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    Minigames in MUSHes

    Scheduled Pinned Locked Moved Game Gab
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    • D
      dvoraen @Tez
      last edited by

      @Tez said in Minigames in MUSHes:

      @dvoraen said in Minigames in MUSHes:

      @Tez So what I am hearing is I should make puppy-eyes at Tehom to do this for Arx II. Over Aion knows how many months.

      cries in database schema

      No one should ever make puppy-eyes at any coder for anything. If I want these things, I* will make them myself.

      *claude

      looks at spoiler block
      mmhmm

      Anyway, you misunderstand. I’d be the implementer, seeking permission to put it in.

      The argument: “Jayus would want us to BUILD THESE MINIGAMES.”

      1 Reply Last reply Reply Quote 0
      • P
        Pyrephox Administrators
        last edited by

        It’s been interesting to read all the different takes on minigames, it’s made me think about what I actually like in minigames, and what I don’t.

        When I think about minigames that I’ve genuinely enjoyed, I like something where I get to use my character’s skills and abilities (especially ones that maybe don’t get used a lot in scenes, like research, finance, social, etc.) to create something (including just an experience) that enhances my enjoyment of the game.

        I don’t like grind, or minigames I must engage with on a regular basis or face negative consequences. I don’t like minigames that replace a fun scene or that become a bottleneck to being able to do the things I’m there to do.

        So something like a poker game that takes into account character stats (luck, for example) or skills (gaming/gambling/bluff/sleight of hand)? That’s pretty cool. +hunt code that I must remember to use every couple of days or else Bad Things Happen? Not so much. A crafting minigame would be fun (as long as I don’t have to do ASCII), or an investigation or research minigame.

        1 Reply Last reply Reply Quote 2
        • Third EyeT
          Third Eye
          last edited by Third Eye

          I’m not a mini-game person so I’ve kinda stayed out of this thread. This kind of thing will never attract me to a game, it’ll either me an ‘oh that’s nice’ thing I engage with sometimes but appreciate being able to avoid, or a I think that just makes me nope the fuck out because, Not For Me! That’s OK.

          So, grain of salt.

          For me, the big question with all this stuff is, why aren’t you just playing a single-player video game or MMO to get your engagement fix? They do a lot of ‘mini-game’ things better. So, what’s the appeal, for a person into this sort of thing, of not just having that open on your secondary monitor? What does it add to an experience that’s unique to a MUSH?

          ANSI art and object descing absolutely do this. While I didn’t do much with them personally, I always enjoyed seeing what people created, and it’s a unique form of creativity you can do on a telnet-based client you can’t do anywhere else.

          I want something else to get me through this
          Semi-charmed kinda life, baby, baby
          I want something else, I'm not listening when you say good-bye

          She/Her or They/Them

          JennkrystJ TezT 2 Replies Last reply Reply Quote 5
          • JennkrystJ
            Jennkryst @Third Eye
            last edited by

            @Third-Eye Generally, because ‘Pose, minigame, other person pose, I respond, minigame, repeat’ keeps my attention focused on this window. If I tab away, I could ADHD and forget to check back for hours.

            Mummy Pun? MUMMY PUN!
            She/her

            GashlycrumbG 1 Reply Last reply Reply Quote 0
            • RucketR
              Rucket @dvoraen
              last edited by

              @dvoraen said in Minigames in MUSHes:

              @Tez So what I am hearing is I should make puppy-eyes at Tehom to do this for Arx II. Over Aion knows how many months.

              cries in database schema

              These are lying eyes and no one should trust them! Anyway, the real mini game should be a jumping puzzle. Everyone loves jumping puzzles.

              D 1 Reply Last reply Reply Quote 0
              • D
                dvoraen @Rucket
                last edited by

                @Rucket said in Minigames in MUSHes:

                @dvoraen said in Minigames in MUSHes:

                @Tez So what I am hearing is I should make puppy-eyes at Tehom to do this for Arx II. Over Aion knows how many months.

                cries in database schema

                These are lying eyes and no one should trust them! Anyway, the real mini game should be a jumping puzzle. Everyone loves jumping puzzles.

                Using ASCII-art minis that you created/painted?

                1 Reply Last reply Reply Quote 1
                • GashlycrumbG
                  Gashlycrumb @Jennkryst
                  last edited by

                  @Jennkryst said in Minigames in MUSHes:

                  @Third-Eye Generally, because ‘Pose, minigame, other person pose, I respond, minigame, repeat’ keeps my attention focused on this window. If I tab away, I could ADHD and forget to check back for hours.

                  Legit. But if you wanted to do it by making your client beep at you when a new pose comes up, that feature is probably there? Or no.

                  Once some MOOs had a @beep command, which was handy, but you couldn’t easlily prevent people making your machine beep and I’m sure you can imagine what happened.

                  "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
                  – A. Bertram Chandler

                  1 Reply Last reply Reply Quote 0
                  • M
                    Muscle Car @Gashlycrumb
                    last edited by

                    @Gashlycrumb Keli loved that skull!

                    Got what you wanted, lost what you had.

                    GashlycrumbG 1 Reply Last reply Reply Quote 1
                    • TezT
                      Tez Administrators @Third Eye
                      last edited by

                      @Third-Eye said in Minigames in MUSHes:

                      For me, the big question with all this stuff is, why aren’t you just playing a single-player video game or MMO to get your engagement fix? They do a lot of ‘mini-game’ things better. So, what’s the appeal, for a person into this sort of thing, of not just having that open on your secondary monitor? What does it add to an experience that’s unique to a MUSH?

                      100% the heart of the question. I’ve been talking about this with a few other people – you know who you are – and like. I fucking love Harvest Moon games. Hours poured into HM, SoS, Stardew, all of the many variations-- Let’s just say it’s a lot. And survival games! Oh my God, Conan, I love you. ARK, you fucking beloved mess. I thought for a hot sec about how that genre might work as a MUSH, but I don’t know how you would replicate ‘die to a fucking monster, wake up, punch a tree to get a branch to make an axe’ in a satisfying way.

                      It’s a bad idea as a MUSH. I don’t think you can get the same dopamine, the same feedback loop, out of breaking rocks and punching trees. Video games give you sight, sound, real designed elements that work together to create a satisfying feedback loops that makes the grind provide the dopamine.

                      Fundamentally the thing that MUSH does well is typing words with other people. You have to find minigames that succeed with that at the core.

                      she/they

                      YamY PavelP 2 Replies Last reply Reply Quote 1
                      • YamY
                        Yam @Tez
                        last edited by

                        @Tez This does kind of make me wonder what MUD players get out of it, lol. I mean I imagine they’re trying to replicate MMOs. Or, well, they were the proto MMOs I guess. I see that people still play them! At least on r/MUD

                        Third EyeT 1 Reply Last reply Reply Quote 0
                        • Third EyeT
                          Third Eye @Yam
                          last edited by

                          @Yam
                          MUDs absolutely suffered more from the rise of MMOs than more RP-centric games did. You CAN RP in WoW but it’s a real different experience than logging onto a MUSH and posing with other players. There are still players left because ultimately some hobbyists will always stick with Their Thing but you saw the impact more in that space than in MUSHes 15ish years ago.

                          I want something else to get me through this
                          Semi-charmed kinda life, baby, baby
                          I want something else, I'm not listening when you say good-bye

                          She/Her or They/Them

                          1 Reply Last reply Reply Quote 0
                          • MisterBoringM
                            MisterBoring
                            last edited by

                            I would also hedge a bet that some of the MUDs out there are far more mechanically complicated than the average MMORPG simply because they don’t have to waste processing power on graphics and sound.

                            Proud Member of the Pro-Mummy Alliance

                            1 Reply Last reply Reply Quote 3
                            • PavelP
                              Pavel @Tez
                              last edited by

                              @Tez said in Minigames in MUSHes:

                              Video games give you sight, sound, real designed elements that work together to create a satisfying feedback loops that makes the grind provide the dopamine.

                              They even occasionally hire psychologists to work out the best ways to do this so they can take a lot of your money.

                              He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                              BE AN ADULT

                              somasatoriS 1 Reply Last reply Reply Quote 3
                              • somasatoriS
                                somasatori @Pavel
                                last edited by

                                @Pavel said in Minigames in MUSHes:

                                @Tez said in Minigames in MUSHes:

                                Video games give you sight, sound, real designed elements that work together to create a satisfying feedback loops that makes the grind provide the dopamine.

                                They even occasionally hire psychologists to work out the best ways to do this so they can take a lot of your money.

                                Just waiting for the call from Activision so I can pay the half a million dollars I accrued in student loans

                                "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                                Italo Calvino, The Castle of Crossed Destines

                                1 Reply Last reply Reply Quote 3
                                • somasatoriS
                                  somasatori
                                  last edited by

                                  Double post!

                                  So in PyReach, which is what I’m calling my Evennia nWoD project, there’s something that I’ve been working on for a little bit which I’m just generally referring to as the mystery system. Here’s the basics of how it works:

                                  Staff and players who are running plots can create mysteries, which are basically just investigative plots, PRP or otherwise, that players can do. They’re designed to be attached to existing plots that are being run, but don’t necessarily have to be. Someone can do a self-contained investigation without it being a whole thing.
                                  c0f48c60-b61a-4e07-8d10-b16e58034e82-image.png

                                  The plot runner creates the mystery and then can go around to different grid rooms or locations on the MUSH and create clues. Clues can be built into objects, exits, rooms, and even characters (though PCs receive a note that requires their consent. The different types of clues are attached to different methods of searching for said clue.

                                  You have investigative clues (things you can easily see and need to be searched or directly investigated), perceptive clues (things that you might notice about the environment at a glance or a feeling), research (like your traditional library/internet sort of searching), and interviews (talking to an NPC). The plot-runner will specify the type of clue and then, if they want, they can specify a set of dice they need to roll to do it, as well as a general difficulty (between 1 and 5). Further, players can specify prereqs to view a clue. So you might need to be a vampire, a mage, a mummy, a demon, or you might need a specific level of a skill or a merit, like Unseen Sense or Occult 3.

                                  For example, let’s say I set up an investigative clue called ‘ritual circle’ in a room. My plot is a difficulty 1 plot, not designed to be super difficult and good for newcomers, pretty low stakes. I’ll leave it as having the default difficulty. I’m also not going to specify any prereqs on it as it’s a big bloody ritual circle in a room and this is also designed for mortals. Since this is a search clue (which I realize doesn’t show up on the screenshot, but something to add I suppose), I default to rolling Wits + Investigation. If I succeed, I’m rewarded with the descriptive text of the clue and we roll the progress percentage forward.

                                  a57678ec-63b1-4a76-a4ad-981a25c4ab70-image.png

                                  The idea behind this is to do a couple things:
                                  1) it should hopefully make it a little easier to create more engaging plots that can be accessed by people outside of scenes.
                                  2) it makes better use of the grid, since things will be hidden on the grid itself and require digging around on it. Additionally, I’m working out the kinks on it but I’ve set up a “leads” element that the clue will tell you where you should go to find the next one.
                                  2a) Ideally people would RP around searching for clues and shit, but either way it would allow for some engagement in the plot from people who can’t make a 3pm Eastern Standard Time scene.
                                  3) I often play investigative characters and it usually kind of sucks unless you have people who are making plots specifically for those kind of characters. In my experience, a lot of plots tend to be combat focused or socially-focused.

                                  There’s a decent amount of work ahead for this, but it’s a good work-in-progress so far. I’m on the fence about having a participants list for individual mysteries, since on one hand it would be cool to stumble into a clue and be drawn into a mystery that way, but on the other it would also kinda suck to have someone snipe clues who isn’t really part of the plot. It currently notifies the mystery maker as to who has discovered the clue, and then will allow for multiple discoveries of the same clue, so maybe I’m making more work for myself here.

                                  To be continued!

                                  "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                                  Italo Calvino, The Castle of Crossed Destines

                                  RucketR 1 Reply Last reply Reply Quote 5
                                  • GashlycrumbG
                                    Gashlycrumb @Muscle Car
                                    last edited by Gashlycrumb

                                    @Muscle-Car Hehe! I think I loved that skull and the raven more than anybody else did. I don’t think people chatted in the OOC room enough to find out all the shit the raven reacted to.

                                    I was working on another one, but I am shite at coding so that sort of thing always took me forever. It was a sort of, uh, senseless endless RIsk game where it emoted that the player turned a crank on the side of a map table, making music-box music and causing the paper pop-up of a random city come up. Then you needed somebody else to have a go. If it rolled you a city that was already popped up it’d cause the city to produce an army of <number between whatevers> <temperament related adjective> <profession> (200 jolly butchers, 475 savage street urchins) that you could direct. So the desc of the object would be some ever-changing silly stuff about it being a table with a map of Westeros on it and The North is controlled by the Crownlands using an army of 765 serene whores and so on.

                                    I didn’t expect people to care about those toys, it was just for me to puzzle out how to make them and snigger to myself about them.

                                    "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
                                    – A. Bertram Chandler

                                    1 Reply Last reply Reply Quote 2
                                    • RucketR
                                      Rucket @somasatori
                                      last edited by

                                      @somasatori so you could also set up clues using a skill like Academics or Occult? Could be neat for a cop sphere to have clues tied into Medicine for autopsy stuff too I guess. Sounds neat!

                                      1 Reply Last reply Reply Quote 1
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