24 May, 2013, Tyche wrote in the 81st comment:
Votes: 0
quixadhal said:
A MUD, or a text adventure (like the old Infocom games), does the same kind of thing. It uses text to convey descriptions of what is, and what is going on around you. Your brain fills in the details to create the immersion. If the descriptions are well done, you'll imagine a vivid world that will be somewhat unique to YOU (the player), as another person viewing the same content may imagine it slightly differently.


Zork I … Return to Zork … Myst
Hitchhikers Guide to the Galaxy….Fahrenheit 451…Phantasmagoria
Which one is or isn't an adventure game?
From left to right they range from text only, to mixed text and graphics,
to almost entirely graphics including music, sound and cut scene movies.
They are all classical adventure games.

They are not muds, but they do share a single feature in common with muds.
They allow the player to enter and interact with a virtual world
(but in a more in a limited way than a mud).
It's not the media that define a mud, any more than the media define an adventure game.

Sure it's fair to distinguish between "text adventure game" and "graphic adventure game",
and have a preference for one or the other. And the same goes for "text mud" and "graphical mud",
but when you state the latter ain't a mud, well I think you're just plain wrong. :-)
25 May, 2013, Ssolvarain wrote in the 82nd comment:
Votes: 0
I feel a lot more comfortable making a large, open area when there's an overhead map. I think a lot of MUD areas I've seen are very linear in their design, and it's good to get away from that.
80.0/82