Why didn't MUDs ever go rogue-like ... with simple 2D tile-graphics?
I think a few tried and failed, but wondering why that was. Seemed like everyone jumped to Everquest(crack) when it hit the scene, we seem to have skipped the 2D.
Why didn't MUDs ever go rogue-like ... with simple 2D tile-graphics?
I think a few tried and failed, but wondering why that was. Seemed like everyone jumped to Everquest(crack) when it hit the scene, we seem to have skipped the 2D.
I also think one of the great parts of developing a MUD as a developer is that you don't need to be good at graphics. Just code and writing.
Modern day MUDs contain a large portion of blind/sight-impaired people so moving towards a graphic based game might turn away most of your players. As it's pretty much the only kind of multiplayer game you can play as a blind person.
Even tiled ASCII characters would be a huge boon; I think it's the fact that I can't easily imagine the entire game area through text. If I was able to at least "see" the squares around my character, I could better spatially orient myself. Almost every time I've quit a MUD has been because I got bored trying to pour through the docs/guides to figure out how I ended up somewhere.
I imagine an ASCII multiplayer game is more complex when it comes to netcode though. Perhaps the reason so many MUDs have survived is because they don't require nearly as much server infrastructure to support?
[1] http://roguebasin.roguelikedevelopment.org/index.php?title=I...
Unfortunately the download for Interhack is gone, as is its original website.
That's not to say that there is still room for something like this! There are heaps of great indie games on Steam that are lightweight and deep.
If you don't mind graphics, I'd recommend checking out Streets of Rogue and Death Road to Canada, though they are not RPGs per-se and more Roguelites.
If you want something a bit more hardcore I'd check out Caves of Qud, still haven't managed to figure that one out.
Also, see Rimworld, an accessible Dwarf Fortress like game.
I remember trying to get it working for Discworld, but the richness of the world descriptions (which varied depending on weather, light level, and all sorts of other factors), along with spontaneous info messages, made it very hard to extract reliably.
My complete lack of knowledge about parsing & text processing probably didn't help matters, and I learned a lot building triggers and other (mostly tolerated) automation back in the day.
One particular feature/challenge I remember was the UU library, which in order to navigate around, switched from cardinal directions (go east; go west; ...) to relative (turn left; forward; forward; turn right), so you had to keep track of your rotation. Combined with deviously constructed routes, it didn't take much to get hopelessly lost, which as the entire point I think :)
A lot of that subtlety would be lost in a simple tiled map, as would all the (often extremely verbose and entertaining) world descriptions.
Add that to the fact that almost all were player/volunteer-built worlds, and graphical art is a much harder field to dabble in than text, probably explains why graphics-first waited until commercial developments like EQ.
[1] http://www.oocities.org/timessquare/dungeon/6091/automap1.gi...
It was a fun experiment though, I learned a lot about websockets and networked game programming!
Upgrading from ASCII to graphics would mean kicking out all your friends with older modems, those with poor phone lines, those without Win 3.1, etc.