Features are great, and coding them can be a lot of fun... but what good is
a feature-rich MUD when most of the features are rarely (or never) used?

Most of us on this are the admin of a MUD (maybe even more than just one).
Some of us run successful games while others just code for fun and don't
care if there's a dedicated player base.  My question is:

What is it that separates a successful game from an unsuccessful one?

Do you start with a stock system, attract a player base, and then modify the
game democratically based on what the players want?  Or do you design
everything, release it as playable, and hope that people like it?  Another
question, also:  In what timeframe can a MUD be considered to be a success,
or a failure (1 month, 3 months, 6 months, 1 year, 5 years, 10 years)?

Someone should write a guide called: 10 Steps to a Successful MUD


-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Valnir
Sent: Wednesday, June 22, 2005 9:07 AM
To: [email protected]
Subject: Re: Re[2]: Quiet

I actually created a throwing option for our MUD sometime last year, but it 
wasn't used much. In the last month I updated it to allow mobs the ability 
to throw objects at characters also, and also enabled the ability for 
characters to throw objects into the next room, and thru portals. The object

has to be of an exploding nature though, and it causes room damage.

- Valnir

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