Nomenclature (was: RE: [MUD-Dev] MUD Coding Staff Structure)

Brian 'Psychochild' Green brian at psychochild.org
Thu Sep 14 10:04:37 CEST 2000


Steven Kaskinen wrote:

> > From: Matthew Mihaly [mailto:the_logos at achaea.com]
> >
> > Hear hear. I don't see why people insist on calling big 
> > graphical games
> > something other than muds anyway. Same thing, just bigger scale.
> 
> Very similar...but the larger scale of player base does indeed change some
> things.

Yes, but is it enough of a change that the two games are totally
different?  From the point of view of working on both a small text MUD
and a commercial game (admittedly, not "massive" by today's standards),
I'd argue that they are not.
 
> Having a larger player base means a more dynamic player interaction

*blink*  Huh?  Maybe you weren't playing some of the more interesting
text MUDs, but there was *plenty* of dynamic player interaction on the I
played.  Try playing some of the PK-only text MUDs if you want to see
really dynamic interaction.

> ...hence player balance between the different player types is more 
> difficult to achieve...if even possible at all.

This is a cop out.  Scale has nothing to do with balance, IMNSHO.  Flaws
in a system can be found and exploited if there are 20 players or
20,000.  Good design has everything to do with it.  Paper RPGs have had
balanced systems for quite a while. [1]  Wanna talk about dynamic
interaction? :)
 
> Larger scale means less of a sense of community.

Larger scale *can mean* less of a sense of community.  The community is
made up of the people, and a highly motivated socializer can make a
large game seem friendly while a bunch of apathetic players can make a
small game seen hostile.

So, of course, here comes my rant.  Only, not quite so ranty today.

I was talking with JC Lawrence one night after a local dinner, and we
came to the same conclusion that Matt is applauding: these games should
be called MUDs.  Why?

A. Despite claims to the contrary, all these games share common
elements.  At the very least, we all share common problems (the infamous
PK problem, volunteers, any topic on this list).  Solutions are
implementation-dependent, but this was true when the "online game"
universe was just LP, Diku, Tiny, etc.

B. The term "MUD" has begun to loose it's acronym meaning, kinda like
the words scuba and sonar.  Only super-geeks know that scuba is
Self-Contained Underwater Breathing Apparatus.  (Oops, guilty as
charged.)  Keep it capitalized to differentiate it from "mud" (IE, water
+ dirt).

C. The other acronyms are just ugly.  MMOG?  MMORPG?  MMRPG?  PSW? 
MMOPSW?  MMOPSWRPG?  MMOWEIOJCALISJPQQJCXOIJVWKMEWLKJSDOIFJWZNXMCPE? 
How do you pronounce any of these monstrosities?

D. Other acronyms are too exclusive or meaningless.  "Massive" doesn't
talk about commercial games like Simultroics or Achaea, which are still
interesting.  "Multiplayer Online" is a bit redundant anymore. 
"Persistent State World" excludes damn near every MUD out there. 
"Graphical MUD" is short, simple, and elegant.

E. We remain truer to our heritage.  The number of people wantonly
ignoring text MUD history is sad, especially given how much the industry
could use it.

Anyway, enough ranting.  Off to work!

--

[1] As a side note, I've been reading through the 3rd edition rules for
the venerable Dungeons & Dragons.  Recommended for the amateur designers
out there.  Interesting system with a LOT of focus on balance.

--
"And I now wait / to shake the hand of fate...."  -"Defender", Manowar
     Brian Green, brian at psychochild.org  aka  Psychochild
       |\      _,,,---,,_      *=* Morpheus, my kitten, says "Hi!" *=*
 ZZzz  /,`.-'`'    -.  ;-;;,_   "They're not bugs, they're 'place-
      |,4-  ) )-,_..;\ (  `'-'    holders for code that works.'"
     '---''(_/--'  `-'\_)         - Andrew Kirmse, Meridian 59 creator



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