1980: MUD
if50.substack.com
if50.substack.com
For my sins, I became very addicted to Shades on Prestel back in the day. Due to this, I prefer MUDs that are not deep on class progression, and just easy fun.
A lot of the still running MUDs have deep learning curves, due to some of them having been running for a good few decades. To the new or casual player, this makes them impregnable.
Whereas I don't think we need to change the beauty of the text based medium, I do think that the genre needs updating to make new MUDs more accessible.... Even D&D finally accepted it needed to simplify again to gain new players.
I remember two characters getting "married" on Shades. A scene that was usually described as a derelict church with a grim, cold interior, was for the occasion bedecked with flowers etc - and rather than being empty save for a random player perhaps wandering in when my character was there, it was full of people. Date/time for the ceremony had been widely disseminated.
Cracking game.
Not just me then. XD
I know what you're saying. Iron Realms MUDs are a good example of a MUD with modern conveniences.
But on the topic of a different sort of accessibility, you can play MUDs with a screen reader. I was playing http://www.balzhur.org/ (Spanish) two years ago and found out most of the people I was meeting in it were blind. Just using a stock screen reader to read out the game at incredible speed.
Aside, playing a MUD in the foreign language you're learning is a fun way to get daily drill. Especially once you try to engage socially ingame. Having someone depend on you in real time in the game really makes your brain gain levels quickly.
https://dev.to/lazerwalker/using-game-design-to-make-virtual...
Later on we had an ex phreaker working in TEC who had been busted for Prestel hacking, one day the Internal Security guy who had busted him - met him at work and almost had a heart attack.
One early morning, I walked into a lab that was vacant except for one person. He was slumped over the keyboard with a hand around an empty Coke can. The amber screen was scrolling upward every few seconds:
YOU ARE HUNGRY...
YOU FEEL TIRED...
>
YOU ARE HUNGRY...
YOU FEEL TIRED...
>If it doesn't already exist, I could see a serious market for audio-based MUDs.
There's games like StickMUD that make use of this, too.
for a real audio based mud, the players voice input needs to be interpreted as commands but also sent to the other players in the room so you can have real voice based interaction.
From the article:
> I worked out how to login (not easy), I worked out how to load the game and... I got killed. I tried again, I got killed again and eventually, when people were bored of killing me, I tried to talk to a wizard about how the game worked and was told to bugger off and then killed again. ...This was most people’s initial experience of MUD.
I’m brand new to MUDs and 100% of my interactions have been ether helping or being helped by other players to learn and play the game.
There are some MU*s that have no combat at all, and are closer to shared creative spaces than anything else.
EDIT: Just logged in again, and saw this message from a couple of months ago:
The Third Age of the Sun is over: the War of the Ring was fought; the One Ring was been destroyed; the Ring-Bearers and the last of the Noldor have departed from Middle-earth. For the eleventh time in the history of MUME, the clock starts over.
Again, it is the year 2850 of the Third Age. Gandalf has just obtained the key of Erebor from Thrain in the dungeons of Dol Guldur. The events told in "The Hobbit" and "The Lord of the Rings" are ready to happen.
- Dáin
I’ve also been blown away by how friendly everyone I’ve encountered has been. It seems like a great community
And yes, most people on Discworld are really friendly and helpful.
edit: I tried "say help" but that didn't do anything. "help here" got me the help that I needed
It blew my mind that hundreds of people were all existing in a shared world. I directly attribute my love of computers and software development career to MUD's.
Also, Gemstone is still running: https://www.play.net/gs4/
I don't play any games like this anymore but I did play a lot of MUDs and, later, years of UO.
What I always wanted were procedurally generated items - like weapons and armor and so on.
roguelike games randomize the names and colors of items, but we all know what they all are and there are a fixed set of them. UO was even worse - you knew exactly what every item was and what it did and that was that.
It seems obvious to me that a very enjoyable and delightful aspect could be added to games like this if every time you picked up an item you had no idea what it might be, or what it did, or how it could be used.
Obviously there would be some kind of templating involved and a number of attributes that could be randomized, etc., and perhaps even some kind of generalized discovery mechanism where you could divine exactly what this plain looking sword does.
Bottom line: I, as a brand new player, just outside the beginner town, should get a plain old short sword off of this dead orc 99 times out of 100. But 1 time out of 100 I should get a short sword that glows blue when I get close to undead creatures and has +X against wolves. Or whatever.
To put it another way, there should be an infinite number of different items I can run into throughout the game and they should do lots of unexpected and fascinating things (albeit rarely).
Maybe not all MUDs allowed it, but the one I played was absolutely fine with you using specialized clients such as tintin++ and writing scripts. I started with smaller scripts to automate movement between zones and managing inventory, and I moved on to full bots in there that would take "spoken" commands from trusted players.
From what I hear, that'll get you banned in most MMORPGs these days, which is a shame.
https://www.reddit.com/r/patches765/comments/5euzt2/intellig...
And if you scroll past the D&D links here, he's got a whole series of stories from his time on the Shadowdale MUD though I forget if they involve any scripting.
https://www.reddit.com/r/patches765/comments/5isji2/intellig...
I found this kind of things very fascinating. Isn't immersion the ultimate goal of MMO games? Don't the designers want to create a full virtual world so that people can join and forget about real life for a couple of hours? In that perspective, maybe having terrefic graphics actually hurts the real objective. I'm not saying we should go back to MUD, but I'm saying that MMO development teams should invest more in world building.
Thank you for introducing such a great poster to me. This guy is a gold mine.
At one point I wrote something to generate zones somewhat randomly using the editor the game had built-in - it would transition from "zones" of a particular type (forest/water/desert) and take a few random strings to create (hopefully) reasonable descriptions of a place that could exist.
Not the most interesting zone but it allowed me to create blank canvasses to put more interesting elements into.
All done with ZuggScript
I'm wondering if there is any MMORPG that actually gives some serious scripting to players for building their own worlds and sharing with others. It's going to be a hell lot of job to balance out but could be really fun.
In modern gaming: Second Life, VRChat, Roblox, et al.
The game Neverwinter Nights(2001) introduced a powerful editor so that players can create their own world and join servers. But those servers have to be separated because of different scripts. It would be really fascinating if somehow we can have a connection center (thinking the Sigil city in Planescape) and players can join different "worlds" which maybe have completely different sets of rules (but have the same meta rules to make the connection possible).
Second Life and VRChat roughly follow this model as well. Roblox worlds are more isolated, kind of along the lines of what you're describing for NWN.
For example, maybe some player discovered a summoning book, read a page, and somehow opened a maw to another plane and attracted an endless stream of demons. This is a player-triggered event and other players can do whatever they want. They can ally with the demons, they can fight them and craft items from their remainings. The game designer just make sure that every event doesn't break the whole game.
Maybe I went too far there with my imagination, lol.
I almost wonder if you could train an RNN or something on player action and have it start to clone behavior...
What I think they mean is MUDs and early MMOs were more sandbox-style. This can create complex and unplanned interactions in the game. But the market has mostly decided they don't like these style of games. So you won't get a AAA developer making them because the money just isn't there.
Many people loved these interactions. But even more hated them. These days you have options. Back then you didn't. Back in 2000, if you wanted to play an MMO, you had 3 options. Nowadays you have dozens.
MUDs also have the benefit of not having millions of dollars on the line. And a million monkeys typing all at once. There's literally thousands of MUDs out there. Most of them are really bad and uninspiring.
It's funny to think about how things have shifted. Back when WoW was released, instancing was controversial. Some didn't completely consider it an MMO because it let you opt out of a shared experience with others you don't know.
I've tried several different MUDs over the years because I like text based games, but they never stick.
In combat, depending on the MUD and the class of character you may not need to type frequently during combat. Usually you will attack automatically once it begins. Spells, healing commands, and other things are all you need to type and usually not every round (which is about 1-3 seconds usually). Every MUD I played on had some form of alias, and if not the client did, which let me take a 5 word command down to 1-5 letters. `draw crysknife` became `dc` for my Fremen character. I had similar aliases for putting it away and drawing other weapons or switching to other attack strategies.
I still haven't found any monsters to kill yet, I'm going to try to do that over the weekend!
Someone in another comment mentioned you can set up two buffers, so I'm trying to figure that out.
I got through the training academy on CoffeeMUD last night, so far so good.
Also, it depends on the MUD codebase they use, some of the older codebases are more friendly to very basic clients, newer codebases typically rely on using a telnet client like TinTin or a MUD client.
but, you get used to it. You will figure out what's actually important and what can be ignored. Someone else mentioned the 'brief' command, which shortens room descriptions, and that is a good start. After you log in, just take your time, there's no rush...
There are (or were?) MUD clients for Emacs, but I haven't used one for a long time - just having Emacs and the buffer available has been enough for everything I've wanted to do.
My favorite international MUD was Mirkwood, which was still up and running recently.
I was also enamored by MUSH servers as how detailed they can be, but could never get to play them for long.
telnet lambda.moo.mud.org 8888
learned to program on that thing
Shoutout to Duris: Land of Bloodlust, which has been around for over 25 years and is still up and running.
Incidentally, I was looking into the possibility of hosting my own MUD a while back and it seemed rather complicated for someone without web deployment experience. I do wish there was a simpler way to do it and customize your own world for a few friends to play around in. I guess we could just invade a less-active MUD but it seems more up our alley to roll our own so we can make a few extra areas ourselves and so on.
Fun times.
The F50 article munged together Essex and MUD2 a little, iirc Essex went dark ~1984 and at launch MUD2 was a refactor, unplayably slow and expensive. It went dark quickly.
I made some MUDs of my own... and that scrap of paper led to a startup career in MUDs and MMO development.
I sometimes wonder what the formative experiences my kids are having in Roblox, Minecraft etc. will rustle up in their futures.
Oh shit, it still exists.
I kind of wish I hadn't realized that.
It's how I learned that telnet isn't encrypted many years ago :)
But seriously, if anyone knows how to reliably contact the admins that took it offline, I'd love to know.