[MUD-Dev] Text Muds vs Graphical Muds
Kwon Ekstrom
justice at softhome.net
Thu Jun 20 12:04:53 CEST 2002
From: "Jeff Lindsey" <Jeff at nextelligence.com>
> Kwon said:
>> I don't doubt that people view graphical systems as "superior"
>> but that's what flashy graphics do for you. On the other hand,
>> I've heard alot of my friends complain about the lack of
>> community on MMORPG's and state that as a reason why they
>> continue to play text muds. I've run across a few text muds
>> whose systems greatly exceed that of any graphical mud I've seen,
>> and I'd even bet that most stock muds are more flexible than
>> graphical muds (due to necessity).
> I was assuming the original post considered populations on a
> game-by-game basis.
From: "Philip Loguinov (Draymoor)" <draymoor at cloud9.net>
> a single text mud with even 1000 players). Is it better
> advertising, or perhaps that there are just more people who's
> preference is graphical over imaginative?
So was I, but the question was why. I was explaining why I thought
individual muds were smaller than individual MMORPG's. There's
simply a whole hell of alot more of them to dilute the playerbase
in. Some are extremely successful (as far as text muds go) others
less so. Most text muds I know have a high amount of "player churn"
and even the stable players who stick around often play and try out
a variety of other muds.
I don't particularly like graphical muds, so I haven't played them
very much, but judging from the posts of people on this list that
do, it's the same setup for graphical muds. Sometimes during your
wanderings you find a mu* that suites you better and you switch.
There's alot more choices in the text-mud arena for players to find
something that closely fits what they want to spend their time doing
so they switch.
I've run across several people who started in a graphical mud and
switched to text and vice-versa.
-- Kwon J. Ekstrom
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