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[MUD-Dev] Re: Medievia
On Wed, 23 Sep 1998 14:40:46 -0700 (PDT)
Adam Wiggins<adam#angel,com> wrote:
> I consider it "accessable" to the average mudder, not to just
> anyone. I found it to be mostly identical to stock diku except
> everything was more overdone. The colors, like you say, the spam
> (since there are a lot of people online and a lot of things going on
> all the time), a map which was nearly identical to ones I was
> already familar with (such as the one AnotherMUD had been using for
> years and the one found in the "Operation Overkill II" BBS door
> game), etc.
> I think your average ROM player logs on and says, "Wow, this is just
> like what I know, only bigger, brighter, and busier!" So they stay.
This would seem a direct echo of Keegan's assertion both here and in
his JOMR article that familiarity and least change/surprise are
critical keys to success in MUD variations (he probably has a more
succint statement back in the archives).
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- 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
- [MUD-Dev] Re: META: who are we?/What are you looking for?,
Michael.Willey Michael.Willey#abnamro,com, Wed 23 Sep 1998, 14:33 GMT
- [MUD-Dev] [CUSTOM] ScryMUD Source release 1.6.0,
Ben Greear greear#cyberhighway,net, Wed 23 Sep 1998, 06:46 GMT
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