[MUD-Dev] Re: META: list "peerage"
Laurel Fan
lf25+ at andrew.cmu.edu
Tue Jan 26 11:34:06 CET 1999
Well, theoretically, the truly stock muds would not be able to attract
any players. However, in reality, the stock muds outnumber the "good"
muds by a great deal so that the good ones are _very_ hard to find;
mudlist entries, newsgroup ads etc. all promise originality, whether or
not they deliver. An estalblished mud can attract players by
reputation, but a "good" mud just getting started doesn't usually have
this resource, leading to a vicious circle (which, if i hadn't lost my
copy of the mud-dev laws of mud design, i would probably find there).
Perhaps there should be some way of showcasing new, original muds, like
a mudlist in which an imp would submit her mud, and a volunteer would
evaluate the mud for uniqueness and non-stock-ness, and write a short
review containing his first impressions.
Excerpts from muddev: 26-Jan-99 [MUD-Dev] Re: META: list "p.. by
"Matthew D. Fuller"@futu
> The problem I see with this is a mentality problem. It's actually the
> same problem I see in the PC market with Windows (don't get me started on
> that rant). The problem is, that when you don't HAVE to put out effort
> to get started (or have to put out so little as to be essentially none),
> there's that much less incentive to learn more. That's about the best
> way I can put it without going on for pages. There's nothing wrong with
> a low barrier to entry per se. The problem is with people who take that
> as an invitation to STAY at that low level and not try to go higher.
More information about the mud-dev-archive
mailing list