[HN Gopher] Multi-User Dungeons (MUDs): What Are They? and How t... ___________________________________________________________________ Multi-User Dungeons (MUDs): What Are They? and How to Play Author : niDistinct Score : 103 points Date : 2021-02-28 06:26 UTC (16 hours ago) (HTM) web link (medium.com) (TXT) w3m dump (medium.com) | pantulis wrote: | Anyone here played Ancient Anguish? | steerpike wrote: | Yep. Build several popular areas for it and it triggered my | love of programming | followben wrote: | Yup - huge fan 20yrs (!!) ago. Great community with plenty of | players back then. I still log into my main character every | couple of years just to check they're still going. | nvarsj wrote: | MUDs are great, and I think the gameplay of the best ones is | still untouched by modern MMORPGs. Implementing new features, | scripting new interactions, and so on takes much less work after | all, being text based. You also have incredibly rich text | descriptions, and the lore can get very deep as a result. Many | hours of my youth were spent playing and hacking on various MUDs. | I added MCCP to CircleMUD for example, and honed most of my C | skills on MUD code bases. | dbish wrote: | I think there's a game type somewhere between today's MMORPGs | and MUDs that can bring some of these features and text based | interactions to an MMO. For example, I started prototyping a | game a last year that was old school cyberpunk-ish style where | you had a console that you can interact with a internet-like | network, and this console let you do a lot of the mud-like text | interactions and automation, but there was also a part of the | game to visualize and let you interact with the network without | the console. | MrLeap wrote: | I've been making a thing called Tentacle Typer for the last | 6~ months I'm hoping it'll be a basis for something like | you're describing eventually. I've created lots of systems | that can enable it. Prolific content creation is the largest | mountain to climb as an indie solo :) | | Right now it's very single player. | | https://twitter.com/LeapJosh/status/1366083915946094596 | aurelius12 wrote: | MUDs 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 | Twisol wrote: | Former player of Achaea here (if anyone recognizes the name | Soludra) -- can attest, the Iron Realms MUDs are top-tier. I | tried to get into volunteering, but my work ethic wasn't really | up to snuff at the time. Sorry ^_^; | atsushin wrote: | Woah, Sarapis! I've seen MUDs discussed here on HN before but | never Achaea. I wouldn't be who I am today without having | played that game. Thank you for so many years of fun. | dleslie wrote: | Are any particularly tuned to playing together in small groups | or pairs? | | My love of MUD/MUSE/MOOws largely around such experiences. | lrem wrote: | Wait, so people not only still play, but also actually pay for | MUDs? | | OTOH, I managed to find the price list and seems to be quite | heavily pay to win... | Twisol wrote: | (context: I played Achaea without access to a source of cash) | | Back when I played, you could buy "artefacts" with real | money, but they were less "pay to win" and more "pay for | convenience". They were definitely far more than mere | cosmetic items, but it was more than possible to play without | ever buying one. | | Though I was always, always jealous when I saw somebody using | wings. Those things took you to a kind of cloud teleportation | hub where you could immediately jump to a number of places. | | What was the code word... "Duanathar"? | atsushin wrote: | Yup, Duanathar. It was especially fun when the Clouds were | strategically used during raids and skirmishes, people | found a lot of creative uses for it. | iron_ball wrote: | Depends on the item. Some of them were quite powerful, but | even then, generally you'd get a 10% edge or an ability | from another class. And people would often have macros to | unequip all their artifacts for a fair duel. | | The Lasallian Lyre is named after my character, but | strangely enough, I never mastered the timing to make the | best use of it. (A playable class was later based on some | fiction I wrote for the official history, which arguably | the most impact I've ever had on a product vision...) | | Never thought I'd see Achaea discussed on HN. It was a deep | influence on me, though my active time was a lifetime ago. | Hi, Sarapis! Figured you'd like to know that Achaea, and of | course Avalon before it (you were... Orthwein?) really did | have a long-lasting impact. These games have always been | deeply participatory: player-run guilds, player-run cities. | At least at the time I played, you literally couldn't even | get class abilities without joining a group and inheriting | its political positions, friends, enemies. And although | there were PvE quests, the majority of the game was about | conflict between players, at the level of people, guilds, | cities. That's a far cry from the theme-park nature of | modern multiplayer RPGs like WoW. | stonesweep wrote: | This is fun, thanks! Minor bug report, this asset is missing | (404 - found it broken while creating a character): | https://www.achaea.com/local/client_data/classes/psion.jpg?v... | kwk1 wrote: | The combat system in Achaea was always so fascinating to me in | terms of balance, but back when I was still playing it I was on | bad dialup or satellite internet, which gave me a pretty big | disadvantage against other people. | runevault wrote: | As someone who was a volunteer Admin/coder for a while on a MUD | during college (Fires of Heaven, yes based on the Wheel of | Time) keeping a MUD going with paid staff in this age is | incredible. Well done! | mdaniel wrote: | Multi Undergraduate Destroyers was the acronym I heard attributed | to it | | Back on topic, I learned a little while back that Diku's source | code appeared online, and while digging up some relevant | supporting links, I just learned today that they have created | Diku III which uses HTML and websockets: https://dikumud.com/ | | The journey of that source code into my modern eyes is meaningful | to me because at the time I was playing MUDs, I didn't have | enough programming chops to understand the C source, but now I | can have enjoyment from the nostalgia and from the source | joe_the_user wrote: | So I have been running a PbP ("Play by Post") Pathfinder game at | Paizo.com during the whole lockdown situation. This is basically | a D&D-type game played standard forum posts - play episodically | (normally, players post once a day and then the GM posts what | happens and repeat). I love the approach for the expression it | allows. Players and gm can riff off each other's writing, etc. | | Still, what I'd be curious about I'd be curious about whether | there are systems that allow something like a fusion of the most | "manual" approach of PbP and an automatic system like a MUD? For | example, allow players to interact with a room but have their | interaction stop when they leave and then allow the GM narrate. | Or things like that? Anyone know any software/sites like this | that exist? | georgeoliver wrote: | There is a cool sort-of PbP-mud hybrid server called AresMush. | You would have to code the Pathfinder rules yourself most | likely, though it's possible someone has done so. I think Ares | is written in Ruby fwiw. | tectonic wrote: | Anyone here play BatMUD? | hazeii wrote: | Way back in the day (1985) I was figuring out how to do | timeslicing on a 4MHz Z80, and once I had it working on multiple | terminals I slung a simple MUD on it (Shades). Connecting it to a | couple of modems (this was the days when BB's were the thing) got | people playing, at which point British Telecom's Prestel/Micronet | decided they'd like to run it on their system. | | The demand was sufficient that it kept crashing the entire | national network, and one of my prize memories from back then is | the night I was working late in this huge multistorey BT building | (Baynard House) in London stuffed with big cabinets filled with | computers and modems, and as I was huddled over my little Z80 the | double doors burst open and the shift leader stormed in, shouting | "There is NO WAY I'm going to put up with your system taking down | the entire network". So I looked down my little Z80 box, then | looked up at the seried ranks of GEC computers in their 48U | cabinets, and did my best to puzzled, in a "Who, little ole me?" | kind of way. | | Ok, so it was 1200 baud max per user but we did get up to 128 | users spread over 2 Z80s, each with 256Kb bankswitched RAM and | 2Mb hand-made RAM disks. | | The rest of it is a long story but it's still around [0] and I | know a few people on here remember it (fondly I hope - though I | do still feel guilty about those bills!). | | [0] http://games.world.co.uk/shades/ | OakNinja wrote: | Thank you for sharing, awesome read! | drzaiusapelord wrote: | Pre-90s dial-up MUDs sound fascinating to me. Do you know of | any others? | bitexploder wrote: | MUDs were transformational for my life. I was an often lonely kid | growing up with ADHD and a love of video games. I got into MUDs | in 94 when we got our first PC right around my freshmen year of | high school. I loved AD&D and this was the closest you could get | on a computer. I became obsessed and learned Linux because they | had the C compilers and Unix was how you hosted MUDs. I taught | myself C with "C for dummies" vol 1, and 2, K&R C book, and | Beej's guides to networking, just released around that time. As | well as learning every in and out of the CircleMUD code base, a | Diku mud derivative. I spent a good chunk of my high school life | building a MUD that got pretty popular (50+ users on the | weekends). Coding new systems, learning creative writing. This | led to me getting real jobs in web app dev in 98. The rest is | history. I learned how to fix gnarly memory leaks with my own | memory allocator and tools like libefence. Taming memory leaks | meant my server could stay up longer, etc. I learned about graph | theory, other algorithms, multi user networking. I never | considered how hard or easy any of this was. It was just what I | was obsessed with, so the difficulty had no real bearing on my | mindset. MUDs gave me so much and for that I am grateful. | fuckthemachine wrote: | My first mud experience was TFE back in the 90s at uni and I | tanked psychology because of it. I decided to learn how to make | my own (incidentally how I ended up in software engineering!) | which never had a single player but 30~ developers for a period | of 2-3 years hacking away on areas.. MUDs were the original | community-coded-projects! | | I have OFTEN considered the idea of writing a new MUD with the | intention of bringing in a whole new realm of users to the genre | but have never really worked out how to make it viable (I cannot | see anyone funding a team to build a MUD startup) | | I have some ideas though.. I think telnet is too intimidating for | new players. The barrier to entry is too high. They need to work | on mobile, they need to probably be some kind of browser-based | experience with font styling and the lightest touch UI beyond the | old '>' prompt. | | If anyone's keen on dropping some coin I have 30 years of | thinking on the subject and would happily leave my day job ;) | Vaslo wrote: | How many of you rushed home from school to get your daily turns | in? One that I played (maybe called Dikumud?) had some turn based | aspects that would reset everyday. Would fly to my room after the | school bus to fire up the modem and the IBM clone PC to get | connected and get my action in! | shostack wrote: | I give Gemstone III and Dragonrealms full credit for my current | typing speed. And I remember setting up a local TinyMUD instance | for my friends on the school network then creating all sorts of | weird items and creatures to mess with them. | | It's funny... These games largely didn't have graphics (you could | argue some of the more advanced interfaces like with Simutronics | stuff did). Yet I have vivid memories of specifics places, | creatures, items, etc from my experiences. A true testament to | the power of imagination. | pmiller2 wrote: | Here's a little plug for my first and only MUD I ever seriously | played: VikingMUD | | https://www.vikingmud.org/ | | Viking started out in the good old days on MudOS, and later moved | to DGD, after an extremely long porting process. Both drivers | implement the LPC language, but DGD is a lot more minimal in what | it provides out of the box, and has a few concepts that MudOS | doesn't, like an easy way to save the state of the running game, | and dynamic recompilation, so you theoretically should never have | to reboot the MUD. | | I still remember making my first character into a wizard at level | 20, and playing my first character up to max player level (29). A | lot of the old items have been supplanted by newer stuff (Great | Hammer of War and Anduril, I will miss you!), but it was still a | fun game last I played. I don't think there are many players | online anymore, but I'd love to see the game revived. | | https://en.wikipedia.org/wiki/LPMud | | https://mud.fandom.com/wiki/LPMud | | https://mud.fandom.com/wiki/LPC | | https://mud.fandom.com/wiki/MudOS | | https://muds.fandom.com/wiki/Dworkin%27s_Game_Driver | podiki wrote: | A good friend of mine was really into Carrion Fields [0], back in | the 90s early 00s. Amazingly, it is still around! I also played | for a while, mostly doable even on the slow internet connection | we had at the time (good ol' 14/28k at best). It was amazing how | big and popular some of these were, before Everquest/Ultima/WoW | made such ideas really mainstream. | | Anyway, I did enjoy playing it, though big multiplayer games | weren't quite my thing, it was fun to have a friend to play with. | He had lots of online buddies through the MUD. For me, it got me | further into coding as I worked on modifying a MUD of my own, but | I can't remember the codebase I started with. | | [0] https://www.carrionfields.net/ | joemazerino wrote: | By which name do you wish to be mourned? | OakNinja wrote: | Any ideas on a mud experience that would work in a co-op after | work setting? | | Would be awesome to experience an interactive story like this | with your colleagues! | | Dragonrealms was awesome, however I didn't have a CC so I had to | restart from scratch every seventh day or something. | jscheel wrote: | I 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. | peckrob wrote: | I've posted this before, but I figure I'll share the story again. | | I was a big player of MUDs back in the 90s. I probably spent way | too many hours staring at green text (when I should have been | studying), but I wouldn't trade those hours for anything. Some of | my best computing memories of that era are from playing various | MUDs, and even 20+ years later I still keep up with some of the | friends I met in the games. Some were even at my wedding! | | Many of the MUDs I played on are sadly long gone, but a few are | still around. I still connect every so often and chat with folks, | maybe do a little light RP. Some of those same friends I've been | playing with, on and off, for since the early to mid 90s. Even | though we're scattered all over the world, it feels like we grew | up together. I suppose, we kinda did. | | The connected player base is just a fraction of what it once was. | Which always struck me as odd, seeing as how there are massively | more people using the Internet now than there were in the 90s. | Even accounting for cultural changes and technology moving on, it | always struck me as there should be enough new people interested | in the old ways to keep the population level, but alas that | doesn't seem to be the case. | | I'll go walking around the old worlds, remembering the epic | battles involving dozens of players and hundreds of NPCs. These | days, most spaces are almost completely abandoned. If you've ever | seen the music video for Sting's song Fields of Gold [0], it | captures the mood of walking around the old rooms perfectly. It | seems like just yesterday we were all having a grand time RPing, | but everyone's gone now. | | Towards the end of 2005, one of the MUDs I had played on quite a | bit from the mid 90s on decided it was time to call it a game. I | had been with the game through multiple server moves over the | years, but the player base just wasn't there anymore. | | So on the last night, a handful of us gathered one last time. I | thought it was going to be a bit like a funeral, but it ended up | being a whole lot of fun. We spent hours that night reminiscing | about old plots, talking about old characters, remembering all | the good times we had spent together, and swapping contact | information. Some of us had been playing together for years; it | almost felt like we were saying goodbye to a dear friend in the | best way we knew how. | | Most of us were there until the final minutes. We all raised our | [virtual] glasses in a toast. Then, the lights went out, the | server shut down and the game was no more. In retrospect, it | reminded me of the final minutes of Babylon 5 [1]. | | I stopped playing a lot in the late 90s when I left for college. | I would still connect occasionally, but I just didn't have the | time to devote to it like I did when I was a teenager. In the | intervening years, Warcraft, Second Life and other MMORPGs sucked | most of the people I played with away, and I could just never get | into either. They're kind of overload for me, and, frankly, just | not very interesting. For some reason, my brain just works best | with the simple text and freeform world that MUDs provided. | | Games like these are by definition social constructs. They take | on a life of their own. And like all things, the end will | eventually come. But rather than mourn its passing, I prefer to | remember all the good times and treasure all the friendships that | I made (many of whom I still keep up with to this day). The game | may be gone, but the memories will always be with us. | | Walking around the old worlds is sad, true. Nostalgic. But also | some happiness. I'm glad I got to be part of that era, and glad | for the friendships I made. | | [0] https://www.youtube.com/watch?v=KLVq0IAzh1A | | [1] https://www.youtube.com/watch?v=znNciln7qwY | forkLding wrote: | Chanced upon MUDs as a millennial due to the Discworld novels and | the Discworld universe, spent my childhood laughing and playing | in Discworld MUD, RIP Terry Pratchett | | http://discworld.starturtle.net/lpc/ | keithnz wrote: | I played that in the early 90s, my gf at the time was addicted | to it and was a admin/creator and worked on the world of the | gnomes. | fuckthemachine wrote: | Who was that? ^_^ I was a fluffy creator around then, | discworld terminology for a visiting mud creator via the old | inter-mud system | fuckthemachine wrote: | Lawks! | isoskeles wrote: | MUDs were great, and they were partially responsible for me being | able to work up my knowledge, experience, and confidence to start | up a career in software engineering. I learned a lot from trying | to make my own MUDs (from using ROM 2.4, some tiny codebase | called CVagrant, and from scratch), as well as a little bit about | Linux. | | This is all aside from playing. I somehow convinced many of the | right people in middle and high school to play a Tolkien-based | MUD with me. It was really great back then, but I don't play any | more nor does anyone I know. There are only a handful of MUDs | that have the playerbase to make them interesting. | | Also, I'm not sure if it's still the best place to browse what | MUDs exist, but many can be found on http://www.mudconnect.com/. | zlynx wrote: | Tolkien's Lord of the Rings was a huge influence on fantasy and | MUDs. I don't know which one you used to play. I used to play | MUME (currently at https://mume.org/ ) | | My brother still plays sometimes. He has a lot of friends | there. Sometimes they have over 30 people on at the same time! | Heh. It used to be hundreds. | kibwen wrote: | My MUD of choice was DiscworldMUD | (http://discworld.starturtle.net/lpc/), based on the works of | Terry Pratchett and which has been actively developed for nigh on | 30 years. The setting is wonderfully flavorful and the world is | huge and lovingly detailed. It's such great fun to get lost in | one of the giant towns and see what you stumble across. | | Check out this map of what its biggest city, Ankh-Morpork looks | like: http://dw.daftjunk.com/Ankh-Morpork.png (external maps are | a great aid for new players, the only in-game map shows your | immediate local surroundings, so keep this site bookmarked: | http://dw.daftjunk.com/ ). | tunesmith wrote: | My favorite mud was Frontier Mud - not sure when it went down. | Back in college I was writing an LPMud called MirrorMud that | featured a mystical mountain. You'd appear to finish your quest | to the mountain top, but then when you'd return to town, the | description of everything and everyone around you would be | different, and evil, almost like everyone had been replaced by | evil versions of themselves. I was playing with lex and yacc to | make parsers like the Swedish Chef parser, so that any other | player's speech would be re-parsed live to look evil (without | their knowledge). Meanwhile, from the perspective of the other | players, a player returning from the mountain would have his | speech re-parsed (without his knowledge) to look delusional or | drunk somehow. The idea is that you'd need another quest to put | things back to normal, and in the meantime all the players could | have fun messing with the people returning from the quest. That | was about as far as I got, because one of the campus | administrators found the mud running on my account and deleted my | files. Argh campus administrators! | dmurray wrote: | Sounds like a great and very creative idea for a game! Shame it | never saw the light of day. | sircastor wrote: | I played a Transformers MUSH when I was a teenager. It was great | fun and some great memories with friends I've never met IRL. It's | a sort of play that becomes culturally less acceptable after a | certain age. | karmicthreat wrote: | I spent probably too much time playing | https://www.realmsofdespair.com/ in college. | defanor wrote: | I used to spend quite a bit of time on the #emacs Freenode IRC | channel, but then discovered Discworld MUD, which is like #emacs | on steroids: more NPCs (though less advanced ones), more puns | (not a fan of those personally, but they create an amusing | atmosphere), more locations. It can be quite a time sink, but | indeed a fun one. I'm finding it rather strange that those are | not more popular, and would recommend to try them too. | fuckthemachine wrote: | Wotcher! | fuckthemachine wrote: | Does anyone remember the intermud system ? | https://muds.fandom.com/wiki/InterMUD | | Back in the day we hooked all our muds together so people could | communicate across realities.. things were more open back then. | georgeoliver wrote: | For sure! There even is an everything-old-is-new-again | iteration of that called Grapevine.haus | molesy wrote: | As one of the most annoying kids in the CD/LPMud scene I am | likely still responsible for more MUDs being banned from | InterMud than anyone else - I would wiz just about anywhere I | could to stalk and occasionally harass friends and enemies | alike. (The name Moles has been banned on most remaining CD | muds since 1994.) | | The one place they could never ban was the TMI/MudOS | development MUD - I don't even remember what it was called, but | looking at what the folks from there are doing today... boy, I | should've spent a lot more time actually trying to get to know | them instead of bugging the people I played with elsewhere. | trevorishere wrote: | And this is how I find out that macOS no longer includes telnet. | JKCalhoun wrote: | Found out as well. | | brew install telnet | | ...and then I jumped into a MUD. | haolez wrote: | I've only played a little with MUDs, but I believe they are due | to a big comeback as AIs like GPT-3 gets cheaper and more | convenient to use. The possibilities for human vs AI interaction | and also worldbuilding are endless. | georgeoliver wrote: | I don't know about a mud comeback per se but I think this | comment is very on point. There even was a mud (Written Realms | I think?) that got into the GPT-3 beta. They have some | interesting blogs on their experience. | macintux wrote: | I learned C and OO programming on LPMuds, and wrote my first | reasonably large, widely-used software that I believe was used on | a few different sites: hands. | | When I helped launch a new MUD (name lost to time) I was | disappointed at how poor the out-of-the-box support was for | syntax like "take bag from chest". | | Unfortunately my software engineering skills were non-existent, | so I'm sure when I finally retired from MUDding there were still | plenty of bugs, but I have vague hopes my code is still floating | around out there. If anyone sees the name "Wolflord" in LPC code | related to game object handling, please let me know! | gota wrote: | Hey those kinds of rad handles are making a comeback. You | should consider adpting Wolflord again | | - gota, previously NukeBombz | macintux wrote: | What replaced them? | Jemaclus wrote: | This post is great. I love MUDs so much. I fell in love with them | in the late 90s when I was finishing up high school. My favorite | MUD was A.V.A.T.A.R., which I think is still around. (Update: I | checked. It's still there!) The best part of a MUD is, like the | article says, the multi-user aspect. It was an MMORPG before it | was cool! | | Whenever I learn a new programming language, my go-to project is | to write a MUD from scratch. I try to make my area loader | compatible with the Merc/Diku codebases, so I can start off with | a fully realized world. I'm in the middle of writing one in Go. | It's pretty dang fun, and there are sooooo many things to make | that you really kind of never finish writing. | | If anyone reading wants to check a MUD out, just type this into | your terminal: | | telnet avatar.outland.org 3000 | | (I have zero relation to Avatar other than being a fan/player.) | | It's free, it's fun, and it's easy! The author of this article | links to a bunch of ways to find new MUDs, if you enjoyed Avatar, | there are tons of different kinds of MUDs, different themes, and | so on. Enjoy! | bradleyjg wrote: | Wow, that's a blast from the past. I played on that MUD for a | couple of years in the mid to late 90s. Never got too far, but | had fun playing. ___________________________________________________________________ (page generated 2021-02-28 23:00 UTC)