From: strandsb@daimi.aau.dk (Jens Kristian Strandsbjerg)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Date: 21 Aug 92 18:03:18 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

prospero@hardy.u.washington.edu (Don't look at me!!) writes:

>In article <michael.714053328@aviator.cc.iastate.edu> michael@iastate.edu (Michael M. Huang) writes:
>>In <1992Aug17.113249.8144@usenet.ins.cwru.edu> ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>>
>>[Some text deleted]
>>>	Have you guys ever heard of a neat thing called simplicity?
>>
>>Well, to view it from another coin, have you ever heard of a neat thing
>>called complexity?  What if someone got on here and started to complain
>>about how simple the muds in the current LP world is, and how mindless
>>that most of them have become?

>I see your point, but does this have to do more with the imaginations of
>those coding or the basic lib? On some MU*s it is the wiz's ideas for
>areas and guilds. On Genisis (For me, when I logged in) I didn't even
>get into the game without being confused. I don't see how someone brand
>new to MU*ing can understand it never mind have fun in it. Never mind
>finding a fellow player to get help from.

Could it not be that you have played a lot of LP's and tend to think
that all muds should be in that way? To me it sounds like you are 
say I can't find out of this, and therefor no-one can, why not?
I must say that I am playing Genesis, and I find that it is about
the only MUD worth playing, the rest of the LP's are sucking in 
the way, that you have played one, and you will more or less
know all the rest, so on the 2.4.5-based LP's you can only do 1 thing
after the first 1 or 2 LP's you have, and that is to get your castles
on as many as possible.

>>Maybe the people who code current Genesis *like* the complexity and
>>beauty of things.  Maybe, just maybe, there are more players out there
>>with more stamina and wit to live in the current Genesis world.  Like
>>a favorite cliche from so many postings here "If you don't like it,
>>you don't have to stay."  LPMUD, like you said, is programmable.
>>And "differences" is the inherent "evil" that comes with the meaning
>>of programmability.

On practically all the LP's I have visited there's is only slightly
differences, there's a wiz here that's not a wiz there, here an imp. got
the idea that it should be in this or that way, but still it is more alike
than different.

>A nod to this point as well. For a player who is bored of the whole basic
>MU*ing scene and wants something new to sink his teeth into, Genisis may
>be the best thing since sliced bread. But a wizard doesn't code for himself,
>per se. He wants someone to explore his world. If you are coding a word
>processing program for example, do you create an interface that is a challenge
>to learn or do you create one where the user can concentrate on the work and
>the job at hand? That is how I saw Genisis. I was working so hard to adjust
>myself to the mechanics, that I couldn't enjoy the atmosphere.

As far as I have understood, Genesis was opened mid January for mortals, 
because the wizards wanted some players to explore the few areas ready for 
opening. Try and visit again in a couple of months, as there should be a lot
of new features being implemented at that time.

>>LP world used to be pretty much the same.  Every mud you log on all
>>look the same.  Most even had same "castles".  You always start up in
>>a church (or endoplasmatorium, depending on the side of the Ocean 
>>you're on :)  This was the old days. 

I agree, and even those new things that has come is not always as easy to
see the good about.

STUFF DELETED

>>I speak for no particular mud here, only the idea behind "different".
>>
>>-michael
>> From the Grave
>> Deceased/retired Vincent's Hollow wanderer.
>>
>I don't want to take away from the points that I perceive Michael was
>making. This was not intended to be critical of him or those who have quite
>obviously put in a large load of work into making Genisis work. I recall a
>friend, though, who in racing went pro for two seasons. He then returned to
>SCCA racing after that period of time. When I asked why, he stated that despite
>the quality of the machines and the sponsors, he raced for fun first and money
>second. And that racing pro just wasn't fun for him, that it got far too
>complicated. I guess I don't care how complicated a MU* gets, as long as it's
>fun.

>Prospero
-- 
Jens Kristian Strandsbjerg	| email strandsb@daimi.aau.dk
   Institue of mathematics	|
  Computer science department	|
  Aarhus University, Denmark	|
Newsgroups: rec.games.mud.lp