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TMC Player Reviews: Dark Castle


Review Submitted By: Sam Robinson
Author Status: Player
Started on Dark Castle: 1995
Submission Date: Jun 25, 2003
TMC Listing: Dark Castle

The following review is the opinion of the review's author [Sam Robinson] and in no way represents the opinions of this website or its staff.

The design and command structure of Dark Castle is superior to most
other muds that I've played. The environment is brutal as far as
playerkilling and real-deaths, which makes it that much more intense.

DC has a long history and used to have around 100 active players on
at any given time, but the recent addition of Variable Experience
changed that. The new experience system strongly favors grouping and
detrimentally hinders solo players. (Even as an established player, I
find it impossible to solo and get any worthwhile experience.) This
results in established players dominating while new players have
little hope of getting anywhere. DC has tons of unique features that
have the potential to make it a great mud again, but the experience
system overshadows most of the positive changes, especially for new
players.

Submit Comments About this Review


Comment Submitted By: BoA
Author Status: Player
Started on Dark Castle: In '96
Submission Date: Jul 24, 2004

(The following review comment is the opinion of the comment's author [BoA] and in no way represents the opinions of this website or its staff).

I strongly disagree with you. The grouping XP system makes newbies
more of an asset to more experienced players, because even if the
newbie player isn't the best, the veteran player might be more apt to 
group and guide the new player for his own ends. However selfish this
end might be, it still promises that even newbie players can offer 
something to contribute to a group. I mean how many times are you 
and your friends always online to group at the same time and are a 
good mix of classes??

That's another thing, all the classes have a very unique and valuable
power that contribute a group greatly. This group mentality promotes 
veteran players cooperating with newbies so long as they have a basic 
understanding of play, which any mudder should. Even spellcasters 
have powerful contributions to a group- Clerics with Sanctuary, 
healing, and corpses, Druids with Stone Shield, and Mages with Imps 
and magical fire power. And these in tandem can be a powerful thing 
as well.  

The basis of your complaint is most likely the result of a bad
experience of DC, which is most likely an unwillingness to learn or 
a lack of determination.

Comment Submitted By: Anonymous
Author Status: Player
Started on Dark Castle: Jitter..
Submission Date: Jan 17, 2004

(The following review comment is the opinion of the comment's author [Anonymous] and in no way represents the opinions of this website or its staff).

The experience problem was corrected a while ago..

Comment Submitted By: Sam Robinson
Author Status: Player
Started on Dark Castle: 1996
Submission Date: Feb 5, 2009

(The following review comment is the opinion of the comment's author [Sam Robinson] and in no way represents the opinions of this website or its staff).

Things have changed a great deal since I wrote this review years ago.
The imm staff has made tremendous improvements to the game, and made a
great effort to improve the experience for new players. They
constantly find new ways to make the mud exciting, and the gameplay is
simply unrivaled.

Both new and experienced mudders will find a multitude of interesting
areas, quests, and challenges. Bottom line, it's one of the must
addictive muds I've ever played.