hmm, just some more nonsense to add to my earlier nonsense.
Correct me if I'm wrong, but it seems to me that one key difference that both huge successful muds and MMORPGs have with muds like this and-that-other-place is that they don't rely upon stats at all (personally I'd say that the whole stat issue always held back that-other-place some). I mean, it's a no-brainer that places where stats are so important it's inevitable that people spend a lot of time statting to get "uberstats". So that's a large part of a person's 'playtime'. And you have to ask yourself if that's actually really all that interesting.
Where the other places have it right, imo, is that stats don't actually matter there BUT diversity is actually ensured through choices. Ie choices of 100s of skills to prac & try before a guy gets bored. And what's better about that sort of setup is twofold - first of all it's easier to balance (ie you just have to balance skills & weapons, not skills, weapons AND stats). And, at the end of the day, it's also good because it means players won't get blame the system (because the system makes it so that if you make one poor choice as a lowbie, ie your stat, you're screwed for life), but instead can only blame themselves for their own poor "choices" of skills. Now, agreed, there are plenty of flaws with this whole line of reasoning, not limited to the reality of limited coder time etc. But I couldn't resist.
I think I'll shut up now
