Re: Sole Coder Project

From: Patrick Dughi (
Date: 04/07/99

> >
> >> that he too, is a sole coder for a mud. i REALLY would like to get a
> >> bunch of us SOLE coders together and make a mud.
> >
> >People are often doing their own work alone because they perceive a lack
> >of quality in everyone else's work.  Or they simply want creative freedom.
> >Or they just don't work well together in a group.  I don't see such an
> >attempt as feasible.

        I've rarely been the sole coder for a mud.  Often times I've been
the head coder, and usually am the only one making changes in an 8 month
period.. but all the same, sole coder or not, I don't see why that would
be terribly exciting to have a bunch of us come together.  You can already
do something like this, again, sole-coder or not, using CVS or the like.
You barely even have to deal with changes other people made.

> >
> >> i'd bet we could have a good mud up and running in 6 months.
> >
> >Good muds never come along in 6 months.  Maybe the basis of a good mud.
> >Just as there are bottlenecks in a single-coder system, there are
> >compensating limitations to using a group of coders and administrators.
> >Not the least of which is design decisions and revision control.
> >
        I disagree with this. I don't think the amount of time spent on
developing a mud is a good determinate of how good or bad it will be.  A
mud can be stellar in as little as a few weeks, just as a mud can still be
poor after 2 years.  As much as I would enjoy it being so, rarely does
good, unique, exciting, fast, efficient, diverse code make the mud good.
Mostly, people would say a mud is good if it has a wide and varied
environment, the gameplay is balanced, and if it is stable.

        Code is simply the horse the rest of the mud rides on.  I'd say
that a mud which has 6 months with a suite of world-builders would be more
fun than one with a suite of coders.

to summarize;
        Code development very rarely causes massive changes in the
affinity one has to a mud.


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