Text MUDs; in need of an (r)evolution? 2005-11-17 - By John Mauney
Back This topic is for the discussion of the current state of text MUDs, and I am posing the question, do text MUDs need some kind of (r)evolution? I was of the mind that, before Everquest was released, the text MUD community had been benefiting from a kind of evolution; many new MUDs were being released all the time, many of them with new approaches to the genre. Of course, most of them fail, but that has almost always been the case. However, after Everquest, and the subsequent slew of graphical MMOs, this text MUD evolution never seems to me to have had lasting results to breathe new life into the genre. I am writing under the assumption that text-based games have inherent, priceless quality to them, and that the situation they are in right now is not because "their time has come". I think it is possible for the text MUD genre to snatch some of its previous players away from so many of these low quality graphical MMOs (which are themselves in need of evolution).
A few, key ideas I have are these:
- Text MUDs must no longer be limited to Telnet based. For one thing, the Telnet protocol has not evolved. Another reason I believe Telnet is holding the genre back is because text MUDs ought to be just as easy to get started on as any other game downloadable from the net, or purchasable from the shelf. Also, Telnet is very limiting in terms of text formatting and presentation.
- Text MUDs should no longer require any kind of previous knowledge with the genre. As a new player, I should be able to start the game instantly and never feel as if I'm lost in some arcane activity of which I have no clue where to go next. MUDs are notorious for having poor help files, or help files that must be read entirely out of context to the situations of which the documentation describes.
- Text MUD creators should consider implementing gameplay concepts he/she has seen in non text based games. For most people, the lure of the text based game is not the total lack of color, art, or even those nifty little text based compasses. It is simply the world being presented in prose rather than graphics. It leaves much up to the imagination. This does not mean that combat systems, quest journals, mapping systems, etc. must be purely text based. Of course, mileage will very per the creator's preference, but I think there is a lot of unexplored territory in the realm of melding classic textual presentation with modern graphical UIs and tertiary systems.
So, do any of those who enjoy text based games agree? Do you see other things the genre needs or could benefit from? I will assume it has been discussed in this forum before the concept of including graphical MMO concepts to the text MUD worlds, since that has been attempted before.
-- John M. __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://kanga.nu/lists/listinfo/mud-dev
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