) Human (Nyissan) Human (Rivan) Human (Sendarian) Human (Synthetic) Human (Tolnedran) Human (Ulgo) Illex Illithid Imp Inccubus Insect Irda Ishan Ithorian Kagonesti-Elf Kang Kankoran Katta Kenda Kender Kenku Kestrel Kestryl Kilrathi Klackon Klingon Koach Kobold Korred Koutoa Kristallyn Krynn-Folk Kunken Kycor Lamia Lamina Leech Lemyrian Leprechaun Lich Lithak Lizardman Lossoth Louryl Luorsha Mage Maiar Malif Mandrake Mantis Manx Matmon Meercat Melnibonean Mephit Merenthian Merfolk Merian Merki(cat-people) Merman Mermus Merrow Mhun Mindflayer Minotaur Molbach Mon Calamari Monolith Montanox Mook Mortal Mrem Mul Mummy Mutant Myconoid Myrddraal Nausicaan Nazgul Neanderthal Nefortu NeoGor Newt Nicam Nymph Ogier Ogre Ogre-Magi Oni Orc Orc (Nimian) Pajaro Pangolid Papua Pegasi Penguin Phagor Phalanx Phantom Picaroon Pigt Pixie Pokemon Predator Pudding Quasit Quickling Rakshasa Raptor Ratling Regenskind Remora Reptilian Retch Rihannsu(Romulan) Rodian Roman Rook Sahuagin Salamae Satyr Saurial Saurin Scorpien Seascrag Selkie Serdaen Serpentes Shade Shadow Shadowspawn Shambler Shapeshifter Shingyuen Shuddeni Shyft Sidhe Silthan Silvan Silvesteri Sindar Sivitri Skaven Skeleton Skulk Slaad Sliver Slythiss Smurf Snork Solar Solisnae Southron Spectre Spider Sprite Srryn Ssauran Stalker Stonedweller Stoor Succubus Sullustan Svirfnebli Sylph Tabaxi Tanarri Telexi Thrikhren Thuul Tiefling Tigran Tigron Tinman Tinmen Titan Toadman Treant Trill Triton Troglodyte Troll Trolloc T'Skrang Tsol'aa Tywimn Unar Undead Unicorn Uruk-Hai Uyaite Valar Valheru Vampire Variag Veggie Viking Voadkyn Vorta Vulcan Vulpin Warg Wemic Werefolk Werewolf Wight Wisp Wolf Wolfen Wolfman Wookie Wos Wraith Wyvern Xodar Xorrto Yeti-Kin Yuan-ti Zhithan Zombie Zoog That's all for now! -- Ilya at gamecommandos dot com a mud list & review site www.gamecommandos.com for ORPGs (online roleplaying games) |
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#5 |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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The problem is, plenty of these races are just modified versions of one another. And most of them are copied from D&D and Tolkien. (and Star Wars? Sullustan?)
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#6 |
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Senior Member
Join Date: Oct 2002
Posts: 278
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Hmm. Odd. That like has several I thought might be unique to my mud, but spells Dunadan differently (if it is even the same one) and somehow missed Kitsune. Though, given the fact that the page you said they came from didn't load for me, I can't check the original list.
Scary to think there are that many We have had several talks about flaws in the existing system on the mud and the possibility that the staff will eliminate some and revamp the others at some point, and we only have 36 races. Of course part of the talk stems from lack of them being truely unique and some being virtually useless, save for a slight increase in the exp you can make initially while using them. Frankly those are bigger issues than using the same race. Making sure they are not just cookie cutter versions, with nothing truely unique about them, so there is no real advantage or disadvantages picking one. RP places are a lot better at background data, but they also, by definition, are cookie cutter, since there is no 'in-game' trade offs, beyond playing the part, that really demands any care in making a choice. It usually won't have any effect on how, when and why you advance, if you even have such a thing as advancement in the normal sense. Sort of a catch-22. The RP muds emphasize difference, but give no tangible means to enforce it, H&S have very tangible effects, but often apply them in the simplest and most generic way, so that you end up with everyone being almost the same. Of the races where I play, there are maybe 3-4 that break that mold and provide a racial attack or unique bonus that others don't. And at least one of them are likely to be removed if a revamp happens, because it is no longer even 'in theme', given other changes that have been made. The plan hinted at is to eventually make each race unique, with some ability of quirk and much better descriptions, but right now.. most people pick not based on the race they like, but what works best with a particular guild. An idea that imho, kind of misses the point of having races at all. |
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#7 | |
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Member
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I've seen plenty of places with other races. I've even seen several where there aren't humans, elves, and dwarves at all, and that's just in the small bite I've visited.
You can't base something off of nothing. No matter where you go, what you read, things are inspired by other things. You're obviously looking for originality, and that's what I look for too (amongst other things), but you might consider that MUDs aren't books. Different administrators might have different goals in running a game, such as playability, excitement, socialization, etc. From what I've seen of Shadows of Isildur, their emphasis is on roleplay, i.e originality in player concept rather than in world. Its areas are certainly beautifully built, but you couldn't say that their race selection or theme is original. Of course, there are a lot of games out there which don't have -any- goals at all, but let us not speak of the dead. PS: Quote:
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#8 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,540
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#9 |
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New Member
Join Date: Mar 2004
Posts: 8
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An elf by any other name is still just an elf folks. You get these muds with lots of races and classes and no balance. It's bloody POINTLESS.
The only reason to give the race 'elf' a different name is if you're planning on actually making up a history and a culture and the mud has any degree of rp in which that history and culture will make any difference. 90% of muds do not. Therefore if you're looking for names other than elf you might as well program your client to replace the word elf with fingernsatch or any other random string of charectors. So far as I can tell with massively multiplayer games getting so popular and the technology going the way it is, there are only two reasons for playing text based muds. The lack of restirctions, words gives more freedom. But if you're only going to play a hack slash without any interest in story, description or rp, you might as well do a graphical one. The other reason is freedom, text gives lots of freedom for skills, powers, abilities and updates. But if you're playing muds that have no concept of balance, or just call fireball acidflute and it does the exact, or near to exact same thing, once again you might as well just play a graphical one. So many muds are clones of things that it's a wonder anyone cares what names they use for races and spells. |
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#10 |
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Member
Join Date: Apr 2002
Home MUD: DartMUD
Posts: 86
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There's a reason that Tolkein used the races he did. They didn't just sprout from his mind. Tolkein was a mythographer, and the creatures he used were archetypes from European myths. The reason isn't so much familiarity as *resonance*.
On the other hand, most of the 'original' races I've seen just seem contrived. It's a bunch of attributes thrown together or some unusual feature that defines the race, but no thought has been given to where this creature fits in the ecology or why it might have developed. They also lack any kind of resonance or history unless the game creators have created reams of documents for each race. |
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#11 | |
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Posts: n/a
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Quote:
Then again go to your public library and start pulling fantasy or sci-fi books off the shelves, and try to separate the original from the borrowed. But even then beware as dwarves, elves, trolls, ogres, gnomes, giants and dragons have had many different and original interpretations in fantasy literatiure under the same name. Another poster used the word "resonance" and I think they hit the mark. Not only did Tolkein use it, but R.E. Howard did too. He chose names that were so close to ancient historical names that readers immediately felt comfortable reading his books. Even recent authors like Jordan and Rowlings use historical and mythical archetypes heavily. Rice's interpretation of vampires spawned an entire genre of gothic-fantasy gaming including muds. Borrowed yes, but original definately. |
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#12 |
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Member
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well, i personally play trolls whenever possible, so i like some non-original races. but a some are nice to have. I also think its not so much lack of creativity or fear of losing players, but more... eh... sticking with a classic. Not to say its a good thing to do, but im not saying it isnt.
BTW, i noticed on the race list there was smurf. whoever deicded to put that in a MUD... well... i cant say what i think of them on these forums. TROLL POWER! |
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#13 | |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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#14 |
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New Member
Join Date: Dec 2003
Location: Hades
Posts: 18
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Actually, I believe people say they want something different, but when facing new territory they run back to the elves and the dwarves. My theme isn't original (Hyboria, famous for Conan), but I am certain I am the only MUD using the theme online today, and I was surprised that most fantasy fans today seem unfamiliar with the races. What true fantasy fan wouldn't want to play a powerful Stygian Sorcerer, after all? Granted, I made many newbie mistakes with the races at first... not enough information about the races, not enough real depth in the races to keep the player interested (getting them interested is easy... keeping them interested is another matter). I am still working on this. Theres a fine line between boring and exciting in the first 5-15 minutes a player tries your game out. I believe it is probably a sad truth that a stock MUD with Sea-elves and Pixies probably has a better chance of attracting a player than a MUD using unfamiliar races. 20 unfamiliar races is fine for me, personally, as long as there is something interesting about them that catches my attention. As soon as I see Elf, Dwarf, Giant, Orc...I am instantly bored and move on.
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#15 |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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What's a Zoog? I saw that on the race list and wondered what that was.
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#16 |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 642
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I always get a chuckle when places advertise how many races (or classes) they have. The key thing is really diversity of play experience, and of the games I've played, the ones with 30+ races are the ones where:
1) You can't find examples of that race anywhere. You're probably the only PC of that race on, and there's maybe one area heavily themed around it. 2) You're essentially a human in a funny suit, and not a truly different character. In 10 years (as a biggish MUD) , we've expanded to only 17 PC races (2 of which are crossbreeds, so really 15 main cultures), and at this point I'm much happier that we've been putting a lot of work into developing the existing ones, instead of worrying about race #18. |
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#17 | |
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Posts: n/a
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Quote:
Just trolling' :-P |
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