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Posted Topic Comments Views
05/24/08 11:43 PM Summer!
[ From member: Ssolvarain ]
Latest Comment Posted: 07/20/08 06:53 PM by Conner
8 comments 172 views
07/04/07 05:54 AM MUD History
[ From member: Ssolvarain ]
Latest Comment Posted: 07/09/08 01:06 AM by Zeta Thompson
9 comments 1280 views
09/18/07 09:24 PM Age of fellow players
[ From member: Violette ]
Latest Comment Posted: 07/09/08 12:46 AM by Zeta Thompson
24 comments 1058 views
02/07/08 07:22 PM What happened to 2007? Post some flames you wimps!
[ From group: Flame Town - The 'Flames' Forum Reborn! ]
Latest Comment Posted: 06/18/08 04:06 AM by Ssolvarain
21 comments 573 views

Latest Journal Entries


Title: How do People Find Time?
Posted: July 20, 2008 at 11:19 AM
Author: Minori
I was feeling: Restless
I was listening to: Moldy Peaches-Juno Soundtrack
This can be seen by: Everyone
This can be commented by: Everyone
Comments: 7 comments
Last Activity: 07/21/08 at 11:36 PM by Minori

I love this community. I got sucked into Mudding when I was 20 (30 now), and it seemed like I had never ending energy to stay logged in and scrambling around on XP runs once upon a time. I was, as I've seen others go through many many times over the years, completely addicted. So, my question is what do I call myself now? I'm not into playing like I used to, and prefer the creation/world design aspect. I still seem to spend more time on Mudding than I really have any right to considering all the external world needs that have to be met in one way or another. I read TMC, go through my highs and lows about whether I feel at any given moment; A. encouraged to help my good friend launch another mud (yeah, yeah original concepts-I've got something unique to offer blah), B. write for others already established, or, C. just cringe at the seemingly unending ugly work already out there and give up. I'm not a coder, and probably could be considered in this community as semi-computer illiterate. I've got tons of ideas, a fairly broad vocabulary, and a true love of imagination. I find comfort in a well told story and the beauty of the written word. I'm pretty sure that I'm not a unique commodity, but I do expect that there are plenty of people here who have to constantly balance their lives, their interests in Mudding, and the roller coaster of where you feel you can make the most rewarding contribution. So how do you all stay so dedicated to your projects, whatever they may be? Where do you find the focus?


Title: Since when are gamers Quitters
Posted: June 05, 2008 at 02:04 AM
Author: Zeta Thompson
I was feeling:
I was listening to:
This can be seen by: Everyone
This can be commented by: Everyone
Comments: 7 comments
Last Activity: 07/06/08 at 08:33 PM by Conner



Title: Linked: MMOs vs the World Parts I and II
Posted: June 29, 2008 at 12:24 AM
Author: Tlanuwa
I was feeling: Brave
I was listening to:
This can be seen by: Everyone
This can be commented by: Everyone
Comments: 0 comments

This is the second post (which links to the first) in a two-part article examining the relative success of MUDs and browser games vs that of the "big", commercial games like WoW.

In the second and final part of an article on the success of MMOs vs MUDs/PBBGs, we discuss game design as it relates to the MMO and independent gaming worlds.

Where the first part focused on both production value and dedicated development teams in the industry, here we'll look at how and why game developers make certain game design decisions and how it is important to the success of the game.

View Full Post

Excerpt:

So is it really that important to the success of a new game that the design offer something new and unique? It is, most definitely, but HOW it's important is where I find the distinction comes into play.

For large-scale, multi-million dollar products (and they are products, to be sure), it's probably more important for the fiscal success of the game (not necessarily the artistic merit) to stick to the norm and tweak a few things. It's the safer bet and the millions of gamers you're targetting know, basically, what to expect. To some extent, even, this can free the development team up to do more with the story elements (many stories suffer from the same kind of copy-cat syndrome, but not all).

For independent game developers, I personally find it much more important to do something unique to your game to achieve any kind of success. I'm not talking radical reimagining of the MUD or browser game platform at large, but something that makes it stand out is of vital importance.

This is because there are many many times more MUDs/PBBGs/independents to compete with than there are "WoW-alikes" for new MMOs to deal with.



Title: I Wish I Didn't Have To Be Reasonable
Posted: May 26, 2008 at 01:31 AM
Author: Minori
I was feeling: Sleepy
I was listening to: watching Logan's Run
This can be seen by: Everyone
This can be commented by: Everyone
Comments: 5 comments
Last Activity: 05/30/08 at 05:16 PM by Minori

I would love to respond to Circa, but I know there is just no earthly reason to comment on anything that guy writes. If he feels like being sophomoric, fine. I love Kitkat's remark. Fangs and scales dude.


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