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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?"

14 of 94 comments (clear)

  1. 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 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
  2. 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?

  3. 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 :(

  4. 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.

  5. 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 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.

    3. 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. 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.

  7. 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.

  8. 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.