@tragedyjones
I feel like you really need a 'one stop shop', of which there aren't too many. People are bitching in the other thread about having a MU* client and a wiki open being hyper distracting. How are they going to handle a Discord client open for RP, a wiki, a google spreadsheet link to their sheet and a sub-reddit for OOC discussion?
I think some of the bigger digichats that I used to play on did things okay, but they were still not ideal (everything was in the web browser, but you had a page for rolls; a page for all the 'rooms' and a wiki-equivalent). I think if you wanted to integrate something into a mediawiki, you'd have to really work with the WebChat extension, which integrates an IRC. But then you have the standard IRC issues. This would work, I guess, for games that use standard dice rolls but you would lose most all automation that most WoD games function on, for example.
Part of the problem we run into is ease of editing information on the fly, and centralizing that information and the ease of access and organization. MUs have a hardcoded news command, there's tons of softcoded news file options... but a lot of times, those are harder to update, whether it be minimal shell access to update news (which are often very disjointed, since you can't subcategory the default news at least in Penn, or easily search it with great accuracy). I think that's why so many games are MU + wiki. Wiki gives you a one-stop shop for a centralized and easily accessible and (often) easily organized information.
Additionally, for some things some games might want to do (like my game and my automated systems), there's not many other options. And I'm already familiar with coding in Penn, for example. Learning Evennia or something else requires starting over from square zero.