May 25, 2016, 3:36 PM

@Kestrel said in How does a Mu* become successful?:

In the other, more game-related direction, I'm very fond of the Richard Bartle Test of Gamer Psychology, the author of which is the co-creator of the first MUD and I believe some kind of associate of Matt Mihaly, the founder of IRE.

How I know I'm old: I remember seeing this referenced back when it was a paper on a personal website. Wow. I am really glad to see it referenced and linked in its current form, though; I've also found it very helpful in game design. It's easier, IMHO, to hit all the bases for something like this with a MOO or MUD than a MUX, but that's based on my limited code ability and what was available back when I was still attempting it.

The code of MUX focuses strongly on the Socializer player type.

Grids have become much smaller over time, which limits the Explorer; I've looked at some ways around this for a super bizarre project I wanted to try and found some ways around it but there's no way around a somewhat larger-than-people-find-ideal-these-days grid. (That, or I am just used to people shrieking like harpies at any over all grid of more than 20-25 rooms; I'm accustomed to that being a minor side area grid from a main area that may have two or three of those springing from it from the days of MOO, by contrast.)

Ironically, I think this is where MUX could draw more people in, or provide more options than it currently does, it's just utterly counter to the current game design mindset in a number of ways and it's time intensive on the build side before the doors open -- many staffcorps are racing to open and there's simply no time for this level of detail. To me, personally, I consider this a drastic loss. We used to see more of it. It is/was a fantastic means of imbedding plot elements or story seeds in the setting that players can uncover and then explore or pursue, solo or with STs/GMs or other staff assistance.