November 2005
- Computer Security for MMOs and Online Games Greg B
- Discussion of MUD system design, development, and implementation Chris Duesing
- Commentary on Recent PlayOn Blog Social Cohesion Christopher Allen
- quest engine design documents? Johnicholas Hines
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Ghilardi Filippo
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Kiztent
- Effort to produce a quest Vincent Archer
- Effort to produce a quest Damion Schubert
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Damion Schubert
- Effort to produce a quest Mike Rozak
- Effort to produce a quest Randolf Richardson
- Effort to produce a quest Lachek Butalek
- DGN: Starting with Nothing (Requests for Resources) Sarah Bonner
- DGN: Starting with Nothing (Requests for Resources) lwl@black-knight.org (Lydia Leong)
- DGN: Starting with Nothing (Requests for Resources) Otis Viles
- Text MUDs; in need of an (r)evolution? John Mauney
- Text MUDs; in need of an (r)evolution? Sean Howard
"John Mauney" <montyculligan@gmail.com> wrote:
> This topic is for the discussion of the current state of text
> MUDs, and I am posing the question, do text MUDs need some kind of
> (r)evolution?
Eh, evolution is boring. Anybody can bring about evolution. Just
take what's they are throw stuff at it and see what
sticks. Revolution... well, there's a cause I can get behind! :)
Do txtMUDs need a revolution? Nah. Heck, most probably wouldn't even
notice if one happened. Still, thinking outside the box is is like
brain exercise, and anything you can revolutionize about txtMUDs can
be applied to the fancy smancy stuff as well.
> - Text MUDs must no longer be limited to Telnet based. For one
> thing, the Telnet protocol has not evolved.
Disagree. While I agree that you can do more, it's just evolution
and a minor one at that. There's still a lot we can do with just
text (look at BBS "doors" - is that what they were called? It's been
way too long).
> - Text MUDs should no longer require any kind of previous
> knowledge with the genre.
An admirable goal, for sure, but it's more of a design consideration
than either evolution or revolution. I've played many different
excellent newbie areas, and I was introduced to MUCK programming by
a newbie helper, so that kind of stuff is already out there.
> - Text MUD creators should consider implementing gameplay
> concepts he/she has seen in non text based games.
Obviously :)
> This does not mean that combat systems, quest journals, mapping
> systems, etc. must be purely text based. Of course, mileage will
> very per the creator's preference, but I think there is a lot of
> unexplored territory in the realm of melding classic textual
> presentation with modern graphical UIs and tertiary systems.
I think you're barking up the wrong tree there. I've always been of
the opinion that "features" are the crutch of a bad designer. A good
designer can create a brilliant game with one button; a bad designer
couldn't create a decent game with ten. Text is extremely powerful
communication, or else my local Borders wouldn't have about 30,000
books there (some of them don't even have pictures!)
I like to challenge myself with minimalist designs. Take away
everything you expect, but still try to appeal to a certain
genre. Can you make a combat MMORPG without experience points?
Without personal achievement? Without cross-session inventory or
characters? I mean, haven't you noticed that most MMORPGs are built
towards a sort of capitalist mentality? What if you made a communist
MMORPG? Or a fascist one? Can you make a social MMORPG without
direct communication or even names? When you start asking stupid
questions like that, you see that there's still a lot outside the
box that hasn't been touched yet.
- Sean - Text MUDs; in need of an (r)evolution? Sam Pointon
- Text MUDs; in need of an (r)evolution? John Mauney
- Text MUDs; in need of an (r)evolution? justice@softhome.net
- Text MUDs; in need of an (r)evolution? Lachek Butalek
- Text MUDs; in need of an (r)evolution? lwl@black-knight.org (Lydia Leong)
- Text MUDs; in need of an (r)evolution? Mike Rozak
- Text MUDs; in need of an (r)evolution? Sean Howard
- DESIGN: Personal NPCs Mike Rozak
- DESIGN: Personal NPCs CHRISTOPHER LLOYD
- DESIGN: Personal NPCs Mike Rozak
- DESIGN: Personal NPCs cruise
- DESIGN: Personal NPCs lwl@black-knight.org (Lydia Leong)
- DESIGN: Personal NPCs Mike Rozak
- Dynamic Quests & Event Chains Roger Hicks
- Dynamic Quests & Event Chains cruise
- Dynamic Quests & Event Chains Lydia Leong
- Dynamic Quests & Event Chains Dave Mitchell
- Dynamic Quests & Event Chains Lost
- Dynamic Quests & Event Chains Lachek Butalek
- Dynamic Quests & Event Chains Lost
- Dynamic Quests & Event Chains lwl@black-knight.org (Lydia Leong)
- Dynamic Quests & Event Chains jack fredricks
- Dynamic Quests & Event Chains Mike Rozak
- Dynamic Quests & Event Chains Arnau Josep Rosselló Castelló
- Dynamic Quests & Event Chains Damien Neil
- Dynamic Quests & Event Chains ceo
- DESIGN: Personal NPCs cruise
- DESIGN: Personal NPCs Jaycen Rigger
- (no subject) Koster, Raph
- Removing the Massively from MMOG (long) cruise
- Removing the Massively from MMOG (long) Lachek Butalek
- MMO a temporary phenomenon? John Buehler
- Sexism in design lwl@black-knight.org (Lydia Leong)
- Sexism in design Marc Bowden
- Sexism in design Louis d'Ambra
- Sexism in design Sean Kelly
- Sexism in design Amanda Walker
- Value Brian "Ayavaron" Ross
- Griefing Brian "Ayavaron" Ross
- RE : Removing the Massively from MMOG (long) Jean, Yannick
- RE : Removing the Massively from MMOG (long) Marc Bowden
- RE : Removing the Massively from MMOG (long) Lost
- RE : Removing the Massively from MMOG (long) Damion Schubert
- RE : Removing the Massively from MMOG (long) Lachek Butalek
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look)
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look) Caliban Darklock
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look) Ryan S. Dancey
- Changing Midstream (SWG's New Look) Jeffrey Kesselman
- Changing Midstream (SWG's New Look) Ken Sewell
- Changing Midstream (SWG's New Look) Sean Howard
- Changing Midstream (SWG's New Look) Joe Ludwig
- Discussion of MUD system design, development, and implementation Chris Duesing