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Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

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51–60 of 111 posts

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#51
post #39

I'll throw another hat in the "MUDs got me into tech" ring. I spent significant time on Swords of Chaos, a sort of proto-MUD, then on various God Wars incarnations. They were the first time that I realized, and truly appreciated, the fact that technology can give a kid the ability to bring something from imagination to fruition with little more than determination, some manuals, a computer, and some lost sleep. That's…

My kids (11 and 9) love roblox, but it's too hard to create stuff with it. There is a lot of coding involved and the learning curve is significant, I tried it myself and got overwhelmed (although to be fair, my interest was pretty low to start with). They are much more creative with Minecraft.

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#53
post #26

I somewhat fail to see the connection between Roblox and MUDs but FWIW one of the most well known MUDs of the 90's is still up and running, M.U.M.E (Multi-Users in Middle Earth). It was a Diku derivative but with its own online language for the wizards to code in, designed by a compiler PhD, at the time it was state of the art. MUMEs attraction was that it was difficult and run with attention to details and RPG.

I still play MUME from time to time, and have been playing it since it started: https://mume.org/

Can not recommend it enough. It's like interacting with the living world inside of Tolkien's books. It's really good.

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#54
post #6

MUDs are what got me into programming. I was obsessed with them as a kid, although they were associated with DnD which was considered satanic so I had to hide them from my parents and teachers, who both forbid me from associating with DnD or MUDs. Besides playing them, I actually spent more time as a "builder" than a "coder", which was an intermediate step in the hierarchy. As a builder, I would write hundreds of roo…

I remember becoming a wiz on a MUD back in the day. It wasn't my introduction to programming, as I already had some experience, but it was still a fun way to continue my programming journey.

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#55
Enjoyable read! I just wish the brief tangent about BBSes had also mentioned dial-up BBS MUDs, but I understand the omission considering the article's length, as well as BBS MUDs' lack of geographic ubiquity. The most compelling aspect of dial-up BBS MUDs was community locality: all of the players generally lived in your metro area.

In the 90s, the only popular BBS MUDs ran on the MajorBBS/WorldGroup BBS software, which was technologically impressive for its time -- it could handle dozens of modems and concurrent users on a single PC running DOS, and supported pluggable games/modules using an event-loop callback architecture. However, it was also incredibly expensive for the SysOp to purchase, as were its games. This meant that any given metro area typically only had a few MBBS/WG BBSes, and they tended to be pay-for-access systems.

By far the most popular MBBS/WG MUD was MajorMUD, although there were also some fairly successful predecessors (e.g. TeleArena, Mutants, Swords of Chaos) and successors (e.g. The Rose: Council of Guardians). These games were typically "stock" -- they had sprawling game worlds but were identical on each BBS, with little or no built-in ability for the SysOp to edit the world. Despite that, each game's "feel" still naturally differed between each BBS just based on the local community.

As a teen MajorMUD addict, I always wanted to run my own board one day, but the cost was prohibitive. This eventually inspired me to write my own BBS MUD as an affordable doorgame for hobbyist/lower-end systems, which at ~20K LOC was the first large program I ever wrote. It did relatively well for its time period (BBSes were dying out by that point) but rarely achieved large concurrent user counts on many boards, which was an inherent downside to aiming for the smaller boards.

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#58
post #6

MUDs are what got me into programming. I was obsessed with them as a kid, although they were associated with DnD which was considered satanic so I had to hide them from my parents and teachers, who both forbid me from associating with DnD or MUDs. Besides playing them, I actually spent more time as a "builder" than a "coder", which was an intermediate step in the hierarchy. As a builder, I would write hundreds of roo…

I had 7 days of time on the discworld mud. I was sad when I tried to login a few years ago, and found that my account had been wiped at some point.

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#59

Roblox is more like LambdaMOO than a MUD. LambdaMOO and its succesors were 100% programmed in a prototype based object-oriented programming language with only minimal world-support in the C portion of the server itself. The entire world was composed using the programming language and most users ended up being at least builders if not programmers in it. The focus was authoring, not RPG. Some people (including myself)…

I've played a LambdaMOO based MUD off and on for about 10 years now. Players would inevitably quit or transition to working on the game core, such an awesome community to be a part of.

Re: Roblox is a MUD: The history of MUDs, virtual worlds and MMORPGs

#60
I was an "official" builder on the Steve Jackson Games[0] Metaverse MOO in the 90's. My "job" was to create interesting spaces, places and objects. My "pay" was a free shell account. I was a blue gelatinous cube that had escaped a crashed NetHack game and was followed about by a pink gelatinous pyramidal puppet. I did this for several years until the game finally folded[1]...

[0] http://www.sjgames.com/

[1] https://web.archive.org/web/19961226202638/http://www.io.com...

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