I think one important question that needs to be asked is how each person
measures success... Does success mean you have an enormous player base,
at the potential cost of doing what you actually want to do in favor of
what the mortals want you to do?  What if they said they wanted some
godly spells that do 10000 damage per cast for 5 mana, or they're going
to go find some other insane mud that will give them that kind of power?
Is success defined by the craftsmanship you put into the world you've
created?  If you based your mud on your own made up storyline, how
deeply involved did you get with the details of the area maps, and how
detailed did you get with different aspects of the story as to who's
against who, where did this particular race evolve from, etc?  If you
based yours on a book or movie series, how close to the series did you
truly remain, and in the process, did you scrap most of the more "fun"
aspects of the game in order to enforce this predetermined roleplay, or
did you give your mortals more choice in how they decided to play it
out?  Miserable failure or unsurpassed success is more a state of mind
rather than an award that can be given or received... There are, of
course, such rewards, being listed in top 10 lists or having rave
reviews from players and sites like mudconnector and mudmagic... But
then are also the intangible rewards of knowing that out of all of the
<insert theme here> muds out there, yours is the *best*, even if the
players don't really think so :)

I think a good admin should always be willing to take player and staff
commentary in order to improve their mud; after all, giving in on some
smaller issue may bring in more players overall to help share your
vision of whatever world you've created... It's sort of supply and
demand... you may not want to drop the price on your product because you
won't make as much money, but if dropping the price of it a few bucks
gets thousands more people to buy it, you can make more money in volume
than in per-item sales :D Similarly, if you're willing to compromise on
smaller aspects of your vision, you may attract a wider range of people
that all come to enjoy the unaltered aspects of it...

Personally, I code for the fun of it and for the experience... The only
formal classes I've taken were Apple IIe BASIC in 8th grade, and Turbo
Pascal in High School :D I learned by diving into the code, and I must
have read through every single line of ROM at least 8-10 times in the
decade I've been working with it... Recently I've taken up PHP for web
programming, and it is so utterly close to C that I picked it up in a
matter of a couple of weeks (plus is super easy to use for work with
databases) :D Now I'm moving on to Javascript and ActionScript for
Flash, and am probably going to move to Java from there...

In response to Daniel's email that just came in while I was typing this,
I've gotta say that I'm fairly positive that MUDs will never be as
popular as the visual MMORPGs, just because people love their eye candy
:D But at the same time, those games can never really offer the level of
roleplay that you can get in a text-based world, and there are still
thousands of people that are out for that aspect... Also, I think people
are attracted to the chat-room-type feel of a MUD, being more of a
social environment than in a visual-oriented game where you spend so
much time running around the landscape that a lot of messages tend to
scroll on by unnoticed, and you're generally only chatty with your small
group of adventurers... Plus they don't have the immortal involvement
you get on a lot of MUDs, with various quests and trivia games and
random spellups, restores, etc... Players love that stuff :D So I think
there will still be a place for MUDs for a long time to come...

I do, however, think it would be an awesome idea to develop a freeware,
open-source MMORPG and get it out there... It would definitely bring in
more challenges for the coders, writing clients to handle a lot of the
processing and take the load off of the servers, but it could be
designed with all kinds of modern-day principles in mind, such as
database usage, perhaps server load balancing and multithreading, and
compression techniques to keep bandwidth usage at a minimum... Keep us
posted if you do decide to do something along those lines :D

Richard Lindsey.

-----Original Message-----
From: KJM [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 24, 2005 8:33 AM
To: [email protected]
Subject: RE: Miserable Failure or Unsurpassed Success

 It seems like the way to success is to have players already on the mud.
I
can't tell you how many 
people I've seen come on look around, see no-one, and leave.  I've seen
mediocre muds with tons of
players.  I code my mud for the fun of it, because it seems no matter
how
much I advertise or have
my (small but loyal) players vote for us, my playerbase doesn't get any
bigger.  Do it for yourself.
Enjoy this little piece of world you can call your own.  And if you get
people to enjoy it too, great!
If not, sit back in a world where you can be called a god and relax :P
Sure, I'd love to have more
People stop by and play but I'm not going to let that get too me (too
much)
:P hehe

The hardest part of coding/running a mud is getting people to come and
play.

-K (AKA Thalor)
Crimson Gate
Crimsongate.kyndig.com 4555

>>>>-----Original Message-----
>>>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On 
>>>>Behalf Of Daniel O'Neal
>>>>Sent: Friday, June 24, 2005 9:21 AM
>>>>To: [email protected]
>>>>Subject: RE: Miserable Failure or Unsurpassed Success
>>>>
>>>>This is a hard question honestly.  Personally I'm going the 
>>>>"start with stock, rip everything I don't like out and fix 
>>>>that, and add tons of features to it".  To be honest, I did 
>>>>tons of research, checked out the big muds to find what I 
>>>>liked about them, and checked around to see what the 
>>>>players liked.  From there, I started implementing on Rom 
>>>>(flavor of my choice, easiest to change imho).
>>>>
>>>>Treat the mud as a marketable service, treat it like you 
>>>>want to make money off it, even if you never will.  
>>>>Consider advertising, via mudmagic, top mudsites, etc.  
>>>>
>>>>
>>>>-----Original Message-----
>>>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On 
>>>>Behalf Of Jesse
>>>>Sent: Thursday, June 23, 2005 8:34 AM
>>>>To: [email protected]
>>>>Subject: Miserable Failure or Unsurpassed Success
>>>>
>>>>
>>>>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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>>>>
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