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<H1>Re[4]: [MUD-Dev] (no subject)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re[4]: [MUD-Dev] (no subject)</LI>
<LI><em>From</em>: Travis Casey &lt;<A HREF="mailto:efindel#io,com">efindel#io,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 23 Nov 1999 00:02:11 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Monday, November 22, 1999, Marian Griffith wrote:
&gt; On Sun 21 Nov, Travis Casey wrote:
&gt;&gt; On Friday, November 19, 1999, Jon A. Lambert wrote:

&gt;&gt; A lot of the people who set up "stock" muds seem to be builder
&gt;&gt; wannabes -- they don't want to design a *new* mud, they just want to
&gt;&gt; build some areas, and maybe add a few classes and races.

&gt; Which is very odd, because quality -building- is probably as difficult
&gt; as coding, if not more so. Of course I could not code my VCR if my li-
&gt; fe depended on it, but I do not claim to be the average wannabee ;)

True -- but low quality building is much easier than designing and
implementing a rule set.  And, let's be honest -- the majority of muds
*are* of low quality, really.

&gt;&gt; &gt; The only thing that CoolMud lacks is the attentions of a mud game
&gt;&gt; &gt; designer.  There are even fewer of those than there are mud coders. &gt;:-&gt;

&gt;&gt; Yep... I'll note that all the popular mud codebases seem to be stuck
&gt;&gt; in the late 70's or early 80's, as far as RPG design goes (speaking,
&gt;&gt; as I usually am, in terms of paper RPGs).

&gt; My guess is that this has to do with the fact that players have their
&gt; expectations of muds,  as have people interested in putting a mud up.
&gt; It is like designing a new house.  Everybody knows what a house looks
&gt; like  so you can not be too different,  or nobody is going to buy it.
&gt; With muds it is the same. Even if you would create a radically diffe-
&gt; rent mud,  nobody would be interested in it,  because  they would not
&gt; recognise it as such.

One could have equally well argued in 1974 that "Even if someone
could create a radically different paper RPG, nobody would be
interested in it, because they would not recognize it as such."  With
the benefit of hindsight, we can see that this wasn't true -- far from
generating an infinite succession of D&amp;D clones, the RPG industry
immediately branched out in several directions.  By 1980, we had the first
skill-based RPG (Runequest), the first RPG with non-random character
creation (The Fantasy Trip, IIRC), the first RPG deliberately designed to
be simple (Tunnels &amp; Trolls), the first "play the monsters" RPG (Monsters!
Monsters!), and the first universal RPG (Basic Roleplaying).  For
genres, there was "generic" fantasy, SF, superheroes, post-holocaust,
military, detective, espionage, Westerns, swashbucklers, Arthurian fantasy,
and even an RPG based on the Dallas TV show.

All this was within 6 years of D&amp;D's publication.  It's now been 25
years -- and the RPG "state of the art" has advanced such that someone
who introduced an RPG like the original D&amp;D today would be laughed at
by most paper RPG gamers.

Now, contrast this with muds -- what sort of muds were out there 6
years after the first one?  Note that after about 20 years of mud
development, people can put up a new mud that's of about the same
level of sophistication as the original muds, and most mudders will
consider it a decent mud.

What's the difference here?  Why did paper RPGs explode in different
directions so much faster than muds?  Well.... I have a few thoughts,
but the clock is ringing midnight here, and I have to go to work in
the morning.  More later.

--
       |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_)





_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>

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<li><strong><A NAME="00467" HREF="msg00467.html">Re[5]: [MUD-Dev] (no subject)</A></strong>
<ul compact><li><em>From:</em> Travis Casey &lt;efindel#polaris,net&gt;</li></ul>
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<LI><STRONG><A NAME="00456" HREF="msg00456.html">Re: Re[2]: [MUD-Dev] (no subject)</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re[2]: [MUD-Dev] (no subject)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00431" HREF="msg00431.html">Re[2]: [MUD-Dev] (no subject)</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sun 21 Nov 1999, 22:18 GMT
<UL>
<LI><strong><A NAME="00440" HREF="msg00440.html">Re: Re[2]: [MUD-Dev] (no subject)</A></strong>, 
Dan Shiovitz <a href="mailto:dans#drizzle,com">dans#drizzle,com</a>, Mon 22 Nov 1999, 18:55 GMT
</LI>
<LI><strong><A NAME="00456" HREF="msg00456.html">Re: Re[2]: [MUD-Dev] (no subject)</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 22 Nov 1999, 23:02 GMT
<UL>
<LI><strong><A NAME="00458" HREF="msg00458.html">Re: [MUD-Dev] (no subject)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Tue 23 Nov 1999, 03:37 GMT
</LI>
<LI><strong><A NAME="00461" HREF="msg00461.html">Re[4]: [MUD-Dev] (no subject)</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 23 Nov 1999, 16:45 GMT
<UL>
<LI><strong><A NAME="00467" HREF="msg00467.html">Re[5]: [MUD-Dev] (no subject)</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Tue 23 Nov 1999, 21:24 GMT
</LI>
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<LI><strong><A NAME="00451" HREF="msg00451.html">Re: [MUD-Dev] (no subject)</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 22 Nov 1999, 20:25 GMT
</LI>
<LI><strong><A NAME="00468" HREF="msg00468.html">RE: Re[4]: [MUD-Dev] (no subject)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 23 Nov 1999, 21:24 GMT
<UL>
<LI><strong><A NAME="00471" HREF="msg00471.html">Re[6]: [MUD-Dev] (no subject)</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Wed 24 Nov 1999, 02:49 GMT
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