Originally Posted by
Sydänyö
Umm... I guess you people have a whole different meaning for the word "gameplay" then. For me, it means gameplay mechanics, and that includes how you control your character. Every MUD I tried (Circle, LP variants, perhaps some Tiny) worked exactly the same way; you type your commands, the MUD "ticks" every second, or however long the "heartbeat" is, and then you try to time your spells and attacks the best way possible to take down other players or NPCs.
Besides that, it was usually the typical "kill stuff, gain experience, gain levels" -shtick, but the MUD I loved the most was a true PK MUD, and there you'd lose big chunks of XP and lose levels when you died, more to monsters but still a nice amount to players, as well.
Can't say I'd say that the "gameplay" was so great in any of them, though. I know that you can create more intricate gameplay mechanics in a MUD, of course, having done some code to some of them, but I personally didn't come across anything that special. I'm guessing you two meant the plot, lore and the actual "point" of the MUD, and whether or not you can "beat" it, though, and not actual gameplay. As far as I understand, gameplay typically means how you, the person, interact with the game, and how the engine of the game works, and not the "scene" or setting or plot of the game. I'm sure there are awesome plots and stories in MUDs out there, but that's not really gameplay. In Diablo, for example, gameplay would be clicking on a monster to hit it with a weapon. Not the lore or the plot.
Anyways, StickMUD is where I spent most of my time, and some in BatMUD, and then a bunch of others, typically to test them out for a week or two.