I didn't want to make it  sound like people was the only thing to a
successful mud.  But it is a large part....you can have great code kick-a**
features but if no-one uses it.....

Just my opinion is all.....

Thalor
Crimson Gate
Crimsongate.kyndig.com 4555
 

>>>>-----Original Message-----
>>>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On 
>>>>Behalf Of Richard Lindsey
>>>>Sent: Friday, June 24, 2005 9:47 AM
>>>>To: KJM; [email protected]
>>>>Subject: RE: Miserable Failure or Unsurpassed Success
>>>>
>>>>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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