[MUD-Dev] Containing automation?

Matthew Mihaly diablo at best.com
Thu Jul 22 13:16:40 CEST 1999


On Thu, 22 Jul 1999, Marian Griffith wrote:

> Raph  wrote: 
> 
> > Many gave us the above argument when we were releasing UO. Turned out that a
> > very significant portion of our playerbase only want to hang out in taverns,
> > build towns, be blacksmiths, cook pizzas, and other such peaceful tasks. I
> > think the assumption that muds are for adventuring and that players only
> > want to adventure is one of the assumptions crippling the development of the
> > genre.
> 
> I think the assumption exists because until fairly recently adventure
> was the only thing you could do on -muds-.  Players had to follow  or
> find other games. The result was, as you can expect, that only people
> who want to adventure are found on muds.  Only with games like Ultima
> Online and Furcadia do we have games that are mud-like but do not ha-
> ve that exclusion of anything but adventuring and combat.

This isn't true at all. I haven't played a lot of muds (mainly because I
don't like stock muds), but Avalon, while fairly focusd on PvP combat, had
lots of politics and economic stuff. I'm assuming there were some other
muds out there that also had extra stuff. Clearly stock muds are generally
very limited in their scope, but all muds are (thank god) not from one of
the stock code bases (and from what I can see, they're pretty much all teh
same. Get equipment, bash monsters).

--matt




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