[DGD] Current state of MUD-dom

Matt Holmes matthew at wildfiregames.com
Mon Aug 23 15:13:56 CEST 2004


> I am saddened to see that MudConnector only lists 21 MUDs as having a
> population higher than 100 on a regular basis.

This has saddened me as well, and is one of the main reasons I have slowly
started to let my MUD coding slip...both in my LP and custom environments.
It upsets me most because MUD coding is something I enjoy doing.

> I am also saddened to see the list of AberMUDs almost dwindling to
> nothing.  And only a few LPMuds on the list.

LP is defiantly on the down swing right now. I'm not really sure why,
though I have my theories. I think one of the main ones is the "cost of
entry". It can be very difficult to get an LP MUD up and running, and
getting good builders who are also coders can be difficult at best. Though
strides are being made to change this, with new object systems and new OLC
systems for LP muds. DGD is at the forefront in my mind as far as enabling
these sorts of technologies for LP systems.

> I am wondering what the future of MUDs are; in my mind, a good game is a
> good game is a good game.
>
> But...the facts don't lie.  Where are MUDs headed in the future?  In this
> day and age of multimedia, have they clung to existence far too long
> anyhow?

I don't think MUD's are dead. There are too many wildly popular ones out
there (Achae, Aetolia, Medivia to name a few). Admittedly, these MUDs do
have some "pay to play" style setups, but they also offer gobs of original
(or at least mostly original) content, with regular, systematic updates. I
think this just demonstrates that the days of setting up a stock MUD and
running with it are over. You need to be able to offer a better experience
then the current crop of MUD players is being offered. I think MUD-dom as
it stands is not creating any new users, but it is not really losing any
either. The trick is simply to create a better mouse trap as they say. In
my opinion, MUD's are simply going to keep closing...but the strongest of
the MUD's are going to stay strong. Players demand much more from their
interactive text games then they used to. If you can't provide it to them,
then they will go somewhere else to find it.

> Just wanted to hear your thoughts, before I decide to dig into some new
> mud
> coding...

I wouldn't stop coding. I code more because I love to code then because I
want to create my own fancy MUD. I love to pioneer new techniques for
solving old problems, and creating a MUD server or a MUD-lib is a way to
outlet that while doing something I enjoy doing (creating fantasy worlds).
I think with enough time, and some good vision and overall design, you can
still make a successful MUD. It's not as easy as it used to be though, and
defiantly takes some hard work and dedication.


Matt Holmes
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