FW: Re[6]: [MUD-Dev] (no subject)
Koster
Koster
Tue Nov 23 23:01:21 CET 1999
I think Travis meant this for the list...
> -----Original Message-----
> From: Travis Casey [mailto:efindel at io.com]
> Sent: Tuesday, November 23, 1999 8:30 PM
> To: Koster at kanga.nu; Raph
> Subject: Re[6]: [MUD-Dev] (no subject)
>
>
> On Tuesday, November 23, 1999, Koster, Raph wrote:
>
> > Hate to disagree with ya, Travis, but... I disagree with ya. ;)
>
> >> All this was within 6 years of D&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&D today would be
> laughed at
> >> by most paper RPG gamers.
>
> > It's worth noting that all of those other ones were, with
> the exception of
> > the White Wolf stuff, comemrcial failures and are now dead
> and gone except
> > in an extreme niche. To this day, the majority of gamers
> who have tried a
> > paper RPG, play D&D or AD&D. Worth arguing about why (eg,
> marketing had a
> > lot to do with it?), but to my mind, you have to
> acknowledge this fact
> > before bemoaning the lack of variety in muds.
>
> [Cutting almost everything because I think Raph missed what I was
> trying to do.]
>
> I'm not "bemoaning" anything. And I agree with you that most paper
> RPGs were commercial failures outside of a small niche. And I also
> agree that other analogies can be drawn to muds which would indicate
> that they would not branch out in variety. However, none of these
> have anything to do with what I was trying to do.
>
> Quite simply, I didn't agree with Marian's reasoning as to *why* a
> wider variety of mud game designs haven't proliferated. I agree that
> they haven't, and that they most likely won't, and gave a list of
> things that I believe are likely factors in the post I sent out today.
>
> >> 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.
> >
> > IMHO, paper RPGing IMploded. What got mainstreamed was only
> D&D, and later
> > on, the Storyteller system. To think otherwise betrays, to
> my mind, someone
> > who is too close to the papergaming world to think otherwise.
>
> In market share for non-D&D RPGs, it imploded, yes -- but that's not
> what I was talking about. The RPG world *exploded* in variety of game
> designs and genres tried, compared to the way muds have developed.
> I'm not saying that that's bad, or that mud developers are uncreative
> -- only that I think that's true because of the different
> circumstances in which muds exist, not because people wouldn't
> recognize a mud with a different underlying game system as being a
> mud.
>
> > The mud world is *fortunate* that there are as many viable
> paradigms as
> > there are. Talker, full-immersion roleacting MUSH, user-crafted MOO,
> > academic MOO, goal-oriented PvEnvironment mud, player-vs-player mud,
> > quest-driven adventure game mud, full-on virtual world.
> That's a nice array.
> > Certainly there are more types remaining to be developed
> more fully, but
> > let's not be dismissive of what we have.
>
> I'll note that these are more analogous to paper RPG campaign types
> than game systems -- which is in keeping with my comparison of
> individual muds to gaming groups rather than games in the second half
> of my post.
>
> --
> |\ _,,,---,,_ Travis S. Casey <efindel at io.com>
> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
> |,4- ) )-,_..;\ ( `'-'
> '---''(_/--' `-'\_)
>
>
>
>
>
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