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    What has changed?

    Scheduled Pinned Locked Moved Game Gab
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    • TNPT
      TNP
      last edited by

      “It is pitch black. You are likely to be eaten by a grue.”

      KayK 1 Reply Last reply Reply Quote 5
      • T
        Testament
        last edited by Testament

        I suddenly have the overwhelming urge to play Shadowgate. The NES version, to note.

        I don't know what I'm doing. Poke at Seven Nations sevennations.aresmush.com port 2021

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        • KayK
          Kay @TNP
          last edited by

          …
          You are standing in an open field west of a white house, with a boarded front door.
          There is a small mailbox here.

          @TNP Infocom games were my MU* gateway drug. I remember my jaw dropping at the idea that I could play these text-based RPGs with other people. It was a whole new world!

          1 Reply Last reply Reply Quote 1
          • P
            Pyrephox Administrators @Arkandel
            last edited by

            @Arkandel said in What has changed?:

            Some folks mentioned MUDs being quite popular.

            Now I haven’t played on a MUD since the nineties so I must ask… what’s the lure these days? Why do people play on one, as opposed to a MUSH?

            The reason I ask is MUSHes offer words to deliver their gameplay, and that’s a very unique feature. The combination of improv, literature and minds-eye theater is pretty niche.

            But… why a MUD? What’s the upside of typing ‘cast fireball kobold’ as opposed to clicking on an icon in one of the myriad graphical MMORPGs?

            MUDs have gone way, way beyond that. I occasionally dip my toe in that water, and the coding work that’s done in modern MUDs can be very sophisticated, and offers more customization than graphical MU*s. You can have full automated crafting systems, automated questing systems, coded effects for magic/weapon systems that vary due to time/place/etc. all coded natively, and then you can ALSO create new objects/descriptions/rooms/organizations almost on the fly, which MMOs don’t allow you to do.

            MUDs really tend to think out the logistics of economies and multiplayer systems more than MU*s do, and code for that. Which isn’t to say they’re amazing; there’s a lot of duds, and it’s a very different culture that isn’t always a good match. But one good thing about MUDs is that you usually can log in at just about any time and Do Something that has an effect on the world, or on your personal character, whether any PCs or staff members are logged on at all.

            I can see where that helps keep a steadier population over time than MU*s, where a lot more burden of activity relies on active staff and players willing to create content to engage with.

            ArkandelA 1 Reply Last reply Reply Quote 4
            • ArkandelA
              Arkandel @Pyrephox
              last edited by

              @Pyrephox said in What has changed?:

              But one good thing about MUDs is that you usually can log in at just about any time and Do Something that has an effect on the world, or on your personal character, whether any PCs or staff members are logged on at all.

              Yes, if I could warrant a guess as to what a transformative property for MUSH should be at the moment on a technical/design level, that would be it. Giving people stuff to do when there is no RP to be found at the time.

              P FaradayF 2 Replies Last reply Reply Quote 3
              • P
                Pyrephox Administrators @Arkandel
                last edited by

                @Arkandel said in What has changed?:

                @Pyrephox said in What has changed?:

                But one good thing about MUDs is that you usually can log in at just about any time and Do Something that has an effect on the world, or on your personal character, whether any PCs or staff members are logged on at all.

                Yes, if I could warrant a guess as to what a transformative property for MUSH should be at the moment on a technical/design level, that would be it. Giving people stuff to do when there is no RP to be found at the time.

                I honestly think that’s been a significant part of the success of Arx and somewhere like Firan. I know when I was playing Arx, if I was having trouble finding RP, I could still log in, play the haggle game, or make tchotchkes, and still feel like I was moving my character forward, even if only a little bit. RP was BEST, but if the energy or opportunity wasn’t there, I could still play.

                KayK 1 Reply Last reply Reply Quote 2
                • FaradayF
                  Faraday @Arkandel
                  last edited by

                  @Arkandel said in What has changed?:

                  Yes, if I could warrant a guess as to what a transformative property for MUSH should be at the moment on a technical/design level, that would be it. Giving people stuff to do when there is no RP to be found at the time.

                  See, whereas I see would see that level of transformation as a bad thing. MUSHes veered off from MUDs originally to get away from that degree of automation, coded interaction, etc. to become more social endeavors.

                  That’s not to say that hybrids like Firan and Arx, or RP-heavy RPI MUDs are bad or lesser in any way. Everyone likes different things, and I’m happy they exist for folks who want that kind of interaction.

                  But I do think that categorization is an important thing for communicating what a thing is, and I don’t want to see MUSHes become something where coded crafting, bot missions, etc. are the norm/expected.

                  ArkandelA 1 Reply Last reply Reply Quote 1
                  • ArkandelA
                    Arkandel @Faraday
                    last edited by

                    @Faraday What I had in mind (and it’s not just an example - back in the day I wanted to code it, but of course never did) was a MUSH/MUD hybrid where combat was graphically portrayed in a grid.

                    So for example instead of RP you could take your party to a randomly generated dungeon and fight mobs based on the challenge level you chose, and yield rewards you could then spend on RP-related stuff. Gold to fund upgrades for your faction, rare ingredients to craft better gear, etc.

                    Obviously that approach doesn’t fit every game or even gaming ‘style’. I thought it’d be interesting though.

                    IoleRaeI 1 Reply Last reply Reply Quote 0
                    • KayK
                      Kay @Pyrephox
                      last edited by

                      @Pyrephox said in What has changed?:

                      @Arkandel said in What has changed?:

                      @Pyrephox said in What has changed?:

                      But one good thing about MUDs is that you usually can log in at just about any time and Do Something that has an effect on the world, or on your personal character, whether any PCs or staff members are logged on at all.

                      Yes, if I could warrant a guess as to what a transformative property for MUSH should be at the moment on a technical/design level, that would be it. Giving people stuff to do when there is no RP to be found at the time.

                      I honestly think that’s been a significant part of the success of Arx and somewhere like Firan. I know when I was playing Arx, if I was having trouble finding RP, I could still log in, play the haggle game, or make tchotchkes, and still feel like I was moving my character forward, even if only a little bit. RP was BEST, but if the energy or opportunity wasn’t there, I could still play.

                      Agreed. Those mini games on Firan was what kept me returning to it for far longer than I normally would have. Especially crafting.

                      1 Reply Last reply Reply Quote 1
                      • IoleRaeI
                        IoleRae @Arkandel
                        last edited by IoleRae

                        @Arkandel

                        I know of an instance of that that’s in development right now (outside of muds, where that’s included out of the box).

                        the entity previously known as Sunny

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