Showing posts with label MUD. Show all posts
Showing posts with label MUD. Show all posts

10 June 2011

Multiplayer Dramas

I was catching up on my reading on The Mud Connector the other day, when I hit this thread. If you are member you can see it, otherwise the summary is this, a player that disagrees with the admin was site banned or deleted or frozen - it happens. He posted in the Admin Ethics forum a complaint that the Admins there were unfair and he is done playing there after "playing there for years'. His reason was that players there are biased, racist and just plain rude to people who are not like them and the Admin does not punish their friends, but does everyone else.  That is not really the purpose of that forum. It tends to be a place where administrators, builders and players discuss ethical issues regarding their game such as is it right to play a mortal, code pirating and lifting etc. Although it is a fair discussion to start, just not one that should be done by naming names and  as the poster himself states to force game owners and admins to change through peer pressure.  

 After much back and forth and ridiculing of people in general some good naturedly, some not so, one Admin posted something that I think is one thing everyone forgets. I do not know how to link to a specific message there so it is visible to non members  there so here is a slightly edited version.

 ...snipped quote... 
The simple fact is that no MUD has any requirement to treat players fairly. They are not even schoolyards, which have rules with some enforcement and supervision; they are instead sandboxes or playpens. Unless the game's admins attract law enforcement activity or prompt their hosting provider to yank them for allowing something blatantly illegal to go on (like letting people use channels on the game to trade kiddie porn or some like that) or the overall game owner who provides or pays for the hosting gets sick of it and pulls the plug, a game can go on for years just for the benefit of the admins and their friends. 

 Now, that is true. But most owners and people who run games that I know try to be fair. They try to make sure everyone has a good time. That means most have a few rules and rules have to do with respecting other players. For the mist part every GM, Admin, WizOp etc, I know hates having to play nanny to players who cannot understand that sometimes their way of having fun destroys a game for others. Most withstand being called names, accused of unfairness as above and even shield guilty parties (for a while) from the wrath of the other players.  But GMs behind the the toon are human.

So, what I am trying to say here is before you go posting things like that think about a few things.

1. Why? If you are DONE there why deal with it at all.
2. Why answer an unfair admin in a public way or pick a fight with him in a public forum of his peers and most likely friends.
3. If you call the Admins names or insult them do you really think that will make them want to be fair to you or help your cause ?

This to me is one of the things I have never understood. When I am done with a game be it board, online or console I put it away. If  I am done for good I delete all, sell it, or in worst case scenarios throw it out. This is what most normal people do.  I know gamers are not normal, but then again we all move on to other games. To use board games as an example, I do not play Snakes and Ladders anymore. I may have played it with daughter when she was little. Now she has outgrown it. So it was given away to someone who might enjoy it.  I do not blame the game for it being no fun for me anymore.

The second is a bit more difficult to address as it deals with personalities. So let us liken it to a work situation.  If one employee is constantly gossiping, using racial and sexual slurs about others or you or harassing you in other ways, the obvious thing to do is ask them to stop. They may not realize the current joke about (insert nationality, race or other sensitive topic here) is offensive to you. They will not ever realize if you do not speak to them.  If that does not work, then avoidance is the next logical step. You have to work, you may even have to work with the person, but nothing says you have to have anything other than a work-related conversation with them. The last step is to ask a supervisor to step in and mediate or speak to them. If all of the above fail and the person makes it impossible for you to work there then the answer is it is time to move on.  If you really love the on-line game I suggest you try the above. Otherwise just skip to the last step, unlike work you do not HAVE to play there.

The last is to me the one that confuses me the most that people do not understand.  If every day you went into work you insulted your boss, when it came time for a promotion it is unlikely you will get one. Even If you are correct in what you say, lack of respect in how you are expressing yourself is not doing you any good.  I have had bosses reprimand me for regulations they consider idiotic or stupid, but part of their job is to ensure the regs and SOPS are followed. If usually, they agree it is stupid, but we come to an understanding of what has to be done through conversation.  I have never been written up for any of those incidences because we listened and spoke to each other. But if I had constantly undermined the supervisor's credibility and authority with co-workers, if I had insulted her outright daily by accusing her of favoritism, if I had accused him self-service only his own interests to his face, or even pointed out only mistakes made and lack of knowledge. Then when I brought before my supervisors with a minor infraction, I doubt any would have listened so fairly to my defense nor would I have gotten off with a just warning. Would it be fair, probably not, but what should I expect from someone who has been disrespected so much? Bosses are only human.  So are GMs.

The upshot of this is in gaming as in work or life people are still people behind the toons. Before you complain about how the GM is treating you,  look at how you have treated him.  Before you complain about others making comments about you based on your toon or what they perceive to be the person behind it, ask yourself what assumptions have you made about that player. If you still see no reason, then there are only one of 2 possibilities - you are the problem or they are the problem.  Either way it is time to move on, not look back and grow. If the same issues arise elsewhere perhaps it is you. If not, it was probably them. Either way you are out of that situation and in a new one where you can enjoy yourself leaving the others back there to do the same.

24 May 2011

Generations of Gamers

I was standing around on the MUD talking to a clan member. He is an older player (in playing years on this game, not in real life age), so I was not surprised when he uttered words to the effect of  "90 percent of the new players today would not survive a week back in the day."  At first I shrugged off the observation as the usual nostalgia for a Valhalla that was crowded and somewhat simpler, but then I thought about what he said.  In some ways he is correct.

Before you all shout TRAITOR! at me; hear me out. I stumbled across the MUD on day when looking for something else with the name Valhalla in the site name. I was excited, I book marked it went on with what I needed to do and then forgot about it for 2 weeks. I was doing  my usual bookmark maintenance on my browser when I saw it again. So I fired up the old telnet window and went to check it out, muttering that I neither  had Procomm Plus or any connectivity software I could write helper programs in. I did not have even a rudimentary mud client. It took some configuring and about 3 days of trying to figure out how to move, speak and perform the basic commands. Look was easy, but the rest depended on the engine back in the day as did the help files this one was actually pretty friendly Help returned information of how to use help. So I settled back and started to read.

That is the first thing I HAVE noticed about many modern gamers, if it is not in a wiki or fed in small doses as they start, it is too hard or not user friendly in their eyes.  Guess they never played Zork.  So I read for a while off and on for 3 days.  I made sure to find the rules and read them.  Very few people are about if any but it is in wee hours of the morning my time or around lunch. Most people are in school or at work.

On the third day I log in starting to get the hang of it now  and get shouted at to change my name, by players and admin. Oh shit an admin, guess I better change my name.  I had used ZetaThompson when I made the character because I was used to door games that created an account based on your BBS login. This was a direct connect MUD of the old skool, like the ones I used to pass through BBSes to get to at Universities. If a Sysop told you to do something you did. If an ADMIN did you you did so IMMEDIATELY. These days people argue. They complain if a name like ZetaThompson was not wanted why is it not blocked?  In those days if you argued with an ADMIN you got deleted and ip blocked. Sometimes you got blacklisted among the MUDs and other door games - especially if you were suspected of being a rabble rouser.

Old MUDs were pretty simplistic and most were auto PK at level three. That meant at level 3 or 5 you were killable by any other player. It did not matter if you were level 3 and they were 50 or 300 or 3000, they could and in many cases would kill you. They would loot your corpse and they laugh at you if whined. So when a player shouted make it something easy to type, I did not comply. I made it easy for ME to type.  I logged back in with a new character and then someone pointed out the sign that I should have read. It started the newbie training. I started it and completed it, dying once, maybe twice, during it not bad given some tutorials. Then I went off to find my guild and train. I messed up my stats big time. Everyone does. Apparently I exceeded expectations on that one. I have seen present day players delete and start over if they are even 2 points off on a stat because they must be PERFECT in order to compete.  And to make matters worse if you ask 3 people what the perfect tank is you will get 4 different answers. The concept of playing a character that is less than perfect and making it work is not acceptable to many modern players. They want the answers now so that they can dominate the game and win it, except there is no win on a MUD really. This seems to confuse many and they leave feeling cheated. There is no end to the MUD, it is a world in which many stories take place.

I of course picked the worst path for a newbie, but I stuck with it. Eventually I made a second character.  I found out a lot listening to players and not talking much. I played a role with my characters, one acted a bit flirty and dumb (she is the assassin), the other was her brother who was very polite, quiet and ready to do anything to protect his sister, even though he was ready to strangle her more than once. When he was turned female by another player I played along. A small group of us (3 maybe 6 players on a good day) ran around exploring working on quests and getting killed a lot. We had fun.  After about 2 months I hit level 50, adult on this mud, but by no means finished.  I averaged a level a day that I played, I read the rooms, the quests, looked at things in the donations hall. I tried different commands sometimes to my death, sometimes with to no avail sometimes with expected or unexpected results. The first quest I accepted took me almost 2 weeks real time to complete. Probably about 10 hours playing time. I could not find that garlic.  Finally I asked. Now players are upset that we do not have a WIKI with all the answers on it.

Finally, I started running with the big boys. The screen scrolled so fast as we ran the exp grind it made me dizzy.  They told me do not bother to hit on telenet. I asked about clients after my stomach stopped churning, got 4 or 5 different recommendations - each had their favorite - and picked one. I bought and installed it, no more than 2 weeks later and then donated to the MUD. It was not much, but I appreciated the coders and owners letting me into their home and all the work they had done and hey 15 - 35 on a game is cheap. So I became a long term player of the game.  Now many new players come in and donate immediately figuring the more they pay, the more they will get in considerations from the admins, owners and of course get a better character out of it. The thing is, one of the best PKers on the MUD was so for 3 years with no Personal Items and having not spent a cent on their character.  Skill matters most, even today. equipment makes the skill more effective, but if you do not know when to heal, when to cast, when to trip, you will lose against an equal or even lesser player.

This is how ALL games and gamers should be I feel.  They should be fun. But alas many people who play games are not gamers, they are merely people looking for a shortcut to winning. They want the titles and the rewards and the equipment. If they are not good enough to get them or miss out because they are limited they will do anything to get them from another. I have heard of players asking ADMIN for quest answers of quests no one has solved yet so they can get the reward and accolades of being first. I have heard of players wanting to pay for whatever is needed to win a contest because they did not have time to do it but wanted the reward.  And of course there are the ones that find ways to cheat and get more than they should have.

All of us know these people, we have seen them on Guild Wars, WoW, Eve even Neopets.  They hack or buy their characters. Someone else does the work and they reap the reward. Then when they are deleted by the admins or the GMs, they whine and lie or worse act as if what they did was fine because it is just a game so it is okay to cheat, break rules and then get angry at the person who caught and finally punished them.  These people are not gamers and my clannie was correct back in the day they would not have lasted very long. They would have been PKed off the game by the real gamers. The lesson is real gamers know they sometimes do not win. The challenge is to do better each time. That is why the DIKU coders are now experts in their fields. It is just a shame that the legacy they left for future generations is now populated with those who do not understand that the game is reflection of life. Sometimes it is enough to just survive and improve.

12 April 2009

What does an admin do all day?

The other day I was on Guild Wars. Players as usual are standing around talking in Ascalon. One was trolling for flames. People got upset by his or her verbal abuse of others and started trying to report and get an admin to respond immediately. When they did not, players immediately began complaining about the admin staff.

Ok so, you have a favorite game that you play online. Suddenly something happens or is not working as you think it should be. So what do you do? Maybe you look for an admin. But while one shows as around, they are not responding. What DO they do all day anyway?

Well first let's start with some information. Some games have 1 admin (most likely the owner/designer whatever) while others have 20. Specific tasks differ according to the game, but here are some of the tasks that are assigned to admins on any game.

Read and respond to mail sent to admin.
Check bug reports sent to admin.
Check reports of cheating sent to admin
Prioritize both of the above for action
Ban proven cheaters
Check with other staff members as to actions they have taken
Check change log
Recover/reset passwords
Read complaints about game balancing
Read ideas for game balancing
test and monitor new areas and areas reported as having issues
perform copyovers or reboots as requested by builders or other staff
(and sometimes by the players)
And be visible at times so the players know that the Admin are around.

Getting the idea? Now places with multiple admins split up these tasks, but 10 to 1 they add more such as Play testing, Code review, implementation, coder/builder liaison, etc. Unless it is NC or Blizzard, you can bet that the Admin does all of this unpaid. Some places even ban the admin staff from playing the game they admin. (though this is an unwise move on so many different levels that companies that do this are far and few between.

So please remember before you throw a fit that the Admins on your favorite game are never there, that it may be true - but most likely they are just busy trying to make the game a little more fun and or enjoyable.

03 October 2008

Thoughts on gaming

I have been thinking about gaming and gamers a fair amount lately. Seems that this is latest manufactured marketplace. What does that mean?

Well, years ago I was an IT professional. I sort of fell into the position because I could read the LAN manuals. I found I liked it. So, i started coding, DBM, etc. Being a D&D player, somewhere along the way I discovered or was introduced to online and PC gaming. BBSes, door games, direct connection to another machine and across the company LAN were the early days of competitive gaming. Then came MUDS. In their heyday MUDS would have maybe 200 people logged in. If their muxes and modem banks could take it.

Then Consoles got into the act (Yes, I am skipping a lot.) Dreamcast started Phantasy Star online. It was a big hit. But the Sega died in the Hdw market, But not the idea. Now Xbox, Wii, PS all have online possibilities. WoW has taken D&D's spotlight as the devil incarnate. And suddenly thousands logged into one game is not uncommon.

Yet still the gaming companies seeks more for their market. So what happened? Why the boom in gaming? Or s it just that we all came out of the closet at once? I suspect it is not so much a boom as a unification in some ways. Remember when I mentioned back there that MUDS had maybe 200 logged in at a time? Multiply that by the list of MUDS that are active on The Mud Connector. Now add a few hundred more MUDs.

It is not that there are more gamers. It is that we are now identifiable. Yet to the gaming companies it looks like a jump. More on this next time.

28 September 2008

Mud promotion

So you are an admin of a MUD and you have noticed a drastic drop in players. Other than the things listed below what can you do? Everyone seems into lists these days. It goes with less time and short attention spans so here is a list.

1. First and foremost LOG in and play your MUD. Yes admins have to show a presence, but they should also play on the mortal side. ALOT. First it shows activity. No one likes to log into an empty MUD, second it keeps you in touch withwhat it is like to start out low and work up. If possible keep the character's identity secret from other Admins. It let's you see how they work from the user side.

2. Talk about your mud on Mud sites, gaming sites, blogs. I don't mean talk incessently but mention it or better yet, just add the info in your signature file if the site does not object.

3. Get the players involved. Start a MUD newspaper featuring their writing. Hold meetings with all clan leaders regarding clan wars, turf whatever. If you have an RP mud work with them on the plot.

4. Hold weekly or bi-weekly OLQs or an xtra reward day like double xp or rare item drop. THat is what the MMOs do, take a page from their books.

5. Offer an incentive program for people to bring friends to play. Nothing big and make sure the friend stays to play at least 3 months (6 would be better) But a special item or extra xp would be nice. Maybe a skill boost even.

Add any you may think of or have tried in the past that has helped.

02 September 2008

Game Promotion

Ok, let's say there is a game you love. But even WoW seems to be feeling the pinch of the economy. They came up with the "Get your Friends Addicted" promotion. It promises "If your friend/family member purchases a full copy of World of Warcraft and pays for a month of subscription time, you get 30 days of subscription time FREE!
If your friend/family member pays for two full months of subscription time, you'll receive an exclusive in-game zhevra mount!
" As well as, 90 days of triple xp whenever you and your friend play together.

So, Muds, strat games, everything are emptying for this promo. It is sad, but your favorite game does not need to suffer.

Ok so the game is free, can't pay people to play there, or can you? Maybe not real money but what about triple xp weekends for groups over 5?

What about special items created just for playing on a certain date?

What about OLQs?

Fine you say, but how do we let people know if they are all off playing WoW? Ahh there I can be of some help:

Here is a list of places that are good for MUD, MMO and online Strat Promotion


Gamer DNA (formerly Guild Cafe
A place to set up a page for your clan for free. Promote your game and your MUD. It is heavily WoW and Warhammer oriented, but I have had some oldbies check in after they saw Valhalla there.

Mudlists
This site is all about MU* promotion. Free banner displays (as well as paid)
a forum for your MUD. Lots of friendly people who will help you in promoting your game.

Web Gaming Friends
A social network for gamers. It covers all the NOT big MMOs

31 August 2008

Gamers are never happy

Why is it that gamers are never happy? Example, the MUD I play and build on for went through a period of seeming inactivity on the part of the ADMIN. Now they were not inactive, but they were doing a lot of work on the engine on the type of things that are not noticed by the players (if they go right that is, if they go wrong, well crashes are always noticed.)

So, after a lot of complaining and some desertions, we did a few high profile things. We brought back the paper, implemented 2 zones, started 2 more builders building and did some cosmetic stuff. Yet, now I am hearing players want more ADMIN visible all the time.

Why? If they are visible they get bugged. If they are talking to players then they are not fixing stuff. Now I admit the MUD does need more Admin characters, but it also needs more players on to warrant that. ATM 2 seems to be enough. Some people suggest raising builders to ADMIN. The issue with that is too many builders in the past have cheated when they have been admin. They have helped their friends, they have put back doors in zones that only work for some people, they have duplicated characters, eq and run them.

Now, don't get me wrong; there have been honest admins who were good. But there have also been the other type and honestly among the present players, I do not see anyone knowledgeable and trustworthy enough. There are people like me who are honest, but have little knowledge of the engine code, and ones that are great at the code, but have a past history that would make the owner worry a bit.

So be happy with what you have right now guys. And maybe some builder will shine in both needed areas. But until then, be happy the MUD runs with the Admin there is now.

27 August 2008

Girl Gamers - Part 2

Ok, now that I have had my rant about people wanting to market to those among the gamer community who happen to have indoor plumbing instead of outdoor, let me go off on the community itself.

First there are the members of the community who seem to believe there are no female gamers. That all gamers that run under a female name are male. That no female is capable of playing a game much less coding one. See one of the comments a member of the marketing panel (male member I should point out) was that the industry maybe needed more female coders and builders to draw more "girls" to gaming.

Ahh well I pointed out to him and I will again remind people of the history of female coders in gaming. There was woman on the DIKU development. Pickle Wars was developed by a woman, who else would think of using a salad shooter to disable aliens? They exist, look at any game you love. Maybe there is a female coder on the credits, maybe not, but the fact remains they exist and have for a long long time. The problems are either they do not get much recognition or like me , they tend to be gamers first. Yep they are not INTO making something just for women, they are into making a good game. Or they spend hours, weeks, months developing a game to have the project leads and/or the VP take the credit - like most of the other coders on the project.

So, you want more female developers? JUST HIRE THEM! I know of many women who are in the industry and out of a job. No, they may not be game developers per se but I bet they could blow away half of your C++ developers. Hire the developers and teach them the industry. Give the team time to develop a good game and listen to them when they say something is not working right. Oh wait, maybe you should do that with male developers too. Bugs might not run so rampant in games.

So, why this sudden concern that women need to be game developers? Because the gaming industry has peaked out. Yep. See it used to be people learned to code well then learned to apply that to an industry. But now people teach how to code for a specific industry. Well, gaming has finally ceased to be the loose cannon industry and has become big bucks (thanks for that WOW). It has ceased to be where the independent thinkers and developers go and become a product a label and set of people to market to. And guess what, they are running out of gamers. (Maybe they NEED to produce better games, but we won't go there.)

So they need to create a new set of gamers. They are trying to convince us that women need to game. Now how are they doing this? by showing a bunch of girls around an Xbox. They are having fun. They are all hot. They are gaming in full makeup. Ok that is just an insult. I used to come home from work, cook dinner, take a shower, change into sweats and proceed to blow the hell outta things in Doom. Especially if the marketing department pissed me off. Then I moved to Dungeon Keeper, now it is Overlord. I play MUDs. I build for a MUD. I write for various gaming sites. I do not wake up, put on my makeup and get all dolled up to blow things to bits. Neither do any men I know. When was the last time you saw someone at home playing WOW in suit?

So, how to convince girls that gaming is something for them? By putting women in prominent positions on the the game dev team and marketing that. Only thing is, if the developers all look like the girls in the pictures, we won't buy it. We won't buy your con nor will we buy your games. BE REAL. Just hire excellent coders no matter what their gender is. Let them create good games. Market the hell out of them and price them reasonably. We will come and we will bring our friends.

16 February 2008

Gender treatment - originally posted on the Mud Connector

Ok I keep hearing about how females are treated better on MUDS by players than males so I conducted a little experiment. THe idea was to prove my male friend who keeps telling me I get more help than he does wrong. I hit a few MUDs and MUSHES and had some interesting results. No MUDS will be named. I do not wish to start a flame war just to let owners and players know what happened so they can perhaps keep an eye out for the negatives and encourage the positives.

First the set up

From home I created a female character newbie (called Mary below) fighter or rogue type
From another location I created a male character newbie. (called Fred below) Fighter or rogue type

I kept race, class and stats the same or as close as I could except in cases where the MUD engine made adjustments for gender. Characters were created about a week apart.

Here is what happened:

On muds that were mainly hack n slash (fighter types with same stats and race)

Mary got a lot of help initially, mainly from male characters and female helpers. She received a lot of attention and then when I refused to talk about myself personally, interest from the male players waned.

Fred was ignored except for being 'checked on' or when I asked for help directly with things such as corpse retrieval or directions to an area or mob. When it became apparent he was going to stay and was not going to be a nuisance. (I tried not to be a nuisance) (levels 5 - 10) He was accepted as one of the guys and invited into groups more often than Mary by other players.

NOTE: One MUD with a particularly low number of players online at the time I would log in, treated both characters the same. Lots of help from everyone and interest in how the characters were coming along.


OK my friend was right. Females do get more help starting.

RP enforced MUD's

I did not 'test' any MUD that required clearance for RP by sample posts or logs sent prior to being permitted to play. I attempted 2 of those, did not receive an accept or deny in what I considered a timely manner (3 days) so crossed them off my lists.

Mary received about same initial help as Fred in stat/level building on most. Only difference I found here was Mary was walked through or to places a bit more and received less explanation of how things worked or the nuances of the IC politics and situation than Fred.

Mary's RPs seemed to be centered around romance or dating more than Fred's. Most RP offers came from males. Attempts to RP with females tended to degenerate into more OOC chatter than RP. Refusal to divulge personal information was accepted by females in most cases, by males in a few cases it was immediately assumed I was a male playing a female character. IC RP topics religion, backgrounds, business plans, confidence games and romance. Many with other females seemed to degenerate into catfights for the amusement of others on the MUD.

Fred recieved more offers to RP from females and males than Mary. The female characters were more forward with sexual innuendo and suggestions to Fred than males were to Mary. At times I felt like I was being swarmed by the women characters on the MUDs. OOC chatter with females made me uncomfortable (most likely because I am not male - they wanted to know more about ME than my character). Refusal to divulge personal information caused some to stop speaking to me, others would not stop trying to find out OOC things. IC RP topics included power struggles, conspiracies, religous arguments, confidence games, competitions and romance.

Fred spent more time overall in RP than Mary and the topics inpacted the overall story more than Mary's did.

OK We were both right. Initially the female got more more RP, but the male got more significant RP and his invitations went up, as hers went down.

PK Muds (non rp enforced)

Mary was assisted much more in gaining eq and levels, but was attacked less overall and largely ignored. Mostly IMMS older players and long time players offered her advice and warned of PK tricks used by other players.

Fred was assisted somewhat and immediately drawn into PK. Almost all characters had an IC reason or RPed out something before attempting PK. I died a lot. (I am lousy at PK) When it became apparent I was not a challenge, most attempted to assist me in becoming better. Some of the unethical tricks Mary was warned of were used on Fred with no warning.


What I found interesting.
Back in the day there were few female gamers. We tended to hide behind male characters to keep from being swarmed by the guys, that position seems to have reversed. There are more female players these days and there were times I felt overwhelmed by offers to RP. On most MUDs with xsocials invitations to use them were many when I played Fred. When I was running Mary it might be mentioned once or twice by a male character, BUT I had some female characters coming on to me as strongly as males and for orgy type situations.

Possible explantions:
Fear of accusations of harrasment? Fear of my being underage IRL? Those fears do not seem to apply to the women when approaching Fred but they were brought up when I was playing Mary. This is a sad reflection on our society in general.

Fred was privy to more female's opinions of other female chacters than Mary was to info about other males. In one case Fred was told by a female admin that she wanted to run Mary off the MUD because she got too much attention from the guys.

Females DO get preferential treatment initially. It continues to a lesser extent in questing, Mob killing, etc, but NOT in grouping in general.

Males are ignored more intially and generally viewed with more suspicion.

Some suggestions:

*Most SWR MUD and MUSHES have players or IMMS that understand annoyance hunger/thirst/tired spam causes in RP. On almost everyone I was on (6) I received money to have a cyber implant to stop that. No other RP MUD seems to have caught onto that.

SUGGESTION: If you run an RP enforced or strongly suggested mud disable that code, increase the waits or create an item that suspends it. (Or get really fancy and find a way to suspend it when RP mode is on.)

If you have an RP enforced MUD, check periodically that everyone is getting the level of RP and type that they want.

Discourage OOC chatter it breaks a player's concentration Or set up a RL OOC channel and a META GAME OOC channel. Allow only game chatter in the META. OR create an OOC zone lounge that players can enter and sit and chat about rl for a while.

Do not ever assume that any player is the same sex as their character. I was accused of being a male playing a female more often than female playing a male. What is interesting is that the females spotted me as a female player whereas not a single male suggested I was a female playing a male.

Forgot to add this On PK MUds I played a fighter type and on RP I played a rogue type. What can I say I like my thieves and assassins.

OK You were right, Kutter and Whistler.

15 February 2008

More Ideas to KEEP new players - Game Economy

So with any RPG be it multiplayer or not there is a definite progression and one that makes sense to an extent. It deals with making money and finding objects. As a new character in any game you are poor and lost. In an offline RPG you have to spend time wandering around finding things. It used to be you usually got 3 to 5 lives then it was game over. But let's face it what gamer did not save at multiple points in case of such an occurance?

Now for difference with a MUD and that is how such saves as as a consequence such character development is handled.

First there are the MUDs that basically have infinite lives. The Mud I play mainly, Valhalla, is of this sort. You die you sit at Odin, you lose experience and you repopulate in a central spot. Then off you go to find your corpse (Player corpses hang about for about 3 days real time if things are in them). You regain your stuff off your corpse and mutter a lot about lost exp and go on with the game. Now this mud does have a final death due to age. BUT one can remake the character using the same name after deleting the dead one or if you catch it early enough rebirth the
character along a new path. Each have advantages and disadvantages and let a player build a character.

Then there are permadeath Muds. You die, you recreate. Some are even set so that you cannot recreate using the same character name for a period of time at least. These are most realistic and tend to be more RP oriented or use the MUSH engine. Some are types of RPGs that reset every so often to allow all players an even playing field. These are probably the most frustrating for a new mudder.


Then there are the hybrids. SWRs tend to be of this nature. They seem to have originally been developed as permadeath but somewhere along the versions copies were permitted (clones, memory saves, magical copies). So your character is frozen in time as it were at he point that you last chose to save, like a stand alone rpg. Usually there is an in game cost associated with this from incredibly high to very reasonable depending on the game.

Most online games have a group of people who are designated to help new players. Many of these are just long time players of a game, some are IMM level, some are that dubious halfway between IMM and player. The good guides sort of mentor the newbie and keep close to them telling them where not to go what not to touch and let them wander on their own. This actually works for all three types of games. HOWEVER, money is where the problem starts.

You see it takes money to make money on all of these games. Now back in the day when muds ruled you would get 40 people on and lots of help offered and received. Lots of things in the donation rooms, things that help a newbie start out. EXPENSIVE things, hard to get items from hard to kill mobs. These days muds have fewer players. Yet the case still holds that the big players have the cash and the power and the new ones are learning.

So, my suggestion is this - make newbie shops and vendors. Characters can buy from them until level whatever you mud decides is avatar (50,60,100). On games where one needs components for spells or skills, sell those things cheaply. limit sale to a character per rl timing (say 5 or 10 of an item every 2 hours). The price could either rise according to the character's level or once the character hits the designated level they can no longer use that vendor or the prices change to come in line with the rest of the MUD economy. Which should be EXPENSIVE.

The way most muds are now, the players that need the it the least have access to the most inexpensive required items because they have played there the longest and know everything. Yet it is the newer players that need encouragement to stay and build. So, make it gradually more difficult so that your long time players with big characters are not sitting on all the money and the little ones get discouraged and leave.

Second suggestion: allow a donation bonus to the big boys. If a character donates newbie gear or items to a donation area that has a level limit set on it they get bonus points of some sort. Som many points and they get a special item. THat would also stimulate game economy. Make the big boys spend their cash and help the little ones become big ones. It is hard enough getting exp and training stats since training costs money. The big characters usually have trained everything. let them 'endow' a newbie. This might give the old timers a fresh look at the game through a newbie's eyes and ease the workload of guides. It would also encourage older players to make friends with newer ones or even with older ones they might not have interact with much. Set up a locale where oldbies can adopt a newbie. Randomly assign the two players. At first, sort of keep them apart, letting the old player know of his newbie's progress then say around level 10 have them meet. Now only some of this can be done via code, but it might lend to some interesting new player and character relations. Imagine a trandoshan newbie on an SWR Mud finding out his mentor is a Wookie. That would set up an interesting roleplay situation.

If any of you have other ideas go for it. Post them in the comments.

25 January 2008

Fear of change and it's impact upon playerbases

Ok so, We all know about fear of change. People fear change. Why is that do you suppose? I heard the phrase yet again today as an admin was discussing plans for changes on his mud. The discussion was taking place with maybe 4 or 5 players and those who were speaking were supporting the change. There was one small voice of dissent. Not even dissent really, more questioning through how would this work, why are you considering this, what about players that want xyz.
Yep you guessed it the dissenter was myself. Sometimes I play devil's advocate, sometimes I truly question why, sometimes I don't like the idea myself. However the issue I wish to bring up is not so much the change as the reactions to the voices against it.
Once upon a time a long, long time ago a group of people got together and decided to make a game that could be played online. This produced a whole genre of games collectively called MUDs. Let's ignore engines, graphics, etc and call all of the MUDs for the sake of this discussion. (Yes that includes things like WoW and most ESPECIALLY things like WoW) Now this group of people made a system and played it and everything was happy and sunshiney because they were all friends. Then the OTHERS came.

This happens in any MUD, one person or group starts it and invites their friends to test it and play. If the MUD is good then these tend to become the first core of players They in turn bring friends who join in, these become the second core. Rinse and repeat to form a MUD's playerbase. The type of MUD does not matter, The genre does not matter. For any successful open to the public game this is how they tend to grow.

Now gamers tend to be fickle by nature. Star Wars may be in today and Shadowrun tomorrow, next week it may be Dragonworld, who knows but one thing is sure. Players like change as long as it makes the game fun. They hate it if it limits their ability to enjoy the game. The problem is the larger the playerbase, the more different definitions of fun you have.

The secondary problem is that for each generation of player, if you will, there are those who stayed with game for a different aspect. Here is an example; the MUD I play the most and have played the longest is very old - over 20 years. The engine has gone through many changes. One of the changes implemented before my time dealt with the class system.

The old system was - you joined a guild (let's say you are a fighter) You learned all you could there or all you wished. Fighters as everyone knows value strength, so it cost few points to train your strength there. But brain, something which most system fighters have little, costs a lot. So, after a character got all you wanted it to from Fighters Guild, you would quit the guild and then join a new one to learn new skills. Thing is you could never return to that guild so you had to get all you wanted from it.

This method worked fine - for a while. But then people got bored. There were still many players, but the old ones had few challenges. New ones however were just learning the system. So when the MUD Admin decided to change to an engine that used a 3 guild path system (Yes, I am cutting out a ton of stuff here ) Some players thought it a great idea. Some probably SAID they thought it was a great idea because they are the usual sycophants one gets around any Admin type. Some said the idea was lousy, some said nothing at the time.

The change was implemented. The Mud lost some first and second core players, but kept quite a few. Thing is they also gained some new players. Well the first change didn't work so well or maybe it did, and some just became noisy about what they did not like while others stayed quiet and played the game they loved. But Admins know only what they hear, so more changes went in and more and more. Most of the old core left. Most of the second core left. Eventually the mud went from 30 players at a time to 10.

It happens. Now there is a new crop of players. Most of us are used to the NEW way of character development. Honestly, I like it because it takes less time to build my character and it allows changes in guilds to occur and for me to benefit (or sometimes lose out) because of the fact I am still a member of all 3 guilds. If the admins add a new weapon skill, I can learn it. Yes it happens because new areas added to the MUD frequently add new weapons, same with spells etc. Some do not like it. Most of those who did not left. Some noisily, most just faded away.
That is the nature of gamers most of us tend to just leave and go find a new game. One we like. Maybe one that is in the current popular genre.

Let us examine this same phenomena with RPG based MUDS. There is another layer if you will added to the mix. This is the layer of player interaction affecting the playerbase. They tend to develop initially in the same way, a core group that invites others that brings in others. Some players are skilled at RP, some are not. Sometimes new players have totally different ideas than the storylines than a group has followed in the past. Some are good some are bad. One never knows until one has tried them out.

If one gets the chance. Because you see each new player changes the MUD a little with their characters. On an RPG MUD they bring their own storylines, their own character quirks, and most of all the own player's perceptions of what the MUD is. Sometimes, not knowing the old way is beneficial, sometimes not.

So when an admin starts talking about changing the whole system it sometimes frightens off the new players who have just started liking it. Sometimes they have ideas. But the thing is they are new players, not part of the sycophantic group nor part of the 'inner circle' the primary core has most likely become. The group with the highest level of boredom. So when a new player makes a suggestion it is frequently met with a united front of the old players shooting it down. This usually manages to make the new player feel like an outsider. Comments like "WE like it as it is, WE think it should be this way, WE all agree," Serve only to push the new players away from the main core. If the attitude toward the new players is sufficiently off putting then they will most likely go elsewhere feeling that they are not welcome or wanted.

Think about it. If you were in a group that you had joined recently and everyone was standing around discussing what color to paint their meeting room. The old members wanted it blue because it had always been blue. Some of the old members secretly want it green, but figure if the president of the clube says blue then blue it is anything to stay in good graces. Some say nothing, they really want it purple or pink or yellow, but they figure there is no use saying anything because anything they say will be ignored anyway, then you as a newer member say "I like beige."
The core group turns and says "It doesn't matter what YOU think WE like blue." Now to the old members the core issue is the color. To the new member the issue is not the color but the vehemence and disdain with which their opinion is treated. The obvious drawing of lines of us and them and the new member has just been called one of THEM, nor referred to as one of us. Since the club is voluntary, would YOU stay in an environment where people treated you as if you had no valuable input? Would you remain in a place that is afraid of you not for any reason other than you may bring a change to their comfortable and boring interactions. Would you remain where you are not wanted, where you are 'not one of us?' Next time you wonder why the playerbase is so small, look at how you and the rest of players treat new players. The answer may lie there.

30 October 2007

Types of Roleplaying Game

I promised this long ago and am getting to it just now. Sorry, I tend to get distracted and go off on rants. If you have not noticed.

First there is the old childhood game of Let's Pretend. That encompasses things like Cowboys and Indians, House, and whatever else you can think of. Frequently it involves using whatever is at hand to enhance the game. Lines in the dirt to act as house room divisions or a DMZ for war games. Odd pieces of fabric or an old blanket to make a cape for a superhero or a robe for royalty. You get the idea.

There are two basic older (adult) version of this. Historical reenactments is the first. They range from Ren fairs to battles. Form a few hours to all year around. Costumes are elabprate as are props and the general "play area". Various groups and people devote a lot of time and effort into these productions. SCA, DAR, and other groups.

Then there are LARPs (Live action Role Playing) Usually a group dresses up in costume and makeup and act out a game. World of Darkness LARPs were big a few years ago, Shadowrun seem to be now. They tend to be based on table top game ideas and expanded upon. Players usually devote no more than a weekend and many are incredibly creative.

For the players who prefer less public attention but still like face to face social contact there are tabletop games. D20, or any other system involving dice, paper, and a lot of imagination. They are refereed by a GM or DM and can run for years off and on. Genre include everything from Cowboys and Indians (or Zombies) to superheros to good old fashioned Dwarves, Elves and Evil vs Good. Dungeons and Dragons, Starwars, Shadowrun, Cyberpunk; you name it there is or will be a system for it. Or one that can be adapted to it.

Next there is chatroom or even gameroom play via computer. Some sites have die rollers for the game, others just provide a chatroom. Either way, again it is a group getting together to work through improbable problems with basic team efforts.

MUDS, MUSHes, MOOs, MPORGs and MUCKs are next. Frequently these are a game online that can be played with little or no roleplaying, or with full scale characterizations. It depends on the players and the Admins. All have a environment set up through areas built that lend to the atmosphere of the world. Some the IMMs or Admins are very active in setting up a story line others are left open to the player.

PbM - play by mail or play by email. These tend to be be less popular these days, but it is a type of interactive writing between several people. Usually one functions as a gamemaster or coordinator to ensure turns are taken in order and people only see what their character would see. It has been replaced mainly with Play by post.

Play by post or Forum play is very similar to Chatroom play except it allows people to publicly post their character's actions and part of the story when they can instead of having to set an online meeting time. Moderators or Site owners usually function as DMs.

Next time a bit more information on one or more of these styles.

19 August 2007

Role Play Muds

Many years ago Dungeons and Dragons became popular as a Role Playing game that had a set of rules. It was a great idea. It kept players who wished to Roleplay from making statements that made them gods and let people still work creativity within a structure that tried to ensure everyone had fun. Of course this eventually spread to the world of mudding. What better environment for something like this than a MUD?

Now here are the neat outcroppings

1. An environment with which to interact
2. A variety of people and skill levels at RP
3. The ability to play multiple character types with no one knowing who is behind the character

Here are some not so neat outcroppings.  

1. Players tend to rp the same story over and over
2. Admins force the RP
3. New players are excluded from older players RP


Now some of the last three have been addressed elsewhere in this Blog, but the third one really bothers me. I have been wandering through MUDS lately.  I have found one I like that is RP enforced.  At first it was great.  People there are nice and happy to see new players arrive.  There were many people I knew from other sites, I see them less and less now though. There are OLQs, the admins seem like nice people, a lot of the players seem truly happy to have new blood and the MUD engine has been heavily modified to enhance Roleplay.

So I kept my head down and RPed some with people and watched.  The set up of this place is a good idea. It has temples and clans.  Almost everyone joins some temple.  Clans are for those characters that are signed to Player Kill.  So in theory there should be a lot of RP for all.

EXCEPT

I got the 3rd degree however from one admin who kept "wondering if it was an old player who
no longer was there" who suggested the site to me. Another time the same admin was certain I had an alt on the site (I do not) and that I had played there a few years ago (I did not). That little piece of paranoia set MY paranoia meter dancing. Then posts went up about so and so has been asked to leave. Two in three weeks, that also set me a bit on edge. But again I do not know the details nor do I care. I went there to roleplay which is how the place was recommended to me. Except it seems to be difficult to set my character's storyline in motion.

It seems that the clans have more RP going on than the temples even though since one is a subset of the other it should be the other way around. After studying this a bit I think I have figured out why. Most of the clanned people have been there a while and while they might stop and RP for a few minutes with a newbie, they are deep in their own story and there is not room for a new player who does not know all of the history. I tried to join one. I was rebuked by the participants.

So another new player and myself started to RP. Again we had a difficult time drawing others into our RP. We changed it, no luck. Finally we went to a stale storyline that has been done 1000 times before. (yeah a sort of Romeo and Juliet type - why does it ALWAYS have to be a romance if a female character is involved?) We got some pulled in. Being a stale storyline it ran it's course and ended. Now the two characters are less likely to interact. So now instead of 2 ostracized new players trying to find something to do together, there are 2 new players isolated. Seems everyone else went back to their RPs.

An old player started a new ALT, came on and announced the RP and suddenly everyone wants to join in. One temple's leader (apparently - this is third hand info)ordered all members of the temple to follow the RP. Interesting. We are back to the usual issue, the same I see over and over on the internet, in tabletop RPGs everywhere, the game gets stale. New ideas and people are introduced, then the old players either fade away or refuse to interact with them. Newness and change make people uncomfortable.


How to fix this? Here are some ideas:

1. Invite the new person to rp with the entire group.
2. Ask them their history.
3. If it is a female character and you play a male do NOT start a romantic storyline.  If you are female, try actually talking to her, not sniping at her.  And vice versa ladies.
4. If you are a clan leader (or a temple leader in this case)  Organize some RP in the group and pair up older players with the new ones.  
5. And last but not least - head out to the newbie areas to RP.  Grab one and show them around - walk slowly so they can memorize routes and use the movement time to RP.  

Or you can keep doing as you are and the new players will go away and leave you alone.

27 July 2007

First impressions are lasting impressions

I have been MUD hopping again. It never ceases to amaze me how many MUD owners do not seem to consider the tone of their rules or their first time login screens to a potentially new player. Here are some examples from real MUDs Beneath each is a rewrite to get the point across without the attitude. Certain info has been blanked out to protect the guilty on the off chance they read this blog and take suggestions to heart and in the spirit they are meant. Please note, if a mud you play has rules that sound very like these, I am not stating that it is a bad MUD. I am stating that my first impression upon logging in was such that I almost left without even checking the place out.

First example:


*This is a role-playing MUD. Your name must follow certain guidelines, or your character will be DELETED. Any inappropriate name will be DELETED at the discretion of the Administration.

*The theme of this MUD is XXX, with emphasis on XXX,XXX and XXX, and the time period is more or less Medieval. Do not use present day or non-themed names. ANY name can be deemed inappropriate, for ANY reason, by the Administration.

*If your name is questioned, do not act like it is the first time you were warned. This is pre-creation, pick a suitable name now, and avoid problems.



Most Muds reserve the right to nix a name. Usually canon, really famous ones (like the original DIKU creator names), and names that are offensive are forbidden. Many places add in out of genre names and ones that are the same as Mobs on the MUD. Experienced MUD players expect this. Inexperienced ones learn quickly. So as I logged into this place I was prepared to skim the usually naming rules, but as I read this, it seemed more and more confrontational. The tone of the last item almost sent me to the next Mud on the list. I hate playing guessing games as to what a MUD deems suitable.

"Do not act like this is the first time you were warned." Well actually, if an IMM said something to me; it would be the first time I was warned. It would not be the first time I knew the possibilty of my name not being what others wanted. BUT it would be the first time I was warned about my name specifically. If there are multiple IMMs and one has seen it and said fine and later another sees it and says it is not, then I would be somewhat surprised. It means the IMMs do not communicate with each other. I continued on because I AM an experienced Mudder and know that sometimes rules are written due to a specific occurance. As a note though, no IMM should ever let a new player think that perhaps there have been confrontations that have affected the entire playerbase. People come to play a game. If there is any indication that one person or a small group of people have managed to destroy the enjoyment of the game for all the other players that just smacks of bad Administration. A reference to a name generator that you approve of for your MUD's theme would be nice also.

Rewrite

This is role-playing MUD with a specific theme. In order to enhance everyone's experience, please keep this in mind when selecting a name for your character. Modern names or ones that are obviously not of the ((insert genre here)) will be deleted as will any offensive names. Please remember the Administration retains the right to deem any name as inappropriate to the MUD and will ask players to change or remake characters accordingly. Polite compliance is expected, if you are confused as to what is an appropraite name, please ask or try this name generator ((Include addy or link)).



This next example was a desc of a MUD's intent. I wish more MUD's had this up front and not buried in rules or history. It tells me right away whether this is the type of MUD I want to play. I hate entering a proclaimed RP MUD to find out that only the IMM's story line is accepted RP or all Drow must be based on The Riftwar's Brethern rather than FR's Drow, etc. So I give kudos to the owners that actually took the time to explain what sort of game they run. Now if the tone was just less confrontational and arrogant.


This MUD is an RolePlay (RP) Enhanced PlayerKill (PK) MUD: You are required to have a general knowledge of or the ability to gain that knowledge of the XXX RPG system and this MUD's interpretation of that system.


If I do not know the specified D20 tabletop system I might as well forget it? I am not good enough to play here? And just how the hell am I supposed to know this MUD's interpetation of that system? For all I know the owners could have stripped the rules and gone completely with house rules. That is what most of us old DMs did. In today's atmosphere of more MUDs than players, a willingness to help someone who wants to learn or just wants to enjoy online RP might behoove you.

Rewrite

XXX is a RolePlay (RP) Enhanced PlayerKill (PK) MUD based on the XXX RPG system. Your enjoyment of the game will be greatly enhanced if you have a general knowledge of or at least access to information about that system. If you are in search of a Pure PK or hack and slash, you will be unhappy here. If you are seeking an active Roleplaying environment, you may be pleased with the changes we have introduced. Many are still in the works and as always we encourage ideas to enhance everyone's roleplaying within the game.


Next:


** DISCLAIMER - Some of the content of this mud may require you to be mature or it at least act like you are. If you feel you may be offended, or for some reason unable or unwilling to handle this please refrain from playing.


That is just plain assuming that people logging in here are not mature. Maturity has nothing at all do with age, it has everything to do with behavior. I have met mature 15 year olds and immature 30 year olds. The tone suggests to ME that the IMM is not mature.

Rewrite


** DISCLAIMER - Some of the content of the environment as well as the roleplaying members may be unsuitable for those opposed to game related violence, alternate religious views, occultism and a miriad of other topics. If anything of this nature offends you, you may not wish to proceed farther. Please be aware most characters here are adult characters and as such are expected to play the part of an adult.


I suggest every MUD that allows PK or is a PK MUD include some disclaimer similar to the following.

S T O P: READ THIS BEFORE ENTERING!!!! THIS IS A PK/RP MUD!!! That means if you ((PKjoin)), you can be KILLED by other players. If you opt to remain ((UNJOINED)), you do not have to worry about this, and continue to play as normal/boring. If you do decide to ((PKJOIN)), you must live with your decision, since it is non-reversible. Also, you are responsible for knowing the PK/RP system. If you are ((PKJOINED)), and you are killed, do not whine, you chose to ((join)). Read the help and ask around first!



My only complaint is this line:
If you opt to remain ((UNJOINED)), you do not have to worry about this, and continue to play as normal/boring.


The tone of this is that well it is ok if you choose not to PK but you are boring and a bit of a coward. I actually have no complaint with the other phrase many may see as confrontational. I have heard too many PKers whine when they get killed, looted etc. You chose to PK deal with it!

I HATE whiners. The main mud I play one cannot sign to PK until they are over level 50. When you sign the Book of Blood there are multiple warnings as well as a reiteration of the PK rules. No one can say they were not warned. Yet many still whine. Let's face it any new signer in almost any PK environment is initiated to the PK world by a week or so of being killed by every other signed player on the MUD. However tone is important, try not to assume the player is a whiner. And honestly any idication that you DO assume so, means to me that perhaps your MUD is full of a bunch of people who hate to lose to another in PK. That would just make me move on.

Here is how I would rewrite that. Note I have also included consequences up front of the choice not to PK.

Last WARNING:
THIS IS A PK/RP MUD!!! That means if you PKjoin, you can and most likely will be KILLED by other players. If you choose to remain UNJOINED, this will not be an issue. Be certain to read all of the PK rules to ensure you do not inadvertantly break one and are forced to PKJOIN as a result. If you do decide to PKJOIN, you must live and die with your decision. It is non-reversible. You can and most likely will be KILLED by other players. When you are killed, please do not whine. The decision was yours. It is advised that you read the help on player killing and ALL of the cross referenced files, then ask other players about it before you decide!


I see the following type of thing in many places. It just plain turns me off. Here are 2 examples:

* WARNING * The area on this MUD are unlike the areas you may be used to. Don't let any stock named areas fool you. The ENTIRE realm here has been totally re-worked, re-themed, and modified. Please ask around before teleporting in a random fashion, or running straight to a usually weak starter area, as you may
be unpleasantly surprised.


ANY MUD coder/builder worthy of the name is capable of changing a stock area name to something original. DO IT. All the above tells me is either you are a lousy or a lazy coder. On one mud I looked at (a Godwars), there was a statue in the temple of the God of the Undead. Being fully aware of how much time some builders put into the extras I looked at the statue. I found the standard Diku description of ODIN complete with Hugin and Mugin. Change the extras at LEAST.


The second example:

Also, this MUD is unlike other XXX MUDs. If you are unfamiliar with the
XXX type MUDs, you won't notice much. If you are, you may or may not like the roleplay enhancements here. AGAIN, this is NOT a standard XXX. If you are in search of a PurePK, hack and slash...you will be unhappy here. If you are willing to attempt to actually RP, you may be pleased with the changes we have and the changes still yet to come. Given some time to build up your char and get used to things here, you will grow to appreciate the time and effort that has gone into this MUD. Thanks.



In this case the owner is already assuming I will not give his place a chance. I wonder why. Honestly get this straight guys - the players do not care if it took you 20 minutes or 20 hours to make a change, they DO care about how it impacts their gameplay. Stop calling attention to how much work you put into it, rather just list the changes as features and move on. Also on the login screen I do not want to see that phrase "and changes yet to come." I have logged into countless MUDS that are not complete (mainly Circle). I logged into one that the death code locked up partway through and your character just froze in limbo, they had not yet created the afterlife zone. That 'yet to come' phrase puts me in mind of that and I start to shy away. In both of these cases, I would most likely delete the paragaraphs and just list the some of changes as enhanced RP features.

As my personal disclaimer, I am jaded. I have seen too many MUDS claim to be totally original. I log in only to find that my starting point is good old Udgaard or Midgaard, sometimes with different street names and Mob names. I don't care if an owner changed the names, I DO care that they are claiming to have an original MUD with all original code to find it is merely a renaming. When a player makes an suggestion or enters and idea in many of these muds, they are ridiculed or the IMM gets angry at the suggestion that their world is not perfect. Rules and character creation screens that hold tones similar to the ones above tend to chase me off before I even attempt to create. I do persevere if the MUD has been recommended to me by a player I trust or if I have heard differently from players.

Overall it seems to me that too often MUD owners and some IMMs let their egos get in the way of the enjoyment of the game by the players. Yes, players oftenn forget how much youdo for them. But by focussing on the negative in your rules and login screens you are most likely chasing away the 'nicer' players. Who wants to play a MUD with an IMM that seems to be concerned with what is wrong with their players instead of what is right about the mud?

15 January 2007

Weirdness

Ok, I am a gamer. I admit it a hardcore gamer. Being an oldtimer, I tend to like text based games known as MUDs, MUCKs, MUSHs, What have you. Some of these are hack and slash, some are pure role play, some are a mix. But MMPORGs and graphic based games have pulled players aways from these old style games and we get damn few new players. So my question is, why do some Wizops seem to go out of their way to chase off players? Then sit there and bemoan the fact they have no players? Here are some recent examples from a myriad of MUDs

Wizop caught cheating - deletes characters caught, harasses all who knew about it then proceeds to make new characters thinking no one noticed the Wizop's consistant playing style and cheats again. Players leave disgusted because the Wizop must always win.

Wizop repeatedly shouts things about a player when the player is not on that gets others angry at the player "Fred is the one that broke into the clan and stole all their stuff, Fred is the thief that took all the money from the bank, Fred is the one that looted George's corpse. Players proceed to PK Fred off the MUD.

Wizop constantly reboots MUD when certain people log in.

Wizop constantly "accidently" deletes a player's character and restores it back 2 weeks. Player loses all exp and gold.

Wizop "loses" certain player's donations to mud.

There is one mud I have played for 5 years now. I have played there because yes sometimes the Wizop is an ass, but I have never seen him actually try to drive someone off the MUD and have seen him give people multiple chances. Why? because the Wizop knows that people come to play a game and game should be fun, not a chore.