[MUD-Dev] A new MUD-standard

Kwon Ekstrom justice at softhome.net
Sat Feb 24 01:57:45 CET 2001


----- Original Message -----
From: "Chris Jones" <cjones at v-wave.com>

>   1) The MUD community is very broad: it ranges from hardcore PK, t
>   will result either in an utterly baroque monstrosity (think
>   Mozilla, except with an equally huge protocol), or else something
>   unusable due to its utter simplicity.  More likely, it'll be
>   unusable in both ways.

Agreed, the mu* community is very diverse, there are very few things
that are common across most mu* platforms, and the number of total
features that are implemented is exponential and growing as quickly as
admins think them up, it'd be impossible to keep up with current mu*
systems.  This is the main reason I think the client's main goal is a
presentation layer.

>   2) Client-independence is important.  People should be able to
>   usefully access the system with everything from raw telnet, to a
>   web interface, to a custom client, to TinyFugue.  Otherwise,
>   you're going to end up limiting your client base.

True, by limiting your client support you limit your client base, but
alternatively, too broad of a client support means using too few
features from any of the clients, and possible handicaping some people
using lesser clients.  Commercial products often sell their client to
the customer and have a separate hosting system for online,
non-commercial games tend to pick what protocols they wish to support
and advertise it.  Also by supporting a diverse amount of clients you
increase your work exponentially, often you'll need to fork your code
to support separate features for people who support them.


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