@faraday said in Which canon property/setting would be good for a MU* ?:
@surreality But... why listen to them? I mean, the idea that original theme games can't work is demonstrably false. Arx, Firan, Aether, Castle d'Image, Otherspace... some of the most famous and arguably "successful" games in MU* history have had original themes.
These are also games based on generalizations. Aether was: General fantasy from the age of greek mythology. Castle d'Image was: Dimension of doors. Popular games not mentioned have similar generalist approaches, and I'll start with Shangril-La, because why not. (Yes, it has a detailed setting. Had, at least.)
The most famous Mu*s have no solid setting at all. FurryMuck, for instance. Almost any time I find an analysis of the hobby, this game is mentioned. I would describe FurryMuck as a "social", tho, in the way that Shang became, or HellMoo, or Islandia, all IRC channels with far more trappings. And I've had some decent role play on IRC.
Of the games you mentioned, though, you must know more of the setting than I mentioned. I loved (and still love) Aether's character test: Five very simple questions that proved you at least know what kind of game you're asking to play. Aether had a wiki before MediaWiki. Their news files were short and organized. Their newbie help channel actually helped newbies; you would usually walk away knowing how to find an answer next time.
If I had a nickel every time the answer to my question anywhere since Aether was "check the wiki"...
Or worse...
Anyhow, I had this answer in my head before hitting @Sparks' answer, and I also realize that it's quite different and almost opposite. We do both agree that for games based on an existing property a lot is taken for granted, but even original games have to be careful not to fall into that trap. I tried to draw out Aether as having the one thing that many games don't, and while I don't know about Otherspace I don't think any of the other games listed did that very well: Making it easy to get there.