Tom Dailey wrote: > > -----Original Message----- > From: Daniel A. Koepke <dkoepke@california.com> > To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> > Date: Tuesday, April 06, 1999 9:15 PM > Subject: Re: Sole Coder Project > . > > > >Good muds never come along in 6 months. Maybe the basis of a good mud. > >Just as there are bottlenecks in a single-coder system, there are > >compensating limitations to using a group of coders and administrators. > >Not the least of which is design decisions and revision control. > > > I have to agree with Daniel on this. How many times have you seen an AD > for a new mud, "hey we have olc", "hey we have cool colors", "hey we have > new > classes", "hey we have.." ...but when you get on the mud, the people > running it > have no vision of where they want to go, no master plan for character > creation, > no master them for the world, etc....I bet you could take 3 months on world > design (without building > a single room) alone. > > All that being said, I'd throw my 2 cents into the world side of the > game/design if anyone wants some > help > In my own opinion, I don't think code base is the issue. Granted the time a coder has to actually code, and skill levels will vary, but from my own personal experiance it's usually not code or the lack thereof that will define a mud. You can have a codebase with every feature known to God (or George :) but without builders and a vision it wouldn't amount to much. Well, except maybe to other coders who could ohh and ahhh over what you had done :) Neat idea though IF you could get a corresponding number of truly talented builders behind it RS +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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