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Re: Is Online Roleplaying Dying?



Chuck Vilcinskas wrote:
I thought I'd ask it here, since it seems to be the proper forum. But just
now I was rather bored, and trying to find a nice new game to start on. I
looked up several listing services, and all the ones that seem interesting
or intriguing are "closing down" or very inactive. Why is this? To me, it's
always been this way -- but why?


I don't have any experience in the TinyMU* universe, but to speak about muds in general, I've played and/or coded them for about 10 years now... my personal opinion is that there are two reasons for the decline in muds.


The first is the successful marketing and deployment of the "massively multiplayer online graphical" game. Many people who use to gravitate toward the classic hack-n-slash diku genre have moved into these kinds of games. It's a natural progression, and the same one that happened when television became widely available. There are still people who prefer to read books, and there will always be people who prefer to play text muds -- but graphical muds remove many of the people who played for just the interaction, or just the power-leveling aspects. Those who like using their imagination to picture the world are still out there.

The second, and more serious IMHO, problem is the wide variety of easy to install and run codebases out there, combined with the incredible ease of setting up your own unix machine on the internet these days. When I first started playing muds (1993 or thereabouts), the only people who had muds were friends of sysadmins at universities, as they were the ones who could get access to a (usually shared) machine on the internet. There were very few downloadable codebases, and most of them were either very buggy, very spartan, or both. Thus, it took a large amount of work to get a mud up and running.

Once you had a game going, and got wizards to help build things, and players... you had invested a LOT of time and effort. It was much easier to try and join an existing mud to create new areas or new code, than to try and find a way to start your own... so as a result, most muds immediately attracted a decent staff of developers, and started doing unique and original things.

By 1996, it was very easy to download a mud and set it up. There were lots of stock muds which all had the same areas, sometimes slightly rearranged... but it was the old "humpback bridge" problem. Every mud felt like every other one, because everyone who had access to a machine could download their own instead of working with other people to help improve an established game.

By 1998, home servers were possible. Now, you didn't even need a friendly sys-admin to host the game. You could download CookieCutterMUD from the net onto your new linux box, compile, change the login screen, and poof! Stick yourself on the mud-connector and people would start wandering in.

I find it very interesting that most of the ads now seem to be emphasing how many years a game has been established. People are tired of playing through the same set of stock areas, and seeing the same **OBLITERATES** messages. The muds that are still doing well are the ones that continue to evolve, and that have been around long enough so that the wizards work well together and aren't afraid to try totally new ideas.

As for Role Playing... I think RP muds have always been a minority compared to hack-n-slash games. So, on the plus side, having many of the power-mudders run off to Everquest/Star Wars Galaxies/etc means the ratio of RP people in the mud community is on the rise... but since the whole community is shrinking, it isn't enough to offset the change. A good mud usually (I've found) has a mix of RP and HS characters. They both tend to drive different parts of the game, and as long as the griefers are kept under control, it works out well.

I think the mud universe is due for a renewal of sorts. If these text games continue to improve and more of the cookie-cutters fall away, they will be a bastion for those who grow weary of the graphical games, as they are currently all just as repetitive. Of those that I've tried, only Dark Age of Camelot really had any role playing, and then only on the declared RP servers. I had high hopes for one called Midgaard, but the company funding it pulled the plug to concentrate on Anarchy Online.

In the meantime, I'll continue to plug away at my own mud, and play the venerable BatMUD (14 years old I think, and over 400 players most of the time). RP isn't dead... it's just hard to spot the gold with all the dead twigs and dirt piled up over it. :)




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