
Return of Text-Based Games? 141
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.
Size Counts (Score:5, Interesting)
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.
Re:Size Counts (Score:1)
Re:Size Counts (Score:1)
Re:Size Counts (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 [tripod.com].</blatant plug>
With a MUD... (Score:4, Insightful)
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 [webgentry.com] all about ketchup. Go read it!
Re:With a MUD... (Score:2)
Re:With a MUD... (Score:2)
Re:With a MUD... (Score:2)
Re:With a MUD... (Score:2)
Re:With a MUD... (Score:2)
On talkers, the most popular and successful is Enchantment Under the Sea [euts.org] (EUTS).
Many other advantages (Score:2, Insightful)
Not Just With a MUD... (Score:3, Interesting)
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 custo
Re:Size Counts (Score:1, Insightful)
Re:Size Counts (Score:2)
Re:Size Counts (Score:2)
There's plenty of community. Best mmorpg on the market right now. The quick fix gamers can have Wow, I want something with substance.
Re:Size Counts (Score:2)
A MUD like (ahem) Eternal Struggle (http://esmud.com/ [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
Size Counts - so maybe there could be small MORPGs (Score:2)
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
Re:Size Counts - so maybe there could be small MOR (Score:2)
I think you missed Neverwinter Night...
not again! (Score:2, Funny)
I liked the AOL MUDs (Score:2)
Luke
----
Do you like ketchup? I just found the most hilarious stand-up monologue [webgentry.com] all about ketchup. Go read it!
Re:I liked the AOL MUDs (Score:2, Informative)
Re:not again! (Score:2)
Re:not again! (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.
Re:not again! (Score:2)
insert bass solo here (Score:3, Funny)
Re:insert bass solo here (Score:1)
Re:insert bass solo here (Score:1)
Re:insert bass solo here (Score:2)
Trade Wars (Score:2)
I just, love the game.
Re:Trade Wars (Score:1)
Love Them, Live Them (Score:4, Insightful)
By the way, the MUD I play is called Dark Mists http://darkmists.org/ [darkmists.org] and my character is Nij so if any of you want to stop by I'd be happy to show you around.
Re:Love Them, Live Them (Score:1)
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.
Barren Realms (Score:2)
Also, since MUDs are a smaller community and you know everyone, you play for different reasons. I stopped actively trying to level a
Re:Love Them, Live Them (Score:1)
All great skills for those who are thinking of entering the IT industry.
Web-based chatspaces? (Score:2)
Best Game Ever... (Score:2)
nuff said
actually, new interactive fiction is pretty good (Score:3, Informative)
all solo-player though (so possibly off-topic)
Re:actually, new interactive fiction is pretty goo (Score:2)
Re:actually, new interactive fiction is pretty goo (Score:2)
Re:actually, new interactive fiction is pretty goo (Score:2)
Re:actually, new interactive fiction is pretty goo (Score:2)
Re:actually, new interactive fiction is pretty goo (Score:2)
Re:Best Game Ever... (Score:2)
Re: (Score:2)
Re:Favorite MUDs (Score:2)
The difference (Score:2, Interesting)
MUD to the masses (Score:2)
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. Any
Re:MUD to the masses (Score:3, Insightful)
Re:MUD to the masses (Score:2)
I've never used it, but what you're describing sounds a little like The Palace [thepalace.com]. 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. (Th
Re:MUD to the masses (Score:2)
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.
No Telnet support (Score:1)
Help me, web-based app. You're my only hope.
Re:No Telnet support (Score:2)
That makes little sense. What does your ISP have to do with it?
Re:MUD to the masses (Score:2, Interesting)
How many people you said you talked to? (Score:2)
Also
How can this become an article is slashdot?
Re:How many people you said you talked to? (Score:1)
You clearly haven't studied statistics.
Re:How many people you said you talked to? (Score:1)
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
Re:How many people you said you talked to? (Score:1)
You moron.
Re:How many people you said you talked to? (Score:3, Funny)
Fixed.
Size *does* matter (Score:5, Interesting)
I also scripted and built for an NWN persistent world, City of Arabel [nwncityofarabel.com]. 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.
Re:Size *does* matter (Score:1)
Re:Size *does* matter (Score:2)
Re:Size *does* matter (Score:1)
But it has already been done (Score:2)
Retro is the future! (Score:2)
Never really left.. (Score:2, Interesting)
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 [play.net]), I'd be there in an instant. I have to also wonder how many additional people would try it out then, w
A sort of middleground (Score:2)
Re:A sort of middleground (Score:1)
MUD engines are still in development (Score:2)
As the lead programmer for MITE, I can tell you that it's really nice having the Code DOM in
Re:MUD engines are still in development (Score:2)
It's only been in development for 2 months, but it's coming along quite nicely imho.
Here's the link [yahoo.com]
Here's a screenshot of the new IDE [includingjudas.com] -- 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 act
Defining Community (Score:4, Interesting)
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.
Immersion is key, can be ruined. (Score:1, Insightful)
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 fo
Re:Immersion is key, can be ruined. (Score:1)
Re:Immersion is key, can be ruined. (Score:1, Insightful)
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 wit
Re:Immersion is key, can be ruined. (Score:2, Troll)
Re:Immersion is key, can be ruined. (Score:2)
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
Re:Immersion is key, can be ruined. (Score:2)
BTW, was my post a Troll? I didn't think so, but lately everything I post seems to get modded that way.
Re:Immersion is key, can be ruined. (Score:2)
You can drive change (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.
Its the kids. (Score:4, Interesting)
Play at work (Score:1)
My favorite, circa 1995, was the Crystal Shard...
Re:Play at work (Score:2)
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?
Face-Time is Important (Score:1)
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 stro
Both have merits (Score:1)
Re:Both have merits (Score:1)
Favorite MUD (Score:1)
telnet://ncmud.org:9000 [ncmud.org]Connect to NC
http://ncmud.org/ [ncmud.org]NCMUDD
Size Matters (Score:3, Interesting)
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.
MUDs have many advantages (Score:5, Insightful)
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.
Shameless plug for looneymud (Score:3, Interesting)
Re:Shameless plug for looneymud (Score:2)
ALL of them went through this (around 1991).
Quality of People (Score:2)
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 (sor
My favourite MUD (Score:1)
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.
Return of the MUD (Score:1)
Smaller MUDs can be very unpleasant (Score:3, Interesting)
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.
Re:Smaller MUDs can be very unpleasant (Score:2)
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.
Practical Skills (Score:2)
Anecdotal evidence (Score:3, Interesting)
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.
Mudding and me (Score:2, Insightful)
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 a
Multiplayer Angband (Score:2)
http://www.mangband.org/ [mangband.org]
It's pseudo-open source, so you can make your own variant if you're so inclined. And also insane.
Re:Woohooo! (Score:2)
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.
Re:EVE online (Score:2)