@HelloProject said in UX: It's time for The Talk:
I don't really understand how I'm coming at it from a position of relative privilege. Considering that for most of my MUing life, I've been a non-coder, which is why it never occurred to me that things could be better.
If you've spent most of your MU existence as a non-coder, then you've had the privilege of enjoying the fruits of others' labor. That's what I mean by "position of relative privilege." My understanding from the coders I have personally known is that coding takes considerable time and effort. That is, they have invested a lot of time and effort into how they've designed, modified, and produced their code.
While my hyperbole might have been a bit extreme, I legitimately don't think that a lot of coders are in a position to think about something like UX anymore than the non-coder creator of the game generally knows what's going on with the code.
You may legitimately think this, but you're also legitimately presuming it. Hiring someone to advise on user experience for a video game that has a budget and is produced for mass consumption is very different than what the average coder does for a MUSH, where they aren't paid and rarely recognized for their efforts. When you're done coding your game, I'm nearly positive you will experience that usual shitting-on that I've heard many coders receive and complain about.
That said, I've been atop of games before, and I try to talk to my coders about what they want to do and if they can improve on things. Sometimes they can, sometimes they can't. It has been said before, but a good game takes time to develop for this very reason. And the coders I know get really fussy when you push them to do something that their carefully-developed code won't handle without a massive overhaul.
I start discussions because I know that, regardless of my decade+ in the hobby, I'm still relatively new. And being relatively new, I think that it's important for me to occasionally bring up things that I've noticed or that I see as problems.
Again, this is not a new problem you're raising. But I've never seen someone describe the current state of any MUSH code as "monstrously shitty," especially when they are actually trying to start an open dialogue on improving code.
I want to contribute to the community, and I admittedly am still trying to improve at how I present myself and my arguments, when to be professional and when to be casual, but I 100% am just trying to help anyone who finds what I say or discuss helpful.
Fair enough. Let me suggest this, then: when you're dealing with a sub-group of the hobby who regularly takes crap and gets crap about their work, it's better to open with "let's work together in trying to pare down some of the redundant, old-fashioned, out-moded code we toss onto game" than with "the current state of affairs is bullshit and you ignorant fucks should have done shit to improve it by now."
People are trying to improve things. Honestly. So, my recommendation: minimize the hyperbole, ask questions, scout around, and take inspiration where you can find it.