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LambdaMOO, MUDs, and 'When the Internet Was Young' (undark.org)

Slashdot reader travers_r shares "a peek into the early days of internet culture and multiplayer gaming." (Apparently this MOO has been running continuously for 28 years.) "From the looks of it, squatters run it now..." LambdaMOO was different from the earliest MUDs, which were Tolkienesque fantasies -- hack-and-slash games for Dungeons & Dragons types with computer access, mostly college students. LambdaMOO was one of the first social MUDs, where people convened largely to play-act society, and what might have been "one of the first MUDs to be run by an adult," [co-creator Pavel] Curtis believes... Everybody comes through the Coat Closet the first time they visit LambdaMOO, entering the Living Room through a curtain of clothes, like children into Narnia. In between the textual rooms and objects they explore, there's a faster-moving flow of words, the coursing real-time chatter of LambdaMOO's other users. This is a Multi-User Domain: a chatroom and a world at once, a place where telling takes the place of being...

[I]t's nearly impossible to describe to a modern computer user what that means, because although MUDs once made up 10 percent of internet traffic, their dominance was obliterated by the arrival of the visual, hyperlinked, page-based Web. To anyone weaned on images and clicked connections, every explanation sounds batty: A MUD is a text-based virtual reality. A MUD is a chatroom built by talking. A MUD is Dungeons & Dragons all around the world. A MUD is a map made of words. The science fiction writer Philip K. Dick once defined reality as "that which, when you stop believing in it, doesn't go away," and in that sense a MUD is a real place. But a MUD is also nothing more than a window of text, scrolling along as users describe and inhabit a place from words.

Undark titled their piece "a mansion filled with hidden worlds: when the internet was young," describing the mansion's halls as "really just a string of code, where people once lived, and still do, in some way or another, as someone must, until the server winks out." I logged in a few times in 1997, so I'm probably in there too...

The article describes reading a Usenet newsgroup about MUDs back in 1990. "Approximately half of the contributors thought it was a game; the other half vehemently and heatedly disagreed."

Does all this bring back memories for any Slashdot readers?

58 of 114 comments (clear)

  1. Hnnngh by Known+Nutter · · Score: 2

    My neckbeard just grew out from reading the summary.

    --
    Beware of the Leopard.
    1. Re:Hnnngh by _Sharp'r_ · · Score: 2

      The *MUSH code base was better. If anyone remembers the original Shadowrun MUSH (my brother and I have an interesting history there), or AtlantisMUSH (the underwater post-apocalyptic one with Caps and Totes and submarine combat we started), let me know.

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
  2. Cheeseplant's House and MIST by mccalli · · Score: 1

    Cheeseplant's House was the first talker I was aware of, in 1990. Might be the first ever too. Used to hang out in Cheeseplant's House waiting for MIST to open - fantastic, and rather player v player bloodthirsty game before all the Diku and Tickle muds started taking over.

    Great days. I was playing MIST one day in the spanking new University X Term labs, very expensive, when a bunch of six formers came in to look the wonders of higher education. I did a 'shout' on the game - "oh god, hordes of potential first years staring at me and I'm playing a game". Got back loads of shouts "Greetings from the Netherlands", "Hello from Germany"....etc. Bet you I did more for recruitment that day than the entire rest of the tour.

    1. Re:Cheeseplant's House and MIST by malkavian · · Score: 1

      I remember Cheeseplant's House well! :) That brought back many a happy memory!

    2. Re: Cheeseplant's House and MIST by Cederic · · Score: 1

      That era was a great one for Warwick. I don't recall Cat Chat but the lpmud, Cheeseplant's House and then Sean and Geoff destroying peoples lives with Angband.

    3. Re:Cheeseplant's House and MIST by SlayerOfKings · · Score: 1

      Was never on Cheeseplant's House, but spent a fairly decent chunk of the 90's up all night talking to people on Foothills.. I miss the talker days.

  3. Rosy Retrospection by war4peace · · Score: 2

    I am one of the few (and I am not proud of it, quite the contrary) who aren't affected by rosy retrospection.
    When the Internet was young, it was difficult to access, difficult to use and didn't have much value outside of niche use(r)s.

    MUDs were "multiplayer notepad" of sorts, and they were awesome because they were "the new thing". After a while, they stopped being that. It is debatable whether their replacement was an "improvement" or not. The best of them were very difficult to improve, even through adding multimedia files (images, audio, video,later 3D etc) - but this is valid for anything: it's difficult to improve something that is very good.

    --
    ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    1. Re:Rosy Retrospection by Rei · · Score: 3, Interesting

      I loved coding for LP muds. They weren't so much a "multiplayer notepad" as you could have true C-ish code running behind the scenes. LPC was a great language, in that you could physically interact with your objects. You could carry around a class in your inventory. Randomly call functions on it. Have other peoples' actions trigger functions. It opened up so many possibilities.

      The best were "Wizard (admin) Duels", which was basically warfare between programmers. It was common for wizards to write "dests", which destructed a person's player object to (briefly) kick them out of the game. These often involved elaborate broadcast leadups describing what they were doing and what was happening to the victim. One wizard kept desting me, so I wrote an instant counterdest that I could call that would dest him first. So he sped up his dest so that I wouldn't have time. So I had mine detect that his dest was going off automatically and autodest him. So he made his instant. So I made an object that would hop into his inventory and intercept his dest command, and dest himself instead. But then I had to be paranoid about him making objects to hop into my inventory, so I made an inventory-protector that monitored my person and the room I'm in for "suspicious" objects to destruct. On and on it went.

      The screwups could be glorious, too. At one point during the coding of my inventory protector, I messed up and it accidentally dested me. It then fell to the floor in the login room and dested everyone else in there. And anyone who logged in would then get insta-dested by it. I had accidentally created a killbot run amock ;) We had no access to the server to reboot it, and almost everyone had gotten kicked off by it... except for one wizard operating in a different room. But since we couldn't log in, we had no way to contact him. Until I came up with an idea. We uploaded files to the MUD via FTP, so I uploaded a file to his home directory with the title, "(HISNAME)_PLEASE_READ_ME_NOW.txt", which explained the situation and how to fix it. Sure enough, 15 minutes later, he notices the file, reads it, and destroys my inadverent-killbot so we can all log back in. ;)

      You just don't get those sorts of experiences anymore.

      --
      "Lock and load, Brides of Christ!"
    2. Re:Rosy Retrospection by Rei · · Score: 2

      My biggest fault was going overboard on very specific things. For example, I always thought that the whole notion of "hitpoints" was too simplistic and not realistic. I mean, that's not how people get injured in real life! But the more I started trying to "improve" it, the more complicated it got. By the end, you had blood levels, and a bleed rate based on wounds you had received, with the bleed rate slowly declining over time and blood slowly recovering. You had limbs, depending on what type of creature you had, with different probabilities of being hit, and with the ability to be damaged (interfering with various player functions) or severed outright (slowly regenerating, unless a fatal hit). Players could just go with a random attack, or choose to target specific body parts (with a lower probability of hit). It was even taking gender into account in determining body parts... although to keep it "clean", body parts were renamed (if I recall correctly, men had a "fozzle").

      Basically, it just got way too complicated, way too quickly.

      --
      "Lock and load, Brides of Christ!"
    3. Re:Rosy Retrospection by KiloByte · · Score: 1

      Uhm, so your MUD did not even have basic security? In this particular case, you need a simul_efun override for efuns that should be privileged, do permission checks and only then call the actual efun.

      The driver (LP's name for the VM) also had some egregious bugs, but that's nothing a rudimentary audit can't fix. Once you have a few security-minded people among coders, LP was quite nice. Alas, with no equivalent of git, fixes hardly ever got exported to the multitude of forks.

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    4. Re:Rosy Retrospection by Rei · · Score: 2

      Lol... now I'm reading through old code... apparently every male character's fozzle had a hard-coded length (0-9), which was randomized based on their name. Except for user "timster", whose fozzle length was hardcoded to "700" ;) I think I added that in to stop him from complaining about my new body part / combat system, lol.

      Man, I went way further with this than I remember... there's code in here where if you take too many blows to the head, it messes with your sanity, so that you can end up wandering aimlessly and the like. Injuries can mess with your ability to digest food, metabolize alcohol, vision, hearing, balance, sex drive, everything.

      Now I'm looking at the code behind rooms... most people's rooms were a couple hundred bytes, up to a couple K. My average room size was ~30K due to all of the code in them ;) To the point where if the description used a metaphor, and you tried to treat it as literal, it might threaten to sick the "Gods of Literality" on you, and if you persisted, would actually do so. Nethack-levels of detail. :)

      It was an apocalyptic themed MUD, and I had the town slowly become more twisted and evil the closer it got to the reset. All NPCs had a function to be updated as to the progression of the apocalypse over time, and increasingly go insane.

      There was a bakery, and you could pass the baker random objects to bake into a bread. Randomized based on the given object's name, it might give the bread an effect when eaten... usually minor and insignificant, sometimes poisonous, but rarely really weird. It could make you incapable of using complicated words or handling complicated sentences and speak with a lisp. It could turn you evil - swapping out random innocent action commands with things like love->kill, hug->bite, agree->disagree, etc. It could scramble the words in your sentences, or weld your lips together so you can only mumble, or make you stutter. It could make you randomly wander aimlessly. All sorts of things.

      Man, this stuff was fun to write...

      --
      "Lock and load, Brides of Christ!"
    5. Re:Rosy Retrospection by lgw · · Score: 2

      apparently every male character's fozzle had a hard-coded length (0-9), which was randomized based on their name

      I'm starting to believe you were involved in the writing of FATAL. Next you'll be telling me you resolved a 50-50 chance by rolling d100, then using that as a target to beat when rolling d100.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    6. Re: Rosy Retrospection by edris90 · · Score: 1

      I found it was much easier to use and access, the amount of jumping around you had to do to find information compared to how deep in the dark net you have to go to today was much easier. Valdez everything worth learning is behind a paywall or a login, back then all you had to do was keep crawling the web and you need to find it these days you're like shit I'm going to have to hack someone servers just to answer my question.

    7. Re: Rosy Retrospection by war4peace · · Score: 1

      Wikipedia...

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
    8. Re: Rosy Retrospection by edris90 · · Score: 1

      You're not going to find nda restricted information on Wikipedia. Or if you do you better save an offline Archive of it cuz It won't be up for long. repairing the purposeful sabotage created by a company policies and legislation requires access to the information of how things operate so as to interfere intelligently and correct those processes. Or access to the tools and encryption keys necessary to reprogram and remove software-based crippling, or to access all the physical capabilities of the objects we possess. When John Q public can oversee and monitor the internet easily, all the useful and key pieces of information get discovered and destroyed. or the servers holding them you get sued out of existence. information control is bad for people but good for an individual looking to exploit others.

    9. Re:Rosy Retrospection by Darinbob · · Score: 1

      I ran an LPMUD for awhile, added some code improvements to it as well. The problem with discussing MUDs is that there were two very different types - those that were games and those that were social spaces. Like the difference between and MMORPG and Second Life.

      I had a lot of fun with it, learned a lot, made friends, etc. We even had a meet up in real life, because so many of our players came from the same city and connected via a free dialup to the University.

    10. Re:Rosy Retrospection by SigmundFloyd · · Score: 1

      When the Internet was young, it was difficult to access, difficult to use

      And that kept dumb people out.

      --
      Knowledge is power; knowledge shared is power lost.
    11. Re:Rosy Retrospection by Cederic · · Score: 1

      LPC was a great language, in that you could physically interact with your objects

      I learned OO programming without even realising it because of LPC. Got into my first job post-university and my boss with his 30 years of programming experience couldn't understand how I could adapt so easily to the new OO languages we were using.

      The best were "Wizard (admin) Duels", which was basically warfare between programmers.

      I was winning one of those with ease, right up until my opponent used his unix mud account access to log into the OS and delete me.

      Even then I'd created a copy of my admin .o file so waited five minutes, logged on and sent him some hugs.

    12. Re:Rosy Retrospection by Whibla · · Score: 1

      Next you'll be telling me you resolved a 50-50 chance by rolling d100, then using that as a target to beat when rolling d100.

      You mean that's not how you're supposed to do it?

    13. Re:Rosy Retrospection by war4peace · · Score: 1

      Which really helped nobody.

      --
      ...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
  4. Oh yeah by dead_user · · Score: 1

    I pretty much lost my first year of college to Muddog, run out of the University of Florida. In fact, I still use my original avatar name as one of my logins all over the net. Then I moved on to Three Kingdoms once Muddog died out. Man, I loved it when they got the Portal client for windows with 3k. It was soooo much better than tinyfugue that we had been using.

    1. Re:Oh yeah by oneiros27 · · Score: 1

      Too bad Tensor was a real prick. But it got me working with Cletus before he started Fark. (Nooster, Cheyenne and I were the other early admins on there)

      --
      Build it, and they will come^Hplain.
    2. Re:Oh yeah by Rei · · Score: 1

      Ah, good ol' 3k. Wonder how many months of playtime I had on that one....

      --
      "Lock and load, Brides of Christ!"
    3. Re: Oh yeah by jasonmcmunn · · Score: 1

      Tensor was a prick, but the guy who ran mages and cyborgs made him look like a kitten... rastasomething... busted me for botting while I was at the keyboard.. accused me of scripting responses. Iâ(TM)d love to meet those guys in real life and buy them a beer though. They put their hearts and souls into that for years... and Batmud... loved batmud

  5. Still there by Calydor · · Score: 1

    They are still there if you know where to look. Connected on one know.

    I think the MUSH variant really is the best explanation: Multi-User Shared Hallucination.

    It is like cowriting a book, a massive tangled story that doesn't have to make sense and which only exists in the moments you are there. It is like Second Life, except you don't need to be a coding genius or rich kid to have pose balls and great graphics - the poses are anything you can think up, the graphics are in your mind's eye.

    It is a freedom to move past not just reality, but the imagination of everyone else. For all the freedoms offered in Second Life, or in WoW, or in VR Chat, or anywhere else, there are constraints, things that can't be done either because no one else ever thought to do it or because the code isn't advanced enough.

    On a MU* all you need is to think it and type it and then it happens because you will it into existence.

    --
    -=This sig has nothing to do with my comment. Move along now=-
    1. Re:Still there by Calydor · · Score: 1

      Connected on one know ... Man, I need to start proofreading this crap.

      --
      -=This sig has nothing to do with my comment. Move along now=-
    2. Re:Still there by Opportunist · · Score: 1

      I've spent a couple hundred if not thousands of hours RPing in a MUSH some 20 years ago. Even went on a trip to the US to visit some of the other players. Looking back it was kinda crazy to fly across an ocean to meet people you pretty much don't know anything about... it was a different time, I'd say.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Still there by Opportunist · · Score: 1

      Yeah, MUSHes used to be really uptight about grammar back in the days... today you could even get away with something like this. :)

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  6. The world of Norath by Archfeld · · Score: 1

    I grew up playing Zork and online text games. I was a longtime player of the World of Norrath(mud), which was the precursor to EverQuest. I was in grade school when the original D&D red box came out and I can remember the first time a group of 5 of us got together to battle the forces of darkness in the school library. I was an elf when that was a class unto itself. I still play pen and paper RPG's with a group twice a month, it is GURPS these days but little else has changed.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
    1. Re:The world of Norath by ZorinLynx · · Score: 1

      Yeah, to someone who grew up and loved games like Zork, MU* systems were like MULTI PLAYER ZORK. It blew my mind at the time and I used a whole bunch of them for years.

      I'm still on FurryMUCK but not too active there anymore. Just don't want to let go of that last thread I guess.

    2. Re:The world of Norath by Darinbob · · Score: 1

      I thought it was funny that more than one person would run through my MUD area and then ask me if I ever worked at Infocom, and at the time I didn't know who they were (I knew what Zork was, but not the company because I played the mainframe version and didn't have a PC). But I definitely was trying for the adventure game vibe rather than just the typical dungeon crawl. I really wish I had the source code of all I built in that game.

    3. Re:The world of Norath by Archfeld · · Score: 1

      That is high praise. Infocom games were great at foreseeing huge numbers of scenarios and coming up creative and amusing responses.

      You are likely to be eaten by a Grueâ¦

      http://mentalfloss.com/article...

      --
      errr....umm...*whooosh* *whoosh* Is this thing on ?
    4. Re:The world of Norath by TheDarkener · · Score: 1

      My sig =D

      --
      It is pitch black. You are likely to be eaten by a grue.
  7. Multi-User Dungeon by gavron · · Score: 2

    The article says "Multi User Domain." MUD actually was multi-user dungeon, as in online dungeons and dragons.

    E

    1. Re:Multi-User Dungeon by Presence+Eternal · · Score: 1

      I've heard everything from Dungeon to Domain to Database. As I'm fairly sure they evolved from database software, I'd tend to give more credence to the latter.

    2. Re:Multi-User Dungeon by Darinbob · · Score: 1

      The first MUD was explicitly called Multi User Dungeon, later there was a followup MUD2 intended for a commercial dialup service. They were actual games. https://en.wikipedia.org/wiki/...

      The meaning morphed over time as some programs called MUDs arrived that were less structured like games and more like social RP spaces.

  8. Plenty still around by Presence+Eternal · · Score: 3, Informative

    I know Batmud got into Steam greenlight before Valve discontinued submissions. As far as I know they're fairly close to completing the process.

    As for graphical games and Wow, I don't recall them hurting the userbase much. The userbase on Bat was growing even after Wow had been out for a while. What precipitated a decline was a) there being tens of thousands of games that work on any hardware now, and b) logging in and being killed three rooms from the entrance by an event monster is a proud legacy of Muds, but also not a great way to attract new players.

    1. Re:Plenty still around by Opportunist · · Score: 3, Insightful

      That's less of a concern for the more social oriented ones, but even they suffer. Old players leave but few new players join. Text games just don't have the same pull anymore for a new generation of players, I guess. I have no idea where they're moving to, though.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Plenty still around by Raenex · · Score: 1

      Text games just don't have the same pull anymore for a new generation of players, I guess. I have no idea where they're moving to, though.

      Second Life, of course. It's all the rage.

  9. Re:No it didn't. by Anonymous Coward · · Score: 1

    D&D sux. AD&D FTW

  10. Medievia and DyrtDev by Uryene · · Score: 1

    I remember playing Medievia a lot. Color graphics (er, text)!
    And being on DyrtDev; learning how to create your OWN worlds that others could play in.
    Good times.

    1. Re:Medievia and DyrtDev by RandomFactor · · Score: 1

      Wait...Medievia got colored text???

      Maybe I shoulda kept playing :)

      --
      --- Mercutio was right.
    2. Re:Medievia and DyrtDev by Morgon · · Score: 1

      I've been trying to remember the name of Medievia for ages! They had a pretty cool weather system.

      I actually donated once to get some perks. Their site claims they don't delete players, but it thinks my username is new... it's been 15+ years since I last logged in, so I suppose I can't be too mad.

      --
      [DISCLAIMER: This post is a work of satire and should not be misconstrued as a holy text upon which to base a religion.]
  11. The Best MUD by Bender0x7D1 · · Score: 1

    RealmsMUD was the best MUD. EVER!

    Tsunami and Highlands were also really good. I remember back in '99 I logged into Tsunami after 5+ years of being gone (I had joined the Marine Corps) and my character was still there!

    Good times.

    --
    Reading code is like reading the dictionary - you have to read half of it before you can go back and understand it.
  12. Re:no database behind MERC by Presence+Eternal · · Score: 1

    Yes, I was going by what the person who introduced me to muds told me. Wikipedia clearly says they were actually based on...teaching software. Kind of odd, but ok.

  13. Oh man, such memories by Seth+Morabito · · Score: 2

    It sure does bring back memories. I was on LambdaMOO for a while, also worked with Pavel Curtis much later at a different job. Did my years on MUCKs and MUSHes, too. It's amazing how much this stuff is both ancient history and recent history all at the same time.

  14. Spent half of my university time in MU*s by Opportunist · · Score: 2

    Back when I was young (and there was still snow THIS high, i.e. before global warming, and before the invention of boots) internet access in my country was pretty much something that you either had when you were rich or when you went to a technically inclined university. Now, transporting graphics on an internet link was pretty much unheard of or at the very least frowned upon (the university had a lightning fast 2mbit connection... still pretty impressive when you were used to 9.6kbit), so text it was.

    This was also the time when I started playing a new kind of RPG, unfortunately one nobody else wanted to play, so when I found a MU* that did, my life was complete.

    And my university progress took a sharp decline...

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  15. Lots of MUDs still going.. by malkavian · · Score: 2

    After the sad demise of Cheeseplant's house, I went looking for a new home.. And came across Igormud.. It's still going (igormud.org 1701).
    I met a load of people on there that I became friendly with, and that got me to start travelling the world. Been round Europe and the States visiting people I'd met there. A good many of them have stayed friends with me, nigh on 30 years later!

  16. I used to be an Admin on an old MUD... by X!0mbarg · · Score: 1

    It was before the days of MMORPGs and the Graphical stuff they have now.
    All the things that plague those now, used to be prevalent on the MUD: PKing, cyber bullying, code/glitch abuse, VAPEing of offenders, multi-logging, ALT characters, "illegal Trade" of EQ, "Twinking", etc.
    All in all, they were training grounds for the admin staff of the new environs.

    Ah, the good old days...
    Still, I made a handful of friends there, and ticked off more than a few offenders, too.

  17. Major Mudd! by j33px0r · · Score: 1

    Gonna have to start my server back up. Love scripting!

  18. TrekMUSH by Excelcia · · Score: 2

    Star Trek MUSHes were my thing. Lord I loved those. Built in starship combat systems in them that, while text based, hands down beat for authenticity any ST game ever made. Multiple people at multiple "consoles", handling navigation, helm, weapons, engineering, shield control. What course do I need to go to put three different ships on three different shields? Any smart game company would have taken those systems, wrapped a GUI around it, and kept that game play. It's what STO should have been.

    1. Re:TrekMUSH by Mashiki · · Score: 1

      The game you're looking for is Klingon Academy. It's exactly what you're talking about, wrapped around a GUI, and everything included.

      --
      Om, nomnomnom...
  19. Social Tools were the Most Important by Artagel · · Score: 1

    I was an administrator at PixieMUD (same handle). Yes, it was fantasy adventure themed. But the features that drove player attention was not the combat and treasure, but rather the range of "emotes" supported and the social chat lines and the ability to emote over them.

    The internal coding of the MUD environment meant that players who earned write permissions ("wizards") could code areas and objects. Many people got their first exposure to coding through this. (A C-like language, LPC). That's important because the games were not played only by comp-sci students, in fact mostly by people from other majors.

  20. What a coincidence by HatofPig · · Score: 1
    I've been reading Howard Rheingold's The Virtual Community and Curtis and LambdaaMOO was mentioned in a section about what we call "video game addiction" today.

    But to the hardest-core MUDders, the traditional online epithet "Get a life" is more the issue. When you are putting in seventy or eighty hours a week on your fantasy character, you don't have much time left for a healthy social life. If you are a college student, as the majority of MUDders are, MUDding for seventy hours a week can be as destructive to the course of your life as chemical dependency. Computer scientist Pavel Curtis created an experimental MUD, LambdaMOO, on his workstation at Xerox Corporation's renowned Palo Alto Research Center. At a panel discussion in Berkeley, California, Curtis had this to say about the addictive potential of MUDding:

    I am concerned about the degree to which people find virtual communities enchanting. We have people who use LambdaMOO who are not in control of their usage who are, I believe, seriously and clinically addicted. . . . These people aren't addicted to playing video games. It wouldn't do the same thing for them. They're communication addicted. They're addicted to being able to go out and find people twenty-four hours a day and have interesting conversations with them. We're talking about people who spend up to seventy hours a week connected and active on a MUD. Seventy hours a week, while they're trying to put themselves through school at Cambridge. I'm talking about a fellow who's supposed to be at home in Cambridge to see his family for the holidays, missed his train by five hours, phoned his parents, lied about why he was late, got on the next train, got home at 12:30 in the morning, didn't go home, went to a terminal room at Cambridge University and MUDded for another two hours. He arrived home at 2:30 in the morning to find the police and some panicked parents, and then began to wonder if maybe he wasn't in control. These are very enticing places for a segment of the community. And it's not like the kinds of addictions that we've dealt with as a society in the past. If they're out of control, I think that's a problem. But if someone is spending a large portion of their time being social with people who live thousands of miles away, you can't say that they've turned inward. They aren't shunning society. They're actively seeking it. They're probably doing it more actively than anyone around them. It's a whole new ballgame. That's what I'm saying about virtual societies.

    --
    Silicon & Charybdis McLuhan Kildall Papert Kay
  21. MUDs aren't that hard to understand. by Pluvius · · Score: 1

    [I]t's nearly impossible to describe to a modern computer user what that means

    Only if that user has somehow never heard of MMORPGs. A MUD is just a text-based non-massive version of that. LambdaMOO itself was more like Second Life or VRChat than a traditional MMO, but the analogy still stands.

    Rob

  22. Definitely felt like a real place by DJ+Rubbie · · Score: 1

    When I was half my current age I used to spend quite a lot of time playing on MUDs over a dial-up connection, and after some time of playing a lot of that, I started dreaming in text. That was quite a surreal experience, because it was like I was there inside the world, except somehow it was all text, the conversation, the location, everything was there at the same time the text was being parsed in that dream state. Seems like my mind was processing it as if it was some kind of reality and certainly with that I think it really does fulfil the virtual reality description.

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    Please direct all bug reports to /dev/null
  23. Re: Memories? Yeah it brings back fucking memorie by jasonmcmunn · · Score: 1

    Hmm that is a tough call...

  24. I've been playing an online MUD/DnD since 1988 by rickb928 · · Score: 1

    Avatar, on the NovaNET system. moved from the MAINEI system to the USM system to now Cyber1. It's been played since the early 80s, or before, on the UICU PLATO systems.

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    deleting the extra space after periods so i can stay relevant, yeah.