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If this thread keeps up, I think it should be required reading before anyone who is thinking of starting up a new Mu* actually starts ones.
Not to mention all the existing ones that fall into these categories *chuckle*.
A few points I would like to comment on however ...
- Room Descriptions:
This has been a catch 22 for builders since day 1 in my eyes. How do you make a room desc. that people will read ... yet not make it so overbearing, that people find them tiresome to read.
Let me elaborate ...
Room desc's should be well written to the point that they have all the info a player could want in them.
Ie: If there is something special in the room that an ex.desc. has been added to, is there a hint in the room?, is there a DT (Thankfully most of the mu*'s nowadays have gotten rid of these ... I will elaborate further on this point later on), that players need to be warned about, basic info about what lies in the general directions leading out of the room.
Room Desc's should be roughly 3-5lines on average. There is no point in making novels out of them. You will feel what Molly said in her reply to Fishy if they are any longer.
Certain words and phrases should be left out of room desc's as well, Such as "I", "You", etc. It should be written from the point of view of the person that is actually standing in the room.
Ie: "Travelling down the dark musty corridor, the air grows more stale. The darkness seems almost oppressive as all exits from this room seem to lead into nothing but more shadows."
That is a very very basic room desc. However it doesn't tell the player how they feel, it doesn't tell the player about a mob they see that may or may not be there when the player actually gets to the room. It does provide the player with a general atmosphere, (feel or mood if you like), for the room/area, as well as provide the player with any info on exits ... in this case however, there isn't much exit info due to the general area they are in :)
- Quests:
Quest's are grand things to add into a mu* they allow the player to explore a mu*, to learn how to interact with mob's, and be rewarded in the process.
However...
Quest's should be entertaining, not a process akin to taking your masters in theoretical quantum physics!. Sufficent hints and clues should be left throughout the quest for a player to be able to start and finish without wanting to track down the person who thought this quest up and strangle them.
The end should justify the means. Meaning if someone makes a mind blowingly difficult quest, the reward should be of equal value to the difficulty.
Another key point to writing a good quest ... harder does not equal better. This is a major point that I think 99% of people who think up quests seriously gloss over. Quests should be fun, anything else they might be is secondary.
Examples of things you can do in a quest:
- Find a way to open a locked door. Instead of just leaving the key on a "guard" in front of the locked door, place it on a mob somewhere else in the area. Leave a hint of course so that players know where to look for it.
Another way would be to go and run another quest for a mob before that mob will give you the key to get past. This is a common tool that is used often with great success.
Finally you can leave a hint in the room desc pointing a extra desc. for another item that will trigger the opening of the door. Ie: A set of large statues guard the entrance way. Upon closer examination something from deep within the mouth of the statue on the left seems to glimmer in the darkness. Or something like that :)
- During the quest, a player should NOT have so many options available to them that they actually get carpal tunnel syndrome attempting all the possible combinations of things that could be done in each room. This is a major pet peeve for me and it always chalked upto shotty building. A hint is a hint ... it is there not to be so obscure that takes a person hours to find it. It is there to help the player. Ie: dont make it a quest to find the hint, but let the hint help further the quest.
- Mobs and effects:
This has to be one of my largest and oldest of complaints of any mud. I am not sure where it states in the mythical handbook of builders that every mob in a zone has to have every effect on it humanly possible to add.
There is nothing worse than walking through a zone where every mob has sanc, haste, all detects, shield spells (if available), etc etc that could possibly be added!
It makes the zone tiresome and tiedous on the best of days to say the least.
All players (I don't care what they say) are inherently lazy by nature. They will always look for the best zone to level (ie: the easiest one that offers the greatest reward for thier effort). Equipment is the one cross point here however. Players will go after any mob and fight through just about anything in order to obtain a better piece of equipment.
However...
That piece of equipment has to be worth it at that level. Again it comes down to risk vs reward. A player is not going to struggle through 6hrs of heartache, expelling a multitude of expletives in order to obtain something that is going to be outdated in 1 or 2 levels.
- Starting the Mud:
This has to be the major focus of any good mud. There are many point's to cover here and they are all important!. The following has to do with what a brand new player will see/feel when they start on your mud and will help them determine if they think your mud is worth the trouble of sticking around to actually play for longer than 5minutes.
1. Color scheme ... My lord I have some god awful ones in my day. I would first off, warn against any sort of blinking text, same goes with highlighted text. They just gaudy looking and really affront the sense of sight on so many levels.
Color schemes should be kept simple, yet be informative. Ie: room exits, room titles, can be made different colors. Colors in the prompt to show a decrease/increase in health lost and gained are another good place to use basic color.
Any mud that looks like a circus full of clowns just threw up all over it is really a headache to play as you can barely stand to look at the screen.
Another good thing to remember when setting up colors ... stay away from the "rainbow" effect of alternating every letter in every word with a random color. *Shudder*
However, if you wish to have some sort of crazy color scheme, offer the ability to change the color scheme from say basic color to eye bleeding ... little options like that go a long way with players.
2. Newbie school and starting packages. This is a major key point in every mud that sadly often get overlooked. Starting your new players off with both info and a little equipment perk are both factors in helping that player feel more comfortable in thier new enviroment.
Most importantly the newbie school/areas should be fun!..get rid of your stock stuff and write up some small areas for newbies to wander around in that teach them how to play your mud efficently without actually making them feel like they just enrolled in a advanced english lit class.
Random equipment is great for this. It let's the new player's get a variety of items from different mobs that could be anything ... a great motivator!. Players with what they think is nice equipment are less inclined to want to quit. It's a proven fact :) However, there is one thing that can trump equipment ... and thats leveling.
Newbie leveling shouldn't be so tedious that player is thinking "Oh lord ... it just took me 6hrs to gain that last level to get to level 3 by killing 872 oompa loompa's ... what it's going to be like trying to get to level 50/100/200/300+???" Ease them into the game, don't just drop the hammer so to speak on thier little heads as soon as they walk in :)
3. Information! ... This is a biggie. All new players have questions. The questions can range from intelligent to just down right silly at times, but nevertheless it is your job to make sure that those questions all have answers. Newbie guides that load with new players are always a good idea. Also info in the MOTD, and Login screens for new players pointing them towards specific help files written for new players are also good. No one likes to look like a dumbarse, and so given the choice the new player will always read a help file over asking a question and taking the risk of being ridiculed for it. So make it a little easier on them, point them towards the help files that grant them the info they most desire.
Things to include would be:
Starting areas (With directions on how to get to them) This does not mean the directions have to be totally written out, but an adequate hint to the location of each area will be apperciated.
Any special info on races, classes, special abilities, remorts, tiers, rerolls, dual/multiclassing, evolutions, quests, professions, jobs, etc etc...
Basically think of it like this...You already know what all the good stuff on your mud is. So when are writing all this stuff up, include what you would want to know if you were a new player to help you out.
Whew...This has grown rather long *chuckle* Well I will wrap this up, I know I could most likely prattle on forever about every little thing that popped into my head but I think I covered more than enough for one day :)
I will leave you all with a few things though...
- Random Equipment is good, No one likes to be a "clone" People like to be unique! Let them be.
- Offer automated restrings for equipment. It's a small thing that means so much to players.
- Hunger / Thirst ... if you make these deadly, make sure you don't make them difficult to maintain! I have always liked the option to make them go away forever though personally :)
- Movement and the new player ... Let all new players fly/leviate, or make the movement costs assc'd with the new area's they will be using either low or non-existant. Nothing is worse to a new player than having to sit down and rest every 10 room's because they have no mv points!
Art.
(Comment added by Artimis on Tue Jan 3 10:13:14 2006)
P.s. (EDIT)
Lol .. As I was re-reading my post I noticed I totally forgot to comment on DT's...
I will make this short and sweet...DO NOT EVER USE THEM!. Anything that strips a player character of all they have worked for in the blink of an eye with NO chance to recover anything will only create angry players and a very empty mu*.
However, years ago when I was still plying my trade as a Head/Builder, I created a variety of DT like rooms that gave the player options to escape the deadly room or risk death for failure.
Example: The player is exploring a swamp type area and falls into some quicksand. A timer has been initated, the player now has a certain amount of time to figure out how to escape the room or risk a getting a free trip back to town, abit lighter in exp tnl for thier trouble.
I belive in that particular example I used a vine that could be felt for and used to pull the player out, pushing them out of the room and letting them escape.
There were also examples of rooms with large spikes on the wall's that closed in and could eviscerate the player if they didnt happen to find the key hidden in a skull used on the hidden door in the room before it was too late.
There are many things you can do along these lines and really if they are built well, can make a big impact on an areas fun factor.
Cheers,
Art.
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