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Re: [MUD-Dev] The impact of the web on muds
[Marian:]
: When I describe some
:landscape and mention there are dewdrops on the grass then the natural re-
:action by the reader is to wonder why those dewdrops are important. They
:are not but there is no escaping this habit. You can overcome it by provi-
:ding so much detail that the dewdrops are but one of many but then you are
:losing most of what makes text different from graphics (and have a lot to
:write also ;).
Yep. What's even more important is that you will lose many of your players,
too. Some people are slow readers - they will not play a game in which
they don't have enough time to read things before it scrolls of the
screen. Even if it doesn't, their progress in the game will be so slow
that it will be a boring game for them.
Now, text MUDs have probably never targetted such people, but there are a
lot of them out there, and mixed-mode (graphics, sound, text, etc.) games
can readily attract them. Such people aren't even stupid or not interested
in the type of game, they just happen to be slow readers.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] The impact of the web on muds, (continued)
- Re: [MUD-Dev] The impact of the web on muds,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 21 Jan 1998, 07:05 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 22 Jan 1998, 06:55 GMT
- Re: [MUD-Dev] The impact of the web on muds,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 22 Jan 1998, 07:05 GMT
- Re: [MUD-Dev] Mail from mud Zoran's final Imp,
Stephen Zepp zoran#enid,com, Thu 01 Jan 1998, 19:51 GMT
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