Slashdot Mirror


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?

14 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. 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 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!"
    4. 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.
  3. 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

  4. 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.
  5. 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.

  6. 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.
  7. 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!

  8. 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.