@kestrel said in Attachment to old-school MU* clients:
*— except for @faraday's concerns based on extensive experience/research about how to avoid alienating the core community/playerbase these games draw from. Which I'll address in a separate post to avoid getting too convoluted. Please standby for Chapter II.
So as someone who's played and staffed a lot of text-based RPGs over the years in a variety of mediums, my experience has been that, be it a crunchy MUD with extensive quest/combat code or a lightweight MUSH, what keeps people logging in is two things: the community and (by extension) the story. It sounds condescending to say but I feel like even MUD players often don't seem to grasp this, and will chase numbers to their own detriment before burning out and realising the real treasure was always the friends we made along the way.
A lot of people have been asking elsewhere on MSB why people don't leave HavenRPG when they seem so terribly unhappy there. The reason for that is everything mentioned in the above paragraph; the game's been around for a full decade, and for better or worse its community has morphed into a kind of dysfunctional family. It reinvents itself every few years, wiping the slate clean with an apocalyptic story event and then launching a new iteration with some updated code, the chance for new characters to establish themselves from the ground up, while keeping mostly the same familiar lore and faces people have grown accustomed to. During this time a lot of former players tend to return from absentia to give the new version a shot, and a lot of new players come with them to start on mostly even footing with the established community. I'll note that while I've chosen to quit Haven (said the heroin addict), I remain good friends with a lot of people in the community who've known me for years and genuinely aren't garbage people.
Some time ago Tyr, Haven's creator, launched two new games (not at the same time obviously, with intervals). These were CyberRun and Ravencroft, both wholly web-based RP MUDs built on (AFAIK) ground-up custom code. The concepts of both of these games were pretty far out, to my tastes, and I spoke to a lot of other players from the community who shared the same opinion. Yet despite that, neither game had a shortage of interested players at all, most of them drawn from the pool of HavenRPG's established community — even the ones who'd expressed disinterest in the settings/concept still felt curious to give it a try with their friends. For a random gamerunner this would've been a much more difficult, maybe even impossible task, and a waste of a lot of effort to put themselves out there coding something entirely new for no payoff. But for an established game dev with an active fanbase and enmeshed community, drumming up interest is a good deal easier. I've asked people who played these games what eventually caused them to fold, and none of them said it was due to a gradual population drift — everyone said it was solely due a cessation of staff-run metaplot. So interest from the players, assuming they're regularly spoon-fed plot, was not a factor.
To frame this in a context MSB users are more likely to relate to — I can personally say that I'd probably give any game run by @GirlCalledBlu and @Seraphim73 a go based on that information alone, maybe regardless of setting. And I have a feeling that if Arx shut down today and relaunched as an entirely different beast, purely browser-based, most of its current playerbase would go along with that transition and gladly try new things, even if it meant losing their established characters to start from scratch, and even if they wouldn't have been interested in its final form had they stumbled on it as-is, without prior investment in what it had been before.
So, a coder cohort and I have reflected on our options and settled on taking a similar approach. (This thread really helped, by the way, thanks everyone for your thoughtful replies.) We have a story in mind that we want to tell, and we're interested in the idea of exploring platforms other than a telnet client, but his experience as a coder is with Evennia and Python, while mine is largely nonexistent. While I'm willing to learn, that takes time, and learning multiple languages for web development is asking a whole lot more than just learning Python for Evennia. So, we're starting small. If the game actually becomes something in the standard MU* format and develops anything resembling a lasting community, then we'll look at the next step of how to transition our stories and systems onto a more modern platform.
And, if not, then we had fun fucking around with a creative writing project and learning how to code. I can use those skills for professional purposes regardless.