Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996)
mud.co.uk
mud.co.uk
I played WoW for years and I'm not sure it ever matched the depth of experience I've somehow extracted from lines of scrolling text. MUDs will be around long after the last gnome leaves Ironforge.
MUDs are also the subject of my first indie iOS app - MUDRammer, a Modern MUD Client for iPhone and iPad. I'm hoping to build a client that's helpful for new mudders but powerful enough for the mudding veteran on the go.
Behold, a free copy! http://tokn.co/s4g2u64j
EDIT: Someone here has super fast fingers :) Here's one more: http://tokn.co/gxrswk67
On the server side, I made a lua-scripted server to use as a barebones base for a new MUD. Lua's threading model worked really well. It's at http://github.com/endgame/MudCore , but I never did get around to building a game on it.
Also here: http://splinesoft.net
Here's a copy of the paper: http://www.nickyee.com/daedalus/archives/pdf/3-2.pdf
I've always seen Bartle's paper more as a guide for (MUD) game/world designers -- and I find the simplification of boxing player types is a useful model for that. By his own admission it isn't meant to be an academic paper -- and seeing more academic research is this area is welcome.
There's like this whole crazy history of this MUD that I'm only vaguely familiar with beyond the first couple of years:
http://web.archive.org/web/19980122051559/http://www.mischie...
https://sites.google.com/site/exoduspages/
http://www.topmudsites.com/forums/mudinfo-exodusmud.html
I used to log in there with my old "IMM" account every few years to see if the account still worked (it always did) and to see how confused the current "IMMs" would be by some guy they probably never heard of (unless they were touching the code) popping on with IMM status.
It's interesting to consider how the design of HN influences these four categories. The scoring of HN allows "Achievers" but rewards "Socializers" (since to first approximation the more you post and the better known your are the higher your karma), and heavily punish "Killers". HN discussions somewhat penalizes "Explorers" since even the most knowledgeable responses disappear into the void of old threads after a couple days. Removing visible karma scores from comments was a blow to "Achievers" but made "Socializers" happier.
Thanks to derefr for mentioning this article yesterday.
It's still around. :)
Bartle actually expands on this paradigm in the book Designing Virtual Worlds, where he introduces another axis for the four types (bringing it to eight) and also specifies two progressions between the types as players grow.
http://www.amazon.com/Designing-Virtual-Worlds-Richard-Bartl...
What a peculiar list.
Because there are no real permanent consequences in most MMOs it has become mostly a matter of optimizing for speed.
> To increase the number of explorers:
> increase the number of explorers.
Thank you, that's helpful...www (dot) mume (dot) org
I am currently writing a WebSockets (nodejs, socket.io) engine (a present to my sixteen year old self), you can have a look here: https://github.com/MoreOutput/RockMUD. It aims to increase the 'functionality' of a MUD by taking advantage of the browser.
MUME is a great MUD!
I'll be a lifer when it comes to MUDs (though damn it all to hell if things like Eve Online and Skyrim don't carve out a lot of my self-rationed game time). Perhaps on that subject, I should mention that (for me) MUDs are great for keeping open if I'm spending a lot of time compiling.
I will definitely take a look at your MUD engine. Thanks for the link! :)