[MUD-Dev] DESIGN: Online adventure games

Jason Downs downsj at downsj.com
Mon May 24 08:41:03 CEST 2004


In message <011201c4405a$285bddc0$5f438790 at Rozak25>, "Mike Rozak"
writes:

> Some questions arise, which you may (or may not) be able to
> answer: Are there any MUDs without the combat? - other than
> Regenesis. Of the 1700 MUDs on MudConnector, what percentage are
> adventure oriented? (My previous searches through the MUD
> descriptions shows that they're hack-and-slash, PvP, or social in
> nature.)

I really think you are looking in the wrong direction.

Most all of the "social" MUDs offer enough programming to make
excellent adventure platforms.  Certainly all of the TinyMUD
derivatives do; some of them offer macro-like interpreters built
into objects, such as the TinyMUSH derivatives and TeenyMUD, while
others provide stand alone interpreters.

I know I always wanted to provide some degree of that classic
adventure feel when I was working on such platforms way back in the
day.  It's hard to sell adventuring/exploration/puzzle solving to
people who just want to sit in one room and use IRC with interactive
objects, though.

--
Jason Downs
downsj at downsj.com

  "Where is the wisdom we have lost in knowledge,
   and where is the knowledge we have lost in information." -- T.S. Eliot
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