[MUD-Dev] DESIGN: Why do MUD players prefer MUDs over MMORPGs
Matt Mihaly
matt at ironrealms.com
Sat Mar 26 20:50:18 CET 2005
Mike Oxford wrote:
> Mike Rozak wrote:
>> Does anyone have anything to add? (Or perhaps someone will point
>> to a discussion that happened back in 1999-2001...)
> I would add that MUDs are "faster" to develop content for. It's
> much easier to write a rich "zone" than it is to lay it out,
> develop the new models/graphics, terrain, etc. MUDs -can- grow
> more quickly and with much more variety than an MMO who simply
> reuses the models and terrain features (or has the great expense
> monetarily/timewise of developing that new content.) To the end
> user it's a 100% "new" experience (not regarding underlying base
> classes, etc.) compared to some MMO expansions which are often
> just "more of the same."
> MMOs have to develop new models/textures - MUDs can just say "a
> maze of twisty passages, all alike."
> MMOs, however, have the (ad/disad)vantage of being distance-based
> instead of room-based which leads to better ranged combat but far
> more issues with client-server sync.
Text MMOs/MUDs (same thing) can and do do distance-based as well in
many cases.
--matt
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