Multi-User Dungeons (MUDs): What Are They? and How to Play
81–90 of 135 posts
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#82I loved playing on MUDs in the 90s. My friend and I were wizards on one that was called Shadow something-or-another. It was awesome to be able to script new adventures and play online with friends as a kid in middle school and high school.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#83The early talkers were similar to MUDs with most of the complex game machinery stripped away, leaving just the communication level commands – hence the name "talker".
https://h2g2.com/edited_entry/A1010106
Early Talkers included Cheeseplant’s House, Elsewhere, Surfers (ewtoo), Foothills, Tower, Resort. World, etc.
Some are still online, here: http://list.ewtoo.org/
I just tried one — login worked, last logged in April 2003. That means that site has been online ~30 years.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#84Solace MUD (Dragonlance-based MUD), first a player, back in school times, and then a core developer, in uni/grad. Maintaining a messy 100k-lines C codebase without proper skills for it was a challenge on its own and taught me quite a lot. Good times...
(still have the codebase lying around somewhere and the folks on the forums are still asking to revive it from time to time...)
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#85Dimensions MUD thought me to code and build my own toys.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#86For whoever played MUD long enough (say a couple of years), what do you think modern MMORPG is missing from MUD and is implementable? By saying modern MMORPG I'm refering to any MMORPG starting from Ultima Online.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#87Old-school MUDs are alright, but I'd love to see a modern reinterpretation of them that rethinks the interfaces and offers more democratized tools. For instance, I'd love rooms that could be populated with sounds, images, environmental effects, day/night cycles, and text effects. This would be purely ornamental and could be done in a way to support backward compatibility with text-only views, as I'd want to keep this…
I'd love to collaborate on something if you're interested
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#88MUDs may be history to most people, but at Iron Realms we still have five commercial MUDs running live with dedicated paid staff on each constantly working to improve the gameplay and enlarge the already massive worlds. Honestly, it's pretty surprising to me, as when I launched our first one - Achaea - in 1997 right around when Ultima Online launched, I gave us five years. https://ironrealms.com
Since you run the place, I'll state here that it would be nice if I could look at your web site and decide if I'm interested before being hit with a pop-up window asking me to sign up for a newsletter. How do I know if I want your newsletter, if I haven't figured out what your product is? Window closed. Sale lost.
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#89Old-school MUDs are alright, but I'd love to see a modern reinterpretation of them that rethinks the interfaces and offers more democratized tools. For instance, I'd love rooms that could be populated with sounds, images, environmental effects, day/night cycles, and text effects. This would be purely ornamental and could be done in a way to support backward compatibility with text-only views, as I'd want to keep this…
I only just learned that MUDs exist from this article, but I've wanted to create some kind of collaborative RPG thing since forever. I'd love to collaborate on something if you're interested
Re: Multi-User Dungeons (MUDs): What Are They? and How to Play
#90Old-school MUDs are alright, but I'd love to see a modern reinterpretation of them that rethinks the interfaces and offers more democratized tools. For instance, I'd love rooms that could be populated with sounds, images, environmental effects, day/night cycles, and text effects. This would be purely ornamental and could be done in a way to support backward compatibility with text-only views, as I'd want to keep this…