@HelloProject said in UX: It's time for The Talk:
But this is inherently the mindset of a seasoned MUer, like you said. From the outside looking in, this is a confusing mess.
I'm a seasoned MUer now. But when I started in 1996, I had to deal with PennMUSH, confusing documentation, the introduction of TinyMUX, and what I see as the same shit as before. It sure was confusing to begin with, but, like many things, if you give an honest effort and some time it becomes easy to decipher.
I don't like dealing with anecdotes and hypotheticals. Let me use two recent examples of dealing with new codebases: Evennia and Ares.
Arx uses Evennia. Coming to Arx was a somewhat difficult transition. But @Apos and @Kanye-Qwest were quick to come aboard, help me figure out basic commands, and get through the character generation process. My RP there was brief and preliminary, and I eventually stopped logging in because I couldn't get consistent RP during my busy times. It was a learning experience.
BSG:U uses Ares. I experienced little to no problem, largely due to my familiarity with TinyMUX and PennMUSH. Speaking of the latter, my first experience was RobotechMUSH. I had problems with some of the commands -- I was more used to TinyMUX, on which my first MUX was built -- so I soft-coded my own personal commands on my PC object. Staff helped me do this.
I actually came from MUDs to MUXs, way back when. I found MUD staff tremendously unhelpful, relative to the MUSH staff I later interacted with. I can probably say that, but for the help of staffers, I might not have stayed around. So, as a non-coder, this is I think where my disconnect is: you can improve UX immensely by having helpful staffers. Also, no matter how awesome your code is: your players will have a shitty UX if you don't have helpful staffers.
So, I'll say it again: I've never left a game -- even when I was a rookie MUSHER -- because of the code involved. If it's not my decision and fault, then my motivations have largely been due to staff and other players. Never the code.