@Thenomain said in Getting Young Blood Into MU*'ing:
I was having this very interesting discussion with a bunch of Mudders on the Evennia Discord about if Mush is a culture or a codebase.
It's an interesting question.
From a technical perspective, there is obviously a set of codebases - Penn, Tiny, Rhost and Ares - that call themselves MUSHes, and share a base set of commands (more or less) to navigate a grid and communicate.
But the codebase definition alone feels insufficient.
If I code up an escape room simulator or informal chatroom, I don't think most people would say I've "opened a MUSH" just because I used PennMUSH to do it.
And what about games coded in other servers that don't call themselves MUSH servers? Is Arx not a MUSH because it's using Evennia?
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.