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MUDII Forum Index General Chat Are other MUDs too complicated?
Author Are other MUDs too complicated?
Miek
pioneer

Joined: Aug 29, 2006
Posts: 302
Posted: 22-11-2015 16:23   
Simplicity might sometimes be its own beauty.
I logged in to one of the more 'popular' MUDs and the tutorial took me two nights, it asked me to choose from 30 classes, 30 races and over 100 spells.

Is it too much? How many brand new players are these MUDs going to attract?
I know which one he would go for if I asked my young nephew to play this or Call of Duty
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kaif
cleric

Joined: Aug 02, 2012
Posts: 140
Posted: 22-11-2015 21:03   
Quote:

Simplicity might sometimes be its own beauty.



Sometimes people equate variety and number/size with value. Not to digress too much, but why do womens razors have 5 blades? One or two ought to do the trick.


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Hawumph
Arch-Wizard



Joined: Jan 23, 2002
Posts: 365
From: Somewhere you don't want to go!
Posted: 24-11-2015 19:42   
[quote]
On 22-11-2015 21:03, kaif wrote:
Quote:

why do womens razors have 5 blades? One or two ought to do the trick.



They were invented by a man with a grudge and a bad sense of proportion, the original plans had the blades much, much larger?
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Miek
pioneer

Joined: Aug 29, 2006
Posts: 302
Posted: 26-11-2015 09:34   
If simplicity is its own beauty then MUD players' humours shouldn't be so in-depth! Or perhaps our humours are complex because we're used to serene simplicity and thusforthwhatyamacallit is a nice change?

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kaif
cleric

Joined: Aug 02, 2012
Posts: 140
Posted: 30-11-2015 21:33   
Quote:

On 24-11-2015 19:42, Hawumph wrote:

They were invented by a man with a grudge and a bad sense of proportion, the original plans had the blades much, much larger?




Do you suppose he was related to the men who invented the corset and high heels?

Kaif (wondering if a woman invented the necktie )


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Miek
pioneer

Joined: Aug 29, 2006
Posts: 302
Posted: 06-12-2015 21:48   
Quote:

Do you suppose he was related to the men who invented the corset and high heels?

Kaif (wondering if a woman invented the necktie )




Cousins. Roxey and William.
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Zalagar
cleric

Joined: Mar 05, 2002
Posts: 223
Posted: 28-09-2018 14:47   
Quote:

On 22-11-2015 16:23, Miek wrote:
Simplicity might sometimes be its own beauty.
I logged in to one of the more 'popular' MUDs and the tutorial took me two nights, it asked me to choose from 30 classes, 30 races and over 100 spells.

Is it too much? How many brand new players are these MUDs going to attract?
I know which one he would go for if I asked my young nephew to play this or Call of Duty




I tried some of those years ago, and quickly lost interest. I understand wanting to give players lots of options in customizing their characters right from the start, but there IS such a thing as too many options. It can overwhelm some people.

Ease of use, I think, is a good quality for any MUD. There should be a system that's easy to understand to keep people interested. The best MUDs (such as MUDii) have such a system.


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Zalagar
cleric

Joined: Mar 05, 2002
Posts: 223
Posted: 04-10-2018 16:02   
Anyway, the best MUDs, I think, are ones that don't try to be D&D and instead focus on ease of use.

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Cradle
cleric

Joined: Jul 07, 2003
Posts: 231
From: England
Posted: 15-10-2018 17:31   
Death penalties in other muds is whats drives me away after a day. No thrill if death doesn't mean anything.

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Snypster
cabalist

Joined: Aug 30, 2001
Posts: 37
Posted: 07-11-2018 16:01   
I run a Cyberpunk roleplaying MOO with permanent death. It still gets the blood pumping and I don't even have any attachment to the characters!

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Zalagar
cleric

Joined: Mar 05, 2002
Posts: 223
Posted: 08-11-2018 22:10   
I think we're getting a bit off-topic here. I don't think the presence or absence of perma-death plays a factor in how complicated a MUD is.

The question is, what's the best approach MUDs can take to get players interested? A simple approach like MUD2, or the so many configurations described in the original post? Or something in between?

Personally, the type described in the original post is something I never could get into. Just too many options at the start, and too much to do before you can even begin playing. That's why I'm still occasionally playing MUD2 all these years while any MUD I've encountered that's like the one described in the original post is one I've long forgotten about and am in no hurry to revisit.


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