@Jaunt said:
MUSHes are really about creating co-operative interactive fiction (through roleplay). They use soft-code to let players have the ability to do things that other games would only allow GMs to do. And so, because of that, there's less of a sense of "I created this game, I'm responsible for this game, and other people are players" and more of a sense of "I created this game so that I can play it with other people, and we're all responsible for it."
(Just addressing this bit first, 'cause there's a lot to say on each of these things and time is limited.)
From my perspective alone, this is one of those situations in which I'd say: "there are levels" and it's really a fusion of both.
First, it's generally not an "I" creating a game. This may be assumed but it's worth noting it shouldn't necessarily be. I'm doing a fairly absurd amount of work putting one together now, but I am absolutely not doing it alone. (It's also worth noting that the people who are also contributing their time and energy to the project are folks I've met here for the most part, all of whom have contributed in equally important ways, from my perspective, just for the asking and some volunteered. Others provided advice and tutorials that helped get everything started.)
This is actually pretty big, and it's something that shouldn't be discounted.
The reason I say it's a fusion of both is that, after swapping in 'staff's' for I in the first statement, it tends to be the case. I wouldn't, for instance, put this much time and energy into creating a game I had no interest playing on at some point as well.
Here's why: when it comes to world-building, to do it well, you have to love those basic building block ideas enough to give them enough meat on their bones to provide story hooks in abundance, even the ones that have no appeal to you at all.
I can offer a direct comparison here on this specific point.
The MOO @il-volpe and I both worked on many moons ago, Ghostwheel, was heavily automated. I was a builder there, which meant I could create small areas on grid with their own flock of roaming monsters and the like. I'll call it 'Zombie Swamp' for simplicity. It took about a week to create and populate the first area I put together, since it required only a basic concept to really get the point across, and some fairly decent descriptions for the places and the creatures in them to convey all the thematic elements that were required. There was stuff to do enough to keep folks busy and enjoying themselves with that. Minimal research was required, and it wasn't too tough.
The MUX I'm working on has no roaming monsters to hack away at and keep folks busy. If I was building 'Zombie Swamp' there (which I'm not, sorry to disappoint, y'all!) the things I'd need to do to keep Zombie Swamp an interesting space to play would be entirely different. More research would be involved to offer up relevant story action hooks. Different kinds of code -- ambiance emits and similar -- might be needed. More attention might need to be paid to the descriptions of the areas to give people things to improv with. More information would be needed to provide story-runners with the tools they need if they want to have a horde of zombies swoop down on the players and essentially let the players do the 'go to Zombie Swamp and kill zombies' thing that's automatic in the MOO version and requires no input from anything but the game itself to do as a solitary activity.
Essentially, I need to do different kinds of work to keep the MUX and MOO versions of Zombie Swamp interesting to players. The MOO version more or less tells its own story. The MUX version requires multiple people to tell a story in it.
Each of these approaches has its own benefits and drawbacks. The MOO version's story, to me, was considerably more limited, because attempts to tell any story other than hunting zombies there was severely impeded by constant invasions of respawning zombies. On the MUX version, people can more readily experience other stories in that space -- but they can't do so without a story-runner handy to run the zombies if they want to hunt zombies. To have anything worth doing there, they need information about the zombies if someone is willing and able to run them for others, but they also need a pile of alternate story hooks worth exploring.
One of the reasons I bring this up is perhaps not immediately obvious, but it's important: it's harder to yell at the automated code for something than it is to yell at a person. Code doesn't give a crap. A person (staff or player) running a scene is immediately accessible for yelling at or arguing with, even if the result -- a bad roll of the dice/turn of whatever randomizer is in play -- would have the same results in both scenarios.
From my perspective, the more authority one takes on, the more responsibility one takes on. Though all have some measure of responsibility, it is far from equal.
Players have the responsibility to accept the outcome of dice rolls and the rules of the game without code enforcing it automatically, thus giving them no option not to. They still don't have the option not to per the rules unless it's a consent-based game, but there's no coded 'force' applied to ensure "fair play". Players, essentially, have the responsibility to play fair, but other than 'behave like something other than a shrieking howler monkey or nasty jackass', there's not a lot more to it than that on the player level.
Story-runners, regardless of whether it's a staff member or player serving in that role, need a better grasp of the rules than the players necessarily need to have, because they are taking the place of the automated mechanics. They also have the responsibility to apply those mechanics as fairly and impartially as the code would (as much as any human can; some argue this is impossible), with no preference given to their friends and no disadvantage to others.
Staff... that's another post for another day with less data entry to do.
The primary benefits I can see in the MOO approach are that it's possible to do something as a solitary effort if one wishes, and that you don't need someone else around who knows how to run a scene involving something other than improvisational interactive fiction to do that specific thing: hunting zombies.
The primary benefits I can see in the MUX approach are that a broader range of stories can be told in the same grid space, even if it takes work to provide the hooks to allow for this. It also means the players can find creative solutions at times to problems the code hasn't taken into account, and an automated system may not provide for.