> So what do you guys think?  Is it still worth it in this day and age of
> beautiful MMO, or do you think players will stick with the text-based
> imagination route?

I wrote this a while ago:

A picture is worth a thousand words...
if you're trying to describe a person.

This is due to the nature of our pattern recognition.
(Yes, moms DO know the cry of their baby out of hundreds of others.)

Otherwise, words single out important details and convey meanings
not visible. Words have a much, much higher fractal density. To
compete in bandwidth, graphic solutions must be limited to ASCII
art. Even without bandwidth considerations, however, in the time 
it takes to read a short description one is likely not to glean 
as much information from looking at a graphic.

Games like UT show how little information needs to be transmitted
for gameplay. You actually get more information in a mud during
a firefight. While the fast pace of games like UT appeal to many,
there are still others who prefer a slower, more cognitive than
reflexive experience. For them, we build text MUDS.



Jesse, as to your original questions, I do a bit of both, I guess.
I started with game modified to my tastes, then when I found players that
liked it, I listened closely to their criticisms. If it doesn't please me,
it would be pointless. But, there are other valid views, and baking a cake
requires a careful selection of ingredients. You wouldn't eat a
bag of flour for lunch, would you?   :)

Timeframe? There's a timeframe? I just told my apprentice we'd still
be in Beta when she got out of college, 5 years from now.

My game is a success in the sense that it proves my theory that the
'stock areas' are still fun as long as the code supports them, rather
than obsoletes them. It's a success because it provides a home to two
decade-old friends, who enjoy having a game tailored to their tastes.
It's a success because for two years it was the home to a bunch of my
daughter's friends, when gaming became the 'in' thing at the high
school, and all those raw newbies loved it. It doesn't fair so well
with players that have 'been around', as it lacks the hundreds of
levels, skills, and new areas that some games boast. But, a few stay
to play and decide they like the flavor. They tend to stay a long time.
By modifying the game to what I like, I've ended up with a bunch of
players I like. Funny how that works. In the end, I guess I feel my
game is a success because it's played by friends, not strangers.


Sandi

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