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The case for MUDs in modern times (2018)

andrewzigler.com

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Re: The case for MUDs in modern times (2018)

#81
post #5

I once made a web-based MUD game. The response in Korea was surprisingly low. I concluded that MUD games weren't popular in my country, and the people who actually played them were mostly in their 40s and 50s, while general consumers preferred GUI. These days, I sometimes think about whether I could make a MUD game that interacts with AI, but I wonder if it would appeal to a generation that has no memory of MUD games

Problem I have found is the barrier to get past that actually gets younger people to read something. I regularly have grad students at a top tier university just straight up not read my emails... Then expect me to explain it all again in person.

I think a killer feature for any modern MUD would be to incorporate an optional text to speech narrator for the large walls of text that are inherent in the area descriptions.

Re: The case for MUDs in modern times (2018)

#82

One part of MUD history that rarely gets told in English: the Chinese game industry basically started there. In the mid 90s Chinese students overseas ran wuxia MUDs like Xiakexing (侠客行, 1995), all text, built on the LPMud family. Wuxia fit text games perfectly because every player already had the whole world in their head from Jin Yong novels, so zero graphics needed. A lot of the people who built the first Chinese o…

It's hard to find good info on Chinese netizen culture in English in general. I loved chinaSMACK back in the day, but haven't found a good replacement. Do you know of any blogs or anything about this?

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