So, about the only 'universal' things that we can really talk about are the things that @faraday mention above, things that we've actually discussed earlier in the thread. So let my try and make a more generalized point here.
Simplicity is not always your friend. There is a point at which there has to be a learning curve with these games, because what may seem extremely un-intuitive at first glance is actually pretty damn handy.
Let's look at the help system, for instance, as an example. Every MU type game comes prebaked with a set of hardcoded commands and functions. These can be found under the header 'help'. For every flavor of MU*, these files are universal. I know that if I go to a MUX, there will be a 'page' command. I can use @emit to post things to the world. Etc.
But then there are these pesky +commands, and +help. Wtf is that about? Why can't we put our +drive command, found under +help, under 'help drive'? By god, that would make it easier, right?
Except, no. It wouldn't. In fact, it would create complications. What if I go to another game, and try to 'Drive <somewhere>'. The game tells me 'huh?' Well, what kind of jank shit is this? It worked on this other game. Why is it not working here? 'help drive' gives me nothing. And when I type 'help', it pulls up a list of stuff that I've never even seen before. Jesus, now I have to navigate a whole new help index.
So... what if there were a way to distinguish commands that we add (+) through softcode from other commands that just come pre-baked with these systems? We know how the pre-baked commands work, we just need to know how the new stuff works. It could even have its own additional (+) help system, to keep it cleaner.
And that's what I'm talking about, here. On the one hand, yeah, sure, it seems pretty counterintuitive to someone looking at it for the first time, but to anyone who's been around a while? That is nicely packaged, and pretty intuitive. Because there's a learning curve that is pretty much necessary for these systems to function well.
Just like video games. Many video games are not point and click, or whatever. Tekken is one of my favorite games. Sure, at first it seems simple. I hit this one button and it does this thing, I hit another and it does another thing. And really that's all I need know, if I'm patient and lucky and masochistic af. But man can I really make that baby sing with that ten-hit combo whose formula requires three lines on the TV to follow.
So there has to be a line, somewhere, and across these kinds of games, stuff like that does tend to be that line. It requires some investment to learn how these things work, but just because it seems confusing at first doesn't mean that it's not the best way to do it, either. It's not 'shitty design', it's pretty damn handy. But it also takes practice.