> Here's my list of BAD things in a MUD: > > 1. Poor writing > 2. An admin who can't spell > 3. Stock areas > 4. Little or no storyline > 5. Only slightly modified areas (like "Olympus" for "Valhalla") > 6. More admins than players (doh!) > 7. Being overrun by about 30 shouted messages on logon > 8. Having to go through a 15-minute questionnaire procedure > 9. Having to be validated by e-mail by a person > 10. Players with names like "Eidolon who is (bright red) REALLY PISSED at > (bright white) Trejak now because he's (bright green) SUCH a > (yellow) JERK!!!!!!!!!!" > I have one problem with the above list, and that is number 4 on the list. The MUD really should not have a storyline, unless it is a history, the mud should BE a story, not preplanned quests and things to do, the actions of the people should be the plot forming element. I see this with too many areas these days. People build a specific idea into the area, such as kill the big bad dragon in a cave thats at the center of the mountain. What if the character doesn't want to kill the dragon? What if they want to just go through the mountain to get to the other side? I think the world files should just be that, a world. The word "Storyline" to me means linear plot, and thats no fun, if you let the characters form their own events by their actions, it also makes it entertaining for the admin to watch (it gets quite boring knowing what will happen before it happens). Hope my ideas mean something, if not, oh well, everyone's entitled to their own opinions. Happy Mudding claywar +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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