|
Old-school MUDs are alright, but I'd love to see a modern reinterpretation of them that rethinks the interfaces and offers more democratized tools. For instance, I'd love rooms that could be populated with sounds, images, environmental effects, day/night cycles, and text effects. This would be purely ornamental and could be done in a way to support backward compatibility with text-only views, as I'd want to keep this fully accessible to the blind. I'd also love better tooling for designers and writers to easily make quests, objects, and NPCs. Ideally a library of templates and then the writer/designer can fill in the details. Think no-code or low code tools like Hypercard/Airtable/etc that empower artists, writers, and designers, not just engineers. Finally I'd love to see interfaces that support mobile/touch devices, not just keyboard. Short quests in narrative games like MUDs are a great match for mobile devices, but this requires breaking out of the CLI/terminal mindset that originally bore these games. Of course chat can still be keyboard based, but typing in commands on a mobile device is a dead-end. If there's serious interest in this I'd be happy to offer some further design guidance |
In MUD the text interface gives impression that anything is possible. Even if you are using same 10 verbs for 99% of interaction, there's still illusion of so many actions and verbs to be discovered. Any idea how to capture this magic on mobile interface?