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Player base thinning

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D. Joseph Creighton

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Jul 8, 1998, 3:00:00 AM7/8/98
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The r.g.m.* hierarchy seems to be filled will requests for coders,
builders, and admins as new muds spring up everywhere. Other posts are
to gather players to existing muds through adverts and announcements.
With all this traffic, I'm curious about how thin the player base has been
spread these days, compared with maybe 5 years ago (when I could easily
see several muds of the day packed).

Are there only a few "popular" muds, able to boast a large number of
players online at any one time? Is this notion of mine of continually
busy muds antiquated? If not, how does one exactly improve their player
base with fewer players than ever before, I'm sure, other than word of
mouth?

I tend to think that everyone is so eager to code or run their own that
fewer and fewer people are left to actually play these muds.

Discussion is welcome.

Curiously,

Joe
--
Golf Tip #13: pick up a lost ball only *after* it stops rolling.
http://www.cs.umanitoba.ca/~djc/
D. Joseph Creighton [ESTP] | Programmer Analyst, Database Technologies, IST
Joe_Cr...@UManitoba.CA | University of Manitoba Winnipeg, MB, Canada, eh?

Larnen

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Jul 8, 1998, 3:00:00 AM7/8/98
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D. Joseph Creighton wrote:

> Are there only a few "popular" muds, able to boast a large number of
> players online at any one time? Is this notion of mine of continually
> busy muds antiquated?

Browsing through the inet2 and inet3 mudlists certainly shows
the vast majority have very very small player bases. As we've
been discussing in another thread, many people are setting up new
muds now with little idea of what they are doing and so perhaps
inevitably they flounder along for a while devoid of players
until people just get bored and give up.

There are definitely still popular muds out there though. Some
of my old favourites from years and YEARS back still draw the
crowds - Genocide and RealmsMud, for example, had at last look a
goodly number of player each.

From personal experience, Elephant Mud (telnet://elephant.org:4444)
averages around 40-60 people most days (uk time) and never seems
to fall below about 10 even in the graveyard shift between US players
going to bed and UK ones getting up. BatMud is another that
is often packed out.

> I tend to think that everyone is so eager to code or run their
> own that fewer and fewer people are left to actually play these muds.

To be honest, while I agree completely that people are leaping into
mud admining with less and less experience, I'm not sure that they
make *that* noticeable a dent on player numbers. Elephant has a few
thousand active players, but I cannot think of more than a score
who have left to go and set up, or take part in setting up, other muds.
Those that do tend to stay playing on Elephant at the same time anyway.

I think, rather, it is that there are so *many* of these empty muds,
that it skews the perception of muds in general. I don't believe the
actual number of busy muds is that much less, but as a proportion of
muds as a whole they are certainly a smaller fraction than of old.

Larnen

Aristotle@Threshold

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Jul 8, 1998, 3:00:00 AM7/8/98
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In article <35A3B5...@elephant.org>, Larnen <lar...@elephant.org> wrote:
>Browsing through the inet2 and inet3 mudlists certainly shows
>the vast majority have very very small player bases. As we've
>been discussing in another thread, many people are setting up new
>muds now with little idea of what they are doing and so perhaps
>inevitably they flounder along for a while devoid of players
>until people just get bored and give up.

I think that is definitely true. Also, we are not attracting as many "new
entrants" to the hobby because there is such a glut of low quality, crap muds
out there.

It is pretty hard for a new mud to get players. However, if you have a good
game and stick with it you can slowly build a player base. Once you can
average 10-20 people online, growth will start to increase nicely since you
then have enough online to help newbies and/or keep people from logging off
instantly.

-Aristotle@Threshold

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
VISIT THRESHOLD ONLINE! High Fantasy Role Playing Game!
Player run clans, guilds, businesses, legal system, nobility, missile
combat, detailed religions, rich, detailed roleplaying environment.

http://www.threshold-rpg.com
telnet://threshold-rpg.com:23
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Ilya, SCC, Game Commandos

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Jul 8, 1998, 3:00:00 AM7/8/98
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D. Joseph Creighton wrote:
>
> The r.g.m.* hierarchy seems to be filled will requests for coders,
> builders, and admins as new muds spring up everywhere.
> <snip> I'm curious about how thin the player base has been
> spread these days <snip>

> Are there only a few "popular" muds, able to boast a large number of
> players online at any one time?
>
>
> Joe

> Joe_Cr...@UManitoba.CA | University of Manitoba Winnipeg, MB,
> Canada, eh?

Seems to me some little work was put into measuring, or at least
estimating, the active player base in mudding some time ago, but
my recollection is rather hazy along those lines. I keep
'remembering' a number of 10,000 as someone's estimation of the
active population of players.

Then again, I have been involved in online gaming way way way
too long to remember clearly when this might have been :-)

Anecdotal evidence leads to much higher estimates for the player
base -- daily unique visits to Zugg's site and the mudconnector
are well into the thousands. And depending on which side
of the fence you'd like to be found, you may count the paying
player list of Ultima Online, over 90,000 last I heard
(which was a few months ago).

I would be quite interested to see some of the doctorates that
lurk here jump in and study this a bit, or provide the results
if the study's been done. I refer to my esteemed colleagues
Dr. Alan Schwartz, Dr Richard Bartle, et cetera.

How about it, friends? What do we know about the online
gaming player base, or what is being done to find out?

--
Ilya, SCC, www.gamecommandos.com Il...@gamecommandos.com

Petri Virkkula

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Jul 9, 1998, 3:00:00 AM7/9/98
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>>>>> "Joseph" == D Joseph Creighton <d...@cc.umanitoba.ca> writes:

Joseph> Are there only a few "popular" muds, able to boast a large
Joseph> number of players online at any one time? Is this notion of
Joseph> mine of continually busy muds antiquated? If not, how does
Joseph> one exactly improve their player base with fewer players than
Joseph> ever before, I'm sure, other than word of mouth?

I do not agree with your assumption that there is fewer
players than ever before. I do not have exact statistics but I
have a feeling that while older players are retiring, there
are more and more young players in MUDs. Atleast that is my
experience when I have talked with BatMUD's players. Few years
ago there we not many players below 18 years, but now I have
discussed with many players that are below 15 years old.


Petri

--
PGP public key: http://www.iki.fi/~pvirkkul/pgp-key.html

Aristotle@Threshold

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Jul 9, 1998, 3:00:00 AM7/9/98
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In article <ndfemvv...@arioch.tky.hut.fi>, Petri Virkkula <pvir...@iki.fi> wrote:
> Atleast that is my
> experience when I have talked with BatMUD's players. Few years
> ago there we not many players below 18 years, but now I have
> discussed with many players that are below 15 years old.

And you consider it a good thing that the average age of a userbase is
dropping?

D. Joseph Creighton

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Jul 9, 1998, 3:00:00 AM7/9/98
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Aristotle@Threshold <thre...@threshold-rpg.com> wrote:
}Petri Virkkula <pvir...@iki.fi> wrote:
}> Atleast that is my
}> experience when I have talked with BatMUD's players. Few years
}> ago there we not many players below 18 years, but now I have
}> discussed with many players that are below 15 years old.
}
}And you consider it a good thing that the average age of a userbase is
}dropping?

We're all quite aware that home computers and modem speeds have increased
sufficiently to allow for network gaming across entire continents (Quake,
Doom, Myth, C&C, et al).

It may then be that muds have more youthful players simply because they
cannot afford to purchase all the nifty netgames that are available. Of
course, there is still a subset of mud players who find the text-only
games stimulating, regardless of their age and lack of eye-candy. It's
probably an older age group, but then again, it's also nostalgia for us.
:)

When I played muds mid-way through university (back in '88 or so), I might
guess that the average age of many players I came across were highschool
or university level. Many were even older, I know. I'm certain that the
age curve has dropped significantly since then.

However, I don't think I'd call this bad: such youth definately have
more free time and enthusiasm than I ever did with my university classes
and job, for example. But the youth of any era have low attention spans
and if the playing of a mud isn't going smoothly for them right off the
start, they may bail and move on without realizing what they may have
passed up.

Ignoring all these postings offering immediate programming-level positions,
what keeps players -- especially those who start out at level 1 without
any promises -- at a particular site long enough to stay for the long
term? And is it perhaps a self-feeding situation, where muds with more
players inherently gain more players because they are there?

- Joe
--
"He deserves Paradise who makes his companions laugh." -- The Koran


http://www.cs.umanitoba.ca/~djc/
D. Joseph Creighton [ESTP] | Programmer Analyst, Database Technologies, IST

The Wildman

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Jul 9, 1998, 3:00:00 AM7/9/98
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On 9 Jul 1998 14:43:43 GMT, Wildman's eyes rolled up in his head and
froth dripped from his fangs when D. Joseph Creighton
<d...@cc.umanitoba.ca> said the following fighting words:

>Ignoring all these postings offering immediate programming-level positions,
>what keeps players -- especially those who start out at level 1 without
>any promises -- at a particular site long enough to stay for the long
>term? And is it perhaps a self-feeding situation, where muds with more
>players inherently gain more players because they are there?
>
This circular situation does appear to be the case. The only successfull
muds I've seen are ones that start with a playerbase. That is, the staff has
a lot of friends that they can cajole into playing there.
I don't mean to say that muds with no starting playerbase are doomed to
failure. It just means that the staff has to be more dedicated to running
the mud whether or not there are players.

--
The Wildman - wildman at microserve dot net
Do NOT reply to this post! All mail sent to the From/Reply-To will be
considered spam, and handled appropriately.
Fight spam - http://www.cauce.org/
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telnet user

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Jul 9, 1998, 3:00:00 AM7/9/98
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In article <35A3B5...@elephant.org>, Larnen <lar...@elephant.org> writes:
> D. Joseph Creighton wrote:
>
> > Are there only a few "popular" muds, able to boast a large number of
> > players online at any one time? Is this notion of mine of continually
> > busy muds antiquated?
>
> Browsing through the inet2 and inet3 mudlists certainly shows
> the vast majority have very very small player bases.

There is a huge systematic bias to this sort of survey. Small MUDs are
more likely to be on an intermud net, since they are lonely and are more
likely to be based on a recent codebase that comes with intermud support.

Large popular MUDs often don't bother with intermud stuff, or
intentionally disconnect themselves.

---------------------------------------------------------------------------
Tim Hollebeek | "Everything above is a true
email: t...@wfn-shop.princeton.edu | statement, for sufficiently
URL: http://wfn-shop.princeton.edu/~tim | false values of true."

Petri Virkkula

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Jul 9, 1998, 3:00:00 AM7/9/98
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>>>>> "Aristotle" == Aristotle@Threshold <thre...@threshold-rpg.com> writes:

Aristotle> In article <ndfemvv...@arioch.tky.hut.fi>, Petri Virkkula <pvir...@iki.fi> wrote:
>> Atleast that is my
>> experience when I have talked with BatMUD's players. Few years
>> ago there we not many players below 18 years, but now I have
>> discussed with many players that are below 15 years old.

Aristotle> And you consider it a good thing that the average age of a
Aristotle> userbase is dropping?

I didn't say that the average age is dropping. We old players
are ketting older and new players are younger than we used to
be when we started to play, thus the average age is not
changing :-)

I am not sure whether the younger players are a bad or a good
thing. I think that perhaps they just get another new
experience by playing muds, for example a chance to
communicate with players from different countries. However I
wish they do not get too hooked on muds and that they will not
be addicted to muds (that's what I am mostly worried about).

Do you then think it is a bad thing?

David Bennett

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Jul 9, 1998, 3:00:00 AM7/9/98
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D. Joseph Creighton wrote in message
<6o04r4$kcn$1...@canopus.cc.umanitoba.ca>...

>The r.g.m.* hierarchy seems to be filled will requests for coders,

>builders, and admins as new muds spring up everywhere. Other posts are
>to gather players to existing muds through adverts and announcements.
>With all this traffic, I'm curious about how thin the player base has been
>spread these days, compared with maybe 5 years ago (when I could easily
>see several muds of the day packed).


There are many many many more small development muds these days, which
probably make seeing the popular muds a lot harder. I would say (however)
that
there is an awful lot more people playing muds these days, so even if the
player
base is spread out a lot there are more people playing. So I think there
are more
muds these days that are very full than there were 5 years ago, the
percentage of
very popular muds might have even remained somewhat static. But since
there
are so many more muds around it is a lot harder to see which ones are the
popular ones :)

I found the needle in the haystack!
David.
[DDT] Pink fish forever.

David Bennett

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Jul 9, 1998, 3:00:00 AM7/9/98
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The Wildman wrote in message ...

>This circular situation does appear to be the case. The only successfull
>muds I've seen are ones that start with a playerbase. That is, the staff
has
>a lot of friends that they can cajole into playing there.
>I don't mean to say that muds with no starting playerbase are doomed to
>failure. It just means that the staff has to be more dedicated to running
>the mud whether or not there are players.


Are you talking about recently successful muds? Most older MUDs I know
of that are successful did not start with a player base at all. They became
popular because they were good :)

ie: BatMUD, Genesis... (dare I say Discworld?).

Reminicing of days long lost,


David.
[DDT] Pink fish forever.

PS Looks like I found news access again. Miss me?

Julian Day

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Jul 9, 1998, 3:00:00 AM7/9/98
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Petri Virkkula (pvir...@iki.fi) wrote:

: I didn't say that the average age is dropping. We old players


: are ketting older and new players are younger than we used to
: be when we started to play, thus the average age is not
: changing :-)

: I am not sure whether the younger players are a bad or a good
: thing. I think that perhaps they just get another new
: experience by playing muds, for example a chance to
: communicate with players from different countries. However I
: wish they do not get too hooked on muds and that they will not
: be addicted to muds (that's what I am mostly worried about).

: Do you then think it is a bad thing?

Myself, I'd have to say no. I've been playing muds off and on for several years;
I first started when I was 13, and I am 16 now. It was partially because my
computer was an old 8086 with a 2400bps modem (I connected through a dialup
university connection, using a friend's brother's login account), but partially
because I enjoyed that sort of game. I'd played many text-based games over the
years, and still continue to (in the form of the roguelikes). I've thoroughly
enjoyed the mudding experience, even if I've never found a mud to call "home".

Julian Day <ac...@sfn.saskatoon.sk.ca>
http://www.link.ca/~jday

Aristotle@Threshold

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Jul 9, 1998, 3:00:00 AM7/9/98
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In article <ndfbtqy...@arioch.tky.hut.fi>, Petri Virkkula <pvir...@iki.fi> wrote:
> Do you then think it is a bad thing?

If the hobby becomes perceived as having a large percentage of young/teenage
players I think this could harm the ability for it to attract older players.

If the hobby will have a future, it will need to have a large percentage of
players in their 20s-40s. This is especially true once there are more and more
commercial muds that will require people with a steady income to keep them
running.

Aristotle@Threshold

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Jul 9, 1998, 3:00:00 AM7/9/98
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In article <slrn6q9qnd.hg6...@foobar.net>, the_wil...@hotmail.com wrote:
>This circular situation does appear to be the case. The only successfull
>muds I've seen are ones that start with a playerbase. That is, the staff has
>a lot of friends that they can cajole into playing there.

That is definitely true. In fact, sometimes people recruit staff more based on
how many players they can bring with them rather than if they can code. Of
course, this usually results in having staff that get nuked later as they
often end up cheating for their "buddies". In the long run, it is one of the
only ways for a new mud to get players.

When I started Threshold I had been mudding for a couple years quite a bit and
was fortunate enough to know some other hard core mudders that I could lure to
my game to test it. Fortunately, they knew a lot of people that they could
lure as well. Once you have a few dedicated players, then you can actually
start keeping some newbies that login to check you out.

Aristotle@Threshold

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Jul 9, 1998, 3:00:00 AM7/9/98
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In article <6o2vtc$bkp$3...@cnn.Princeton.EDU>, t...@wfn-shop.princeton.edu wrote:
>There is a huge systematic bias to this sort of survey. Small MUDs are
>more likely to be on an intermud net, since they are lonely and are more
>likely to be based on a recent codebase that comes with intermud support.
>Large popular MUDs often don't bother with intermud stuff, or
>intentionally disconnect themselves.

Very good points Beek. It was for that reason that I disconncted Threshold
from intermud a long while ago. It was sometimes interesting to chit chat on
but overall it was just a waste and ended up being annoying more often than
not.

Petri Virkkula

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Jul 10, 1998, 3:00:00 AM7/10/98
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>>>>> "David" == David Bennett <dben...@bsquare.com> writes:

David> Are you talking about recently successful muds? Most older
David> MUDs I know of that are successful did not start with a player
David> base at all. They became popular because they were good :)

David> ie: BatMUD, Genesis... (dare I say Discworld?).

In BatMUD's case that is not entirely true. There were an
abermud running before BatMUD was founded. The abermud one was
though limited to players from Finland after complaints about
network bandwidth usage. When BatMUD was opened, the abermud
had advertisements in its login screen. Some of players from
the abermud started to play BatMUD, thus it did not start with
zero player base in some sense (but almost).

But you are right, BatMUD's glory started after it started to
diverse from standatd 2.4.5 library to its own, and that
did not happen right away, it took couple of years.

Stealth

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Jul 11, 1998, 3:00:00 AM7/11/98
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On 09 Jul 1998 08:05:23 +0300, Petri Virkkula <pvir...@iki.fi> wrote:

>>>>>> "Joseph" == D Joseph Creighton <d...@cc.umanitoba.ca> writes:
>
>Joseph> Are there only a few "popular" muds, able to boast a large
>Joseph> number of players online at any one time? Is this notion of
>Joseph> mine of continually busy muds antiquated? If not, how does
>Joseph> one exactly improve their player base with fewer players than
>Joseph> ever before, I'm sure, other than word of mouth?
>
> I do not agree with your assumption that there is fewer
> players than ever before.

There is no question there is less players than ever before. As
stated, one reason is the popping up of so many new muds, which
spreads out the players base. Only 2 years ago, mudconnector only
advertised abotu 300 muds, now they have around 1000.

The second big thing, and even more important is all the new graphical
rpg's that are coming out. For example, Ultima Online has taken away
ALOT of hard core mudders, due to their fancy graphical rpg
environment. A company called SSI--> Strategic Simulations Inc. also
boasts a host of pay to play multiplayer RPG games based on the
various worlds in AD&D.

Text based muds are being phased out slowly. Im guessing you can
expect no text based muds in about 10 years, everything will be
graphical.

> I do not have exact statistics

obviously, its nearly impossible to find all the muds and all the
players everywhere. If one devoted his self to finding out such a
number, it may be possible to get an approximation.


Stealth
> but I
> have a feeling that while older players are retiring, there
> are more and more young players in MUDs. Atleast that is my


> experience when I have talked with BatMUD's players. Few years
> ago there we not many players below 18 years, but now I have
> discussed with many players that are below 15 years old.
>
>

> Petri
>
>--

rr...@lanminds.com

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Jul 11, 1998, 3:00:00 AM7/11/98
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On Sat, 11 Jul 1998 14:45:47 GMT, is...@mud.gator.net (Stealth) wrote:
>
>Text based muds are being phased out slowly. Im guessing you can
>expect no text based muds in about 10 years, everything will be
>graphical.
>
And once again, the debate starts. I wil admit that there will be
fewer text-based muds, but to say that there will be none seems a bit
much. I figure a few of the really good ones will survive, mainly to
appeal to ppl like myself who detest the graphic-intensive games.
(for me it's a matter of being better with text than I am with
graphics, plus I have sensitive eyes, and can spend hours staring at
text while doing so with graphics will give me headaches.) Not
everyone who plays muds has been raised on things like Quake and
Doom.. not all of us need the flashy graphics to keep us interested.
Cable did not kill off broadcast TV, TV did not kill radio, radio did
not kill books... things last a lot longer than they are ever given
predicted to! :)

Kira Skydancer

Joi Ellis

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Jul 11, 1998, 3:00:00 AM7/11/98
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In rec.games.mud.misc Aristotle@Threshold <thre...@threshold-rpg.com> wrote:

: I think that is definitely true. Also, we are not attracting as many "new

: entrants" to the hobby because there is such a glut of low quality, crap
: muds out there.

: It is pretty hard for a new mud to get players. However, if you have a good

: game and stick with it you can slowly build a player base. Once you can
: average 10-20 people online, growth will start to increase nicely since you
: then have enough online to help newbies and/or keep people from logging off
: instantly.

: -Aristotle@Threshold

Many, many mu* (MUSH, MUX, Penn, etc) are driving away players by the
requirement that even run-of-the-mill, non-feature charactesr have
full-blown applications pre-approved by the mu* staff before the player
can begin to play!

I've had nothing but bad experiences with mushes run in this fashion.
Annoyances include:

1) Staff not processing applications within the published, promised time
2) No information available as to what constitutes an acceptable application

This smells of elitism, buddy-buddy favoritism, and need-for-control
that frankly drive me crazy. I now refuse to play on mushes that do
this.

On mushes that do this, I've also experienced:

1) biased application processing, especially for Features,
2) arbitrary retconns of past non-feature tinyplots because some Feature
later finds working around their results inconvient
3) staff controlling non-feature rp to suit their own agendas

"Tales of the Jhereg", you need to change your news. You claim features
don't need apps, but one of your non-feature players told me today that
even non-features have to be preapproved by your god before they can
play. None of this is mentioned on your website.

No wonder you only have 4 non-feature players a week after you opened!

I have absolutely no interest in playing mushes where the staff
misrepresent information.

--
Joi Ellis
gyl...@nospam.visi.com, http://www.visi.com/~gyles19/


Doran's Mudlist

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Jul 12, 1998, 3:00:00 AM7/12/98
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Stealth <is...@mud.gator.net> wrote:
>
>There is no question there is less players than ever before. As

see below

>stated, one reason is the popping up of so many new muds, which
>spreads out the players base. Only 2 years ago, mudconnector only
>advertised abotu 300 muds, now they have around 1000.
>

>Text based muds are being phased out slowly. Im guessing you can
>expect no text based muds in about 10 years, everything will be
>graphical.
>

>> I do not have exact statistics
>
>obviously, its nearly impossible to find all the muds and all the
>players everywhere. If one devoted his self to finding out such a
>number, it may be possible to get an approximation.
>

Doran's mudlist currently lists in excess of 1800 muds. I remember over
six years ago it was only on the order of 300 muds. If you want to
play statistics, I think it's safe to assume that every mud six years
ago had at least an average of six regular players. If the number of
players has remained constant over that time, then muds today would
average one regular player each. This is clearly not the case.
The sheer _number_ of players IS growing.

I think what you really want to look at it is the _percentage_ of
text-based mudders with respect to the entire population. I don't
think anyone has that kind of data.

--Doran

Doran's Mudlist

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Jul 12, 1998, 3:00:00 AM7/12/98
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Doran's Mudlist

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Jul 12, 1998, 3:00:00 AM7/12/98
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John Adelsberger

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Jul 13, 1998, 3:00:00 AM7/13/98
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In rec.games.mud.lp rr...@lanminds.com wrote:
: On Sat, 11 Jul 1998 14:45:47 GMT, is...@mud.gator.net (Stealth) wrote:
: >
: >Text based muds are being phased out slowly. Im guessing you can

: >expect no text based muds in about 10 years, everything will be
: >graphical.
: >
: And once again, the debate starts. I wil admit that there will be

There is no debate. 'Stealth' is a moron making moronic claims. He
probably champions the paperless office too.

--
John J. Adelsberger III
j...@umr.edu

"Civilization is the process of setting man free from men."

- Ayn Rand

Derek

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Jul 15, 1998, 3:00:00 AM7/15/98
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How about we get some of the more popular MUDs to post some statistics?

Realms of Despair regularily peaks over 500 simultaneous players daily,
and has over 20,000 player files that have been active over the past three
months. (The release of the SMAUG code base has taken away from of the
player base, as there are probably close to 100 other SMAUG muds out there.)


I highly doubt that the entire text mudding community is 10,000 players...
-- if so, then ALL of them would have to be playing RoD -- also, with close
to 2000 MUDs out there, that would mean that the average MUD only has five
dedicated players.


What other MUDs out there peak with over 100 players?

Marc Bowden

unread,
Jul 15, 1998, 3:00:00 AM7/15/98
to
In article <6o38qn$1uc$1...@brokaw.wa.com>,

David Bennett <dben...@bsquare.com> wrote:
>
>ie: BatMUD, Genesis... (dare I say Discworld?).
>
>Reminicing of days long lost,
>David.
>[DDT] Pink fish forever.
>
>PS Looks like I found news access again. Miss me?
>
>

Go ahead, say it. You know you want to....

And don't forget Hero and Third World.

========================================================================
Marc Bowden - Soulsinger D R E A M S H A D O W
Human Resources Director --------------------------
The Legacy of the Three

dreamer.telmaron.com 3333 or 206.246.120.5 3333 ry...@merit.edu

"We did not choose to become the guardians, but there is no one else."
========================================================================

SJG

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Jul 16, 1998, 3:00:00 AM7/16/98
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In article <UX2r1.2519$JS1.3...@198.235.216.79>,

Derek <de...@mail.pythonvideo.com> wrote:
>
>
>What other MUDs out there peak with over 100 players?

There are still several that peak in high numbers (150+). Three
Kingdoms, BatMUD, Zombie, Medievia (though seconds are allowed here),
Realms of the Dragon (gets to 100), Toril, Basternae, and I'm pretty
positive Genesis would as well if they didn't have logins capped due to
bandwidth. I'm sure there are plenty more, these are just the ones I've
visited.

SJG


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