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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?"

26 of 94 comments (clear)

  1. 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.
  2. 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 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.

    3. 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
    4. 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
  3. 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?

  4. 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 :(

  5. 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".

  6. 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.

  7. 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.
  8. 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.

  9. 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.
  10. 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.

  11. 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.
  12. 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&

  13. 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

  14. 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.

  15. 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.

  16. 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