3 ms·
> It's not for visual thinkers. As a MUD vet - and recognizing how much MMORPG dynamics borrow back from MUDs - I think it's more about the differences in mech
by trynewideas 4y ago
> It's not for visual thinkers.
As a MUD vet - and recognizing how much MMORPG dynamics borrow back from MUDs - I think it's more about the differences in mechanics and social dynamics than "visual thinking". The interface and interactions are about as abstract and obtuse, and the focus on player-driven events in real time over scripted storylines is similar.
But for me, there are MUDs that are more creative and proactive. Between re-rolling and no-PK MUDs, failure/death often has few or no stakes early in MUDs. Remorts recycle the player base, so on older active servers there experienced players are often in new-character zones. Building mechanics are more open-ended but also not mandatory for success.
EVE always plays more linear and reactive. There are and have been MUDs like that, but it's not monolithic - they aren't the only "non-visual" type of MUD. EVE guides players into corps and other orgs, which by design leads to hierarchical play. A new capsuleer is about even with or less than an NPC to most EVE players. There are few incentives to meaningfully help new players or new characters, outside of making them more useful laborers for your corp. Investing time, effort, and optionally money eventually rewards you as a player, but until then you accomplish and contribute very little.
So I'd say EVE is more for players who want to play the proverbial long game, with winners and losers, and stakes of economy and influence above all others. That's not something that can be pinned on the visuals or the spreadsheet UI. In that sense it's honestly more like Football Manager but with real people as the footballers that get shuffled around and appeased in order to help you win.