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Return of Text-Based Games?

twivel asks: "I've noticed a trend recently. I've had many friends return to text based MUDs even after a couple years of playing MMORPGs like Everquest and WoW. When I've asked them why they returned, they've said that the virtual community in MUDs really seems to set them apart from the newer MMORPGs. In MMORPGs, you just get lost in the numbers. In the forums on places like MUDConnect, a popular MUD listing site, you find people claiming that the MUD community is actually growing. For those of you who've experienced both forms of entertainment, would you agree? While the cost is much less (many great MUDs are 100% free), how would you rate your overall experience with MUDs compared to newer forms of online entertainment?" A bit of this discussion was touched on not too long ago, but it would be interesting to note if the MUD community is enjoying a resurgence in popularity, as the article implies.

141 comments

  1. Size Counts by RogueyWon · · Score: 4, Interesting

    OK, reading through the original post, I think I can see the problem that some people have with MMORPGs. Thing is, though, I don't agree that this is a problem inherant in the genre, it's more a matter of how players approach it.

    The key factor here is size. I've done one or two MUDs and most of these had player counts in the hundreds, or occasionally the low thousands. A large-scale commercial graphical MMORPG, on the other hand, isn't really commercially viable with less than about 50,000 players.

    There are some obvious implications here. Even if the MMORPG in question takes the common approach of parcelling players on different servers, with average populations of 10,000 or so (which is a pretty low estimate for a lot of the games out there), it's always going to be more people than you can get to know. Hell, my secondary school had 1,000 pupils and I doubt I knew more than 150 or so, even on a passing basis. And that was without the problems of location and language barriers that you have in a MMORPG.

    The result of this is that a player who doesn't have a good, consistent group of friends in a MMORPG, be they real-life friends or online acquiantances, is going to have a pretty lonely experience. In a MUD, on the other hand, with just a few hundred people, it's easier to become a known face much more quickly.

    Now personally, I *much* prefer playing a graphical MMORPG. These games are designed to be played for pretty serious amounts of time and if I'm going to look at anything for that long, I want my eye-candy, goddamit. Moreover, I'm always impressed when the developers of a MMORPG manage to come up with a new visual location design that really knocks me back. Both FFXI and WoW have managed this fairly regularly (although you have to get pretty deep into the Zilart and Promathia strands of FFXI to find the prettiest areas). The quality of service and regularity of updates that you get from a well-run commercial MMORPG is more than worth the monthly fee.

    I guess if there's a solution for people who are finding it hard to "click" with a MMORPG and missing the interractions of a MUD, it's to find a regular group. Either throw heavy things at real life friends until they sign up, or actively seek out a group of like-minded players in game. A good guild/linkshell of 50-100 people, with its own rivalries, goals and ethos, can completely transform your gaming experience.

    1. Re:Size Counts by Nova1313 · · Score: 1

      I completly agree. I am all about community in gamves. I've tried several mmorpg's and none of them really held my attention all that long. WoW held it for a bit but that faded. I think a big part of the reason people play online games is community and I just wasn't finding it was as tight as on muds or games with smaller groups of players like a neverwinter nights dedicated shard.

      --
      There exists some positive integer N that you are the Nth person to read this signature.
    2. Re:Size Counts by Comatosis · · Score: 1

      But text based games also bring enjoyment if you get sick of graphics like I do. I'm working on a text-based adventure game as we speak for personal fun.

      --
      When expecting to find intelligence in a person, do not look at their age but instead look at their IQ and maturity firs
    3. Re:Size Counts by Gravedigger3 · · Score: 1, Insightful

      I agree to everything u just said and if i wasn't a n00b to /. and i knew how to do anything i would mod that up. ALthough there is something to be said for playing a game with a smaller population where u can get to know everyone its not for me. I want to be in a living world where 99% of the people around me are strangers going about their business. I am in a small guild where i have gotten to know everyone and i bump into familiar players now and then which is always fun. The world wouldn't feel as immersive and big if u know everyone. Plus as u stated if im going to be staring at a game for 100+ hours i want it to look good.

      --
      All you touch and all you see is all your life will ever be. -PF
    4. Re:Size Counts by Fr05t · · Score: 1

      Agreed, but I did find a lack of "community" that FFXI had. I played FFXI from the start of the NA beta until WoW came out - now I'm going back to FFXI.

    5. Re:Size Counts by Anonymous Coward · · Score: 0

      If you want to moderate, in your preferences, on the homepage tab, make sure the willing to serve box is checked (it should be about the middle of the screen after the page loads). Read the questions about moderation in the /. FAQ.

    6. Re:Size Counts by General+Wesc · · Score: 1

      I've been working on a lame text-based adventure in Javascript, but it will never hold a candle to my previous text-based game.</blatant plug>

    7. Re:Size Counts by Blakey+Rat · · Score: 1

      Yeah, but RPG stands for "role playing games." There's no role playing on MMORPGs, there's just getting a list of numbers to change into slightly higher numbers. That's boring as hell to me, and a lot of other people I know.

      A MUD like (ahem) Eternal Struggle (http://esmud.com/), on the other hand, has a close-knit community, detailed backstory (that players actually *read*), and tremendous character interactions.

      Here are some of the things that encourage RP that MMORPGs haven't done:

      1) RP Leveling. ES, as well as a few other RP MUDs, have a system where you can gain levels by role playing with other characters.

      2) Separation of In Character and Out Of Character game elements. Channels are clearly marked unlike in MMORPGs. (Is the General chat channel IC? Or OOC? Are Tells? If Tells are, does that mean our characters are psychic?)

      3) Immersion. MMORPGs are about the least immersive games there are... hell, just look at how every character can clip through every other character. It's like the game's full of ghosts. Eternal Struggle allows you to turn off EVERY OOC communication in the game and immerse yourself entirely.

      4) Character Recognition. When you walk along the street, you don't see huge names floating above people's heads. Similarly, you don't know a person's name in ES until they introduce themselves-- and if they give a fake name, so be it. This adds a lot of depth to the game.

      Anyway, I'm not saying that all of these features have to be present in a good RPG. But the fact of the matter is that the staff of ES spent time to think about every one of those points and, for the most part, MMORPG makers simply don't.

      (And of course there's always number 5) Players who don't suck ass. It's really hard to get immersed in a game where half the players have names like "Cellphonia" or "Goku69KIKIKI".)

    8. Re:Size Counts by JazzDreamer · · Score: 1

      I have run a MUD for over 8 years and I find that they are MUCH more personable than MMORPGs like Everquest, WoW, and although they'd hate to admit it, Medievia. Our mud averages between 25-40 players on during peak hours which is very successful in these times of 1700+ stocky muds with staffs of 20 imms and NO people around to playtest the game for bugs. I'm also proud to say, we've been in the Top 5 (currently #2) on the Mud Connector for almost a year now (more weeks than ANYONE else in the top 5) and we have an extremely high rate of player satisfaction with an extremely low rate of player drama. Player drama's one thing you won't find on those huge MMORPG games and I consider it an entertaining floorshow when we do see it. We've been getting 20+ votes a day for our mud on TMC and are very proud to be running one of the last remaining quality muds. It is a ton of work to run a successful game, but when you get so many compliments on your work every week, it makes the effort well worth it. Awesome that our favorite pastime is being profiled on Slashdot, come stop by and make a few levels or just to shoot the breeze. We're a very friendly atmosphere where the IMMs and players actually log on to work and play, instead of idle all day. Come stop by! Telnet Address : dreamsmud.com port 3000 Webpage Address : http://www.dreamsmud.com/

    9. Re:Size Counts by Anonymous Coward · · Score: 1, Funny

      Best name in WOW: Lampshade

    10. Re:Size Counts by jgerman · · Score: 1
      Welcome back ;) I played until EQ2 came out... jumped to WoW, played GW... came back to FFXI, it's like coming home.


      There's plenty of community. Best mmorpg on the market right now. The quick fix gamers can have Wow, I want something with substance.

      --
      I'm the big fish in the big pond bitch.
    11. Re:Size Counts by CompleteTool · · Score: 1

      Over at Retro Traders there is currently underway a full Multi User Text Based Adventure although currently only open to beta testers with a full launch in late 2005. A discussion is available in the forums at Retro Trader

  2. not again! by spoonyfork · · Score: 1, Funny

    It was bad enough we had to endure the onslaught of connections from *.aol.com in the mid '90s. Now we have to assuage hordes of disaffected EverCrack babies? Nooo!!1eleventyone

    --
    Speak truth to power.
    1. Re:not again! by snorklewacker · · Score: 1

      Give it up with the AOL bashing already. Stupid people are quite well distributed over pretty much every ISP these days. In fact, AOL tends to cater to adults these days, folks who may not be very discerning about their ISP software, but have more or less grown a few social skills with their years.

      --
      I am no longer wasting my time with slashdot
    2. Re:not again! by spoonyfork · · Score: 1

      Stupid people are quite well distributed over pretty much every ISP these days.

      I don't disagree with that at all. But few will disagree with me that October 1995 was the start of the AOL Asshat Invasion onto our beloved Intarweb. Back then, not now, but back then the idiots came from aol.com. If I can't run a MUD and be hypercritical about the intelligence of players then would I be doing my job correctly? I think not, sir.

      --
      Speak truth to power.
    3. Re:not again! by Anonymous Coward · · Score: 0

      You spelled 'sausage' wrong.

    4. Re:not again! by spoonyfork · · Score: 1

      Your September never ended either, did it?

      --
      Speak truth to power.
  3. insert bass solo here by balance+one · · Score: 3, Funny

    My name is MUD!

    1. Re:insert bass solo here by Reignking · · Score: 1

      "And remember, MUD spelled backwards..."

      --
      One man's Funny is another man's Offtopic.
    2. Re:insert bass solo here by Drey · · Score: 1

      Any DIKU-derivative with the stock area "Nirvana" also has a mob named Primus.

    3. Re:insert bass solo here by afd8856 · · Score: 1

      Hello, Mr Krinkle!

      --
      I'll do the stupid thing first and then you shy people follow...
  4. With a MUD... by GuitarNeophyte · · Score: 3, Insightful

    With a mud, at least the ones that I play, you may not have numbers anywhere as high as in a MMORPG, but it's generally alot easier to make an influence on the surrounding world. I'd say that there are alot more MUDs that, when big things happen, the world is actually changed.

    MMORPGs might be huge, but at least with MUDs, they generally at least have the RP that the so-called RPGs ascribe to.

    Luke
    ----
    Do you like ketchup? I just found the most hilarious stand-up monologue all about ketchup. Go read it!

    1. Re:With a MUD... by EggyToast · · Score: 1
      I don't have the time to invest heavily in any long-term role-playing game, but it's definitely true that with MUDs, it's far easier to actually play a role in an evolving world. Part of that is the smaller community, but another major aspect is that the world is far easier to change. Recode a forest path to go somewhere else due to fallen timber, and you've potentially created ways to new areas, as well as potential bonuses in the old path that not everyone can access immediately (say, access is class- or weapon-based). In a MMORPG, such an undertaking takes serious man-hours to redesign the graphics, pointers, and all that.

      So MUDs are far more role playing oriented and yes, exactly -- the game changes. They don't need expansions that simply add a new area; they can easily add and subtract from a set world. I find that environment far more interesting, even if it's not as pretty or intuitive.

      Oh, if only I had the time...

    2. Re:With a MUD... by MindStalker · · Score: 1

      Hell I used to regular a MUSH, now thats a weird experience. Everything is completly programmable (atleast your own stuff and your own rooms) to the end user. Its freakish.

    3. Re:With a MUD... by Mind+Booster+Noori · · Score: 1

      Well, you can have the "simple" (user-friendly) version of MUSH'es: Talkers. I run a talker and am addicted to talkers since 1998: they give a social and community experience that any MMORPG made me feel... at least yet. Maybe when we get MMO without RPG things will change...

    4. Re:With a MUD... by MindStalker · · Score: 1

      Yea the one I used to play was tiny tim MUSH it was a talker, as in no RPG elements to it. Though it was also completly programmable, and potentially some could create RPG elements. The only violence I saw was a laser tag game someone programed :)

    5. Re:With a MUD... by Mind+Booster+Noori · · Score: 1
      Yes, but there are a lot of Talker bases, avoiding the pain to get some MUSH code and turning it into a talker...

      On talkers, the most popular and successful is Enchantment Under the Sea (EUTS).

  5. Woohooo! by HeliumHigh · · Score: 0

    Go nethack! OSS Dungeon scrolling, text based adventure!

    1. Re:Woohooo! by Steinfiend · · Score: 1

      Which unfortunately doesn't have any multiplayer component at all. Although it definitely does rock as a single player game. I believe there might be a couple of multiplayer Rogue-likes in the works, but my company URL filtering software stops me from being able to search for them.

      There are so many great Rogue-like games out there, its hard to pick a favourite. Check out the rec.roguelike.* newsgroups for more information.

    2. Re:Woohooo! by HeliumHigh · · Score: 0

      Which unfortunately doesn't have any multiplayer component at all.
      Yes, I know :)

      There are so many great Rogue-like games out there, its hard to pick a favourite.
      Umm, nethack?

      Ya, MP rouge-likes would be very fun, but I don't think you could get alot of people into it, and play it enough to get through the game. You know how long it takes to get through a couple of levels?!

    3. Re:Woohooo! by Anonymous Coward · · Score: 0

      There are a few muds with rogue-like aspects, though I know of none that would be a complete rogue-like.

      Feltain (feltain.org 7777) uses a large ASCII map, but it seems to have been down for over a month now. Pity if it has closed down.

      God Wars II (godwars2.com 3000), which is now in open beta, has randomly generated dungeons, again ASCII map based.

  6. Trade Wars by Leroy_Brown242 · · Score: 1

    It's only been a few months since I last played TradeWars.

    I just, love the game.

    1. Re:Trade Wars by guaigean · · Score: 1

      That game is amazing. I still load it at times for fun or track down an old server. Used to love playing that on one of the local BBS's, and it was actually quite good on the net as well with more players. I was very disappointed when the MMORPG version was cancelled.

      --
      Microsoft Sucks, F/OSS Rocks. I get mod points now right?
  7. I liked the AOL MUDs by GuitarNeophyte · · Score: 1

    Actually, the AOL MUDs were my first ones. Gemstone, I think it was called, was the first time that I learned about Role Playing (even though I never got farther than delivering tons of packages to people), and I've been hooked ever since.

    Luke
    ----
    Do you like ketchup? I just found the most hilarious stand-up monologue all about ketchup. Go read it!

    1. Re:I liked the AOL MUDs by Suppafly · · Score: 1, Informative

      The link in your sig is not funny at all..

  8. Love Them, Live Them by NaNO2x · · Score: 4, Insightful
    I have been a MUDer for over nine years now, I have tried MMORPGs like Shadowbane, Ultima, and WoW to name a few, but I always keep coming back to the MUD that I have been with for all this time. There are many reasons, one is the community, on a MUD like the one I play there are only about 40 of us and we know each other well. Another reason is that the MUD that I play at least is about Role Playing, which is not something that can be truely done on a MMORPG. A good balance of PK and RP is what is needed, and MUDs can provide that. Also on a MUD you have to actually use your mind, your imagination. Another great thing I have found after my years of MUDing is an improvement in certain skills, I read faster, type faster, and can make things up on the spot that sound more reasonable. Overall I think that MUDs are great things, but they arn't for everyone but those of you who take to them they are much much better than a graphical game ever could be.

    By the way, the MUD I play is called Dark Mists http://darkmists.org/ and my character is Nij so if any of you want to stop by I'd be happy to show you around.

    --
    Utinam me logica falsa tuam philosophiam totam suffodiant.
    1. Re:Love Them, Live Them by SeekerDarksteel · · Score: 0

      There are many reasons, one is the community, on a MUD like the one I play there are only about 40 of us and we know each other well.

      Hey, same could be said about Shadowbane. ^_^

      --
      The laws of probability forbid it!
    2. Re:Love Them, Live Them by toad3k · · Score: 1

      I agree. Video games have always been distractions, and we regularly see people leave to play these mmorpgs, but in the end most come back with stories about how it suddenly wasn't fun anymore, and wasn't worth the money they spend.

      I've lost my ability to actually mud, so instead nowadays I just code areas and help maintain it. It is a very good creative outlet.

    3. Re:Love Them, Live Them by Digital+Vomit · · Score: 1
      Another great thing I have found after my years of MUDing is an improvement in certain skills, I read faster, type faster, and can make things up on the spot that sound more reasonable.

      All great skills for those who are thinking of entering the IT industry.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    4. Re:Love Them, Live Them by NaNO2x · · Score: 1

      So true, so true.

      --
      Utinam me logica falsa tuam philosophiam totam suffodiant.
    5. Re:Love Them, Live Them by wot.narg · · Score: 0

      Who needs to make things up with you have the BOFH calander of excuses?

      --
      Roses are red
      Violets are blue
      In Soviet Russia
      Poems write you!
  9. Web-based chatspaces? by RobotWisdom · · Score: 1

    Is there a web-interface for MOOs/MUDs that still allows user-programmed experiences? I'd love to see this available on the same wide-open terms as (eg) pbWiki, so that any old web community could use it as a chatspace...

    1. Re:Web-based chatspaces? by Anonymous Coward · · Score: 0

      If, by user-programmed you mean user-developed (own rooms, own areas, own items, even own commands), MOOs, MUCKs, and MUSHes usually allow such. Though it sometimes depends on the server owners whether users can add their content.

      A few friends have tried to implement a space system, complete with combat and commerce mechanics, for Sci-Fi roleplaying. If you're creative, you can often develop your own areas. If you're a decent programmer, you can bring them to life.

      And of course, it's always nice to be able to emote/pose exactly what you are doing, instead of having just "/dance" and "/wave".

    2. Re:Web-based chatspaces? by Anonymous Coward · · Score: 0

      I really should get an account on here.

      My reply would be that there is such a thing just not enough developers to follow it. I don't have the exact link handy but if you look for encore + moo you'll find it. They have "webbed" there moo. This means you can do flash, java, ect but it takes ALOT of work and most people would rather put that work into GUI stead of web page/text based gaming. I've also heard of other forms of GUI layers coming out for MUD's. Since I'm not into Mud's much someone would have to search for those. my .02

      FYI I'm called ShadowDragon on my two moo's Can't use that nick here tho :P

  10. Best Game Ever... by profet · · Score: 1

    Zork

    nuff said

    1. Re:Best Game Ever... by markhb · · Score: 1

      At least I'm not the only one who saw the article title and thought we were talking Infocom!

      --
      Save Maine's economy: write stuff down. All comments are exclusively my own, not my employer.
  11. Favorite MUDs by Hobart · · Score: 1
    Shattered World
    Online since 1990, an LPMUD derivative - with some interesting twists including a player run legal system based on Nomic. (Thanks Dredd!)
    Genesis
    The original LPMUD - pretty far developed over the years , a fun place to explore
    (And a shout-out to the ppl from Michigan who played Hero MUD, Solaris' MUD, or Sorcerer's old MUD. :-)
    --
    o/~ Join us now and share the software ...
    1. Re:Favorite MUDs by 42forty-two42 · · Score: 1

      FYI, 'shattered.world' is not an actual domain name.

  12. The difference by SpicyLemon · · Score: 2, Interesting

    The difference between MUDs and MMORPGs is the same as the difference between a book and a movie. Sometimes nothing can beat our own imaginations.

    --
    This post approved by Shampoo.
  13. MUD to the masses by Peter+Cooper · · Score: 1

    With the advent of "Web 2.0", AJAX, and the prevalence of various CSS and JavaScript tricks, might it be possible to bring a popular text game to the masses via the Web?

    MUDs have always seemed like the reserve of techies or people "in the know". With the aforementioned technologies, you could have MUD style games, even with graphics and avatars, on the Web and able to be played by anyone. Has anyone already started to make moves in that direction? Perhaps even Flash could used as the client technology. Anything that loads on a Web page quickly and easily.

    1. Re:MUD to the masses by orasio · · Score: 2, Insightful

      Maybe part of the fun is that it's not for the masses.

    2. Re:MUD to the masses by DLWormwood · · Score: 1
      With the aforementioned technologies, you could have MUD style games, even with graphics and avatars, on the Web and able to be played by anyone. Has anyone already started to make moves in that direction? Perhaps even Flash could used as the client technology.

      I've never used it, but what you're describing sounds a little like The Palace. It was a graphical chat room client that supported limited scripting like a MOO/MUD could have. That said, The Palace was a stand-alone client rather than web based. (The WWW wasn't fully developed at the time it was introduced.) I wonder if a re-invention of the Palace as a web or Flash app may finally give it the visibility it needs to be finacially successful?

      --
      Those who complain about affect & effect on /. should be disemvoweled
    3. Re:MUD to the masses by digitalgiblet · · Score: 1
      Disney of all people has something like this. I can't remember any of the details but I tried it out a couple months ago.

      Only problem was that they have to be kid friendly and blacklist what feels like half the words in the English language. It wouldn't let me say the word "afternoon".

      It was very frustrating, but it did allow graphical "spaces" you could walk around in with your customized avatar.

      Done right, I can see some potential here.

    4. Re:MUD to the masses by Tlanuwa · · Score: 2, Interesting

      I am currently developing, with another close friend, exactly what you're talking about, or at least pretty damned close. The name of the game is Fallen, and it's going to be a role-playing intensive, many-featured, text-based webgame. Players can not only run, but purchase and build their own cities, or not, and then appoint city commanders to lead whole armies-at-a-time against other cities armies, or not -- players may simply exist. Combat is never going to be a necessity for character development -- the skillsets and proficiency system incorporate fairly standard combat styles, but also include things like architecture, artistry, writing, etc. So a player could reasonably exist for the soul purpose of being an architect hired by city owners to design their city. And all of this takes place within a broad, player-directed story -- the events and decisions made by our players will shape the future of the world in a very literal way. Simply for the fact that's only in early alpha form, I hesitate to release the link, but stay tuned. What I've found interesting in the project is that it can combine real-time and turn-based gaming, role-playing, strategy, a little bit of the "pretty stuff" (graphics and the like), and an enormous amount of imagination through a simple, web-based interface -- no socket or persistent connections are ever created. It's been extraordinarily interesting, and keeps getting better. So the short answer to your question(s) is yep. :)

    5. Re:MUD to the masses by bhiestand · · Score: 1

      You're not the girl I met at the beach today, are you? Because you're teasing me just like she did. If you're going to discuss things like that on here, please provide some sort of a link to a signup page where you'll email us when there's an open beta. Something. Thank you.

      You have to know the chances of me ever running into your next post providing a URL are slim.

      --
      SWM seeks new sig for a brief fling
    6. Re:MUD to the masses by VTBassMatt · · Score: 1

      Disney's is called ToonTown. I used to play it for a little while, but it got old after a while. And all words in English are banned by default--you can only say a few canned phrases to other people unless you meet them elsewhere, agree on a "codeword", and both type the codeword into the game. Then, IIRC, you have unrestricted access to speak to that person.

  14. How many people you said you talked to? by AzraelKans · · Score: 1

    Im glad you consider yourself the center of the universe and all, but have you thought that for this to be considered an actual "trend" you would have to have spoken with at least one hundred thousand people just to cover 10% of the worldwide MMORPG population? (which reaches more than one million users?)

    Also .. if anything the number of sales for WOW show say the "trend" is for casual gamers to get INTO mmorpgs not out.

    How can this become an article is slashdot?

    --
    Go ahead MOD my day!
    More opinions here
    1. Re:How many people you said you talked to? by poopdeville · · Score: 1
      And why on earth would someone have to talk to 10% of a population to discover a trend? All you have to do is talk to a fairly large random sample -- say, 1500 people. This works regardless of the size of the population.

      You clearly haven't studied statistics.

      --
      After all, I am strangely colored.
    2. Re:How many people you said you talked to? by RexxFiend · · Score: 1

      dude
      the reason it's an article on slashdot is so that he can talk to other people to see if it is a universal trend or not.
      You know, like, hold a discussion on a forum for, like, discussion.
      Sheesh, if you want news, feck off somewhere else and stop bothering us. Slashdot is, and always was, a discussion forum based on recent news and events which might have some relevance to us geeks.

      Once more, in bold, for the hard of understanding, THIS IS NOT A NEWS SITE, IT'S A DISCUSSION FORUM

      dammit

      --

      A crash reduces
      Your expensive computer
      to a simple stone.
    3. Re:How many people you said you talked to? by charlesbakerharris · · Score: 1
      How can this become an article is slashdot?

      You moron.

    4. Re:How many people you said you talked to? by Stalemate · · Score: 2, Funny

      How this can become an article is slashdot.


      Fixed.
  15. Size *does* matter by MattW · · Score: 4, Interesting

    I co-founded and coded 100k lines of C for Avendar: The Crucible of Legends. I think they've remained steady now for about 7 years of uptime as far as players. But it's true - the admins get to know you, the players really know each other, and you can actually engender a lot more character vs character conflict without anonymous asses ruining the process as would happen in an MMO.

    I also scripted and built for an NWN persistent world, City of Arabel. It was and remains one of the most popular PWs for NWN - pretty much pegged to capacity in prime time (and sometimes way beyond prime time) for the past 3 years. One of the reasons PWs get so popular and remain so is that the smaller playerbase allows you to develop intimate plots and interactions between characters. With just 50-55 players at peak, spread across a level range, Arabel resembles a tabletop D&D game as much as it resembles an MMO.

    Moreover, one thing MMOs have really lacked is personalization. You don't interact in a dynamic manner with NPCs of note, gods, and GMs do not set up and run quests. That's decidedly untrue in the smaller scale games. For Arabel, for example, and other NWN PWs, it's common to have DMs running quests. I used to start all sorts of things - evil mage kidnaps PC, and her friends assemble a group to rescue her; a city official from Arabel requests help to accomplish some task; an earthquake opens a gateway down to undiscovered caverns where riled-up elementals guard ancient catacombs; a mage in town loses control of a summoning circle and demons begin to pour through onto the Material Plane. What made these events special is that everyone participating in them was experiencing them for the first (and generally only) time. This isn't like an MMO where you can hit a database to figure out how to solve the quest that's bothering you or find where to get the phat loot.

    I think there's a big future for an MMO with a dual-subscription model, where there's a customized service that gives you unique opportunities to adventure and emulate the tabletop sort of experience. Or perhaps a game will come out like NWN, where there's a client, a toolset, a DM client, and an "official" persistent world that plays like an MMO, but also you can use the tools to create your own. Imagine if players could craft their own city areas and script their own quests in City of Heroes or World of Warcraft. Imagine having a small WoW server with a few GMs that were out to customize play like a traditional DM, and only 40 players on at a time.

    1. Re:Size *does* matter by Anonymous Coward · · Score: 0

      Imagine if players could craft their own city areas and script their own quests in City of Heroes or World of Warcraft. Imagine having a small WoW server with a few GMs that were out to customize play like a traditional DM, and only 40 players on at a time.

      Note that this is a hell of a lot more work than a traditional RPG would entail. When players are actually in the evironment they can do a lot more unpredictable stuff.

      You have to predict for way more stuff when building a real 3D environment. Plus you have to build a lot more detail. Whereas a traditional RPG has a loose plot and other stuff can be made up on the fly.

      In other words, it's much harder.

    2. Re:Size *does* matter by BarryJacobsen · · Score: 1

      That is exactly the kind of game I've been waiting for. You seem to have the coding ability (and from your past experieinces connections) and the idea, you should try to get a team together and see if you can take that idea somewhere. I know I'd be willing to play $20 a month (more if you can get enough unique content and make it fun) to be a "hero" who actually made a difference in the "world". I don't think I'm the only one - Warcraft is great and all, but I'm one of thousands that slayed the Onxyia, one of thousands that gave X NPC the Y that they were looking for.

    3. Re:Size *does* matter by MattW · · Score: 1

      Jumping into game design professionally is probably the only thing that could lure me away from my more mundane but lucrative work. But an MMO requires an absolutely insane amount of capital to build and market. In order to make the game at all, I'd need either some seriously loaded angel investors, or the backing of a huge publisher like SOE or NCSoft. I don't see them as all that crazy to stake millions on an unknown; maybe my hobbyist work creating games could get me in the door somewhere as an associate designer and lead to such a creation, but I'm not really willing to take an enormous pay cut and add a huge commute to my day just for that... otherwise, I'd have probably applied at NCSoft USA, since I'm in Austin. I did actually trade a couple emails with Richard Garriott right when he started Destination games, but the staff he referred me to for further talks didn't follow up (twice), and since I was wallowing in high-flying stock options at the time, I decided to just let it go.

      That said, Bioware is getting a nice secondary revenue stream for NWN in the form of their premium modules. This 3 years after the game was released! And they're doing it all with digital distribution. That could certainly get the attention of people in the gaming industry. Guild Wars is proving you don't need a fee to make an MMO; Bioware is proving you can sell content online for a game. Probably the next step is to make it so third parties can "publish" their own games. Say, I make an NWN module, I can sell it for $8, and Bioware gets a cut as the middleman, Atari and then WotC get a cut as publisher/licensor, and I keep the rest. In such a scenario, I can see third parties investing to create content like models and textures, music, etc, creating an unparalleled diversity. Unknowns would start by giving away freebie modules and work their way up to pay-to-play if they could handle it.

      I know I'd pay money for more NWN modules from Adam Miller, who created some fantastic work for NWN. I bought the Bioware premium mods when they went on sale. I think the future of "add-ons" to games is a lot larger than the future of simple pay-to-play models... it's hard for a lot of people to feel like they're paying for much when they pay $15/mo and all they get is access to a server and maybe some tech support. Servers are cheap; $15/mo is gravy. Whereas content is an easy sell; when you pay $30 for an expansion to a game, you *know* what you're getting.

    4. Re:Size *does* matter by Tokah · · Score: 1

      "Moreover, one thing MMOs have really lacked is personalization. You don't interact in a dynamic manner with NPCs of note, gods, and GMs do not set up and run quests." Actually, while many MMORPGs don't, Everquest has a history of exactly that. One my fondest EQ memories was when Firona Vie showed up on Sullon Zek and asked a group of my neutral-team guildmates to escort her to evil-owned Freeport. When they eventually got there, more or less intact, she gave them a reward. But the reward wasn't as worthwhile as having had a chance to participate in a neat event. While its true that in an MMORPG each player has far less of those kinds of experiences than in a MUD, they do happen. One of the reasons I play EQ1 rather than WoW is because actual events happen on a consistent basis, and there's a little window you can pull up with the current running story plotlines. I do like MUDs, played them for several years, but I like having a larger community to interact with, and the ability to lose yourself in the crowd when you want to.

    5. Re:Size *does* matter by Anonymous Coward · · Score: 0

      WTB CHIX PST!

  16. Retro is the future! by Nomihn0 · · Score: 1

    What archaic technology will be employed next? Telegraph? Snail mail? Birthday bard? Just kidding, folks. We all know that nostalgia died in the 80s.

  17. Never really left.. by Durinthal · · Score: 2, Interesting

    I've been playing MUDs for about 8 or 9 years now, and MMOs for maybe half that. I've found that the only two things the latter are better at are
    1. Graphics (obviously) and
    2. Sheer numbers
    For everything else, from combat to PVP to player housing, I've found some MUD that's done it better. If I found a MMORPG that was nothing more than a graphical conversion of one of my favorite MUDs (say, DragonRealms), I'd be there in an instant. I have to also wonder how many additional people would try it out then, when they wouldn't give consideration to a MUD.

  18. A sort of middleground by abulafia · · Score: 1

    The Kingdom of Loathing is a sort of middle ground between them. Extremely tight community, mostly text-based puzzles, RPG-style gaming, and a buttload of goofy humor thrown in. There are others that are similar, too, but they didn't grab me, so I don't have links.

    --
    I forget what 8 was for.
    1. Re:A sort of middleground by Reignking · · Score: 1

      I'll second that one; I think the best thing about it is the originality -- some things are so off-the-wall that you actually have to think about things, as opposed to already knowing what to do. Most MUDs are based on books or mythology, so you know that, to kill a vampire, you need a cross or silver bullet. In KoL, you need to put things together with meat :)

      --
      One man's Funny is another man's Offtopic.
  19. MUD engines are still in development by HanClinto · · Score: 1

    Not only are MUDs still being created, but even the MUD engines are still in development. I can think of three off the top of my head that are being programmed in .NET/Mono (TigerMUD, PMud, and MITE).

    As the lead programmer for MITE, I can tell you that it's really nice having the Code DOM in .Net to compile scripts on the fly in C# or Boo. Very cool stuff. :)

    1. Re:MUD engines are still in development by fyrie · · Score: 1

      Have you a link to your MITE project?

    2. Re:MUD engines are still in development by HanClinto · · Score: 1
      Shore do! Currently it's still in a Yahoo! Group.
      It's only been in development for 2 months, but it's coming along quite nicely imho.

      Here's the link

      Here's a screenshot of the new IDE -- sorry for the ugliness, but it's a much nicer way of editing scripts than editing the database in a standard DB editor. :) That screenshot shows the server running on the bottom layer, the IDE in the middle layer (with the get script in view) and the top layer is a simple telnet session that shows the get script in action (all dynamically compiled and cached on-the-fly).

  20. Defining Community by Nytewynd · · Score: 3, Interesting

    I think the issue relates to how you define community. I am an avid WoW player and completely hooked on the game still. To me the community isn't the entire player population. It is broken into subsets.

    All Players -> Server -> Faction (Alliance/Horde) -> Level Range -> Guild -> Friends in Guild.

    The lowest common denominator in WoW is really people in your faction, since you can't communicate with the enemy at all. Also, you don't really do much with people outside of your level range, so those guys are the ones you see most of the time.

    I really only consider my guild mates to be my real community. We mostly do instances together, so I see them a majority of the time without a whole lot of interaction with other people. I have a fairly large subset of people in my guild I would consider friends and mostly spend my time with that subset.

    I don't think it is fair to say that because MUDS have less people, you have more community. I just don't think you can define "community" as the millions of players that have accounts.

    --
    /. ++
  21. Immersion is key, can be ruined. by Anonymous Coward · · Score: 1, Insightful

    I have been seriously considering trying my hand at a MUD.

    With any game, especially RPGs, forgetting that you are Tim, Level 47 Copier Repairman, and getting really into being Dante, Level 27 Blackguard, is key.

    Not to sound elitist, but the kiddies and the gold farmers and the ninja looters just f-ing *ruin* it for me. Would these kids have even *played* D&D?

    D&D required imagination, as I imagine text-based adventures do. Who is usually in posession of that attribute? Intelligent, thoughtful folks. Right now I just want a group of gamers who share the same values I do, cooperation and selflessness.

    The rush of overcoming an otherwise impossible obstacle using the entire party's talents is incredibly fun. As a WoW player, I miss it.

    1. Re:Immersion is key, can be ruined. by Prophet+of+Nixon · · Score: 1

      Well, I know a guy, that though he doesn't play the MMOPOS things, used to play quite a bit of D&D... he always played an evil monk, and spent most of his time slapping people and trying to steal things from them (both PCs and NPCs). Granted, he was inevitably killed. I'm somewhat suprised that he never got involved with the MMOs, though perhaps its since I don't think any of them have good means of stealing (he loved Morrowind, for obvious reasons).

    2. Re:Immersion is key, can be ruined. by Anonymous Coward · · Score: 1, Insightful

      oh yeah, grief players *did* exist in my time as a D&D player, for certain (always seemed to be a cousin from out of town who wanted to play for the weekend).

      there were two mitigating factors in that situation, though.

      1) the class and manner of scoundrel: an evil player character can make things VERY interesting if played, again, by an intelligent and thoughtful person.

      2) the number of "evil" players was almost always in the minority, and the will to put them "in their place" was most certainly within the groups' mindset.

      On MMORPGs, it seems that "grief" players are boorish, hateful, uninventive, and on an equal footing with the rest of the community. Accepted, even. Talk about the banality of evil...it becomes waaay to much like RL.

    3. Re:Immersion is key, can be ruined. by Banner · · Score: 1, Troll

      I've been playing on MUDs for over a decade, And while I pretty much only socialize these days and maintain some real estate I built about 8 years ago, I still prefer it to most MMO's. The biggest reason is that you have better interaction with the other characters in a MUD than on an MMO, plus your imagination just does a better job. On top of that people who cause problems tend to get the boot very quickly, and there aren't any people there who's sole purpose is to rape the game so they can make money off of it.
      Also, there are damn few children. The better MUDs these days are all 18 and over so you tend to have a larger percentage of people who know how to behave socially.

    4. Re:Immersion is key, can be ruined. by Stonewolf57 · · Score: 0

      Haven't seen anything like an age restriction on a mud yet, but then again I haven't really been on the scene for a couple of years now. Care to cite some examples? Besides, that it would be pretty stupid to have an age restriction. There's no good way to verify it, beyond maybe, an actual phone call for verification. I doubt the average mudadmin wants to go through that, for every mud player, and it's probably not terribly effective anyway, if the kid could manage to sound older. Video conferencing might be effective for verification of age, but these sorts of operations don't have that type of money and coordination, not to mention time or motivation to pull that off on a regular basis. The only way, to really tell is to watch each player and look for the one's that say something or act underaged. To much time and effort again. Pay to play would be fairly effective, except that one of the big reasons why people are coming back to muds is because they're usually free. Oh yes, for the guy way way back there, who didn't have telnet access, there's a java client buried somewhere on Mudconnector's site. I haven't used it recently, but it'll connect you to any listing on the site.

    5. Re:Immersion is key, can be ruined. by Stonewolf57 · · Score: 0

      I disagree to a point. There are people who attempt to exploit the game, in many muds. However, they do tend to get dealt with quickly. When I was playing on Aardwolf the imms implemented a change that automatically gave a prize to the player who killed the 1 millionth mob every 1 million mobs. So of course that was ripe for abuse. A player, who shall remain nameless (idiots should not be recognized by name, but by their actions), would begin summoning loads of low level mobs when the count got close to 1 million (there was a counter everyone could watch). And when he had a load of about 15 to 20 of them in one room, he'd wipe them all out at once with a high powered AoE-like spell, called Gas Breath. He got the prize, the imms subsequently figured it out, deleted his pfile and removed the feature/changed summon to prevent it's abuse. Aardwolf has had a constant problem with people attempting to pull this sort of shit. Go figure :P

    6. Re:Immersion is key, can be ruined. by thryllkill · · Score: 1

      Play Neverwinter Nights. Hop on a persistent world. A lot of them are exactly what MMORPGS promised, visual MUDs.

      --

      Note to self: No more arguing with the faithful.

    7. Re:Immersion is key, can be ruined. by Banner · · Score: 1

      I won't mention the muds involved, because frankly I don't want to publicize them.

      As for the 18 and over policy, it's simple. When you sign up you state you are over 18, and if found to be lying, you are immediately toaded. This protects the muck on legal aspects, and to be honest, kids tend to be pretty stupid and almost always blab what their true age is, usually sooner than later. Plus you can usually tell when dealing with someone interactively if they're an adult or not. Yes some kids probably do get by, but they're the well behaved exceptions and not the rule.

      (And remember, a large percentage of the user's will report someone underage when they have found them).

    8. Re:Immersion is key, can be ruined. by Banner · · Score: 1

      You have a valid point. But I think you'll agree there is less of it in MUDs, and it is usually dealt with much faster than on the MMO's.

      BTW, was my post a Troll? I didn't think so, but lately everything I post seems to get modded that way.

    9. Re:Immersion is key, can be ruined. by Anonymous Coward · · Score: 0

      Probably not, most normal people would never play D&D. However, just about anyone can find a little bit of fun in some aspect of a video game such as WoW. It's pretty ignorant to classify people as unintelligent and unthoughtful simply because they don't enjoy the same mundane things that you do.

  22. Better Suited for the Onion... by MBraynard · · Score: 0, Troll
    So this is "News for Nerds?"

    Area Loser Reports from Mom's Basement that Other Area Losers Returning to free MUDS after Mom Cancels their WOW subscriptions...

  23. You can drive change by DaFork · · Score: 1

    If you don't like something in a MUD you can write a patch, bug the IMMs to do it for you, or even become an IMM yourself.

    If you don't like something in EverQuest you just have to complain in the forums and hope someone with power reads your plea.

  24. Its the kids. by DirkDaring · · Score: 3, Interesting

    All the kiddie jerks that play the MMOs that trask talk, l33t speak, etc that just ruin the games. Percival Role Play server in DAOC was simply the best place I have ever seen for any MMO. All the kiddies stayed off of it. Too bad Mythic just ran DAOC into the dirt.

  25. Barren Realms by AMystery · · Score: 1
    I've been playing http://barrenrealmsmud.com/ (a Merc based MUD) since 1996. It is a very different experience from a MMORPG. There you visualize the places you are in instead of someone else defining them. Its the difference between reading a book and watching a movie. No matter how well acted, the movie is always lacking that little bit that your imagination gave the book.

    Also, since MUDs are a smaller community and you know everyone, you play for different reasons. I stopped actively trying to level a few years ago and now I go to hang out with my friends and talk. We have large discussions and really echo the chat nature fo the medium. These kind of group interactions I haven't seen in MMORPGs.

    Someone else mentioned how joining a clan can help your MMORPG experience and that is true, just finding a group of people to interact with. I have made my friends over years so it isn't just about playing the game anymore. Most i have never met in person but we sometimes talk on the phone and sometimes there are real world gatherings. Sure, you can go out and grind levels if that is your thing, but that gets boring very quickly. I like to socialize and have fun and be mentally stimulated. When I want mindless entertainment I switch to some video game (currently GTA 3)

  26. Play at work by Reignking · · Score: 1

    Best thing about MUDs? You can play at work. Text-based, so not as obvious. You have a telnet connection, not a web-based interface that IT can track every click on.

    My favorite, circa 1995, was the Crystal Shard...

    --
    One man's Funny is another man's Offtopic.
    1. Re:Play at work by psykocrime · · Score: 1

      You have a telnet connection, not a web-based interface that IT can track every click on.

      It would be pretty easy for IT to sniff the telnet packets off the wire and analyze / trace them.

      I wonder, are (any | most | all ) MUD's supporting SSH these days, or no?

      --
      // TODO: Insert Cool Sig
    2. Re:Play at work by jjhlk · · Score: 1

      I'd say that most MUDs don't support SSH, because most are based on old codebases whose cores are rarely updated. The people designing their codebases from scratch might be thinking of SSH though.

    3. Re:Play at work by Reignking · · Score: 1

      I'm sure that IT could trace it, but I would bet that most companies are more concerned about people surfing all day...and don't even know what a command prompt is.

      --
      One man's Funny is another man's Offtopic.
  27. Face-Time is Important by roderick · · Score: 1
    I've tried several MMORPGs and could sustain my interest no longer than 3 weeks on any of them. In the text-based realm, though, when I combine my time on each MUD, MUX, MOO and MUSH I've played over the years, I've clocked well over a couple of decades.

    The generally smaller playerbase of a text-based game provides a number of advantages (when viewed through the lens of my personal tastes): greater attention from GMs, greater opportunity for non-combat roleplay, greater visibility as a player and a stronger sense of common interest among the players. With a smaller base of players, a text game relies more on each individual member of the game, driving up each individual's "screen time" (no pun intended) in the stories and their value to the game, those running it and their fellow players.

    When playing M** games I've formed and strengthened what I felt were genuine friendships, both offline and on (some RL friends would join the same games and some fellow players would turn out to be local and become RL friends as well). When playing MMORPGs, I felt lost in an immense crowd. Even when I had friends playing DAoC, it seemed to take impossible acts just to get together to group. For my money, they're too much a pain and leave me too much another face in the oversized crowd.

    I get why people enjoy MMORPGs, and that not everyone has the same difficulty trying to navigate the B1ff-screaming tweens to find friends, but the more ascetic environment of your average M** seems to do a lot of that weeding out for me.

  28. Both have merits by navarredr · · Score: 1

    I played Simutronic's text based MUD, DragonRealms, for 8 years and have played most every graphical MMORPG to date since then. I was lured away by the eye candy of the 3D world, but I have never had as rich an experience in any MMORPG that I have had in my MUD days. The communities in MUDs seem much more close. Roleplaying is much more prevalent. Experiences seem much more fulfilling. I find my imagined view of the world I am reading about in a text based game is much more enriched and detailed than what I am 'force fed' in a 3D MMORPG.. It is like comparing a great book to a movie made about the book.. Sure it wonderful to see your favorite world revealed in a movie (LOTR, for an obvious example).. but often people much prefer the details of the written works...

    1. Re:Both have merits by navarredr · · Score: 1

      also.. Not all MUDs are free. DragonRealms charges monthly fees that rival today's MMORPGs. You can pay $15 for a basic account and up to $50 a month!! for premium accounts that give you access to all sorts of goodies..

    2. Re:Both have merits by montyzooooma · · Score: 1

      I played DR for a couple of years and it's one of my more enduring RPG memories. Small enough community to get to know people but not small enough for cliques to be that harmful. The subscriptions charges really killed it for me. You paid for everything above a basic account - I left when they were proposing the premium game world. I see Simultronics are working on a graphical MUD - Hero's Journey (I think). Will be interesting to see how they handle "fluff" - which is what obssessed most of the playerbase in DR.

  29. But it has already been done by MattW · · Score: 1

    But NWN has already done it. It has a toolset that lets you construct and script (in a remarkably C-influenced language) to your heart's content. You "paint" down tiles, write dialogue in an editor, etc. Then you can start up the server, people can join your game. You, meanwhile, connect with DM client. It gives you an invisible DM avatar that moves at high speed, and a radial menu that let's you quickly "possess" any NPC and use it's attacks or speak as it. Meanwhile, you have a "creator" menu which can spawn placeables (like furniture or rocks), creatures (monsters or allied NPCs), items. Using scripts you can launch dynamic visual effects with the avatar (say, having an earthquake shake the ground as you spawn some placeable boulders to block the PCs path in a cave). There's also a selector and to let you move NPCs around from area or area, move PCs, kill things off, remove encounter triggers, and so on. And that's just the inherent stuff; using scripts attached to custom coded wands and dialogues you can do literally anything the engine can do. On Arabel, we did things like script DM wands that would clone a PC so we could attack them with their mirror self (in one memorable quest, we had pcs lost in a maze with random teleporters splitting up the party, and then clones of their party members showed up to "re-unite" with them; then at vulnerable moments, the clones would turn on them).

    Now, NWN is less sophisticated than some MMOs - City of Heroes, most notably, is truly a completely 3D world. But the truth is, MOST MMOs are really 2d games rendered in 3D graphics. If there's only one "plane" upon which your character walks, then the game is effectively 2D for most considerations. World of Warcraft has water that makes this slightly untrue, and City of Heroes has full blown flight and superleaping and the vertical is a huge factor in combat, but look at Guild Wars... you can't go down a mildly graded hill unless they set up the walkmesh that way.

    Anyhow, you can make things as fixed or as loose as you like with NWN, and I think the whole concept is equally applicable to MMOs, or to a hybrid MMO that combined an official world serve with a moddable user-usable server.

  30. Favorite MUD by I_Human · · Score: 1

    NCMUDD, a Diku that has been around since 1990. Player numbers have declined a bit over the last few years, but a lot of new features have been added.

    telnet://ncmud.org:9000Connect to NC

    http://ncmud.org/NCMUDD

    --
    -JP
  31. Size Matters by rAiNsT0rm · · Score: 3, Interesting

    I know it has been said in a number of ways but here is my observation. I am not a big online game player, I tend to enjoy my solo experiences rather than deal with people and all their downfalls online (cheating, ego's, n00b's, etc.) I recently bit th ebullet and bought Guild Wars as it was billed as a skill/strategy over hours played game. This was the case the first week, then it went horribly off course.

    Now it is filled with all the usual crap. I put in three solid months and always hope for it to turn around but it isn't going to. So ultimately I spend all of my time solo or with AI henchmen to form my parties. I was in a solid guild but they all left for WoW. Not having any RL friends that play games I'm stuck.

    The sheer number of players in the game and no real way to hook up with like-minded folks leaves you alone in a sea of people. This is no fun. A MUD has a more intimate setting and feel and even though I can go in not knowing anyone I can make friends and team up within a week and have a good feel for everyone involved. I wish it could be this way in an MMO. Multi-game guilds/clans are worse because they are a defined structure and everyone is not welcoming to outsiders.

    It makes playing a game into a big social experiment... the exact thing I play games to get away from.

    --
    http://teasphere.wordpress.com - A little spot of tea
  32. MUDs have many advantages by Optical+Voodoo+Man · · Score: 4, Insightful
    MUDs have a few advantages over MMORPGs. The biggest in my mind is that they require more imagination than MMORPGs because they are text based. This also allows for the developers to say things like "12,000 ice skating elephants with hockey stick glide onto the ice, snatching helpless contestants from the Zarbania Curling Olympics." Try showing that graphically. The text based nature of MUDs brings the player's imagination into play far more than the graphical MMORPG interface. The verbal descriptions are not only more descriptive, they are also far easier to modify. You want rhinos instead of elephants? Easy, just change that word.

    You actually get to roleplay your character, which is an important part of the experience. Instead of killing X number of rats so you can gain points to kill bigger things, or mining gold so you spend more billable hours on the game, the range of options and quests is much broader.

    Certainly the ability of the players to customize their environment is also much higher, as well as being easier to accomplish. Adding flair and pizzazz to a player can be as easy as modifying a text string.

    1. Re:MUDs have many advantages by jjhlk · · Score: 1

      To me, needing imagination is a failure of muds (and books too). The mud designers and builders try to get their point across in text, which is much harder because you have to stop playing the game to read unnecessary descriptions, and text is inherently less descriptive than pictures. It might be me, but I usually think of the rooms and mobs in more abstract terms then, and rarely put a face to them--and when I do, it's usually something similar to a character in a movie or drawing I've seen already. What bonus is that?

      I can never understand when people extol the virtues of imagination. It seems that they are really interested in having people be creative, and personally I hate coming up with imagery for someone else's ideas. I use my creativity within the game world, coming up with strategy and so on, not in defining the game world.

      I'd much rather play a graphical mmorpg (or mud, even), with detailed, photorealistic 3d images, and sounds too.

      Of course, that muds are written in text means the barrier to entry is low, which means muds can try a greater range of design options, unlike mmorpgs which have to pay their graphic designers and programmers. That is the huge advantage of muds.

  33. Many other advantages by linzeal · · Score: 2, Insightful

    MUDS at least to me offer another set of advantages in that I can often play them on any connection, on any computer and with any amount of time. When I played WOW sometimes I was virtually coerced by people I guilded with to spend 3-4 hours clearing a dungeon. That is a stupid amount of time to play a game for me so I quit.

  34. Shameless plug for looneymud by rubberbando · · Score: 2, Interesting

    yeah I miss the old days of mudding. My personal favorite was Looneymud it was something totally unconventional compared to other muds which were usually D&D based. This MUD was more based on television, cartoons, and movies. It was a place where you could encounter just about anything, whether it be Bert and Ernie or Darth Vader. I would spend hours exploring its intricaces. I check in now and then and it is still up after all these years, just not as busy. If you are looking for a place to kill a lot of time and some very strange mobs, check it out sometime. :-)

    --
    DEAD DEAD DEAD DELETE ME
    1. Re:Shameless plug for looneymud by acroyear · · Score: 1

      I was on the original ToonMUSH, a similarly-themed one inspired by toontown in Roger Rabbit...until that server died. I quit MUDs by my junior year of college because every MUD (or muck or mush) I was on either got corrupted or the owners of the machine found a real use for it (not knowing the students had set up the MUD) and shutdown the server. Usually this shutdown involved a re-install of the O/S without a decent backup so the entire MUD contents were gone.

      ALL of them went through this (around 1991). After having had to recreate my character(s) 3 times in 4 months and then arguing with new admins for muck-forth privs again and again to recreate my "home", I just gave up.

      --
      "But remember, most lynch mobs aren't this nice." (H.Simpson)
      -- Joe
  35. actually, new interactive fiction is pretty good by Dioscorea · · Score: 2, Informative
    e.g. spider and web has interesting narrative structure... the space under the window is interactive poetry... curses is seminal and huge... and blue chairs is cool, hip, nerdy and trippy...

    all solo-player though (so possibly off-topic)

  36. Quality of People by omarius · · Score: 1

    All the MUDs, MUSHes, MUCKs and MOOs I've ever been on have been communal efforts that still carry out the self-policing the Net of Yore was capable of providing its users.

    People on MUDs are well spoken, too. These are worlds made of words, and if you want to be a real character or stick out from the crowd, you have to chat and write well.

    Not to mention the general quality of person you find there. I have never once been called 'n00b' or 'fag' or 'looser' [sic] on a MUD.

    I enjoy CS and Halo and all (sorry, I've avoided the MMORPGs all these years for time & finance benefits), but not enough to completely counteract the negativity of a bunch of illiterate 12-year-olds trying to out-curse each other with the same five words over and over and over and over... you know?

  37. My favourite MUD by Nighttime · · Score: 1

    Just a quick post to pimp my favourite Diku-based MUD, Turf.

    Not many people seem to be on there nowadays, you virtually have the server to yourself. Unfortunately, that means it sucks for grouping when you're trying to level up.

    --
    I've got a fever and the only prescription is more COBOL.
  38. No Telnet support by iridium_ionizer · · Score: 1

    My ISP doesn't support a Telnet client. *sob*

    Help me, web-based app. You're my only hope.

    1. Re:No Telnet support by wot.narg · · Score: 0

      Your telling me your isp blocks ports 22, 2222, 4000, 3000, 2312, 4444, etc?

      Thats just wrong. Time to get a new isp.

      There are java clients around that pipe though http. (wotmud.org has one that is for wotmud only, so I know they are around.) You also might consider using a proxy or ssh port forwarding.

      Sheesh, thats quite an isp though.

      --
      Roses are red
      Violets are blue
      In Soviet Russia
      Poems write you!
    2. Re:No Telnet support by raju1kabir · · Score: 1
      My ISP doesn't support a Telnet client. *sob*

      That makes little sense. What does your ISP have to do with it?

      --
      "Patriotism is your conviction that this country is superior to all other countries because you were born in it." -- GBS
  39. Size Counts - so maybe there could be small MORPGs by Lonewolf666 · · Score: 1

    I agree with most of your thoughts, and this gave me an idea:
    What about MORPGs that are designed for a small number of players and run off a clan server, in the way Half-Life mods like CS usually do? This would allow the developing company to do without a large server farm and thus cut down on operating expenses.

    Think of it as a cross between Morrowind and Counterstrike. For games with some FPS action built in, this might work even better than traditional MMORPGs. After all, Counterstrike and Call Of Duty multiplayer works fine, with much less lag issues than the big MMORPGS seem to have.
    Microsoft has halfway done it BTW with Freelancer. It misses most of the usual leveling schemes and tends to be shallow in the long run - but the basic concept is there.

    --
    C - the footgun of programming languages
  40. Return of the MUD by blueboy31 · · Score: 1

    Yes, after reviewing specs on the graphics chips in new consoles, I'm *sure* they are preparing for the return of text-based games...

    --
    Christmas is the opposite of theft. See?
  41. Smaller MUDs can be very unpleasant by grumpygrodyguy · · Score: 2, Interesting

    When I've asked them why they returned, they've said that the virtual community in MUDs really seems to set them apart from the newer MMORPGs

    This is probably true as long as you avoid MUDs with less than ~30 people on-line at once. In these MUDs everyone who's anyone seems to know each other, and they are usually very cliquey. Playing on servers like that can become 6 months of fraternity hazing instead of 6 months of gaming. The smaller MUDs are even worse, usually occupied by a ring-leader admin and a handful of 'admins' who bully and abuse the server. I remember this one wasteland themed MUD where the admins were so abusive that they threatened to ban me because they didn't like my character description.

    Lots of people have experienced this kind of thing on CS servers, where 95% of the people who apply for admin do so in order to bully the other players with threats of being kicked/banned/llama'ed if someone says or does something the admin doesn't like. This is very prevelant on some of the smaller MUDs also. There are exceptions, but they seem to be in the minority.

    In short, if you've never played a MUD before but would like to try one...do some research first and try to find a MUD that caters to at least 50 players online at once. This increases your chances of finding a game you'll enjoy.

    --
    The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    1. Re:Smaller MUDs can be very unpleasant by Anonymous Coward · · Score: 0

      Just because you're an anti-social loser even in MUDs doesn't give you the right to fabricate such generalizations about the social structure of a MUD. Cliquey? Get a fucking life, even a virtual one couldn't hurt you at this point.

    2. Re:Smaller MUDs can be very unpleasant by grumpygrodyguy · · Score: 1

      Get a fucking life, even a virtual one couldn't hurt you at this point.

      If baby-sitting the egos of a few hateful nerds is the only way to qualify for having people skills, then I'll pass on general principal.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  42. Practical Skills by Flwyd · · Score: 1

    I've heard plenty of people rejoice at reaching level 50 of their favorite MMORPG, but my high school friends had MUDs to thank when they wrote their homework at 100 WPM.

    --
    Ceci n'est pas une signature.
  43. My Favorite Mud: EotL by Skout · · Score: 1

    End of the Line: One of the oldest
    LP Muds inexistence -- since 1989!

    Here is a nice quote, that is as
    acurate today as it was nearly
    10 years ago:

    "Once in, avoid everything that moves. Only
    the swift thinking and swift moving survive.
    Don't touch anything without checking it out
    with a toss-away char first. Power is currently
    held by a group of petty, cruel people. They
    will do what they can to prevent you from
    suceeding in any way they can. Things change
    constantly and without much notification.

    You will have your ego crushed, your time
    destroyed, and if you complain, there are
    many people whose sole job seems to be to
    ridicule you. This is their job, and they
    take pride in it.

    Welcome to Hell." --Minister, 29 Nov 1995

    Website: http://www.eotl.org/
    Play Here: telnet://mud.eotl.org:2010/

    --
    skout perl -e 'print $i=pack(c5,(41*2),sqrt(7056),(unpack(c,H)-2),oct(1 15),10);'
    1. Re:My Favorite Mud: EotL by Phyvo · · Score: 1

      If you have to make another character and kill him off just to play the game properly, I'm not playing it. Some paranoia can be good in a game, but the level mentioned here seems ridiculous. You should be able to play through the game with a single character without a stupid trial and error experiance.

      And frankly, I'm not going to spend even an hour on a game which describes itself as destroying my time, crushing my ego, and hosting players that make fun of me for criticizing such a terrible game.

  44. Been playing MUDs since around 1997, not stopping by terrisus · · Score: 1

    In fact, my username basically everywhere is based off the name of the MUD.

    I love MUDs.

  45. Why MUDS are increasing in popularity... by FlamingLaird · · Score: 1

    I would be willing to bet there's a corellation between numbers of MUD players and IT unemployment statistics...

    After all... if you're unemployed you can play WoW or EQ...

    But a MUD you can play at work and your boss thinks you're coding!

    --
    "42"
  46. Correlation? by Jhyrryl · · Score: 1

    I'm going to go out on a limb and guess that if there is a resurgence in interest for MUDs, that it directly correlates to the sheer number of new gamers coming to the internet for the first time, and some percentage of them exploring the history of online games.

    --
    Jhyrryl
    1. Re:Correlation? by Drey · · Score: 1

      Possibly. As strictly anecdotal evidence, I've had a couple of people wander through my game who've said they were checking out MUDs because they were tired of their current MMO and wanted to see how it all started. I can't remember any that stayed, however. In contrast, I've retained 33% of the people that /. drove to my MUD (OK, 1 out of 3, but it's still 33%).

  47. Re:actually, new interactive fiction is pretty goo by aacool · · Score: 1

    So what do I do in spider and web to get started?? I'm studying that dang plate for an hour

  48. Re:Size Counts - so maybe there could be small MOR by Destoo · · Score: 1

    What about MORPGs that are designed for a small number of players and run off a clan server

    I think you missed Neverwinter Night...

    --
    Nouvelles de jeux et technologies en français. TC
  49. Anecdotal evidence by buffer-overflowed · · Score: 3, Interesting

    My old MUD(which I don't run anymore) has recently gone through a resurgance of popularity. Average online players is back up to over 100, with peaks in the 150s and lows in the 40s.

    Like most MUDs it's been in one state of development or another for over a decade. It's code pedigree traces back even further to the early days of DIKU and MajorMUD. It's seen staff come and go, changed servers, lowered the GPAS of several groups of college students, and still it endures.

    Honestly, I still prefer MUDs to MMOs. They are far more polished, the systems are better, the admin staff is better, the communities are far more tight knit, and well... everything is better except the UI and eye candy.

    --
    The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
  50. Not Just With a MUD... by SanityInAnarchy · · Score: 2, Interesting

    Again, not inherent in the medium. There are 3D games that actually encourage players to transform the world. A few years back, I played something called AlphaWorlds, which was basically a ginormous plane on which you can put 3D objects, referenced by URL. Stack them, connect them, add JavaScript events, but it's the players creating the world, not the developers.

    Of course, I really want to see something like WoW do more of that. Somewhere in between, really. I don't want people loading gigantic custom penis models into a medieval world, but I do want to, for instance, be able to chop down trees and build a house with them. Or, remember when a community took down the Sleeper in EverQuest? Like that -- maybe a way to actually win the game, make the developers scramble to change the world fast enough so that it visually looks like what the players have socially created...

    I've actually had some pretty bad experiences in MUDs. The MUD that was technically the most like AlphaWorlds, one which allowed users the same level of freedom of the original designers, except that you can only attach your stuff to public objects or stuff you own (you can only add a room to a door that you've claimed as yours).... It was a reasonable system, though understandably not too flexible, but the community sucked. People just used it for chat. They claimed it was better than a normal chat because of the "props", but the whole experience there was nothing more than what a /me would get you, while the technology allowed for so much more.

    --
    Don't thank God, thank a doctor!
  51. Never thought I'd see this by Stonewolf57 · · Score: 0

    I started with the internet on text based muds. In fact I've spent the majority of my time on the net playing with them. Most are free. Some, however, manipulate you into paying cash for other things, or they except donations. The majority of muds are very unique as well. Most are built over a codebase like Circle, Diku, Merc, Rom, LPmud, etc. so you can see similarities in the way they play, particularly if you play alot of them. Most muds are very small. Achaea and Aetolia, a couple of the best muds out there, (and produced by the same company; it's a rarity to have a company produce any text based mud), are essentially free, but require you to pay to advance your skillsets after a certain point. Despite being very good MUDs they're also very small. 50 to 100 people on at a time usually. The most populous muds, I know of, Realms of Despair and Aardwolf get, perhaps, 300 to 500 people on at a time. That's fine, because most MUDs can't even handle that much traffic. Typically they are single man operations being run by an admin, off his own paycheck. Usually, he will get people off the web to help build new area's, create new code, and run the MUD, though this is 95% of the time on a purely voluntary basis. The MUDding community is filled with stories of shitty admins (known as Imm's, Imp's, etc.) who hop on for a few days or weeks then are never seen again, ruin the mud, fuck things up, or just turn everything to shit. In my time, I probably looked at, played in depth, skimmed through, or maybe just barely glanced at probably hundreds of MUDs. These days I don't do much with them, though. My recommendations for play: Aardwolf, Achaea/Aetolia. MUDs based on the Godwars codebase are fun, but usually the imm/player immaturity, lack of imm creativity, and general laziness/stupidity ruin the concept of most GW muds (pure player killing and fuck plot). Oh yes, also, Dawn of Demise could have been a good mud, except one of the head coders, Gangien is a worthless piece of shit.

  52. Mudding and me by Konerak · · Score: 2, Insightful

    I always compared MUDs to books, and MMORPGs and stuff to movies. Book leave things to your imagination. A dragon there is a *huge* fearsome creature.. You're bent over the keyboard, reading the text, going north and back south immediately to have a quick glimpse.. your imagination does it for you.

    I can't help but feel not bound to the MMORPG characters.. it's just a few pixels on a screen.. it's like pacman for me. It's not me, and if it died, *I* didn't die. My remote control midieval guy did.

    And just as when you read a book and then see a movie and are dissapointed because you imagined it all differentely, I am dissapointed at the graphical stuff. Maybe I should try a massive first person online roleplaying game or so. Any suggestions?

  53. Good MUDs by Datamonstar · · Score: 1

    One of the best: http://www.achaea.com/
    I'm currently playing: http://www.imperian.com/
    Main site with other MUDs: http://www.ironrealms.com/

    --
    The eternal struggle of good vs. evil begins within one's self.
  54. Re:actually, new interactive fiction is pretty goo by Dioscorea · · Score: 1

    Try walking away from the door and exploring the city. Also try opening the door, pressing the plate, etc.

  55. Experience with Both by JetFox · · Score: 1

    Community wise, i would say that a MUD definately takes the win here. The main reason for this though is the amount of people. Your average large MMORPG can have hundreds of thousands of people playing total. The MUD's i have seen have a few thousand. I'm sure have more, but not in that large a scale. When you join one of these really large games, do you ever hear about the time long ago when people used to hang out with the creators in game? that was when there were so few people, they could walk around and be respected. This thing happens in MUD's still (from ones i've played, atleast) because the amount of people. Spam is less, player abuse is less, the people who help players react much faster just for this reason. Choosing which you prefer is just a matter of opinion. Want to have a great community? Try a MUD. Want something more visual because your brain is fried? Try a visual MMORPG, not to say all that everyone who plays visual MMORPG's are terrible, but quite a few ;)

  56. Link to Fallen Beta Signup by Tlanuwa · · Score: 1

    Okay, okay....

    Geez, now that there are going to be people INTERESTED in this project taking off, I suppose I'll have to get off my arse and get it done (I'm the lone coder at the moment...).

    Anywho, the temporary link to the game is http://www.ravenandsons.com/fallen/ and there is a link from there to the Beta Signup.

    I look forward to getting this thing fully off the ground! -Tlanuwa (Fitz DeLancey)-

  57. Gonna add another "shameless plug" here.... by Tlanuwa · · Score: 1

    This was actually part of a reply to the web-based "MUD"-style game question, so it's still on topic.

    I'm working on the beta-release of a web-based-client text-based, and very open-ended, game called Fallen. The goal is to give the player the ability to do almost anything one can imagine in a role-playing intensive, close, but large, world.

    The homepage is http://www.ravenandsons.com/fallen/ and there is a link for beta signups.

  58. Re:actually, new interactive fiction is pretty goo by Fallingcow · · Score: 1

    I'm a big fan of Babel Engrossing as hell.

  59. Re:actually, new interactive fiction is pretty goo by Dioscorea · · Score: 1

    Babel -- is it PC-only? where can i download it from... can't see a link on that page

  60. Multiplayer Angband by djdanlib · · Score: 1

    Don't forget about MAngband!

    http://www.mangband.org/

    It's pseudo-open source, so you can make your own variant if you're so inclined. And also insane.

  61. Re:actually, new interactive fiction is pretty goo by Fallingcow · · Score: 1

    Click the link that says "IF Archive" next to the label "Where to Get It" on that page to download the ".gam" file for it. GAM files are played with TADS (Text Adventure Development System, IIRC) interpreters, which are available for just about every platform. I use QTads under Linux. There's dozens of them for Windows, and I'm sure there's a few for Macs as well.

  62. EVE online by meatntwo · · Score: 1

    I haven't played too many MUDs but the ones I tried I didn't enjoy as much. I think the thing with me is that I don't really like RPing. A decent balance between MUDs and MMORPGs I found is a little gem called EVE Onlinehttp://www.eve-online.com/. In there you have a very rich and detailed back story, a completely player driven market, huge galaxy, small and tight-knit community of around 13,000 or so. People become known throughout the galaxy or you can do your own thing with a few friends and strive to become great. It leans towards the MMORPG side but I find elements of MUDs lingering in there.

    1. Re:EVE online by Mind+Booster+Noori · · Score: 1

      There are MUD derivatives without the RP'ing part... Check out for talkers, for instance.

  63. Why play MUDs? by Soleille · · Score: 1
    As an administrator of one of the larger free MUDs, Medievia, I agree that there is an increase in players to the MUD genre as a whole. Medievia is gaining more and more new players daily, reaching us from many different places- surfing the Internet, MUD portals such as http://www.topmudsites.com/ and http://www.mudconnector.com/, friends, family members, and acquaintences at work and school.

    Our players tell us that they enjoy Medievia because of the relationships they form with their fellow players. Many of Medievia's players have been logging in for 5 or more years - some even 10 or more! They keep coming back because the friends they met on Medievia keep coming back. They form clans, they have deep bloodlines. They basically have a family away from their family. This is one major reason why MUDs are better than graphical MMORPGs.. you just cannot achieve the level of closeness that you can on a MUD.

    Of course there is also the gameplay. MUDs like Medievia that have been around since the early 1990s have been developing for almost 15 years now. Although the development teams are much smaller than that of the larger graphical MMORPGs, they have had much more time to develop deep storylines and complex gameplay. There are so many different aspects of Medievia and the gameplay is so deep that it is impossible to explain the game without spending 2+ hours or just experiencing it yourself. Most of the highly-developed MUDs are the same way - years of development ahead of the more modern games.

    http://www.medievia.com/

    --
    Soleil