Then I would surmise that they would be equally scared to ask for help if they couldn't figure out the web interface widgets.
My point in the conversation is that the medium has a small amount of impact, yes. We all agree. I just don't think that it is a barrier to entry as much as some propose. I don't think that a web interface is a bad idea, I highly encourage it. I want all of the 3 major MUSH codebases (I don't lump Evennia or Ares into MUSH, because they didn't derive from the branch) to continue integrating methods and APIs to integrate with backends for websites. Rhost and Penn are almost there, Ares and Evennia are there. All of them will require more work, more refinement, more features, etc.
But I do NOT think that moving things to the web will resolve the major barriers of entry into MUSH:
- You have to know and read the source books for most games. You just do.
- You have to Do Things on the game to construct your character, unless that game makes your character for you and you just log in.
- You have to Do Things on the game to play, and that includes a lot of rather high-level typing, with grammar and proper spelling and syntax and all that crazy shit that nerds do.
UI is just UI. It doesn't impact Gameplay in MUSH as much as this thread seems to imply.
Consider the UI of such a game where you have a widget for every way to communicate on a MUSH. You would have to have a popup window (or whatever your UI solution is) for:
- Paging
- Posing (including: emote, pose, and say)
- OOC talk
- Places talk (including tt, ttooc, ttpose, et al.)
- BBoards
- IC Phones, Messengers, Missives, and whatever else your game has
- Channels
How are you, in the end, making things easier to Learn How To MUSH? Players still have to learn that there are alllllllllll those ways to communicate, learn who 'hears' what, and what reaches whom, and when. When is it appropriate to put OOC information in an IC medium? Learning IC =/= OOC is a huge hurdle for many to begin with.