@Thenomain said in How does a Mu* become successful?:
I think 'a successful MU*' would be a MU* that isn't a MU* at all.
Which is funny, because most of what you said you would do or that your friend would do has been done before. Play By Post integration: RP over a Jobs system (mostly complained about). Dynamic grid: Part of what we gave up years ago (still used in spaceship games). Web-Interface: Evennia and any Muck coded by Nuku. Auto-logging features: Every client ever. Player/Character profiles: Wiki and, in-game, finger.
We're already there.
@Thenomain said in How does a Mu* become successful?:
Alright, I see what you're saying. As she's stating it, tho, we've applied all of that, almost all of that on the same games, and I wouldn't have called it a success. The fact that we have regressed to the older, shittier UX of Mu*, whether Mud or Mush, is my evidence of that.
To which I say: you did not apply it well enough. I mean, just because social networks like Friendster existed long before Facebook doesn't mean they were worth their salt, or that there wasn't a better way to do things.
As a simple example, you've raised wiki and finger to my suggestion of player/character profiles, but one of these is accessible from a webpage, the other from a downloadable client, and there is no integration between the two. It's unwieldy. It's more complicated than it needs to be. And I'm not talking about the coder-side of things. Wouldn't it make sense to have everything in one place, in line with how most of these crazy kids like to do things now in 2016?
I'm not trying to shit on the hobby. I love the hobby. I just want more people to love it as much as I do, which is why I would love for more of its pioneers to think a little outside the box.
Mind you, I have to ask: How would these things make it successful? What is 'successful' here?
Well, to be perfectly honest with you, I really like the idea of making lots of money. This isn't my only concern, but if I were going to pour all my energy and resources into a project of this scope, it would be a concern. Having addressed the capitalist elephant in the room, allow me to salvage the remnants of my starry-eyed idealism:
I think MU*s are a dying genre. It isn't a novel thing to think — people have been saying it for years. To me, for a MU* to be considered successful, it would have to exceed the declining expectations of its genre, resuscitate and popularise it. Anything short of a total resurgence in the public eye would be a level of success for a MU* that I wouldn't be interested in wasting my time on, not because I'm really greedy, but because I think the genre is capable of that level of success, because there is a market for it, and it makes me kinda sad that no one other than IRE is tapping into it. And I don't even think IRE is doing a good job of it — their ethics aside, I just think they could be doing better, even on a commercial level.
Lots of people read fiction, participate in improv classes, or identify as aspiring writers. A very, very small percentage of these people play MU*s, but I think that a much larger percentage would be interested, and would play if they even knew what a MU* is, or if upon finding one, they didn't find the newbie experience so odd and unfriendly. It galls me that MUDs keep wasting time building hack-and-slash code to try and compete with WoW-style MMORPGs, or that MUSHes, which are aimed at exactly the right niche, are so badly publicised.
So in sum, what would I consider 'successful' for a MU*? Well, other than having fun, I suppose I would just want to make something that lives up to its potential.
@ThatOneDude: Thanks for answering. See above. Highly relatable.