Sindome: Cyberpunk Roleplaying

An Observation

Banner for Sindome: Cyberpunk Roleplaying
Reviewed By Athanos
Reviewed Date 06/14/26
Player Status Player
Rating 3 / 5

First, the amount of wording in room descriptions is too much. I know the expect a lot of reading because it is a role playing game and expect everyone to role play and by IC as much as possible. However, most of the descriptions can be reduced quite a bit with re-wording, the use of a thesaurus, and streamlining how to communicate ideas efficiently. Also, I noticed as I was at the first bar you enter the game at that the word [CROWDED] was next to the room title, but the description mentions that the bar is empty. Kind of wrench thrown into my mindset for RP.

Second, is the over use of the word you or second person perspective. If I am playing a game and meant to by my own character and act as such, then telling me what I'm doing, or how I'm feeling is not acceptable to me as it's my character and I choose how he/she reacts to the information given to me. Even using the word beautiful in a description limits my ability to role play the way I have developed my character because beauty is in the eye of the beholder. If you truly want to force RP and IC actions then I personally feel like I should not be limited in my emotions, reactions, or actions.

I am no beginner to the world of text adventure and have played on many different codebases as well as built and coded on them. The instruction element in the game needs some work in my opinion. Timed responses are great for an overall feel of the game, but for the guest who wants to check things out, waiting to see the text of things one can type is a little obnoxious at best, especially for a beginner and it may turn some people away.

The game has been around for a very long time, gone through many iterations, seen a slew of management changes and coding updates. Many MUDs go about the same concepts in their games and the reason I don't play those ones, or quickly get frustrated at being told what I am doing, feeling, or even thinking. I should be able to draw my own conclusions from an efficient room description.

They do a good job of making the world feel alive though. You can get a sense that the world continues to move when you are away or not in an area. I believe they have moved past the 'theme park problem' where everything waits for the player to arrive.

It still doesn't stick out as unique in it's mechanics, only in its name and theme. The game is average at best in my opinion.