Minigames in MUSHes
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They’re as rare as coders these days, but still! Are there any minigames you’ve played with, within the mush setting, that really stuck out to you? That you found engaging but not too distracting? Maybe a better world would be narrative mechanic.
I’m talking about like… perhaps animal breeding or crafting perfume or modeling an outfit. Some of this might bleed into MUDs but I understand there was some kind of hunting system in Firan. I guess oyster shucking would count?
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@Yam I think a lot of Vampire games end up with feeding minigames before too long because trying to schedule feeding scenes for whatever number of players you have eventually will eat all of your time.
That said, if you want crazy minigame fu coded for your game (or just a good coder in general), I would talk to @LeeRoyBatty. They’re absolutely chock full of ideas about how games can be run. (Ask them about +horatio).
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I’m obsessed w minigames. I will forever remembering Firan’s many minigames, and you’ve heard me talk about the stupid satisfaction I got going out to hunt for geese and bring home to make roast poultry so much that it made it into your OP. I just want minigames to play. Minigames that support RP. Minigames that support plots. Minigames I can play for funsies.
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@Yam said in Minigames in MUSHes:
Are there any minigames you’ve played with, within the mush setting, that really stuck out to you? That you found engaging but not too distracting? Maybe a better world would be narrative mechanic.
I’m talking about like… perhaps animal breeding or crafting perfume or modeling an outfit.
I liked the perfume creation option on Arx, but that’s because I’m a) obsessed with perfume and scent IRL and b) found out that some MUs still had an @smell command hard-coded in. I thought it was hilarious that I could set a desc for anyone that wanted to sniff my character. I don’t think most people ever even realized it was there, but at least one friend and I had a hilarious time dropping stupid little surprises in there for each other. When you got the LOL response, you knew they’d finally read it and it was time to swap it out for something else that’d crack them up.
Yam said in Minigames in MUSHes:
They’re as rare as coders these days, but still!
PS - This. My kingdom for a coder. I’ve been sitting on content for a WoD Vampire game for three months, partially finished because I’ve had three different people make vague noises (but only vague noises) at me about an Ares plugin to enable it all go silent.
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@Yam Why yes of course, I bring it up all the time.
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Was creating clothes in Arx a ‘minigame’? I liked that until it became a huge game of who can make better ASCII art and then all the clothes were just giant ASCII art objects that had no descriptions and meh. I was not very good at coloring either. But I liked it when I was delving deep into my creative side to come up with really unique descriptions for stuff.
I think Firan had animal breeding or dog breeding ??? That always seemed like fun.
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@Tez This explains so much about you with respect to Among Us.
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I’ve only seen the one that’s a narrative – the +hunt code @MisterBoring is talking about. It was fun.
I prefer the more typical method, where it’s just a roll and you can make up your own details, unless you botch and then you need somebody to run a scene with you.
Mini-games I’ve really enjoyed in MUs have been stuff like billiards tables and decks of cards. They’ll have commands on them to shoot, or deal, and show you your hand or change the difficulty to hit the 2 ball after your opponent moved it, etc. But they’re not a big selling point to have. Even just dropping a note that tells people what to roll to represent playing a tennis match can be just as fun.
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Crafting mini games probably kept me in games longer tbh. If I wasn’t feeling like rp or things were slow, I could make stuff! I loved doing ascii but writing the descriptions to go along with them was the real draw. I did weapons on Firan (and armor and jewelry) and also on Arx. I don’t think I delved much outside of crafting mini games but they were a definite +++ for me.
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@Tori you always had such a way with words and your descs were beautiful, I loved buying your stuff on arx
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Thinking about minigames in MUs makes me want to build a series of interconnected hidden minigames into a horror MU that act as a trail of crumbs to some plot secret that exposes a hidden truth about the game world. Each time a player finds and completes a step in the minigame chain, it adds a tag that’s only visible to staff to their bit, so progress can be tracked. Any player that completes the full chain will get invited to a special scheduled event and their whole perspective of the IC universe will get tossed on its head.
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@Tez said in Minigames in MUSHes:
I’m obsessed w minigames. I will forever remembering Firan’s many minigames, and you’ve heard me talk about the stupid satisfaction I got going out to hunt for geese and bring home to make roast poultry so much that it made it into your OP. I just want minigames to play. Minigames that support RP. Minigames that support plots. Minigames I can play for funsies.
Someone needs to make you a MU made entirely of minigames.
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Out of curiosity, and totally not born from the fact that I’m newer to MUSHing but also love the idea of programming in a bunch of mini games…what sort of examples of minigames have you guys seen or imagined?
I’ve seen hunting, I’ve seen fashion, I’ve always liked the idea of a mission board that spits out mini prp’s or scene prompts.
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@Muse Cooking, healing, foraging, making medicines, finding oysters and shucking them for pearls which could use in fashion or fuck up and shuck yourself to death, macro econ and trade, farming, animal breeding, makeup, wigs, hair growing, baths and perfumes, disguises, masks–
Too bad Firan sucked.
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SHUCKED RIGHT TO DEATH
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@Muse
I played on a game that had:- Coded card games you could play with other players
- Coded slot machines
- Coded economy (buying gear)
- Coded trade (buy/sell trade goods)
- Coded exploration through the desert
- Coded buses
- Coded shuttles
- Coded ELEVATORS
- Coded gear modding
- Coded space travel
- Coded being locked in a glass box while your body regenerated and you could see people posing outside the box but you were unconscious inside it
- Coded healthcare that you could fuck up and make things worse (I once killed a man this way)
- Coded soda machines
- Coded buying a drink from a bartender
- Coded stuff that didn’t work anymore
- A lot of coded stuff that didn’t work anymore
- Coded “bounties” for NPCs that didn’t exist
- Coded bounties for PCs that did exist
- and more that I am probably forgetting
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@Trashcan Please explain how the coded bounties for players worked.
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@Yam
There was coded money (you received a coded paycheck). You could go to a coded bounty board and offer people coded money to capture another PC for you. -
@Muse said in Minigames in MUSHes:
Out of curiosity, and totally not born from the fact that I’m newer to MUSHing but also love the idea of programming in a bunch of mini games…what sort of examples of minigames have you guys seen or imagined?
- Minigames that support the overall theme, often larger systems like crafting and economics. The 90’s had a fair number of space games where you’d sit at a virtual ship console, adjusting course to run cargo from planet A to planet B to make money. Some fantasy games had crafting commands where you could make weapons and such. One could also imagine using +commands to manage your farm animals (dunno if Firan had that). One cyberpunk game had a scavenging minigame.
- Little things that support RP, like a coded card game so you could play along while your characters were playing - placing bets and trading cards. Or a hunger mechanic so when you were RPing at the bar you’d actually want to +buy and +eat something.
- Systems to pass the time OOCly, like a jukebox in the OOC area or a slot machine that spit out random nonsense.
Once the initial novelty wore off, I never liked these kinds of systems much. They either got in the way of creativity, or were annoyingly tedious, or both.
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@Trashcan As if you’re just going to gloss over my coded soda machine in the rest of the list like that wasn’t the best piece of minigame on anything ever, the most outstanding and revelatory achievement of all time
@Faraday said in Minigames in MUSHes:
Once the initial novelty wore off, I never liked these kinds of systems much. They either got in the way of creativity, or were annoyingly tedious, or both.
This is true though, soda machine included lol
@Yam said in Minigames in MUSHes:
Please explain how the coded bounties for players worked.
There were bounties for me on there all the time, and I let people collect them from time to time. However, me putting a bounty on anyone or anything else was huge drama 100% of the time. I don’t want to get into PVP, we have another thread for that, but the bounty minigame definitely emphasized that different people have different tolerances for it.
My favorite minigame of all was when we ran Space Cargo on Into the Black MUSH, but the flight was not automated, you just had to sit there and be ready to navigate the proper coordinates at the proper moment for an hour. If you failed to do it properly then you flew off (into the black, I suppose) and ran out of air and died and staff had to resurrect your entire crew from the dead room.
That sucked. lol.