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22951: Re: [MUD-Dev] Re: The Future of MMOGs... what's next?
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From: Amanda Walker <amanda@alfar.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 13 Jun 2002 23:31:34 -0400
References: [1]
Organization: Kanga.Nu
On 6/13/02 2:40 PM, John Robert Arras <johna@wam.umd.edu> wrote:
> Furcadia, appears to be less competitive than most MUDs are.
I don't think of MUDs in general as being competitive at all, at
least in the RPG sense. I realize that many MUDs exist as a medium
for playing RPGs, and that I may be unusual in thinking of MMORPGs
as just one example of a more general category (MMOVEs, perhaps?).
I'm going to show my age here...
For context, my first encounter with MUDs was tinymud, and my most
in-depth experience was LambdaMOO. LambdaMOO was great--lots of
fascinating content (both areas and objects) created by
participants, interesting people to talk to, places to explore
... not an xp in sight. I didn't "play" LambdaMOO so much as "spend
time there". It was more of a "place" than a "game".
My experience with RPGs dates back to the 70s and early 80s, with
D&D and later Rolemaster (still my favorite pen & paper RPG), with a
little Traveller thrown in for variety.
To me, user-generated content is part of what makes a MUD a MUD.
With all due respect to their creators, current MMORPGs are closer
to computerized versions of those pen & paper RPGs than they are to
what I think of as "MUDs", even though they borrow a lot of MUD
concepts and approaches in their implementation. Still fun, but not
as participatory in many ways.
Amanda Walker
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