[MUD-Dev] What keeps people interested in social muds?

Martin C. Martin martin at metahuman.org
Sat Jun 1 15:55:30 CEST 2002


Rudy Fink wrote:
> Martin C. Martin wrote:
 
>> I'm heading up a project that's a new way to socialize online.
>> It's essentially a 3D virtual nightclub with streaming audio,
>> dancing, chat, etc.  (If you're curious: http://www.esconline.org
>> )
 
...

> I mention this because I was curious how or what you did for
> handling emotions.  This was the most difficult troubling for us
> outside of limited controls over models.  All we were able to end
> up with in the time allotted was various iconography (users
> looking at you would see graphics ie smileys, and you could float
> them above your head) and color shells (users could flash
> different colored shells with sounds as a more public display).

We don't have any plans to do anything detailed with emotions.  Time
permitting, we'll make various animations like wave, laugh,
etc. that can be triggered somehow by your chat text.  So for the
most part, people will have to use the regular text based chat
conventions.

> In my experience people continue to come back to muds for
> community participation and personal objectives.  In my opinion,
> community and objectives can end up very intertwined in the minds
> of players to the point they are often inseprable.

Can you give some examples of this, or be a little more specific?
What sort of things are you thinking of when you say "community
participation"?  What about "personal objectives" and their
combination?

Joshua Judson Rosen wrote:
> On Tue, May 28, 2002 at 11:09:00PM -0400, Martin C. Martin wrote:
 
>> Why would someone choose a social mud over a simple chat room,
>> like IRC?
 
> In a word: props.

Like Ron's example of the Valentine's Day flowers?  Or did you have
something else in mind?

Thanks,
Martin
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