Random Comments!
Talking about Bartle: Balancing an MMO Ecosystem - Getting a Mix of Player Types - Extra Credits
Yeah, watch this.
@ThatOneDude, you come across to me as a lot more of an Achiever than a Socializer, with a hint of Killer. (Okay, maybe just toward me, but anyway.) I can understand why you might have troubles settling into some Mushes as there is not enough for you to do, the PvE elements not hitting you the right way. I don't have an answer, per se, but I see part of your question as partially "why aren't I having fun". It's a question I ask myself all the time.
I may be wrong in my guesswork, but that's not the important part. I continue.
But why doesn't a small game have more achievement? It has less socializing, which itself turns to less socializing (watch the video), which leads to more people sitting waiting to do something. I think BitN does a pretty good job of creating an atmosphere where anyone who wants to run events without the drawback of having to jump through hoops. In that way, BitN is extremely successful, and I think the staff was counting on this creating the popularity that would create an upward feedback spiral.
Perhaps they need more proactive explorers (e.g., writers)? An interesting thought. Anyhow.
@Lotherio said in How does a Mu* become successful?:
As for secrets and such, I've seen it emulated on MUSHes too. I mentioned Nightmare LP Mud as my favorite, because it seemed to be one at the time that hid objects and descriptions. One had to read the entire desc and look at each object to see if there was more too it. A few Mu*s outside of MUDs have done this and hidden it enough so there were no visible local views or +views, but most players outside of MUDs don't tend to think to 'look' at every thing in the desc just to see if there is more too it.
Mushes used to do this all the time. TinyTIM (probably the first Mush) expanded on Mud's scant in-game building tools into more code-like features to make it easier to do. It's why I started Mush Coding. How to create puzzles. How to create interactive objects. How to have room-based commands. How to create mobs and mob spawners. (Trufax: User-created commands used to be locked exits with a coded fail, @afail. My earliest interactive loops were @trigger, @set, and @if. Who winced? You have no idea how proud I was that it worked.)
What happened was, probably, World of Darkness. The first WoD game, Vampire, came when all us casual coder kids and online gamer brats were in college. Here was this cool, edgy game where you could be the bad guy and sulk in the darkness and listen to Rage Against the Machine all night and never die and oh come on, it was the nineties, what do you expect.
Anyhow, having a simple platform where you can quickly prototype ideas meant that you could build, code, and socialize all within the same space. It just so happened the first WoD game was a Mush and not a Moo (which probably would have changed everything).
@Kestrel, I'm drawing your attention here in case you're skimming (god knows I do): Moo used an in-game editor but a more realistic, flexible language. One of the single worst things about using Mush for coding is that it can be ten times harder to do something cool in Mush than almost any other language.
It's not that Mushes can't have mobs and things, a gigantic game called Firan proved that wrong, it's that it's not worth it. I mean, we're busy implementing a codified RPG. God, the language code we used to have was pretty damn complex too. At one point, if you knew French you could pick up smaller snippets of other Romance Languages depending on how similar or dissimilar they were from French, all the way down to "I don't know what they're saying, but I know that it's kinda Greek-like" for 'Ancient Greek'.
You want secrets? Damn did we have them. It's possible. It takes time, but the most important thing as a game is will someone use it because if not, why bother? And people started complaining about it. And we killed the general WoD secrets culture. And it faded into obscurity.
I also remember Mud School. Mush and especially Penn had the same thing. Most of it's online. Most of it's helpful. If you remember the "Free Code Room", I stole that from TinyTIM's "MushRoom" (puns and puns). Maybe it is time to stop constricting build quota.
@Lotherio said in How does a Mu* become successful?:
Also @Thenomain mentioned considering changing from pages to grid wandering.
I am an Explorer. Above all else, I like finding new places, new things, new people, new ideas, new events, new new new. If I can't find it, I make it. (Coder, duh.) If I can't find it or make it, I get belligerent and sulk and sometimes I lash out. It's a problem and therefore it must be solved, and if I can't solve it then why am I there?
But I'm curious if MUSH could benefit from some of these concepts, dark grid, unfindable, interactive descriptions.
See Above: Been there done that. Right now the culture in WoD Mushes (specifically WoD Mushes even if they're running Chronicles) is to kill the OOC Drama. That doesn't mean you can't try, but I don't think that will be the tipping point to gain or lose players. I think the game's culture does that, the goal, the interactivity, the staff.
TL;DR: Mushes have become RPG Game System Simulators where Theme is King. They can be anything, but this is what they ended up being. Most people here are WoD Mushers which also skews what we talk about to a kind of insular community, and sadly sometimes an echo-chamber. This number is changing, and at a nice pace, and I welcome the new more open world of talking about game implementation in general.