@faraday said in Getting Young Blood Into MU*'ing:
I disputed the earlier assertion that MUSHes share a culture, but I guess it comes down to what you define as "culture". Certainly MUSHes share a general philosophy of emphasizing roleplay over code (which differentiates them from MUDs) and having a 24/7 persistent IC world that tracks with RL time at some set ratio (which differentiates them from forum games). Beyond that, though, I'm hard-pressed to come up with any universal MU constants.
I think you're right on using the word philosophy. I might tweak the word 'emphasizing' about roleplay, since I immediately think of RPI MUDs that roleplay is a core focus, but are dramatically different than MUs because there's a lot of gameplay in MUDs that are tangential to or basically unrelated to fostering RP. So I might just say that code in MUSHes is there only to foster and support roleplay, and provided coded tools for roleplay, which probably distinguishes them from MUDs that have roleplay but want to have a lot of other gameplay elements that are distinct and separate from RP.
Like what distinguishes MUs from other RP environments like storium, discord, tumblr, boards, googledocs, etc is the relative ease that staff can track very divergent storylines and help keep a cohesive, continuous world as a play environment, where players can relatively seamlessly go from one story with a group of friends to a different group of friends with a different story, and all of it is happening in the same world with a larger overarching story. Other RP formats just don't do that well, and most don't even try.
MUSHes in my mind take it a step further MUs in de-emphasizing the world as an interactive character and wanting to make sure no single-player game elements can get in the way of RP interactions between player characters. Just a more streamlined, story driven and character interaction focused experience. I was hesitant to call Arx a MUSH, not because of the technical definition that's inaccurate about codebase, but because I think philosophically it doesn't quite fit right. Since I definitely do want some MUD-like elements of an interactive environment as a way of spurring on spontaneous RP, and automated ways of having game-like interactions that can organically act as RP prompts, and that's leaning away from a MUSH philosophy that can see those things as distractions, imo. It just is still different from a MUD philosophy that wants those things as gameplay elements for their own sake, rather than how they create RP.