I figure it is nice to revisit a review from me, since it has been about 3 years. Some things change, some things stay the same. It has been a ride. I feel like NarutoMUD has become even better than it ever has and I'm pretty happy with how the game has been shaping up, with a few exceptions.
I think our core systems have evolved to the point where our skill setup is really exciting. My goal was to let players create a ninja who isn't just a shallow copy of a show character, but their own character in the Naruto universe. Someone who is unique and cool. I've tried to fight the tides of players wanting Kekkei Genkai, or bloodline limits, because I felt it would ultimately unbalance the game and produce 'right paths' or, in other words, you have to get Sharingan to have a successful character, or you have to get Byakugan to be able to be competitive. I think any game that just tries to do a mad grab of players by offering those will not be able to truly be balanced. Also, the game will just devolve rapidly with no need to focus on learning how to use a skill effectively, but just acquiring the most broken Kekkei Genkai.
All that said, however, I do look forward to finding new ways to offer up interesting possibilities to further let players customize their shinobi. I think Custom Genjutsu was an interesting start and I'd love to explore more things like that. I think NarutoMUD offers so much more than many other games out there.
Frankly, sometimes I forget how many things we have in the game. I truly think we have one of the best Japanese themed games out there, period. The builders and I have tried to ensure that things are kept in line with not just the Naruto anime but Japanese culture. Having been to Japan a couple times, it is really easy for me to spot obviously phony pseudo-Japanese things people try to cram into games. Despite my efforts though, I think this also has bit NarutoMUD.
A lot of people have told me that things are a bit too daunting for a non-Naruto diehard. I can see that, logging into a new game and all of a sudden names are flipped, skill names are in Japanese, and there are things like blood types. I think the skill names alone turn off a lot of people, I've seen people propose a solution which is toggle-able names which can switch skill names to English, but I really think that is only a good fix on paper. Imagine if we used “Phoenix Fire Flower” instead of “Hosenka”, I doubt people would know what either of those were, except that it might have something to do with fire. I'm really not sure how to approach that problem, and my only ideas so far are to make YouTube tutorial videos for NarutoMUD.
I think a couple simple “Let's Play!” videos for NarutoMUD would help us get a lot more players. I think a simple explanation of what Taijutsu, Ninjutsu, Genjutsu and Ningu are could aid a lost player. Explaining how to raise ability points, spend practices and use Shuuren or Handseal as well. It seems most players either gloss over helpfiles or ignore them, but most people don't mind passively watching videos to adsorb information. So, maybe that avenue will help us.
I think our player base has been fluctuating worse than it ever has been. This really hurts to see. It seems our core of players has moved on to greener pastures. However, this leaves a big void. Really, it is hard to motivate yourself or other Immortals when no one is on. Things end up spinning into a vicious circle. Less players mean less building and coding gets done, which means even less players which means even less building and coding gets done. This repeats until things grind to a halt, and we've hit that point a couple times in the past couple years. I'd kill to find a handful of builders who can really sink their teeth into areas. However, with very few players, options are limited. Hiring outside builders is usually a worthless endeavor. Hiring players is usually one of the best routes to go, but you run the risk of taking an active player and making them an Immortal, and then they realize there is a different type of work involved with it, then they both flake out of being an Immortal and you lose an active player. So, you get a double whammy.
For awhile, I've considered shutting the old girl down. However, it seems a few people are still attached to it, but I worry spending more time and energy on it will be a lost cause. After 6 years, I don't think I should be this strapped for players or builders, but I am. Did NarutoMUD fail? I don't think so. What happened? I think it is partially theme based, and another might be luck possibly, or making mistakes and not hiring the right people to help. Anytime I see a new Naruto theme MUD try to start, I feel a bit betrayed, because they could be helping make NarutoMUD better, but instead they prefer to try to start their own thing, which 99% of the time never materializes.
NarutoMUD has outlasted many possible competitors. At time of writing, the only two that are truly still able to compete are World of Naruto and Naruto MUSH: Rivalry. Out of those two, only World of Naruto is close enough to NarutoMUD to compare. World of Naruto was started by a disgruntled ex-player of NarutoMUD and does borrow liberally from NarutoMUD, both in its skills and lore. It also offers a large difference to play styles. Instead of a 'fine tuning' of characters, it opts to let you just load up on skills, many of which are just copies or renames of stock skills. Obviously I am not paying any complements to World of Naruto, but I appreciate that we have some form of competition and options for other people. However, the way in which the owner conducts himself is, at best, abrasive. I leave it as an exercise for the reader to find their website and read their 'link' to NarutoMUD and see what I mean.
I think the largest difference between our two MUDs is the type of player we attract. NarutoMUD's system of cooperation and lack of PK has kept most griefers away. Players who try to use the Arena as something to leverage against other players have been punished or warned, keeping the atmosphere as friendly as possible. Over all, I really like this. I hate games that let a griefer type player thrive unchecked. I've seen really fun games ruined by 2-3 people who keep themselves strong and keep everyone else weak and battered so that they can be 'King's. However, this ultimately drives players away and then when the player base is so low that they can't get their jollies they leave. Creating an empty game. This isn't the type of game I want NarutoMUD to be or become.
At time of writing this, we have no PK. However, this is a requested feature and something that I do plan on adding. I know we'd probably get a lot more players with this added, and not all griefers as I don't want to say I believe all people who enjoy PK are griefers. Except I want to do it right. Which leads me to something I'd like to talk about which is the pace of development.
NarutoMUD has a leisurely development pace, but it seems much faster, to me, than the average MUD. I believe our core issue is needing a very active build staff and simply having a theme with such rich character that it demands the impossible. I think we've got a lot of great content, but the best has yet to come. From my experiences, I believe that introducing features too soon is not good. Genjutsu could have been a variety of things, but I think what it did become was better than I had originally planned. If I had rushed in PK, it probably wouldn't have satisfied anyone. However, going slow and mixing in player feedback is the way to go. I believe players don't always realize this, but a lot of changes I make I expect player feedback to help mold it for future iteration on it.
One such case was the change to maximum amount of trains. The issue arose that players across the board had very, very high stats. As such, there was no incentive to try to adjust their builds or find friends to group with. The initial plan was to lower them to 50, and it was so until some players came forward and demonstrated that 50 was too few. Then it become 60, which the general consensus was that that was good. Other things have been tweaked like this such as Hosenka, which was dramatically changed, God Fist, which was only lightly tweaked, and Throw, again a light change. I believe in the spirit of community and with that community NarutoMUD has grown better than I could have done by myself.
It is that spirit of community which helps and hurt NarutoMUD. My hope is that all players who enjoy NarutoMUD feel the sense of community I do about it, and grow the desire to help let NarutoMUD grow further. The players today who donate money to the game, spend time building areas, submit bug reports, submitting ideas and help new players pave a road of greatness for NarutoMUD's future. I can't even begin to imagine the world of NarutoMUD without such community. We'd probably still be sitting back where we began in just a 50 vnum zone, with about 10 skills.
I guess I'd like to end my review with a preview, or maybe just a vision. When I close my eyes, I see NarutoMUD of tomorrow. From the sandy dunes of the Wind Country to the forests of the Fire Country. I see the entire world of Naruto being explorable and fun. I see players teaming up with other players to venture outside the walls of their respective villages to go on exciting missions. I see the skill trees that open up crazy paths to wild skills to customize a shinobi into many, many unique things. It is a really fun vision that I want to share with everyone, however without everyone's help it'll just stay a vision.
A great thank you for all the folks out there that have given so much to NarutoMUD already. I hope in another 3 years, I might have something more to write about in a review. I hope that I can still see you all then, too. Who would have that NarutoMUD could last almost 6 years?! Boy, time flies. Thanks for a wonderful 6 years, and to another great 6.



