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A New Generation Of MOOs

eric.costello writes "MUDs (Multi-User Dimensions) are to Ultima and Everquest as MOOs (Mud, Object Orientated) are to... The Game Neverending? There's a great interview up at Mindjack with the makers of the upcoming web-based MMOG." The article states that "EverQuest puts you in someone else's world, but in a MOO, the world was yours to help create," and this seems to be a big part of what The Game Neverending is trying to promote.

8 of 32 comments (clear)

  1. Appropriate SOVIET RUSSIA reference by ObviousGuy · · Score: 2, Funny

    It's like the MOOs play YOU.

    If the game allows you to mold the game to your liking, is the game the final product or the path leading to it?

    --
    I have been pwned because my /. password was too easy to guess.
    1. Re:Appropriate SOVIET RUSSIA reference by Alexius · · Score: 4, Insightful

      I run a MOO, called 'The Keep'. It's something I'm constantly tinkering with, and always adding new areas and sections. My friends, both online and off, also work to build new things. I don't expect this to ever finish. The building is what the point is. It is almost an art from, allowing me to express myself, as well as provide a wonderful dream world to escape to.

      It reminds me of a quote from Walt, about Disneyland:
      Disneyland will never be completed. It will continue to grow as long as there is imagination left in the world.


      In other words, the point of a MOO isn't to finish it, but to create it, and to continue having that outlet.

      --
      `Lex - Find Me Here: Text Appeal
  2. Game Neverending by Slowping · · Score: 2, Funny

    Game Neverending

    this is the game that never ends.....
    it just goes on and on my friends...

    --
    (\(\
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    (")")
    *beware the cute-bunny virus
  3. What about the code? by JMax · · Score: 3, Interesting

    But, one of the very best things about MOO was MOOcode, a very sweet little OOP language (straight outa PARC) that was elegant, easy to learn, and tightly coupled with the context... from this interview, and the hype pages for Game Neverending, I don't get the sense that they've picked this aspect up at all; it's one thing to say that players can build stuff, but quite another to make it truly fun and engaging. Can anyone fill us in on what object-building is actually based on in GNE?

    1. Re:What about the code? by TexVex · · Score: 5, Interesting

      Ahh, MOO. This article has given me attacks of nostalgia. I first started writing code in MOO nearly a decade ago. One of the more fun things I did was to code up an interesting object called a Port-O-Potty. It was bigger on the inside than it was on the outside, with an entryway, party room, and men's and women's toilets. (That's just surrealism allowed by clever use of containment and room linking -- not code.) But the fun part was, it would teleport itself around the MOO randomly every few minutes. Port-O-Potty, get it? Sometimes we ended up in the inventory of other players. Most of the time we ended up in random rooms. Often enough, we would teleport in where other players were gathered. Intrigued, they would join the party.

      Yeah, it sounds stupid. You have to have been there. :)

      The thing I like most about MOO, though, is that it is just an engine. You can do just about anything with it. For example, many MOOs double as Web servers, processing game data into HTML. Some also speak IRC -- a bot coded in MOO can be a bridge between a MOO and an IRC channel. Many MOOs also generate colored text on the terminal by generating the ANSI escape sequences from MOO code. Picture a scripting language sitting on top of a network interface. The server provides a basic framework, but all the real behaviors are programmed in the scripting language and part of the "database". (A MOO database is a collection of MOO objects, with inheritance, properties, and program code. It's not a relational database.) In a MOO, an object in the game world sense is the same as an object in the programming sense. A "verb" is the term for a function -- you can pass in args like you would in most any language, but these also have an additional layer to allow a verb to also be a command a player types in. Some verbs are only callable as commands, others are only callable as functions -- and some are both! Since new script can be compiled in on the fly, you can change a MOO around significantly without ever having to restart it. (Of course, you can also have MOO code that generates and executes other MOO code.)

      The language has some interesting strengths and some key weaknesses. It'll teach you some bad software engineering habits if you let it. On the other hand, its huge flexibility is a good teacher. And it's definitely a wonderful geek toy.

      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
  4. I have to disagree by 0x0d0a · · Score: 3, Insightful

    I have to disagree. Today, we have a vast, rich, and varied array of MUDs and MOOS. Every player can find the MUD/MOO that fits exactly what they like. If we take the approach that you're promoting, instead of thousands of MUDs with a good match for each player, we would have had a single (potentially very good) game, something more like Ultima Online. Sure, might have been fun, but people can MUD for years and always have a huge library of free and high-quality content still available to wander through. Granted, there's some shoddy stuff mixed in...but the sheer amount of *stuff* is wonderful.

    Finally, it may well be that the developers are not good at world design...but I'd say that it's better that they recognize that and let someone else do the world design than try to do it themselves. Quite a few commercial game developers that can code but not design good games have taken this route. It produces bad games...that cannot be fixed.

  5. Theme parks by misuba · · Score: 3, Insightful

    The Disneyland quote strikes me, if only because I've always been fascinated with theme parks as well as MOOs, and they've always felt, to me at least, similar in some weird sense. My own early experiments with MOO-building felt a bit Disneylandish. (Incidentally I conducted the interview linked to in this story. I might have thought to bring this topic up, if I'd had access to the GNE alpha. Probably not, though; good eye.)

    But I think the similarity is really just in the fact that, given the heterogenaity of MOO authorship, you're going to see at least as many "themes" in a MOO as "lands" in a contemporary amusement park, if not more. The other thing theme parks and MOOs have in common, of never being complete or static, is also there, but for different reasons. MOOs change as new users discover and add to them; theme parks increasingly change due to commercial imperatives only. There's nothing collaborative about Six Flags Over Texas, you know?

    At the risk of setting off everyone's Jon Katz alarm, I'll say this: there seem to be a lot of geeks into theme parks. Why do you think that is?

    --

    If you don't pretend to be anyone, are you?

  6. Where are the MUSHes? by th3walrus · · Score: 2, Insightful

    I'm still waiting on that elusive graphical MUSH. MUD's have their modern counterparts in hack n' slash MMORPG's like EQ (and every other MMORPG out today). Now MOO's are getting theirs. When will we get an environment to sit back and really role-play a story instead of being suckered down the path of stat maxing on the leveling treadmill?