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In older text-based gaming: MUCKs tended to be more oriented towards creation and social interaction than MUDs. Many MUCKs would allow players to create their o
by duskwuff 6y ago
In older text-based gaming: MUCKs tended to be more oriented towards creation and social interaction than MUDs. Many MUCKs would allow players to create their own areas, with a limited degree of scriptability.
In modern gaming: Second Life, VRChat, Roblox, et al.
- markus_zhang 6y agothanks, those are interesting games. I'll check out the MUCKs and see how they balance things (or maybe they just didn't care). The game Neverwinter Nights(2001) introduced a powerful editor so that players can create their own world and join servers. But those servers have to be separated because of different scripts. It would be really fascinating if somehow we can have a connection center (thinking the Sigil city in Planescape) and players can join different "worlds" which maybe have completely different sets of rules (but have the same meta rules to make the connection possible).
- duskwuff 6y agoMUCKs tend to be primarily social; any "game mechanics", beyond absolute core functionality like movement and communication, exist only by consent of the players. Game balance isn't really a concern. Second Life and VRChat roughly follow this model as well. Roblox worlds are more isolated, kind of along the lines of what you're describing for NWN.