Can't you have multiple users in a dungeon in non text based games? See WoW and RuneScape. Roguelikes have evolved from being text based long ago, so I don't see why MUDs have to be.
The case for MUDs in modern times (2018)
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Re: The case for MUDs in modern times (2018)
#12Wuxia fit text games perfectly because every player already had the whole world in their head from Jin Yong novels, so zero graphics needed. A lot of the people who built the first Chinese online games came out of those communities.
King of Kings (万王之王, 1999), usually counted as the first Chinese graphical MMORPG, was a Taiwanese MUD team putting a graphical client on their existing game.
Re: The case for MUDs in modern times (2018)
#13Can't you have multiple users in a dungeon in non text based games? See WoW and RuneScape. Roguelikes have evolved from being text based long ago, so I don't see why MUDs have to be.
Re: The case for MUDs in modern times (2018)
#14Bethesda’s game was a gem that was full of rich lore, plenty of readying, and very flexible RPG systems (although being a magical glass cannon does tend to be the best build). However, it was also a relatively flawed game (which Bethesda game isn’t?) that the community has expanded and fixed into a juggernaut.
I recommend picking up a mod pack from modding-openmw.com and checking it out. Tamriel Rebuilt is particularly impressive: fans have added a massive bank of new maps, quests, etc.
Something cool about the OpenMW engine is that it supports scripting that exceeds the original engine so that new quests are more rich and dynamic than original ones in the game. They are even starting to expand into custom spell effects (as the original game had a rigid list of spell effects that wasn’t malleable).
Re: The case for MUDs in modern times (2018)
#15A few months ago I tried out my old (1999-2004) hang, wocmud.org
Some of the quests were still sometimes broken. auto attacking mobs were still unfairly strong. But, there were a couple people more than willing to help me get my gear back from my corpse. They helped me remember the areas, quests, syntax, etc that I had BURNED into my memory when I was 14. We chatted and got caught up in the 20 years of updates. Oh, and I didn't get banned for being out-of-character. overall a 10/10 nostalgic experience
I started working on my own with Evennia and claude. I was hoping to hook up an LLM for MOBs but had to put it down when life got busy again.
Re: The case for MUDs in modern times (2018)
#16Between this and the previous MUD post about LLM MUDs I'd love to see a comeback. A few months ago I tried out my old (1999-2004) hang, wocmud.org Some of the quests were still sometimes broken. auto attacking mobs were still unfairly strong. But, there were a couple people more than willing to help me get my gear back from my corpse. They helped me remember the areas, quests, syntax, etc that I had BURNED into my me…
Man I was hooked on that game in high school. Joined the Lion Wardens, multiple high level characters, knew the zones. Nothing has come close since then.
That feeling of leveling in a safe zone when your screen fills with red names of opposing faction characters and you just get deleted and lose all your gear and a level... so good.
Re: The case for MUDs in modern times (2018)
#17Between this and the previous MUD post about LLM MUDs I'd love to see a comeback. A few months ago I tried out my old (1999-2004) hang, wocmud.org Some of the quests were still sometimes broken. auto attacking mobs were still unfairly strong. But, there were a couple people more than willing to help me get my gear back from my corpse. They helped me remember the areas, quests, syntax, etc that I had BURNED into my me…
I'm sure you mean wotmud.org, and I always look for someone to mention this one in MUD threads, but rarely see it. Man I was hooked on that game in high school. Joined the Lion Wardens, multiple high level characters, knew the zones. Nothing has come close since then. That feeling of leveling in a safe zone when your screen fills with red names of opposing faction characters and you just get deleted and lose all your…
I think wocmud is one of the smaller muds out there but for whatever reason my brother and I were obsessed!
I learned about Wheel of Time much later in life so I missed out on WoTMUD
Re: The case for MUDs in modern times (2018)
#18Earlier quoted context omitted.
I'm sure you mean wotmud.org, and I always look for someone to mention this one in MUD threads, but rarely see it. Man I was hooked on that game in high school. Joined the Lion Wardens, multiple high level characters, knew the zones. Nothing has come close since then. That feeling of leveling in a safe zone when your screen fills with red names of opposing faction characters and you just get deleted and lose all your…
nope! wocmud, worlds of carnage. `telnet wocmud.org 4000` or https://www.wocmud.org/welcome.php I think wocmud is one of the smaller muds out there but for whatever reason my brother and I were obsessed! I learned about Wheel of Time much later in life so I missed out on WoTMUD
I think what made them special was that they were populated by others that put in that effort, and so the community felt invested. And you'd see the same names every time you logged on cause there was a single server, and reputation mattered. Ah man, what a time of life haha.
Re: The case for MUDs in modern times (2018)
#19Can't you have multiple users in a dungeon in non text based games? See WoW and RuneScape. Roguelikes have evolved from being text based long ago, so I don't see why MUDs have to be.
Because then it would be a different thing? WoW and Runescape exist. But MUDs exist too, and text and graphics have different possibilities. So it makes sense to have some of both in this rich world.
It's in a way comparable to the difference between a novel and a movie or a novel and a comic/manga.
Really before the term MMO was coined these type of games where called "graphical MUDs"
Also Runescape started as "DeviousMUD".
Neverwinter, Runescape, Tibia, Ultima online, Everquest and more all formed from MUD lineage.
https://en.wikipedia.org/wiki/Category:Graphical_MUDs
https://en.wikipedia.org/wiki/History_of_massively_multiplay...
Re: The case for MUDs in modern times (2018)
#20Back in the 90s you needed a permanent internet connection (rare!) and fast enough to handle all the usually uncompressed text, so it had to be a - shocker - T1 or better. Then you needed a server.
My old MUD has a discord; turns out a lot of the people I knew 25 years ago were there and remembered the my nick if not a little about myself back then. That was a fun nostalgia trip.
MUDs will eventually see a resurgence, I think. Mobiles with little language models to give flavour text and quests, plus a little tool calling language behind it to make it happen? I can see it working; in fact, I might just myself...