Re: Reaching out beyond text MUDs
Yes but the big graphical MMOs have a lot more players compared to the big text MUDs. What we call a big MUD is small when looking at the large MMOs. I believed a paid staff had larger possibilities to succeed in making a MMO, but I guess that isn't necessarily the case.
What I would suggest is that we try to write down some recommendations for running a MUD. It could include everything from design suggestions for client to quest design to website. Simple re-usable patterns that admins and players have experience help improve quality and that could help new MUDs to get started without repeating past mistakes. The patterns shouldn't be tied to any codebase in particular but more general guidelines. By writing patterns people can also challenge them. Are they correct, and do they add to a text game?
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