[MUD-Dev] MUD Coding Staff Structure

David Bennett ddt at discworld.imaginary.com
Tue Sep 12 00:41:13 CEST 2000

On Mon, 11 Sep 2000, Michael Tresca wrote:

> Dave Rickey posted on Thursday, September 07, 2000 1:34 PM
> > In a MUD, you can hand someone wiz powers and if they don't actually do
> > anything constructive with them, you don't *care*.  In an MMOG, you can't
> > afford to lose track of what people are actually doing with those powers.

This is only true on certain old style muds.  ie: ones still based on
2.4.5.  All Diku's that I know of have more structure than this and
require people to work.

Discworld definately requires creators to do something, we can (and do)
remove people from being a creator if they are not doing anything.
We run in a little less organised fashion than it sounde like retromud
does though :)

> ANY game that relies on a playerbase cannot afford to let its coding staff
> run rampant -- that's just good management of people, it's not proprietary
> to MMOG.

Absolutely and I think this is why so many 2.4.5 muds had such a
hard time.  As well as the base code being broken :)

Good luck!

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