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Gaming Roots: MUD and the Birth of MMOs

angry tapir writes "I recently had a chance to interview Richard Bartle — the creator of MUD, considered the grandfather of modern massively multiplayer online games. MUD had a text-based interface, but despite that, its design was hugely influential on modern MMOs."

17 of 99 comments (clear)

  1. Yeah... about that influence by girlintraining · · Score: 4, Insightful

    The thing about MUDs were, it was very up front about your options: Go North, Go West, or Get Eaten By Grue. Modern MMOs try to sell themselves as "fully immersive", but just try running out of the battlefield area once... flashing red lights and your character either explodes, or magically teleports. Very realistic... I know that when I make a wrong turn in my car, if I don't make a u-turn in the next 60 seconds, my car explodes and the police are sent out to pick up little bits of me splattered all over the roadway and other drivers.

    I guess my point is... MUDs didn't hide the fact that there were limitations, and in fact turned it into clever logic puzzles and such to solve. They were about having fun and thinking your way out, rather than focusing on beautiful walls of text and then having your only option being pressing ENTER repeatedly, which is what today's MMOs feel like.

    The older games were more creative, and they made do with a lot less. Today it's all about achieving technical perfection but without any real substance.

    --
    #fuckbeta #iamslashdot #dicemustdie
    1. Re:Yeah... about that influence by Anonymous Coward · · Score: 2

      Were? There's still plenty of MUDs out there. Hell, I actually just logged into one I use to play the other day. Still got bored with the constant flow of:

      kill creature
      c 'cyclone
      c 'cyclone
      c 'cyclone
      sac corpse
      get all.coin

    2. Re:Yeah... about that influence by flayzernax · · Score: 3, Interesting

      MMO's are the visual progression of MUDs into theme parks. Where the something to do was a strategic mind puzzle in combat with your team mates. They've been watered down into theme parks now. A few tried a bit of tactical puzzle as well. But that remains more of an FPS baby.

      The other part of MMO's was the metagame. Which detracts from the immersion and amusement park. Meaning the trend to simplify, tone down, and obscure stats and effects.

      In muds you could kill your character with things like nuclear blasts wiping out several rooms at once. Muds were about community and player interaction and usually had very limited leveling curves. 30 max. With few abilities that either mattered or were required for reaching max level. Gear was 'rented' out on your character etc..

      I think MUDs are a bit to hardcore and more about different game points than I like. Not sure if I would go back to them as a starting point for a new MMO. But I would take a look at current MMO's vs old MMO's.

      EQ was sandboxy. There were no real limitations on where you could go. You could make a level 4 rogue and sneak down to the bottom of a level 50 dungeon if you wanted to explore. You could run accross the world with a warrior at level 1 from 1 city to the next. The game became more about incentives and less about exploration though as the newness wore off and the player populace congregated around the easy to reach spots. If there was a way to increase reward equally with risk and time. The exploration aspect would have lasted a lot longer. People out in the middle of East Karana hunting gnolls at level 12. I did that because Black Burrow was boring and I had leveled a character there already. I think I went with a group to almost every spot in that game at every level pre-50. Just to try something different. I'm also insane and wasted too much time doing that.

    3. Re:Yeah... about that influence by Em+Adespoton · · Score: 5, Informative

      Modern MUDS allow you to automate the repetitive stuff -- although some of the automation has to be pretty complex, as you may not want to sac corpse if you're in a group and you're not the mule.

      For something more interesting, try MUME -- it's been around a LONG time and has left its roots (Diku?) way back to evolve into its own entity. One of the things I always loved about MUME was its immersiveness; there's localised weather, seasons, etc. (you might not see something hidden behind a tree in summer, but you'll see it with a single search in winter, weapon skill for various weapons is reduced in the rain, water freezes over when the temperature drops, you can more easily follow tracks of PCs and NPCs when there's snow/mud on the ground, if it's just finished raining, your luck in catching fish in a lake with a fishing rod, hook, and bait of your choice improves (you can then clean the fish with your available knife and cook it over a fire you've made, and eat it) etc.

      Since MUME is a MUD that's been under continual development/enhancement for _23_ years, it's way more advanced than most other software packages, let alone modern MMoRPGs. Amazingly, the codebase has improved instead of falling to pieces like other attempts I've seen, and the areas just keep getting bigger and richer.

      Of course, I've rarely played it in the past 18 years due to the game's rent structure (it encourages daily participation, which I just can't do), but it doesn't take long playing it to have a way more immersive experience than you get with visual games, assuming you have some imagination.

      Oh yes, and you can play to "level" (there are no levels in MUME, you get better at the stuff you do, worse at the stuff you ignore), or you can play to role play (killing things isn't the only way to improve in the game, although you do need to earn enough money some way to pay rent, or risk being rolled while you're offline).

      And it's free.

    4. Re:Yeah... about that influence by Em+Adespoton · · Score: 2

      Oh yes... and for those who want something more than a telnet interface, there's http://code.google.com/p/mclient-mume/ -- it rolls mud client and mapper into one program for easy mudding :)

    5. Re:Yeah... about that influence by Dishevel · · Score: 4, Interesting

      Wrong!
      MUDS have fewer limitations.
      About 20 years ago I was playing a ROM II based MUD. A guy I played a lot with got stuck in a rut and found himself unable to level.
      He got pissed and stood in Market Square and proceeded to summon every level 1 bunny on the MUD to him and killing them.
      One by One. So there he was for hours pilling up dead bunny corpses in Market Square (A place many in the MUD passed through constatantly).
      An Imm decided he no longer wanted this going on. He created a new mob on the fly that could be summoned and then gave it massive attacks and health. Then he removed all the other bunnies on the game and left only the non aggro "Mother of all Bunnies". The guy ends up summing it and attacks and dies almost instantly.
      So here we are with the "Mother of all bunnies" kicking it in Market Square.
      About 30 regulars on the MUD logged in and grouped up with this guy. Market Square is only a couple of spaces from where you come back when you are killed.
      We attacked. Tanks dropped many times. I died 3 or four times and even lost a full level. At the end we all dropped out of the group and let the guy fight while we kept him healed the last few seconds. Bunny died. He leveled a few times and we all have a story that we can remember for multiple decades.

      You wont get that from ANY MMORPG out today.

      --
      Why is it so hard to only have politicians for a few years, then have them go away?
    6. Re:Yeah... about that influence by Omestes · · Score: 2

      Ah.. memories. Back in the late '90's some friends and I maintained a fork of decent sized MUD. We were constantly rewriting aspects of it, and as such tested things on unsuspecting players all the time. We definitely killed one character daily with some flavor of Vorpal Bunny. He was a good sport, so we also gave him "one use" God-like items in return.

      Once, one of my bunnies got loose (didn't set nowander, or whatever it was), and pretty much decimated the newbie zones. My fellow IMMs were pissed.

      Some of the code-bases for old MUDs were glorious. The one we had was Diku, but so heavily modified to be almost completely unrecognizable. It was a beast.

      The big thing that we lost with MMOs is the ability for Imms to be directly involved with players. Imms could help players, hurt them, taunt them, and were generally involved in their lives. We were even working on a trials system to promote a player into the pantheon, giving them some subset of god powers, including the ability to spawn items, edit rooms, and have limited abilities over players. Hell, all it took to be a God was being good enough friends with the maintainers, and supplying them with a decent flow of beer. I kind of miss that.

      I remember getting privileges in medium sized MUSH by just telling someone an idea for a zone I had. They had no problem with some random stranger creating content for them.

      And now I feel old. Thanks.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    7. Re:Yeah... about that influence by Grashnak · · Score: 2

      You have to remember that the average MUD usually had a few dozen, or maybe a few hundred, people playing at any one time, and the "world" was very small. If something was happening in Market Square, everyone would pretty much know about it.

      However, there are literally millions of people playing the big MMOs, spread across huge game areas. A GM could be taking over a well known MOB 24/7 in Ironforge and most people would never know it.

      Besides, the reason the admin taking over a character was amusing was because the non-existent mob AI sucked so much, it was just refreshing to actually interact with a non-player character.

      --
      Life needs more saving throws.
  2. woah man by Osgeld · · Score: 3, Funny

    That summary was both informative and well crafted... Almost a bit too long but I think you stopped yourself before it became "wordy"

  3. MUD, PLATO and the dawn of MMORPGs by theodp · · Score: 4, Informative

    MUD, PLATO and the dawn of MMORPGs: "Richard Bartle has been answering a reader's suggestion that MUD was not, in fact, the first online RPG and that the original multi-user games actually ran on the University of Illinois' PLATO system - generally regarded as the birthplace of the 'online community' concept."

    1. Re:MUD, PLATO and the dawn of MMORPGs by DingerX · · Score: 3, Interesting

      Obviously, the dude has never played Moria either. Maybe the thing was obvious, but it was also present. It's like saying multiplayer flight sims didn't have their origin in PLATO's Airfight. Yes, the concept was obvious, but every implementation was inspired by the predecessors. And before 1978, the only implementations out there were server-and-terminal. MP was easy(ish).

  4. Re:Grandfather but still got it (partially) wrong by julesh · · Score: 2

    His famous paper "Hearts, Clubs, Diamonds, Spades: Players who suit muds"
                http://www.mud.co.uk/richard/hcds.htm [mud.co.uk]
    incorrectly assumes that the taxonomy MUST include kilers.

    Those players are still there. Just because (some) modern games have been designed with the intent of excluding them doesn't make them stop existing, and knowing that they exist is important for future game designers.

    I think you find most players these days are more interested in cooperation then competition

    I'm a long way from convinced. If this were true, why do people complain every time an MMO's cash shop offers an item that gives the players who buy it an "advantage" (scare quotes because it's not entirely clear that items that make a game easier are actually advantageous to the players who purchase them, as doing so actually reduces the amount of fun they get from the game)?

    Does Richard understand modern game design?

    Yes. And if you want to start understanding it yourself, read that article. Then read it again. This is at least part of the key to why WoW is still the most popular subscription-based game in the world, all these years later.

  5. typical mudding experience by kimvette · · Score: 2

    HI I NEW HERE
    HOW DO I KILL PPL ON THIS MUD?!!!!!!!!!!!

    Filter error: Don't use so many caps. It's like yelling. Aww, c'mon slashdot!

    --
    The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
  6. Re:Some MUD's still better by Intrepid+imaginaut · · Score: 3, Informative

    Also where tabletop RPGs shine over everything else, including MUDs.

  7. Afraid? You will be. You will be. by Impy+the+Impiuos+Imp · · Score: 4, Interesting

    I heartily agree with the comment about orcs down the hall not hearing or seeing the attack on their colleagues and either coming to help or running away. it is, of course, a game design thing to make each encounter doable, rather than having to worry about more unpedictable situations where the group size suddenly doubles (the famed "ADD!!!") or quadruples because those who ran away came back with helpers.

    Games have done limited variations on this:

    - D&D Online, the monsters can hear you, and specifically will hear you smash a barrel on the other side of a closed door and wake up, being ready for your attack. Sound and sight matter, though still not quite as much as desired here.

    - EverQuest and other games frequently have a monster run away through other packs, hoping you will stupidly follow and aggro a second group. Most people quickly learn not to do this. Sadly, the other pack doesn't join in in this case. I guess when tearing by, the monster under attack forgot to mention his colleagues were currently under assault.

    - World of Warcraft had perhaps the most egregious example, where a group of two wandering (cycling on a large path) centaur "scouts" would attack you. You could kill one then run away. Eventually the other "scout" would give up and go back. Did he do what scouts are supposed to, hightail it back to camp and warn the others? No, he just resumes his path, making a mockery of the concept of being a "scout". Uhh, thanks for scouting for us, Beaky.

    It's all this "idiocracy" of design that bothers me. I want to see dynamic, world-upsetting events and invasions. I don't mean one-shot stupidities, I mean real wars. I want to see cities invaded where the vendors and trainers get attacked and slaughtered, and the players don't know where to go anymore, so they'd better fight.

    Death to the sentiment, "I don't wanna participate in that, and am irritated that I can't go do something else."

    Well, nowadays we have enough games to accommodate you. Let's have a new one that shakes things up. Hell, for that matter, start out with a new principle: Ban all static zones and dungeons from design, and force designers to create a dynamic, ever-changing world. No more theme park zone designs, including safe cities.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  8. Re:Afraid? You will be. You will be. by drinkypoo · · Score: 2

    The thing is that building takes much more time to do than destruction, so if you had marauding armies destroying major cities, the entire MUD would be a wasteland in no time whatsoever.

    The game should include natural limiting forces. There's not enough food to raise enough armies to destroy all the towns all the time, etc.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  9. Bartle was NOT the first. /. should know better. by platohistory · · Score: 2

    Bartle has made a career out of claiming he created the first MUD. He didn't. His claim is similar to the guy claiming he invented email. Both created programs that happened to have those names, MUD and in the other case, EMAIL. Somehow this makes them the inventors of it simply because of the filenames they chose. The fact is, MUDs were alive and well and thriving already on the PLATO system years before Bartle got involved. I am disappointed that Slashdot doesn't call Bartle on this.