Re: Hi, hey, hello
The word you're looking for is "marketing". Early MMORPGs were simply called graphical MUDs.
This appears to be the crux of your misunderstanding. You're comparing two specific implementations that were never intended to work together. As I've , clients "can't pull the data they need out of thin air - they need some way to extract it from the mud". This sort of thing needs to be factored into the design.
A DikuMUD could be played as a fully graphical game, but it won't look like Quake. World of Warcraft could in theory be played as a text-based game, but it wouldn't look like DikuMUD.
However in this particular case the poster is designing his own server, and therefore has full control over what data it passes to the client. He could create a game server that is playable as both a text-based MUD and a full 3D graphical MMORPG if he wished, depending on which client the player uses.
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