@SparklesTheClown said in Differences Between MUDs and Everything Else? (MUSHes, MUXes, etc):
Like, at what point in a game's design do you think an average MUSHer looks at a game and goes "that's too MUD for me"?
It's about documentation for me, not about how far something skews in terms of code. That is, typing kill monster/sword/optional switch/non-optional switch
is clunky, but I have no problem doing it to do it is long as help kill
is a useful file. Everything I need as a player should be documented in an easy-to-read help file.
Look at Ares for a good example of what I mean. Every command is well-documented, every system and admin responsibility has a tutorial.
Even though coded combat is all about combat thing1/optionalwtf=thing2/more options=dude for reals
, I love playing with it, 'cause I can just type help combat
and all the commands are right there, or go to /help/combat on the portal. I would never have imagined myself giddily roll-playing my way through scenes, but the documentation makes it easy to turn potentially clunky strings of code into useful RP baubles.
If you build it and then document it, people will come, Ray.