Slashdot Mirror


Saving MUDs?

chewedtoothpick asks: "My absolute favorite game of all-time, Exile [Archive.org mirror], is a MUD that is about to be shut down, and I've noticed that MUDs have been diminishing in number, especially lately. Why are they all quitting, and what does it take to resurrect them? Is it a matter of buying the code off the creator? Is it a matter of making your own and hope it comes close to the one you want it to be like? Is there nothing we can do to save the classics that define multi-player games?"

94 comments

  1. Alas by Alrescha · · Score: 1

    O "Realms of Mit'uen", wherefore art thou?

    A.
    (who spent many long winter hours there)

    --
    ...bringing you cynical quips since 1998
    1. Re:Alas by Anonymous Coward · · Score: 0

      It's interesting to note that I am not a native english speaker and know so much more about your stupid language than most americans, and also unlike them, I have read and *understood* The Complete Works of William Shakespeare.

      Then you should know that AMERICANS don't speak "The Queen's English," we speak American English.

    2. Re:Alas by Anonymous Coward · · Score: 0

      Then you should know that AMERICANS don't speak "The Queen's English," we speak American English.

      Which makes it kind of funny that the definition for wherefore given is the same one found on webster.com

      Last I checked Merriam-Webster was an American dicitonary, not a British one.

    3. Re:Alas by moonbender · · Score: 1
      Even more funny: the original poster, the one who (oh so rightfully) mentioned the sad state of language skill, omitted the source statement to his quote from Dictionary.com. The full definition including source statement (first item on this page) is as follows (my emphasis):
      wherefore P Pronunciation Key (hwârfôr, -fr, wâr-)
      adv.
      For what purpose or reason; why.
      Therefore.

      n.
      A purpose or cause: wanted to know all the whys and wherefores.

      Source: The American Heritage® Dictionary of the English Language, Fourth Edition
      Copyright © 2000 by Houghton Mifflin Company.
      Published by Houghton Mifflin Company. All rights reserved.
      Ho ho.
      --
      Switch back to Slashdot's D1 system.
    4. Re:Alas by coffee177 · · Score: 1

      "It's interesting to note that I am not a native english speaker and know so much more about your stupid language than most americans, and also unlike them, I have read and *understood* The Complete Works of William Shakespeare." - I dont see how reading the Complete works of Billy Shakespeare would help you at all in America. This probably explains your frustration for not grasping the American way of life and use of language. I was just wondering. If reading the complete works of Billy is such a great thing then what would happen if at the time he wrote some of them they got luke warm or poor reviews? Does this mean that you are stupid to make such a statement or that maybe all those that saw the "live thing" dont know what they were talking about back then?" hummmm.... Assuming the above possible, Can you imagine what someone would reply to you if you lived back than and said that? "This man is an idiot!". I for one will bank on the idea that someone - said they didnt enjoy billies play and therefore you are an idiot. coffee177

    5. Re:Alas by Anonymous Coward · · Score: 0

      mud.evermore.de port: 23

      www.evermore.de

    6. Re:Alas by untaken_name · · Score: 1

      It's interesting to note that I am not a native english speaker and know so much more about your stupid language than most americans, and also unlike them, I have read and *understood* The Complete Works of William Shakespeare.

      Where to start on this one? Lessee....
      You've read and understood the complete works of Shakespeare, huh? I'd like a 1,000 (1.000 for you foreigners) word essay on the significance of the tent in Coriolanus, or if you prefer, discuss the importance of the following passage:

      "That's likewise part of my intelligence; but, I
      fear, the angle that plucks our son thither. Thou
      shalt accompany us to the place; where we will, not
      appearing what we are, have some question with the
      shepherd; from whose simplicity I think it not
      uneasy to get the cause of my son's resort thither.
      Prithee, be my present partner in this business, and
      lay aside the thoughts of Sicilia."

      That passage, of course, was spoken by Polixenes, but you already knew that, being a super-intellect far superior to us poor, ignorant Americans. Can you tell me who Polixenes is, what play I got this quote from, and do it without looking anything up? I doubt it.

      I mean, heck. We don't do anything for the world. No one anywhere else in the world relies on America for anything. We're just a big, lazy country full of worthless imperialist dogs that provide nothing to the world at large, right?
      It always amuses me when dipshit foreigners put America down. While they do it, they're wearing American clothes, listening to American music, watching American movies, smoking American cigarettes, driving American cars, spending American foreign aid money, and/or trying to emigrate from wherever the hell they are. They're using plenty of American inventions. I would imagine they have some light bulbs somewhere, and perhaps a telephone. Maybe a television set, an assembly line produced automobile, they probably use traffic lights (I know they do in Canada and Mexico), they probably cart perishables around in refrigerated trucks, they use computers (unless they're reading Slashdot psychically)...but America doesn't contribute anything. I don't see people lining up around the world to buy the newest French car or the latest supercomputer from Britain. If you're going to put America down, don't buy Levis and don't watch American movies or TV, don't listen to our music, don't come here to visit, and shut your fucking trap. No one asked you to critique some guy's use of wherefore, if you think he's such an idiot, why not try googling on the phrase and see how many people from all over the world have misused that phrase. Language changes. Wherefore is not a popular word any longer. It is also no longer common to use thee and thou (outside the Society of Friends), even though they're still defined in most dictionaries. I notice you never posted what inferior country you are from. What has your country given to the world? I'm sure every country has contributed *something* or other, but for a country with as short a history as America, we sure have made life easier for a lot of you asshole foreigners that then just turn around and piss all over us out of some kind of jealousy.
      On a side note, I find it very amusing that even though Americans in general care less about soccer than last season's cancelled sitcoms, *we* were asked to hold the Women's World Cup, because of the FUD about SARS in China. Even though there are *many* countries out there that just loooooooooove that stupid game, *America* is hosting the Women's World Cup now. Why? Because 'America is the only place in the world that can pull this large of a tournament together this quickly.' Hahahahah! Yeah, your country is so much better. Right.
      I am not attacking any contry in particular. That is because the poster did not state his country.
      If you aren't from America, I'm sorry. You missed out on being a big, fat, lazy, worthless, imperialist, ignorant, arrogant, capitalist running dog. Maybe someday your country's middle class can average as much income as our impoverished.

    7. Re:Alas by Anonymous Coward · · Score: 0

      "the American way of life" blah blah wah wah wank wank

    8. Re:Alas by Anonymous Coward · · Score: 0
      We're just a big, lazy country full of worthless imperialist dogs that provide nothing to the world at large, right?

      Not quite right: you fuck a good many countries up the arse and then wonder why random Boeings crash into random skyscrapers.

      (BTW. It was hard to find a single coherent thought in your little rant.)

    9. Re:Alas by untaken_name · · Score: 1

      (BTW. It was hard to find a single coherent thought in your little rant.)

      Of course it was, for you. If you'd like help with the big words, the metaphors, or the sarcasm, or help parsing sentences with lots of commas, I'd be happy to assist.

      As far as the US messing with other countries, well, we tried to be isolationist. You other countries had to get us out of that by failing to stop the Axis. After that, everyone started crying to us whenever they had a problem. Is it our fault that when any other nation needs free money, or free food, or humanitarian relief, they turn to the United States? Sure, we're not perfect on foreign policy. Find me another country that gives away as much aid as the US does, anywhere else in the world. We 'loan' money to countries that we know will never pay us back. We give so much, and yet in return we are vilified and badmouthed around the world. What you cannot duplicate, you denigrate. I could understand if Italy, Germany, and Japan hated us. We stopped them from imposing their empire on the rest of the world. Yet even after those countries tried to take over the entire world we still helped them. Perhaps we are lazy and ignorant. You're merely hypocritical and ungrateful. I assume you're from a country we've helped, because you still have not given your country. (if you are the same AC I corrected before)
      Though you've chosen to keep that secret still, it would be difficult indeed to find a country the US has *not* helped. The fact that you have access to Slashdot would indicate that you have benefited from the United States, as well. (Because it would be hard to connect to Slashdot without a computer, which is an American invention.)

      Now to your 'point'. I suppose then that you subscribe to the 'two wrongs make a right' theory or the 'end justifies the means' theory. In either case, you are very wrong. Killing thousands of innocent people because you are pissed, for *whatever* reason, is wrong. I do not care how you attempt to justify it. It will always be wrong. If you support terrorism, no matter the cause, you are wrong. Is that simple enough for you to understand?

      There's a reason it's not called 'wrong-wing'

    10. Re:Alas by Anonymous Coward · · Score: 0
      Find me another country that gives away as much aid as the US does, anywhere else in the world.

      Why don't you find some sources for this wild and incorrect claim first, unless you're talking absolute numbers and not relative to the number of inhabitants or GDP. Even in absolute numbers some countries come close while having not even 1/10th the number of inhabitants.

      So, why don't you prove yourself right first? Why should I believe if the US spends 0.25 as many dollars on foreign aid than the EU does that it compensates in some other way?

      (if you are the same AC I corrected before)

      I'm not and you're not correcting me.

      You're merely hypocritical and ungrateful.

      Just because you helped a lot of countries, which is debatable, neither does it mean those countries can't try to talk some sense into you when you do something stupid nor are they forever in your debt and at your beck and call.

      (Because it would be hard to connect to Slashdot without a computer, which is an American invention.)

      Grow up. The US wouldn't be as it is today weren't it for the ships that brought millions of immigrants from all over the world. Ships that definitely weren't an American invention. *yawn*

      Really: grow up, take some trips around the world, take in some other cultures, pop some psilocybin mushrooms in your skull. We're in this world together you know.

      Now to your 'point'. I suppose then that you subscribe to the 'two wrongs make a right' theory or the 'end justifies the means' theory. In either case, you are very wrong. Killing thousands of innocent people because you are pissed, for *whatever* reason, is wrong. I do not care how you attempt to justify it. It will always be wrong. If you support terrorism, no matter the cause, you are wrong. Is that simple enough for you to understand

      You missed my point. I don't think the pretty 9/11 fireworks were a good thing.

      I'm just saddened that instead of even scratching your head for one second and wondering why some people are pissed off at the US (and no, it's not because you have bigger bridges) you as a country are now just flailing about in the world like some schoolyard bully that got his ass kicked.

      There's a reason it's not called 'wrong-wing'

      Sorry, I don't get this reference however witty it may be. Is this some Bush propaganda you're repeating?

      (PS. I'm glad your women are at least catching up and socializing with the rest of the world, football-wise. Then again, they're usually the more sensible sex.)

    11. Re:Alas by Anonymous Coward · · Score: 0

      US cars fucking suuuuuuuuck!

    12. Re:Alas by Skalizar · · Score: 1

      > just flailing about in the world like some schoolyard bully that got his ass kicked.

      I don't want to comment on the rest of this for either side, but this analogy is completely wrong. 9/11 was not an "ass-kicking" it was merely a bloody nose. We reacted the way most people would under the circumstances. You don't stop and wonder about the motivation of your attacker, you try your very best to beat the ever loving shit out of them. And once you are no longer threatened, then you try to figure how to prevent future attacks.

    13. Re:Alas by Anonymous Coward · · Score: 0
      Sigh.. focusing on the wrong thing again. At least you admit to being a schoolyard bully.

      More importantly: when are you no longer threatened?

  2. Who needs a MUD when you have Slashdot? by AtariAmarok · · Score: 5, Funny

    Who needs a mud when you have Slashdot, our beloved MTF (Multi-Troll Forum)?

    "Argh! I just took 3 points of mental damage from a Jon Katz post!"

    "Does the vorpal sword work against the ravening Goetse?"

    "In Soviet Russia, orcs stab YOU!"

    --
    Don't blame Durga. I voted for Centauri.
  3. Everquest? by Albert+Pussyjuice · · Score: 2, Insightful

    Forgive me if I make any outrageous errors in my comment as I never took much interest in the MUD world BUT is a MUD any different at this point than, say, Everquest? As far as I know, the basic ideas are the same and your experience is still up to you - whether you want to use it just to chat with new people or actually go on adventures. MUDs are probably easier to modify and add items and such to for the end user, as Sony dictates most of the Everquest world but that seems like a small sacrifice to make in favor of a ton more eye candy.

    --
    DID YOUR MOM SERVE YOU AN EXTRA HELPING OF DUMB TONIGHT?
    1. Re:Everquest? by Cecil · · Score: 4, Informative

      The big difference is that people without hundreds of thousands of dollars can succesfully start, build, and maintain a MUD. In many cases, if you can find people willing to donate hosting (there are some), you don't need a cent.

      MUDs are also not generally "massively multiplayer". The largest MUD I've ever been on had a record of around 300 connected players at once. While some people prefer to have thousands or tens of thousands of people connected at once, some others do not. Personally, given the choice, I prefer a smaller, more social environment.

      Also, with free environments, there's no burgeoning need to get more and more and more people connected. You get all sorts of freedom that you wouldn't if you were running a pay-for-play game, allowing you to push the envelope and try new things if you want.

      As an example, if you find a particular player's roleplaying style to be lacking (whether it's simply "hahah lol i pwn j00 n00b!!!11!", or one of what EQ has termed a "griefer") you can kick him off with relative impunity, knowing that he doesn't really have a leg to stand on if he goes out and complains to everyone he sees. You get what you pay for. With cost comes the expectation of being able to please everyone.

      On a slightly OT tangent: I was expecting that Neverwinter Nights was going to be the sort of graphical MUD (ie, non-massively, but still multiplayer online RPG) that I've been hoping for. With Quake-style user-run servers, user-mod support, and plenty of other things it was looking really good. Unfortunately the D&D combat system was really hardcoded in there, for one thing. They also provide no persistent world support at all (any persistent worlds have been a nasty user-made kludge so far). It's really unfortunate, NWN was very close to being in a genre all of it's own. Instead they ended up with a D&D-rules Diablo. Too bad.

    2. Re:Everquest? by Dachannien · · Score: 1

      "Instead they ended up with a D&D-rules Diablo."

      And that statement is even a stretch. Their implementation of 3rd edition D&D rules makes it look like they got their 3rd edition PH from the middle of the road after a flash flood.

    3. Re:Everquest? by Cecil · · Score: 1

      So I've heard. I am not really a fan of the D&D rules myself, (I know 2nd Ed, but NWN has been my only experience with 3rd Ed.) so I can't say personally, but I've certainly heard that their implementation of the rules leaves a lot to be desired.

      Again which could've been solved by ambitious users if only they had coded the rules into NWNScript instead of hard-coding it into the game.

    4. Re:Everquest? by 2Flower · · Score: 4, Interesting

      Actually, NWN has a persistent data storage system coming out with its next patch. It's in testing right now and a number of persistent world developers are gleefully hacking away at it -- the end result should be what you're looking for, a small-scale, MUD style world with full graphical support.

      The D&D combat system is entrenched but that hasn't stopped many people from coding their own enhancements and replacement subsystems. For instance, I'm making a Final Fight / Golden Axe style arcade brawler using NWN, thanks to some custom spawning, treasure, and weapon systems.

    5. Re:Everquest? by Omestes · · Score: 4, Insightful

      MUCH! MUDs had the nice property that they were for the most part self-limiting, meaning that you didn't have the average EQ person playing on them. Also muds, do to lower player amounts, could evolve their own personality, either for good or ill.

      Also on MUDs, the line between Admin, and "end-user" was much more blurred, since the Imp of the mud was usually a player, and hence accessable to comments and suggestions. If you schmoozed enough, you could become a builder, or and admin yourself. Not so in todays MMORPGS.

      Also being that there was a body of MUDs (as opposed to a handful of MMORGS) you had CHOICE in what you wanted to play. Today I could be playing Alter Aeon, tomorrow Vurt, the next day a nice Shadowrun MUSH. I'm not stuck in the swords and socerty crap forever.

      Oh... and they were (mostly) FREE. Yep, no $50 to buy the game, then $20/mounth to have the privalege to hang out with the average MMORPG folk. Back in the day I paid $10/m for MBBS access, this MBBS had Tintin,telnet, and dialup support. Plus random inane chat possibilities.

      Also muds had a sence of family, and fond memories, they weren't just another profit driven game, they were labors of love, a union between players and admin. Ask any old school MUDer and they will recount their favorite MUDs, with a gleam of nostalgia in their eyes, and how many of us will be doing that for EQ. I dare say most of us will try to keep that little phase in the closet ten years from now, with damn good reason.

      Also, MUDs invented clans. REAL clans, clans that mattered.

      For the record, I used to play on Bad Trips, Alter Aeon... And of course my two favorites, Genocide, and the ripped port NeoGeno. Plus I built on verious muds (including NeoGeno), and MUSHes.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    6. Re:Everquest? by MrBigInThePants · · Score: 1

      Too little too late, as per usual with game developers? The user base possibly has moved, leaving the diablo junkies clicking madly away. :o) It will be interesting to see how that patch changed the community.

    7. Re:Everquest? by Cecil · · Score: 1

      Ah, hm. I had given up my copy of NWN for dead. Knowing that, I might have to take another look. I agree with the other guy who replied though -- it may be too little too late, we'll have to see (like the Mac and Linux clients *sigh*)

    8. Re:Everquest? by Doug-W · · Score: 1

      The amusing thing of course, is that in general MUDs can get a higher concurrant user per CPU. Remember when everquest has 80,000 people on that's across 40 instances of their server each one being made up of about 35-40 machines. In general one zone = one CPU. As such, at max EQ probably only has 150 people per CPU and able to interact with eachother where it was pointed out that some MUDs (BatMud for sure) has peaked over 300 players per CPU.

    9. Re:Everquest? by Dreetje · · Score: 3, Interesting
      Is there a difference?

      Apparently there is. Some differences have been named already by others, things that come to mind are:

      Price, lots of muds are free (not all)

      Cheap to set up yourself (which is the reason why there so many out there.

      Freedom. This one is the most important issue for me. I played muds since 1998. I have also played mmorpg's (beta's mostly or free games) and although they can be fun, mostly they are just limited in the things you can do.

      I always compare muds to books, and mmorpg's to movies. I am not saying I don't like movies, but in most cases _I_ like the book better. It's quite easy to go to a movie, absorb all the information and entertainment. A book is a total different story though, you use your imagination to shape it, you interpret the words to your own meaning, and in fact you might differ on your view with others, which is the power of a book. Books are more popular then ever (I seem them everywhere when I go from my house to work and vice versa, tram, train, bus) so it seems. So why does it seem MUDs are going down?

      Well for one thing, they aren't advertised. Most muds aren't payed for and a few take donations from their players, but even then it's hard to finance anything else then the machine to run it on and a decent link to the internet.

      Last thing I think is detrimental to MUDs in general, is that there are so many. Once you know they are around and you make a search for them or look at the mudconnector, you'll find out there are thousands listed. Some prolly won't even be around but still. From those thousands of MUDs there might be just a few worth checking (also depending on your style, rp or h&s) the others are empty muds with just the admin around or muds with just an admin and friends dressing up in ubergear ;)
      However if that is what you see of MUDs then your view will most likely not improve on them.

      And thus ends the frustation of a mudder,

      --
      Dre
    10. Re:Everquest? by untaken_name · · Score: 1

      For the record, I used to play on Bad Trips

      Do you mean Bad Trip? I used to have a mud called Bad Trip that I started with Coby/Akinyele and Velveeta. Coby/Akin has been running it solo for a long time. It's a great mud, easily findable on mudconnector.
      www.mudconnector.com

    11. Re:Everquest? by Anonymous Coward · · Score: 0

      Why the hell would one want to implement the rules for a pen & paper RPG in a computer game anyway? I never understood that.

      Well except to attract fanboys, that is.

    12. Re:Everquest? by Omestes · · Score: 1

      Yeah, Bad Trip. Used to be hosted on Battlegroundz. com... or somesuch... badtrip.battlegrounds.net 6969, no? One of my old BBSer freinds moved to Texas to marry one of the admins.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    13. Re:Everquest? by jak163 · · Score: 1

      Strictly speaking movies leave a lot to the imagination only. Everything that takes place between scenes, off-camera, in characters' heads, and before and after the film are constructed in your mind. Visual images are so powerful howevever that they can lead us to think they are presenting everything to us.

    14. Re:Everquest? by DeadWizdom · · Score: 1

      Personally I think the biggest differences in a text MUD and a graphical MUD like Everquest parallels in the same differences between a book and a movie. In a movie, like the graphical MUD, everything is drawn out for you. You get to gawk at pretty graphics and special effects, and you have a very good perspective of what exactly is going on. A book however, is much more developed in its ideas, because it doesn't have to spend time creating graphics and what not, it just gets to the core ideas that are inherit to the story. Thusly we always hear the phrase, "The movie wasn't as good as the book." In short, a text MUD takes a lot more imagination, but it is many times more developed and coherent. When a character hugs another character in a text MUD, they hug; in a graphical MUD some 3d sprites perform a very unconvincing animation.

    15. Re:Everquest? by untaken_name · · Score: 1

      Yeah that's the one....yeah battlegroundz spelled their name all 1337 with the 'z'. I was an admin....there was someone that moved from Wisconsin because we were dating, but we didn't get married. good to know BT is still remembered.

  4. Price? by Anonymous Coward · · Score: 1, Insightful

    Isn't there a big difference of price; MUDs are free and Everquest is very expensive?

    1. Re:Price? by sebi · · Score: 3, Insightful

      Isn't there a big difference of price; MUDs are free and Everquest is very expensive?

      And Everquest is sticking around while MUDs are shutting down. Coincidence?

    2. Re:Price? by Kidbro · · Score: 1

      And Everquest is sticking around while MUDs are shutting down. Coincidence?

      That doesn't really prove anything. The number of muds are statistics. I don't know how many there are around nowadays, but there used to be at least more than ten thousand.
      Everquest is one. One. In other words, it's impossible to base any statistics on it. Either it's there, or it's not. It happens to be there, but if even if it wasn't, it could still be seen as an anomaly.

    3. Re:Price? by Drey · · Score: 2, Interesting

      Could you provide some basis for your statistics? I've been mudding as a player since 1989 and as an admin since 1994 and do not ever remember there being more then 10K muds in existence.

    4. Re:Price? by Kidbro · · Score: 1

      Could you provide some basis for your statistics?

      No, I'm afraid I can't. This is just a figure I remember from my most active days (~1995) when searching the mud listing sites. There were many thousands on each of them, and they didn't overlap entirely.

      The figure wasn't really meant as a scientific fact. I'm sorry if it looked that way. The magnitude, however, I'm sure is correct.

  5. MMORPGs vs. MUDs by JorenDahn · · Score: 5, Insightful

    MUDs are essentially MMORPGs without graphics. MUDs allow for greater developer depth (the Avatar MUD has 23 races which can be mixed with around 10 classes, and a huge world to explore) and player depth (you can be a lot more creative in a game with text instead of graphics), but it's not easy to go up against the fancy graphics and content factories of big companies like Sony Online. It's not just fun to look at better graphics, but can be easier on the eyes, and a lot easier for people with mild dyslexia (a surprisingly common problem). I think a lot of MUDs are going to dissapear, but I also think that they'll be around for a lot longer, and maybe never fully dissapear.

    --
    Blatant self-promotion: Jerek.net
    1. Re:MMORPGs vs. MUDs by Dachannien · · Score: 3, Insightful

      "MUDs are essentially MMORPGs without graphics."

      Actually, MMORPGs are MUDs *with* graphics. That will become a more and more important distinction the more kids start playing online games without understanding the several-year history (very late 80s, not counting other local UNIX-based network games that came before *that*) that brought about their favorite games.

      I'm pretty sad that MUDs are disappearing, too. I was brought up on BatMUD* from back in '94, though since then I've played EQ and DAoC. Old MUDs still have their charm, when you can find one with a lot (150-200) of people online at once, but they simply can't compete for the limited attention spans of today's youth.

      Still, I am pretty stoked about some of the things on the horizon for the MMORPG market (SWG, most notably).

      *Link was down when I tried - BatMUD might be dead now, too :(

    2. Re:MMORPGs vs. MUDs by Cecil · · Score: 1

      Actually, the correct site requires the www. like so many other dumb sites. Although in this case, it might actually be fair -- they could have their webserver running on a different computer than bat.org itself, which I assume the MUD runs on.

    3. Re:MMORPGs vs. MUDs by Dachannien · · Score: 1

      *smacks forehead*

      Yes, telneting in to bat.org works fine.

    4. Re:MMORPGs vs. MUDs by Anonymous Coward · · Score: 0

      I couldn't let that stand ;), at the time that I was into MUDs was when I was analysed with mild dyslexia. At least that's what the pencil guys said. Plus english is a foreign language to me (the MUD was english).

      I did great in the mud (at that time I was a teenager) but not so great in school and social life.

      No idea what that means -- but my dyslexia didn't seem to be a problem in the MUD. I was quiet a socially known (voted King of a clan) and powerful player (multiple remort & solo'ed all kinds of stuff that other groups couldn't do) on that MUD.
      *cough cough* 8)

      Unfortunatly it was taken down. It was called "The Void." No doubt, I was addicted for years. I lost some serious sleep & grades over it.

    5. Re:MMORPGs vs. MUDs by yy1 · · Score: 1

      Batmud! Heh wasted life on there, was one of the first persistent lpmuds where items and such were persistent as well.

      I didn't like the changes they made (not even goin into that) and that was enough for me to rip myself away. EQ seems alot like a 3d enabled diku mud sometimes "GRATZ!!!".

      the Text was alot easier to script, that was for sure, how many people had mud-bots (tinyfugue) that did many "chores" for them automaticsally despite the muds anti-bot laws. Heh buncha programmers using telnet to a text based game and they are NOT gonna use a macro program?

      Anyway, at least everquest doesn't have a "top 10 players" list like batmud did (I was on it, and it was hell to maintain that xp treadmill)

      --
      Because, sometimes they just have to touch the stove.
      -YY1
    6. Re:MMORPGs vs. MUDs by Anonymous Coward · · Score: 0

      Actually, if you want to get strict on it, both are true ... "A MUD is a MMORPG without Graphics" AND "An MMORPG is a MUD with Graphics". Just because MUD came before MMORPG, doesn't mean that the statement the poster made was false.

      The only reason to argue that your version is the correct version is to hoarde over the younger crowd that "I remember back when we played MUDs, and didn't have anything but the occasional ASCII Graphics. You whipper-snappers have been spoiled with MMORPGs and their graphics!". It's just the new way of enforcing that you're older and wiser because you've been playing longer. People do it all the time even just in MMORPGs ... "Well, I was in the beta so ..."

      And it's all about Muddy Waters ... I wasted my life on that and ICC. Internet Chess in an ASCII environment ... *sigh*

  6. Bart, that's no elf-maiden, that's Comic Book Guy! by orthogonal · · Score: 2, Funny

    MUDs have been diminishing in number, especially lately. Why are they all quitting...?

    Because with Yahoo chatrooms and IRC, you can get all the cyber-lovin' you want, without the pretense and baggage of "character classes", "gold pieces", and "elves."

    Oh, ok, except that I expect there are a lot of disappointed elf fetishists sitting in their mothers' basements, fondling their, uh, "miniatures".

    Yep, it lends a whole new meaning to "Dungeon Master".

  7. Let them die by KDan · · Score: 0, Flamebait

    They're bloody great wastes of time. If I could get ten bucks for every hour I've wasted on MUDs, I could buy myself a Jaguar.

    Daniel

    --
    Carpe Diem
    1. Re:Let them die by jkeyes · · Score: 2, Funny

      Why do you want Atari's old system? Lik-Sang has them for $59.00 but alas it is the PAL version
      http://www.lik-sang.com/info.php?category =179&prod ucts_id=2142&

    2. Re:Let them die by Alizarin+Erythrosin · · Score: 1

      And if I had $20 for every hour I "wasted" coding for an awesome MUD all the while improving my algorithm design and coding skills, not only would I have an awesome job, but I'd be even more l33t then I am right now.

      --
      There are only 10 kinds of people in this world... those who understand binary and those who don't
    3. Re:Let them die by alphastar · · Score: 1

      If I had $10 for every hour I've wasted on a MUD, I'd have enough money to develop and host my own for a few years.

      MUDs are the backbone of role play on the Internet. They should not be ignored and left to die like a starving animal in the wilderness.

  8. Because MUDS are run by people.. by Palos · · Score: 3, Insightful

    Having had some experience on both sides of a MUD (both playing and running) I can say that no single factor kills a mud, or keeps it alive besides the actual people who are running it. Usually it is a small group of people who have been working together for years, and eventually decide that it is just enough. They grow up, have a family, have other interests, or just realize that they can not devote the amount of time necessary to run it to the level that they would like. Sure some admins are willing to let other people take over, but how many are capable and have the experience? Generally it's better to just take it down.

    1. Re:Because MUDS are run by people.. by MrResistor · · Score: 1

      I would add politics to the list. That's the basic reason all the MUDs I ever played on fell apart. It was always the really petty, infantile sort of politics, too.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
  9. Re:Bart, that's no elf-maiden, that's Comic Book G by chewedtoothpick · · Score: 1

    Because with Yahoo chatrooms and IRC, you can get all the cyber-lovin' you want, without the pretense and baggage of "character classes", "gold pieces", and "elves."

    You must think I am some teen perv out for cybersex.

    I like MUDS better then MMORPG's because, as an earlier post pointed out, the lower ammount of simultaneous users makes for a more personal environment with a more in-depth draw. I also don't like graphical MMORPGs because of the logics behind how you have to pay for then, and because having the environment descriped rather then painted gives it a more personal touch, allowing me to make the world however I want to imagine it. My problem with paying for a MMORPG (Everquest being my only example of this seeing as Ultima I just plain didn't like after getting the software and first month free) is that you have to pay for both the software AND the montly service. When sega tried their MMORPG, I liked it a lot and would have subscribed had it not been for the large ammount of people on at all times, and the ammount of those people that were jerks.

    --
    Erutangis ym si siht.
  10. TinyCWRU by cei · · Score: 2, Interesting

    I'm still amazed that TinyCWRU is still online after 13 years with the same database. All this time, and I can still login with my old character, not that I remember any of the building commands or anything. Probably for the better, as I'm sure the MUSH led to me failing out of Case in the first place.

    --
    This sig intentionally left justified.
  11. Downfall of muds.... by Anonymous Coward · · Score: 5, Insightful

    I work on a fairly old DIKU/VieMUD based mud called NCMUD (www.ncmud.org). The way we keep it running (11 years and counting now) is that when the current implementors get bored we just promote two more implementors from the immortal ranks to add new features and run the game. That's how we have kept going this long.

    Some problems I have had with running a mud:
    A) Hosting... I'm a broke college student and so are the other implementors of NC(at least the ones who currently run it). So we really can't pay much for hosting. When it comes to hosting a mud as large as NC, we transfer about 11 gig up and downstream a month, take up about 2 gigs of harddrive space, and chew up and spit out memory, it's hard to find anyone willing to host us. Right now we might be going off line for the first time in 11 years because we are about to lose our free hosting and can't find another.

    B) Player Base... The player base is aging we aren't getting as many young players any more. Most of the people who start NCMUD are old verterns of muds or foreign teenagers. Seems like Everquest is kicking the mud communities ass in this area for sure. Eye candy seems to make up for a lot.

    C) Implementors... Most MUDs are started by high school or college students who want to play around. This leads to an inflation of shitty muds. It's extremely hard to find a good mud, and even harder to find a great mud to play out there anymore. Everyone is using a codebase and adding patching, not a whole lot of people are doing their own thing.

    That's a few thoughts from me.
    - John

    1. Re:Downfall of muds.... by Wtcher · · Score: 2, Insightful

      B) Player Base... The player base is aging we aren't getting as many young players any more. Most of the people who start NCMUD are old verterns of muds or foreign teenagers. Seems like Everquest is kicking the mud communities ass in this area for sure. Eye candy seems to make up for a lot.

      I absolutely concur with this statement. While everyone knows what turn-over is, the problem comes from people expecting "more" than an environment that's 99% text. While I understand the advantages of such an environment (I spend a lot of time MOOing), most people are turned off even before they ever see a MUD. These people get sucked up by worlds like UO or EQ and never give MUDs a chance - or really, never even hear of them.

      ...so in the end, these text communities lose people, and generally don't pull in enough new people to cover the loss. A lot of posters here have mentioned that they belong to old, die-hard communities - but really, how many of these die-hard members came into being within the past couple of years or so?

      By the way, I frequent the Weyrmount. ;) Social MOO.

      --
      ----- Wtcher Dragon, UDIC
    2. Re:Downfall of muds.... by Anonymous Coward · · Score: 0

      well, i know where the young players are!
      discworld.imaginary.com

      we'd like some more older players! :)

    3. Re:Downfall of muds.... by Scriven · · Score: 1

      Ah, good old Northern Crossroads.
      I remember when NC was just a little baby, still crawling around at the U of Toronto.

      *sniff*
      It's good to see it still alive and kicking, even if I don't play there anymore.

      DrWho...

      --
      This is my .sig. It isn't very big.
      --An Oldie, but a Goodie!
    4. Re:Downfall of muds.... by baka_boy · · Score: 3, Insightful

      The hosting issue is definitely one problem with MUDs, MOOs, etc. Starting and running a web-based community can be extremely cheap these days, (at least with the kind of userbase that most MU* servers deal with) given the prevalence of $10 web hosting packages with PHP, CGI, MySQL, etc. However, to run a MUD or similar, you need a server with full shell access, support for persistent processes, and at least some control over the firewall rules, to allow client connections to the odd port numbers that the servers tend to use.

      Of course, there are technological solutions to this problem: use a Java applet that directly connects to an XML-RPC/SOAP CGI server, or to the database backend; build a DHTML-based UI for a traditional MUD-style environment; or even just pool resources with other MUD admins to get one of the cheap "virtual server" accounts somewhere like JohnCompanies, and share it amongst several running game server instances.

      Personally, I'm very interested in the second option, and have been hacking together pieces of a MUD-style backend that could use a browser-based interface to do real-time chat, building and development, etc. Looking at systems like the Zope Management Interface, and other OSS content-management and thru-the-web development tools, I think it should be entirely possible to migrate the MUD experience to a web interface, which would simplify both hosting and use by a wider range of players.

    5. Re:Downfall of muds.... by Drey · · Score: 2, Insightful

      A) Home DSL connections work great if you go with an ISP that has no trouble with you running game servers (www.speakeasy.net).

      B) My Envy-based MUD has gotten tons of new players over the last 2 years, most of them from high schools. One person finds the game, others seem him or her and beginning playing. There's usually a 2 week "AOL Chat Room" period where you have to break them in a bit to get rid of the offensive names and the "lolz!1!!1!1" syndrome.

      C) No argument about the profiliferation of shitty MUDs. I don't think MUDs are dying at all, contrary to the top-level post. The good MUDs are still there, just hard to find.

    6. Re:Downfall of muds.... by jak163 · · Score: 1

      I've had lots of good experiences with Forsakenlands: www.forsakenlands.org.

    7. Re:Downfall of muds.... by dorzak · · Score: 1

      Actually I run a MUD, and still do. My player base is small, it is split about 50/50 between the 25-35 crowd and the under 20 crowd.

      tempestuous.net:2020 as a matter of fact.

  12. Diminishing MUDs? by NiTr|c · · Score: 3, Interesting

    I'm not sure if MUDs are actually diminishing all that much. If you look at sites like mudconnector there are quite a few MUDs listed. The same goes with MPOGD. I, myself, am an active participant in a MUD that has been running over thirteen(13) years now. The player base has only increased, as has the complexity of the MUD itself. I know others that have followed somewhat of the same path as well. The only reason MUDs may be diminishing, is that the maintainers lose interest, or go on to do something else. However, it seems that if the MUD is programmed well, and has a strong playerbase, it isn't going anywhere. I know for a fact, that if the MUD I play opens donations, almost every player will donate at least $100 US Dollars without flinching.That clearly shows some dedication. (Note that one doesn't ever HAVE to donate money.)

    If anyone is curious, or wants to play, the MUD I'm on is Bat. www.bat.org/

    --
    Try actually thinking for yourself. It's quite refreshing.
    1. Re:Diminishing MUDs? by WWWWolf · · Score: 1

      Oooh, wow. Batmud has a new web site, and uses user accounts straight from the MUD itself. Very cool. This is how you're supposed to implement single logon =)

      And they haven't deleted my character either. Time to go rat-hunting...

      You miss Nasty rat.
      Nasty rat misses you.

      I've clearly been reading too much Slashdot if I find that amusing. Got to play BadMUD more often. =)

  13. MUD's need to innovate by bwt · · Score: 2, Interesting

    There is absolutely no reason why MUDs can't keep going. It just seems like they have been out innovated lately by the commercial world.

    The simple truth is that open source MUDs need to start helping one another more and start pooling resources to come up with better 2D and/or 3D graphics. People understand that when you pay a monthly charge to a game like Everquest that you are going to get some really nice eye-candy. Still the lack of a monthly charge is a huge advantage towards free games. All MUDs have to do is offer decent 2D/3D graphics to go with the existing quality storylines. This can be done. Go look at a game called Wyvern to see an example (in 2D).

    The obvious thing to do is to develop a large base of graphics tiles and skins and that can be shared across different MUDs that use common APIs.

    1. Re:MUD's need to innovate by Drey · · Score: 2, Insightful

      We don't want graphics. If we did, we're be working on some of the open-source MMORPG engines at SourceForge.

      Part of the point of a MUD is that it is in text. Yes, when MUDs first began that was about the only choice. Now it's part of the charm for those who still play. The graphics are limited by the video card of your mind and the people who build for the MUD, not by the hardware of your system.

    2. Re:MUD's need to innovate by bwt · · Score: 2, Insightful

      We don't want graphics.

      If you exclude the majority of the game playing world, then don't complain when your player base slowly evaporates and nobody wants to subsidize your bandwidth needs. MUDs are dying because of the kind of attitude that doesn't listen to what people want.

      A better solution is to make a game in which graphics are optional. They don't have to be cutting edge graphics either. A simple 2D map with tiles for players, NPCs, and objects would bring a whole lot of people in.

    3. Re:MUD's need to innovate by Drey · · Score: 1

      The point that you're missing is MUDs are text-based. As soon as it's not text-based, it's no longer a MUD. While you might consider it "attitude", where would cars be if motorcycle users dictated the features cars needed to support? People who have to have a picture in front of them are not who we cater to. As soon as people stop reading in favor of movies and television only, I suppose MUDs will die out completely. As long as we have people who want to read and use their own imagination, we'll have players.

      You'll also note I never complained anywhere in my posts that MUDs are dying. I have however complained that this assertion is being made with nothing to back it up. In fact, I've been hearing "MUDs are dead!" for the past 3 years. I haven't noticed it yet. My MUD has more players now then it did 3 years ago.

  14. People are Lazy by Anonymous Coward · · Score: 1, Insightful

    Honestly, I don't see any way to "save" MUD's when they don't have a wide enough player base to support them.

    If we go off the base assumption that people are lazy, then the biggest problem with getting people to play MUD's instead of MMORPG's is that an MMORPG is more intuitive for new users, because of their graphical interface. If you're a younger player who just wants to jump into a game, are you going to learn a new style of language just to be able to move around, or are you going to go for the game that actually has graphics and a control scheme that anyone who's played an FPS can figure out?

    And honestly, if MUD's are doing so poorly, than how are they going to get the support to add even rudimentary 2D graphics? You also lose the ability to easily drop new stuff into the game when you add graphics.

    IMHO, it's best to just let MUD's continue as they are. Sure, some will be lost, but since when has the MUD world ever been particularly static? They'll still be around.

  15. MU*s and MMO(RP)Gs by Khamura · · Score: 4, Interesting

    It's not really as bad as it might seem in the first moment when one learns that one's favourite MU* is going to shut down. There are bazillions of them out there, and though I'll grant that most aren't that great (most seem to be ego-trips of their respective creators), there is still a great deal of stuff happenin' out there in the MU* world.

    The "threat problem" that MMOGs pose to the MU* community is not so bad once you realize the limits of the graphical medium: you are, in all instances I have so far tested, limited in the choice of avatars to what the design team made available to you. Also, the expression of emotions and even just facial expression themselves are limited to a couple of macros, which are the same for all people playing the game.

    All these leave the bitter taste of limitations that I don't want or need on my tongue. Though "MUD" is still associated with the hack'n'slash variety -- and no mistake, a lot of them are --, there are as many out there, especially when you get into the MUSH, MUSE, and MUCK codebases, where roleplay is stressed, not "rollplay".

    While the fact that these games are text-only can be seen as a disadvantage, it's to be kept in mind that so are books -- and no one has yet proclaimed the absolute end of the written word as a medium of its own. For people with a leaning towards these things, text can be an expressive medium that can rival any other -- and more than that, because of its very nature, it leaves the entire world open to your interaction and modification, without the need for a feature-laden editor or other modding tool.

    It begins with the fact that your characters are at your proverbial fingertip: from their background stories to their appearance, their mannerisms and speech patterns, it's entirely up to you and your imagination. The only limits you operate under are the limits set by the MU* canon -- but even those are open to change for those who have the creative energy to put into the history, physiology, philosophy, and whatever else there is to know about any given city, nation, world or race in the game you frequent.

    There are enough people who love these games, and enough to keep themalive. These people frequent The MUD Connector or Top MUD Sites, which serve as a place from which to plunge into the MU* of your choice.

    Granted, it takes a while to find a place that suits your taste, your imagination or style; but the rewards can be well worth it.

    I myself (not being above a shameless plug besides the two resource sites given above) am a player and staffer on the games found at JoinTheSaga.com, which include OtherSpace, an originally themed SciFi MUSH that's been going since 1998, Reach of the Empire, a Star Wars-themed game where Luke and Leia have died way before the start of the original trilogy (and where the prequels are disregarded), and Chiaroscuro, a newly opened work-in-progress centered around an original Fantasy theme. The former two are completely free to play (though donations are welcome, and merchandise is available), while the latter follows a monthly pay-to-play approach like most MMOGs do, but with a guaranteed close connection to the staff -- and also offers the option to play a lowly peasant for free (only the higher social classes require you to pay to be set up).

    The games run 24/7 on reliable servers, and staff is available for your questions if you drop by as a guest and want to have a look around.

    As a final note: the entrance bar for these games tends to be high (you have to submit a biography and skill list of your character for approval, which you can all set up in-game), and the expectation is that In-Character Actions have In-Character Consequences. This is to keep grievers, "theme idiots", and similar people from ruining the fun of our other players. Elitist? Yes, but for a good cause.

    ~Khamura

    --
    Graduate of the LeRoy Funkified Badass School of Soul.
    1. Re:MU*s and MMO(RP)Gs by Anonymous Coward · · Score: 0

      > While the fact that these games are text-only can be seen as a disadvantage, it's to be kept in mind that so are books -- and no one has yet proclaimed the absolute end of the written word as a medium of its own.

      Actually, I was just getting into Tom Clancy's _Red Rabbit_ when I realized that it didn't come with a level editor. You haven't seen paper hit the fire so fast since Fahrenheit 451 (by which I mean the upcoming Darabont movie, of course).

  16. Shattered World still up by Hobart · · Score: 1

    The best mud I've ever played, Shattered World is still up and running no problem, after over ten years. And I'd surmise it really isn't breaking the bank of the guy who runs it either.

    --
    o/~ Join us now and share the software ...
  17. Re: Hosting of muds.... by Khamura · · Score: 1

    Have you had a look at RPG-Works.net? They're not free, but from ten bucks a month upwards you get very good MU* and related website hosting.

    --
    Graduate of the LeRoy Funkified Badass School of Soul.
  18. It's tedious handcraft by StarBar · · Score: 1
    It's no game running a MUD, it is a way of living. I was hooked first as a player on a specific LPMUD called Genesis and spent like 32 days(!) on-line time the first year. I wasn't in it for the points but for the role playing and distraction of RL which I needed at the time (just prior to the divorse) Anyway, after a while I was picked up as a developer and stopped playing the MUD. I got responsible for developing an area of about 50 "rooms", a small village with hobbits, quests and stuff to poke around for and buy/sell and slay. It was a lot of fun and consumed well over 100 hours of work. Unfortunality RL issues made the release of the rooms into the MUD impossible so they were wasted.

    During my time at the MUD large areas of rooms were removed in order to be able to update the MUD game engine. These areas were popular among players but the creators were not there anymore to keep them up to date. The community of developers were strictly hierchical and a lot of people travelled through the system while I was trying to contribute.

    My conclusion now is that the game engines and the tools used for developing the MUD is hard to maintain for legacy reasons and graphical interfaces attract more than prosaic details, at least for many of the younger (p/s)layers. Maintaining 20-30.000 rooms by writing code for each of it, no matter the object oriented paradigm used, is simply too time consuming. Still very adictive, like writing a 3D book without graphics. It was a relly nice experience that I do not regret.

    1. Re:It's tedious handcraft by OldMiner · · Score: 1
      the tools used for developing the MUD is hard to maintain for legacy reasons... Maintaining 20-30.000 rooms by writing code for each of it, no matter the object oriented paradigm used, is simply too time consuming

      You might note that you describe only the experience of an LPMUD, and potentially a limited subset of LPMUDs. Although in LP all rooms, objects, and mobs are objects in their own right, potentially with unique code that needs to mesh with the underlying, shifting lib, many MUD codebases have a more static approach. Frequently, all of these things are static text files with no associated code or a limited set of code that's essentially separate from the actual descriptions. And this is even ignoring LP libs like Lima which keep a constant set of verbs available and discourage wild deviations from existing prototypes. There is a whole world outside of LP. All of ROM and Circle generally work from a codebase that, once established initially, can stay very stable. Well, maybe ROM is a little less stable. Very rarely do areas on such MUDs require upkeep provided they were initially written well.

      However, I will vouch to the sheer amount of effort required to make a good zone to start. Writing descriptions for even 100 rooms, 30 mobs to populate those rooms, and 20 objects is a truly gargantuan task. As noted previously, that single zone can easily be 100 hours worth of effort even not adding additional code to customize the area. And it's that initial development which has caused many a MUD to never even get started. The problem is that initial development time is relatively huge. And it's hard to motivate someone to build with the nebulous distinction of being dubbed an 'editor'.

      Again, as already noted by others, most MUD developers are former MUD players who really get into the system. If the MUD player happens to be intelligent and dedicated enough to build without the wild streak that would cause her to try to build her own unique MUD, she might just maybe start a zone on a MUD. And, even if those rare circumstances somehow come together, the result is often a half finished zone. School starts up, boyfriends are discovered, and what's left never gets picked up by another builder. Further, as actual MUD players reduce due to the attraction of graphical games, the builder population becomes increasingly small.

      Many factors contribute, not the least of which are the large amount of griefers skulking about the remaining MUD community. But there's no doubt that there will be those few of us dedicated to playing with MUDs if, for no other reason, that it's fun to create things that live beyond us.

      --
      You like splinters in your crotch? -Jon Caldara
    2. Re:It's tedious handcraft by BlastQuake · · Score: 1

      Only 32 days? lemme look up Coren's bio on Nightmare... Biography for High mortal Human Coren the Restorer of Hope [Larstown Militia] Level: 49 Age: 46 years You are neutral. You were born on the 3rd day of Ketralki, year 24. You married Fiona the th of Kantki 55 in Nepuraz. You have 192 days and 29 minutes of online time. You began your adventures on the 3rd day of Ketralki, year 42. Your native town is Larstown, and you are Bokan in faith.

      --
      "What use is power to the Keeps of Balance?" -Disnt of Nightmare LpMud
  19. They'll never die. by Bahumat · · Score: 1

    Generally, as head-wiz for a muck, and major staffer and player on a few others, MU* in general are alive and well, but are making a slow decline.

    One day, there'll be MMORPG's that will facilitate enough creativity to allow for truly interesting character interaction.

    Ultimately at present, what we're seeing is a great deal of people finally moving on, and going on with their lives. Player-bases get older, and your primary source of players (students and 20-somethings) grow up and move on to dealing with things in real life.

    MU* will never die out, however. Ultimately it comes back to the fact that text has always allowed the greatest communication medium, and will continue to for the forseeable future.

    Most of all, there will always be storytellers, and as long there are, there will always be RP.

    --
    "To pass through the jungle; silence, courtesy, ferocity, as the occasion demands." -- Kamau, "Proper Passage"
  20. webmuds live by ghostlibrary · · Score: 1

    MUDS used to attract techies but not casual users, I think, because they were 'difficult' to use. Well, okay, 'difficult' meant 'point telnet to a specific site _and_ port' and 'use a console'. Not big barriers for slashdotters, but kinda big for, say, my mom.

    Companies like Skotos (skotos.net) and... hmm... okay, maybe just them, do web-based MUDs. They (plug plug) bought a friend of mine's larp (the Galactic Emperor is Dead) as a recurring/resettable one, and they do some long-term open ones.

    The downside, I think, is a lot of MUD fans prefer to be able to create stuff (aka MOOs), not just play, so there may not be a big crossover from old MUD fan to new WebMUD user.

    Meanwhile, MUDders I know just moved to IRC and freeform it when no one else is in a given channel. IRC is so flexible, this is kinda a cool evolution, much like the evolution of tabletop RPGing into rules light styles.

    --
    A.
  21. Old MUDs never die ... by Repton · · Score: 1

    ... they just fail to respawn.

    --
    Repton.
    They say that only an experienced wizard can do the tengu shuffle.
  22. Re:Bart, that's no elf-maiden, that's Comic Book G by orthogonal · · Score: 1

    You must think I am some teen perv out for cybersex.

    You aren't? What are you doing on /. then?!?

    Relax, my post was (mostly) a joke.

  23. Running a MUD is not particularly rewarding by Illusion · · Score: 3, Interesting
    To have it feel anything other than stale, at least a few people have to be regularly adding to the world and the code, fixing bugs, policing the players, helping newbies, etc.

    Unless you are running a pay mud, you get nothing for it. Not even appreciation most of the time, as the players have no sense of how much effort it takes to run a mud well. Most of their interactions with you are to bitch about fellow players or even minor changes to the game that they feel are not in their favor.

    While you might get away with running a small MUD on your home cable or DSL, you basically can't use it for anything else without offering massive lag to everyone playing. So unless you happen to own an ISP, the chances are that you'll end up paying at least $50-200/month to have it hosted somewhere. Which isn't a big deal when its all you do in your spare time, but after you get a life and don't have the time to put into it, that could start looking like an unnecessary expenditure.

    But then the vast majority of the people running them opened a cookie-cutter MUD by grabbing an existing codebase and world and adding some patches and a few hundred rooms to the world. When they get bored and fold, they won't be missed; they had nothing unique to offer anyway.

    To top it off, MUDs have lost their "cool" factor. For someone used to first person shooters and MMORPGs, an online text adventure looks more than a little dated at first glance. So you end up with a mixed player base of people who have been playing longer than Quake has existed, and those who are too young or too cheap to afford an MMORPG. Not exactly a booming populace.

    Not that I'm jaded or anything. (I've been running Ishar for 9 years and actually do still enjoy the small amount of time I put into it.)

    --

    Aaron

  24. The Mud's Codebase by Apparition29 · · Score: 1

    I have run a mud for about 9 years. In that time I have seen many other muds begin and end. Lots of these muds have very innovative code in them. I think it is sad to lose everything that these muds have worked on. Does anyone know of a repository for "unwanted" or "unused" muds? (If none exsists, maybe a smart slashdotter could start one :) ) I know personally that when my mud closes, I want to post the code for anyone that wants it.

    1. Re:The Mud's Codebase by indead · · Score: 1

      How much space would the files for each archived mud require? I run a small web hosting company, I would consider donating space if someone is actually interested in creating a mud code archive.

    2. Re:The Mud's Codebase by Drey · · Score: 1

      www.kyndig.com has lots of mud codebases and snippets for download. They might accept an entire "unwanted" MUD.

    3. Re:The Mud's Codebase by Apparition29 · · Score: 1

      Well, it obviously depends on the number of areas, players, and the codebase. But on my particular mud this all compresses to about a 20MB file once you have removed all of the binary files. This is a ROM based mud, so a fairly common derivative.

      Kyndig.com may be a good option for this, but the different MU* admins would need to 'donate' their code to any project like this.

      I just know from experience, that when a piece of code or an area from a MU* that you like is lost, you spend tons of time wishing you could still find it.

  25. It's a good thing by Skalizar · · Score: 2, Interesting

    I can't comment on the relative number of total MUDs out there, as I have never kept track. I can say that as a former player and now Implementor of a long lived MUD, that the number of players that we attract hasn't changed much over the years. For the last couple of years we have had fewer *characters* online than in the past, but we switched to a non-multiplaying policy and the number of actual players online has remained fairly constant over the years. It has its cycles, some we understand, others we don't, but the only major change that I am certain of is the average age of the players. We've changed from mostly college aged players to mostly teenagers, which probably reflects the same changes in the Internet population.

    The reason for stating that the current trend is a good thing, is that in many of the discussions I've followed, many have lamented the number of "StockMUDs" that have come into being. There are several code bases than can literally be downloaded and brought online in a matter of minutes, with enough content to start playing even though that content might be the same as thousands of other MUDs out there. Hopefully, these are the MUDs that are fading out, in favor of the graphical counterpart of StockMUD. Then, the ones that remain will be the ones worth trying. I don't envy anyone looking for a new MUD to play, with only Mudconnector as a starting point. You really need some recommendations from friends to get you started, or the search may wear you out before you find what you want.

  26. Dying? by Drey · · Score: 1

    I question the premise, actually. www.mudconnector.com has 1,927 MUDs listed. Nearly daily in the MUD Promotions forum someone announces they're beginning a new MUD. Certain types of MUDs do seem to be in decline but as a whole we're still thriving and we're getting a lot of new player interested in the highschool grades.

  27. My experiences by dlur · · Score: 1

    I have been MUDding since '94 and have mainly played and immed on DIKU-based MUDs. I started out on Sojourn way back then. I was fully hooked on Sojourn, and accumulated nearly massive amounts of playing time, and the game eventually helped lead to the demise of my college career. I followed Sojourn through it's split into Toril and Duris, following the Toril path due to my disdain for true pkill MUDs. When Toril shut down due to imm issues and conflicts with a few players and all sorts of other things, I was at a loss as to what to do with my free time. Myself and a few friends from my guild on Toril (where I had ammased 1.5 years of playing time in the span of 4.5 years) decided to create our own MUD. This was known as ExileMUD (Not Exile, ExileMUD). I was in charge of areas creation, and one of the original forgers of this game. We gained ourselves a small playerbase over the years of turmoil and eventually due to conflicts that arose between most of us and one other imm. Myself and one of the main coders from ExileMUD split off and formed our own MUD called Homeland MUD, and I have been working on this ever since. We are set to open at the end of this month and have already attracted a decent following. I've heard that since myself and Vhaerun left ExileMUD to form Homeland that ExileMUD has been on a serious decline and that it will be shut down soon due to a total lack of players or development.

    Sojourn/Toril has opened (Sojourn II) and closed (More admin conflict) and opened again (Sojourn III), but is on a downward decline as far as I and many others who have and do play there can tell. They recently lost their hosting (another bane of all MUD admins) and are running off a cable modem. Also the main owner of Sojourn is leaving behind his legacy and passing the game down to the younger forgers. The decline of Sojourn III is only helping to bolster the ranks of players that are coming over to Homeland as word of mouth spreads between all of the players that consider each other to be a loose family of sorts. When one player from S3 comes over to Homeland, checks it out, and realizes that it's just what they've been looking for, they often bring along a handful of friends, who in turn bring their friends as well.

    As a player I am sure I handed out my share of grief to the admins of the MUDs I played on, and as I grew older, and I hope wiser I turned towards admining myself as I had conquered the vast majority of challenges thrown at me as a player. Now I see grief from time to time as an admin, but I think that the vast majority of grief from players towards admins is brought on by the manner in which the admins govern themselves and the attitude that is given towards the players.

    I do think that text-based MUDs have been in a slight decline, but new ones are popping up every day. The problem is that many of the new ones popping up daily have little or nothing original or innovative to add to the collective MUD world. Many of these are Stock MUDs with Stock areas, and never get to the point where they are modified enough to be useful.

    Also I think as current MUD players get older, have families and generally give up the habit, there becomes a strong lack of players to take their place. Young kids these days are not interested in playing text games any more than they are in reading books it would seem. And as someone already likened text MUDs to books and MMORPGs to movies, so do I. I would rather read the book and become immersed in the story through my own imagination any day rather than having the director's vision of the story being spoon-fed to me.

    If you are looking for a solid MUD that's been in development for 5 years and that is on the grow, that has a friendly staff, a solid fantasy theme (Forgotten Realms) then check out Homeland at mud.homelandmud.org port 6666

    --
    Duris MUD - The best pkill MUD. Ever.
  28. Lots of things to say... by freeBill · · Score: 1

    ...about MUDs.

    First off, the basic premise of this post is wrong. MUDs were always a niche type of thing. There were a few 10 years ago when the Internet was small. There are a lot now that the Internet is big. It's hard to say which has grown faster.

    Of course, there are many more long-running MUDs today than there were 10 years ago. When a favorite goes dark, it doesn't mean they are fading away (although it may SEEM like it at the time). When Cats closed, it didn't mean Broadway theater was dead.

    More relevant question: Why haven't MUDs broken out of their niche?

    Answer #1: They did. EverQuest was an LPC MUD with a graphical front end pasted on it. Some MUDders see EQ as a diabolical competitor leeching away the potential users of "true" MUDs; others see it as the logical next step.

    Answer #2: The amount of creativity to keep a MUD lively doesn't scale well. The number of people people creating new content for MUDs eventually defines the size of the niche which will be supported by their creativity. The FaerieMUD Consortium has an interesting solution to this: using the creativity of players themselves to generate new content for their MUD. This is an extension of the long tradition of wizards, immortals and promotion to coders in the MUD community. We have been working on this for a long time, but it is not quite there yet.

    Another interesting question: Are there common problems faced by all MUD-coders for which pooled solutions are possible in Open Source?

    Two obvious places for this are: A general-purpose backend server for hosting MUDs (the ability to scale might be nice, too); and a graphical front end.

    The MUES Project on Source Forge has recently posted Alpha code for the first of these. Several projects have code up on SourgeForge for the second. It's my personal opinion that MUDs will never break out of the niche until these types of problems are well-solved by Open Source software. It's also going to be important to do it right. I can say from personal experience that getting all the things people are looking for in the next-generation MUD is no simple task. The discussion in this paper on CME (Coolest MUD Ever) is very informative.

    --
    Eternal vigilance only works if you look in every direction.
  29. The reason _THIS_ MUD shutdown by hexile · · Score: 4, Informative

    Being one of the four people who founded Exile, I can tell you exactly why it shutdown.

    The first and foremost reason is drive. Exile was founded by four people, all of whom loved MUDs. We all mudded for years, and then decided to create our own. Eight long years later, three of the four happily moved on to other pursuits leaving only myself.

    I was happy to apply my broken knowledge of C and Perl to building the MUD (I'm a sysadmin by trade, if that gives you any clue as to my programming skill, or lack thereof). But then we lost our "free" hosting. Now I'm presented with a hard choice -- dish out money that I don't have for NEW hosting, and continue on, or quietly let the MUD pass and direct my players to other promising MUDs.

    To be honest, if I had the spare cash at the moment to pay for hosting, I don't think I would. Running a MUD isn't easy. There's all the hassles for any medium sized coding project, but there's also creative worries, and game-play worries, and the worst of all PLAYER WORRIES.

    All the issues above pale in comparison to having to deal with a player-base. To be blunt, players are a complete pain in the ass. They're always wanting more, and always unhappy with the current state of things, and very vocal about it. I can understand those types. But then there are the cheaters, and the misanthropes... Believe me when I tell you, even though I'm sad to see my MUD go, there are a million things I'll never miss. Maybe I'll even stop turning gray... maybe.

    By the way, if any of my non-pain-in-the-ass players are reading this, THANKS for a FUN time, and a ton of great memories. I'll miss you people!

    -- Hextall, founder of Exile from 6/1/1996 to 6/1/2003

    1. Re:The reason _THIS_ MUD shutdown by sthomas · · Score: 1

      I have had the pleasure of working with Hextall and the other founders of Exile for many years now. I know very well how deep of an emotional attachment one can develop to a MUD, and it is not an easy decision to close Exile after all these years.

      I would like to thank everyone who has visited us and enjoyed the environment Exile provided. It has been a very satisfying run, and I'm proud to have been a part of a little niche in the Internet universe that was truly unique and our own. Moreover I'd like to say thank you to the others responsible for bringing Exile alive - Volito, Gora, and Hextall. If I lose touch with any of you, I'd be losing a part of my family.

      I have too much to say on the subject of MUDs to fit into a single post. MUDs were an early part of my experience with the Internet, and I still believe they have an important yet shrinking role. It would be sad indeed if they dried up altogether.

      Perhaps someday we'll meet somewhere on a hillside, overlooking a smoking village, a dragon corpse at our feet, and I'll dust off my shining black chainmail tunic, turn towards you, and smile with a wink. Maybe you'll recognize me:

      Before you stands a sturdy-looking sylvan elf, with wild flowing sandy brown
      hair and piercing silver-blue eyes. He has a slight mischievous curl to the
      corner of his mouth, and the light dances in his eyes.

      May your adventures always see you safely home,
      -Marinell, also known as Boots (Exile, 1996-2003)

  30. Our very own MUD by Kaali · · Score: 1

    I used to play some MUD's online, but i got bored with all of them after 2-3 weeks of playing. Only bash-for-the-exp games i have ever liked is Nethack and Adom.

    Except for our very own MUD, it was run from my computer on school network. There rule of the game was: Do not kill the MUD. =)

    Every single player had ability to do anything in the MUD, that means everyone could code whatever they wanted. It was really hilarious. People greated short text-adventure houses for others to play. We had Chess etc. in it for small gaming. And the hilarious part: Custom made animals and weapons. ..giant human-dragons who are drunk on the streets.. lightsabers.. anything! We were all Neo's on this game =)

    Not really traditional MUD, and propably would not work on a public server. But when everyone knew each other we could amuse ourselves for a very long time. Too bad i don't have any of that stuff on my HD anymore..

    Anyone else had something like this?

  31. Not saving, but playing by aster_ken · · Score: 1

    Perhaps you should check out these two nice resources:

    zMud home page: http://www.zuggsoft.com/ -- great MUD client
    Mud Connector: http://www.mudconnect.com/ -- list of bunches of MUDs

  32. Re:Bart, that's no elf-maiden, that's Comic Book G by kesuki · · Score: 1

    Because with Yahoo chatrooms and IRC, you can get all the cyber-lovin' you want, without the pretense and baggage of "character classes", "gold pieces", and "elves."

    the RFC for Internet Relay Chat goes back to around the time that MUDs were coming around too. They've always been competing for the online lovin, and it's clear now who the winner is. IRC, where you're not restricted to 16k of aliases for 'automated lovin.'

    Oh, ok, except that I expect there are a lot of disappointed elf fetishists sitting in their mothers' basements, fondling their, uh, "miniatures".

    Elven fetishists are sure to find a home on some IRC networks (not naming names here) But I do know a few...

    Yep, it lends a whole new meaning to "Dungeon Master".

    Face it, you're not even a "Dungeon Hack" here ;) Ye olde 'Dungeon Master' has had sexual connotations almost since the invention of dungeons.