@moonman said in [The Death Of Telnet: Is It Time To Face The Music?]
My instincts tell me it's time to face the music: Telnet is on its way out, and with it, MU*'s. It is the Internet equivalent of AM radio, except less relevant. If I were to start a roleplaying community today, I would make a Discord server, because I'm convinced people actually use that program for now. I wouldn't create a new instance of RhostMUSH, and I wouldn't write my own custom codebase, for fear that the command line would scare off perfectly sane, intelligent, capable, fun roleplayers. Clicking on things is just more straightforward to people. It's more comprehensible and frankly a superior interface to memorizing a thousand ad hoc commands. I love MU*'s and they will always have a special place in my memories but I think it's time for us to admit it: we lost the argument, this medium is going to die with us in our nursing homes, at the latest.
So, this thread is here to raise the question if I am right, and depending on the answer to the question:
- If I am wrong, how can we get the vast swath of roleplayers to join existing MU*'s and create their own?
- If I am right, what platform should we jump ships to?
- Should we even jump ships, or accept our fall into extreme RP obscurity?
On one hand, I agree telnet is a massive limiting factor and the hobby is intimidating and hard to join. Ares and Evennia are trying to make it much easier, but until they get to the point of having something plug and play that's extremely easy to setup, and transition to more of a web game with minimizing the archaic command line and using a mouse more, those problems are going to remain. It's not intuitive and very difficult for new people, and as a niche hobby there's an awful lot more resistance to trying to attract new people than I would expect. I'm relatively new to the hobby myself, but I remember clearly how offputting I found aspects of the medium, and I had to work at it to find things about it I really liked that I don't think are easy to duplicate out of it. So on one hand, sure, I think you are right.
On the other hand, how many players do you want?
It sounds like a silly statement but it's not. It is a lot of work to make a good game, but if you -do- make one, odds are strong that you'll have more players than you can really handle. Like if you're running a sandbox with full automation, you probably have no upper bound, but that's not really where MUs are strong as a medium. If you are trying to create a MU where the hobby really shines, with running a persistent world that supports a lot of interconnected roleplay, how on earth can staff coordinate 25,000 people without having some sprawling pyramid staff structure with like 5 levels of GMs? And that number isn't absurd, roleplaying communities are hitting in the tens of thousands, just not MUs.
It's extremely attractive to combine the intimacy of personalized GMing with the ability to involve a character in any number of persistent stories. That's a strong draw, and most new people that try out the medium find it really appealing. But it is incredibly labor intensive. I intentionally haven't advertised on big RP sites outside of the hobby because it would be impossible to support an influx of people and would just do them a disservice.
Dropping a sandbox and telling people to play amongst themselves offers no meaningful benefits over any other RP medium. GMing for them and making their actions matter in a persistent world does. But the setup and maintaining that right now is arduous, and until that becomes way easier and less time consuming, I don't even know if more players would help as much as it would seem.