[HN Gopher] Multi-User Dungeons (MUDs): What Are They? and How t...
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       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.
        
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