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[MUD-Dev] Re: Medievia
> -----Original Message-----
> From: Adam Wiggins [mailto:adam#angel,com]
> Sent: Wednesday, September 23, 1998 1:56 PM
> To: 'mud-dev#kanga,nu'
> Subject: [MUD-Dev] Re: Medievia
>
> I lump its success into the same category as that of America Online or
> Microsoft. Take an incredibly accessable product and invoke
> a huge amount
> of hyper-aggressive marketing on it, and you'll gain a large
> user base.
Is Medievia really that accessible? As I recall, I found it difficult to
get into (this is in its current incarnation) because:
- there was a lot of spam
- the color scheme was hideous
- even the who list was confusing, with many columns
- the map layout was difficult to follow--there was little sense of
"welcome area" to it
- the shift between random mazes, outdoor overhead views, and classic
room-based areas was disconcerting and jarring
- there were a lot of unfamiliar commands in the game relating to stuff
like their party formation system, etc
-Raph
- Thread context:
- [MUD-Dev] Re: let's call it a spellcraft, (continued)
- [MUD-Dev] Re: Medievia,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 15:30 GMT
- [MUD-Dev] Re: Spellchecking,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 15:18 GMT
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