@Paris said in UX: It's time for The Talk:
@Rook A lot of F&L's mushers are completely new to MUX, though many of them are MUDders. We try to help folks get over the learning curve, and have been really happy with what they bring to the game-- several have gone on to staff and it's been great.
But then again, @Paris, you've demonstrated in a few ways that your game is not like other games. So I haven't, myself, lumped you into that same-ole-same-ole pile.
@HelloProject
MUSH and MUX were both written by coders, it is true. C/C++ coders who wanted to create games, and make them better. I daresay, gasp that so did TinyMUD, AberMUD, Diku and all the other flavors. Writers didn't sit down and suddenly come up with a game.
A huge portion of the MUSH and MUX help files are code commands. That is why +HELP exists, traditionally, on these games. Most players barely read the help for @mail, ANSI and Channels. Past that, they are baffled by the help files.
Any conversation around here will tell you that coders are rare, when compared to number of Game Owners, Storytellers, Sphere Wizzen, and the like (simplified: non-coders). In a lot of cases, coders are told by Game Owners what they want, how they want it, and that is what coders are expected to deliver.
When it comes to my code, I simplify as much as possible, not just the commands and help files, but the code itself so that bug-hunting can be done relatively easily by a new coder. My code files are heavily commented with logic explanations, function call help and so on, so if I get hit by a bus, someone else can take up the mantle and not feel stranded on an island.