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Another voice in the fray
As spotted on Raph’s blog, Matt Mihaly is blogging now.
Why should you care?
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- He’s one of the more outspoken voices in the dev community (his point-by-point napalming of the “Burning Down the House” GDC session on Terra Nova still cracks me up)
- His MUDs (or “text MMOs” as he prefers) are among the most innovative (and not coincidentally, popular and profitable) ones in the industry, pioneering such subjects as roleplayed contextual PVP, political systems that matter, and drug abuse
- Did I mention outspoken voice? Yeah.
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Between him and Daniel James, another rogue innovator who began blogging this past month, we should be in for good times. It’s good to see more luminaries of the virtual world sphere stepping up and contributing to the ongoing dialogue.
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about 4 years ago
You might like him, but I am sick of that coffee cup stain graphic.
Besides, you put the Lum in luminaries, and that is enough luminary for me.
about 4 years ago
Tom Cruise also did a good movie 20 years ago. Doesn’t mean anyone should care to listen to his insane ramblings nowadays
about 4 years ago
“His MUDs (or \’e2\’80\’9ctext MMOs\’e2\’80\’9d as he prefers) are among the most innovative. . .”
This seems to be the party line put forth by his company, but those who buy it tend to not actually have played his games. This probably isn’t the best place for this sort of rant, but the high esteem in which these games are held doesn’t make a damned bit of sense to me. But I suggest everyone give them a try to determine that for themselves.
I got fed up with the anti-customer mentality of Simutronics and decided to try some of the Iron Realms’ games a few months ago. If Achaea is innovative, then Dragonrealms must be the greatest MUD ever made, because there’s simply no comparison between the two: in Achaea, PvE boils down to spamming the equivalent of the ATTACK command, as most classes have no more than two commands that work against mobs. Iron Realms lauds its PvP system as complex, and it must be, because I didn’t come across anyone there who fought with anything other than zMUD scripts and triggers. Even then, it primarily involves drinking potions and smearing goo on your toon at the right moment, rather than combat tactics of any sort.
The experience system is designed so that, starting somewhere around level 40, your unmodified toon has as good a chance of being killed by the critters you need to advance as you have of killing them. Combine that with a reasonably stiff death penalty and the prospect of negative advancement (you can lose levels) becomes a distinct possibility. Not to worry, though. Iron Realms will sell you the XP and loot that you need to play the game if you’re a non-masochist. Frankly, given the rather shoddy and threadbare PvE system, inferior to many totally free MUDs that I’ve played, the whole thing struck me as little more than a scam to hook obsessives and separate them from their money. Sure, advancement is possible without spending a dime–if you’re willing to play twelve hours a day and/or stretch that advancement over the course of years.
I left Dragonrealms behind because of bad Simutronics customer service. Iron Realms games have NO customer service. Like hobbyist MUDs, the fictional gods are the code gods of their respective games, and their interest in the customer is nil. They tend to have the hobbyist mentality that the servers belong to them, and customers are merely peons who use them at their sufferance. This would be a legitimate, if obnoxious, perspective if these were hobbyist MUDs, but they’re professional games run as a business, and all players are potential or actual paying customers. Simutronics might take an irritatingly heavy-handed approach to customer service, but they actually recognize that their customers are customers. In my interactions with the Achaea gods, they couldn’t seem to care less. (That said, I was treated very courteously when I made an inquiry regarding the purchase of in-game money.)
You can find RP if you’re looking for it, but players tend not to actively provide any. The standard approach seems to be “let’s focus on killing things, but don’t say anything that breaks the fiction too much,” which is all right, but nothing that isn’t available elsewhere. There are reasonably frequent RP events, but they seem to fall prey to the same flaws as events elsewhere, judging by player complaints: the buddies of the gods get first dibs; they’re prescripted to resolve in a certain way, regardless of what players do; they don’t change the gameworld in any significant way. That said, your average Iron Realms gamer seems to be more literate and RP-aware than your average Simutronics gamer.
All in all, while I do appreciate Mihaly’s thoughts on gaming, the success of his games is due more to a combination of good PR and systems designed to beggar a few hundred OCD candidates than it is good writing, good play mechanics, good… anything, really. Mihaly may be innovative as an online businessman, but as a game designer? Hell no.
about 4 years ago
“But I suggest everyone give them a try to determine that for themselves.”
I played a text mud with a pink ASCII unicorn on it. I fell into an endless pit within the first couple minutes.
I can poleaxe my way to level 50 fighting some tenebrous and equivocally homoerotic lizard people, but a game made entirely of the english alphabet is BEYOND ME.
about 4 years ago
Well, with the banter going on here, it may pay for me to at least check the dude’s site out a bit…
about 4 years ago
Inclusion. DiKU/UO/EQ/WoW clone #646 please step forward.
I’m the crazy one but I do speak English as well.
Translation:
This is how daddy made a game. This is how everyone should make a game. We don’t know why more people get in to a 1/2 long once a week non-interactive story line than get in to a 20 hour long five times a week interactive storyline?!?
What?
People don’t want to spend their lives playing an online game? There’s profit in shallow, superficial storylines?!? No way! Customers have to sacrifice inorder to enjoy!
Hey you super geniuses how much did each of the cast members of “Friends” earn per-year and the writers? How many years did “Friends” run? How much work compared to the crazy shit you’re doing did they do?
I know its wrong to say that people don’t want depth. They don’t. The mass market wants cheap and shalllow and superficial and they want it all right now. Stop fighting it and make it.
about 4 years ago
Who would actually endorse a game that was “cheap and shallow and superficial”? Even if we can’t have nice things, we can still want them, can’t we?
about 4 years ago
Depth doesn’t have to mean complication or large amounts of time involved.
I think your assessment of the mass market is what has already killed this genre, and will only serve to drive the nail further through it’s chest.
For people actually interested in having FUN inside this genre, companies like Iron Realms and Three Rings are the only thing keeping it alive. Of course, maybe we’re just supposed to have stopped playing by now and start doing something else.
about 4 years ago
“I think your assessment of the mass market is what has already killed this genre, and will only serve to drive the nail further through it\’e2\’80\’99s chest.”
I of course don’t agree. I’m glad we can have the conversation, however.
Your definition of fun doesn’t have to be excluded from the genre only marginalized properly. Just as someone who wants to watch the same episode of “Friends” over and over again because they get a leet badge of “Super Fan”… “You should get more from an episode of Friends if you watch if 52 times rather than just once, duh.” – that way of thinking is ridiculous.