Why MUSH?
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I think what draws me most to MUSHes is the amount of effort that goes into making the world. It feels like you’re playing in the world, instead of other methods of storytelling where you’re writing the world. It’s more rigid than a sandbox, but less rigid than a linear story-based video game.
I prefer roleplaying where what matters most is the interactions between characters, and MUSHes are right in that sweet spot.
I love writing, and MUSHes are my favorite medium.
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There are plenty of styles of online RP, from forum PBP to freeform discords to hybrids like Storium. What do you like about MUSHing specifically?
It’s a very selfish reason, in my case:
To try and prove I can write. I like the imagination component and the dynamic nature of RP with other people. It’s very stimulating to my brain when I really get into things.
Unfortunately, it has also made me something of a snob.
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To try and prove I can write.
I don’t think that’s a selfish reason at all. Trying to write in any format is often a scary thing for people attempting it, so finding a format and venue in which you feel comfortable enough to actually let words flow to page or screen is nothing to be ashamed of.
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@MisterBoring said in Why MUSH?:
The odd part about this is that I cannot do asynchronous RP at all. As much as asynch is definitely for people who don’t have a stable schedule, it causes me anxiety that I still don’t really understand.
I don’t think that’s so strange. Despite all the effort I put into letting Ares support async RP for those who need it, I don’t like to RP asynchronously. The constant context switching, the long delays between poses (which also tends to lead to longer poses that are harder to react to), and the fact that many of them just trail off without resolution… not my jam. That’s also what’s kept me from getting into PBP and Storium RP.
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@MisterBoring I’ve played a few games there. It’s sometimes fun, but it’s just not the same.
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@Faraday Did Storium happen to inspire Ares at all?
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@MisterBoring said in Why MUSH?:
@Faraday Did Storium happen to inspire Ares at all?
Ares had been underway for a long time (since 2007) before Storium existed (2014). The first Ares alpha game had already opened before I even learned about Storium. But as I was designing the web portal, I did look at a lot of different online RP styles - some of the big forum/PBP sites, commercial MUD websites, Storium, Roll20, and more. One concrete thing I adapted from Storium was showing the character icons next to the poses in the web scenes. The earlier versions looked more like wikidot logs - just all text. You can read a bit about the early web prototyping on the Ares Developer Blog.
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The trailing off without resolution is why I don’t RP on forums anymore. At least in a MUSH people don’t start and abandon a story a week.
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The trailing off without resolution is why I don’t RP on forums anymore. At least in a MUSH people don’t start and abandon a story a week.
Yeah, at least with Ares games, it takes 3 months for the story to be abandoned.
I kid, but I really have played so many Ares games that fizzle our within 3 months.
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@Jumpscare said in Why MUSH?:
Yeah, at least with Ares games, it takes 3 months for the story to be abandoned.
I kid, but I really have played so many Ares games that fizzle our within 3 months.
Sure, but I’ve played on so many PennMUSH games, TinyMUX games, etc. that fizzle out within 3 months too. For as long as the hobby has existed, the vast majority of MUs have never really taken flight. Ares just helps more at least get to the “open” phase.
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Is three months the sweet spot for a MU?
Like, if enterprising people were to build a MU for a very specific story, and plan to try and tell the entire story from start to finish in 3 months (give or take a week or two), would it be a success?
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@MisterBoring IMO, a successful MUSH is one where people had fun. I don’t think you can measure success by time alone. I’ve been on games that languished for years with little to no activity - very little fun was had. I’ve also been on others that only lasted a few weeks, but we all had a blast and still talk about RP from those games to this day. I’d say those shorter games were actually more successful.
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@MisterBoring said in Why MUSH?:
Is three months the sweet spot for a MU?
IMHO 2-3 months is just the time you have to “hook” your playerbase. There’s a honeymoon period when a game first opens. If you don’t build critical mass during that period, the game will fail. So rather than plan for a game that only lasts 3 months, I would plan things that will build momentum during those first months.
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In Last One Standing and LA2043, I know it was because the lead storyteller burnt out. In those early months, you need to give your players lots of story opportunities, and actionable and tangible things to do when you’re not around. And you need to be there practically day in and day out.
Launching a game is the easy part.
@Jumpscare said in Why MUSH?:
Yeah, at least with Ares games, it takes 3 months for the story to be abandoned.
I kid, but I really have played so many Ares games that fizzle our within 3 months.
Sure, but I’ve played on so many PennMUSH games, TinyMUX games, etc. that fizzle out within 3 months too. For as long as the hobby has existed, the vast majority of MUs have never really taken flight. Ares just helps more at least get to the “open” phase.
That’s a good point! And I think Ares does a great job of it.
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@MisterBoring said in Why MUSH?:
Is three months the sweet spot for a MU?
Actually, yes. It is. Story time!
Once upon a time when the Earth was young and I first became staff on a MUD (LegendMUD for ye curious) in the late 1990s, Raph Koster was one of the implementors (you may know him as Ultima Online’s Designer Dragon). No, I’m not name dropping here – I think I talked to him twice, it’s not like I know him. (His wife is awesome, though).
Anyhow. Raph Koster did a study on this and reported his findings. There are three cut-off points.
Three months: The average time a player will spend on a game, any game. Once the new shine and sparkle has worn off, many move on to the next new thing.
Eight months: Those who were severely and firmly hooked have now done it all. They start to look for expansions, new things – and end up wandering off to elsewhere in pursuit of those things.
Forever: And finally, there is a core group of players who have found a home. Nothing short of pulling the plug on the game will get these guys to move on.
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@L-B-Heuschkel Speaking of Raph Koster, I’ve been meaning to read A Theory of Fun for a bit now. It’s in my pile of unread books.
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@L-B-Heuschkel said in Why MUSH?:
Three months: The average time a player will spend on a game, any game. Once the new shine and sparkle has worn off, many move on to the next new thing.
A tangent but this is why I find the ‘new’ stage of a game exhausting. I know I’m basically RPing into the void with people who won’t stick around or develop anything, but who’re also 200% extra about everything OOC. I tend to be very wary of anything that hasn’t hit the six-month mark.
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@Third-Eye I can relate to that. I used to look for older, established games too. Of course, that’s not exactly helping new games become established.
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@L-B-Heuschkel said in Why MUSH?:
Three months: The average time a player will spend on a game, any game. Once the new shine and sparkle has worn off, many move on to the next new thing.
With the utmost respect to the legendary Koster, I disagree with this assertion. MUSHes lend themselves to long-form storytelling. Their closest parallel IMHO is a TV series with multiple seasons. The idea that TV shows should aim to only be 1-season long just because statistically most TV shows don’t live past the first season is a faulty premise. If you make a good TV show, viewers will stick around for ages. Same for a MUSH.
On the flip side though, it’s still good practice to focus on making the most kick-ass 1st season you can, both to hook new viewers, and in case that’s all you get