The case for MUDs in modern times (2018)
Posted by bw86 14 hours ago
Comments
Comment by agentultra 13 hours ago
I’ve been chipping away at one on my stream using Haskell. Experimenting with Lua integration, parsing, networking, STM and concurrency… currently hacking on Entity Component Systems and unboxed vectors and all kinds of stuff.
Thing is you can start small. Start with a chat server. Add character registration. Add a mob. Add some commands to interact with the mob. Just keep adding things on.
There’s a community for mud coders too. There are dozens of us.
Comment by mentos 12 hours ago
Curious if in the spirit of
"Show me your [code] and conceal your [data structures], and I shall continue to be mystified. Show me your [data structures], and I won’t usually need your [code]; it’ll be obvious."
If you would share your data structures for your MUD?
Comment by jghn 11 hours ago
Comment by jeromechoo 10 hours ago
I’m almost certain they are the largest MUD development company to exist.
I played two of their MUDs — Achaea and Lusternia. The sheer imaginative scale of these worlds and engines are unmatched by even today’s standards. (And they still exist!)
PVP is a battle of engineering. The best PvPers build elaborate trigger systems that watch the terminal for specific maladies and conditions and counter them with herbs, potions, and skills.
The RP is similar to D&D but so much deeper. Where D&D is mostly storytelling by a DM, RP in huge commercial MUDs involve gods, physics, deeply entrenched politics, money, fame, and power spanning thousands of players.
Entirely player-driven economy. If you wanted a sword you could buy one from a player run market or commission a unique piece from a blacksmith. And boy it was truly unique. A blacksmith in Lusternia is really a wordsmith. A steel sword can be described as “honed to an obsidian finish”.
Peak human imagination, but sadly in a medium too many people can’t get into.
Comment by Twisol 4 hours ago
Comment by zellyn 1 hour ago
Comment by cmrdporcupine 25 minutes ago
Join in the fun.
Comment by arglebarnacle 13 hours ago
I logged back on a year or two ago, now in my late thirties, and the sense of community and a critical mass of others who were invested in the game and eager to have me join just wasn’t there. It’s a shame because I agree MUDs have so much unique value to offer. Maybe it’s too much to hope for their return to former glory but I hope at least some flavor of them can rise again as a new form of mostly text oriented multiplayer game.
Comment by fusslo 13 hours ago
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 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.
Comment by ervine 13 hours ago
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.
Comment by rascul 3 hours ago
Comment by fusslo 13 hours ago
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
Comment by ervine 13 hours ago
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.
Comment by mickeyp 13 hours ago
Back 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...
Comment by flir 13 hours ago
Comment by techjamie 10 hours ago
Comment by mickeyp 12 hours ago
Comment by imzadi 12 hours ago
I did all my work in the MUD interface using ED. I didn't realize other people wrote their code offline and sh'd in to upload it. I got very good at writing and editing code on the command line.
Comment by em-bee 6 hours ago
nowadays i am using a web-platform for my websites that is not only written in pike but also implements a MUD like architecture.
Comment by drakenot 12 hours ago
I had been working on it for a couple years, using it myself. I finally released it recently. A number of users are contributing feature requests, testing, etc on the discord as well.
Comment by beardedwizard 12 hours ago
Comment by Grombobulous 13 hours ago
Bethesda’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).
Comment by NoboruWataya 12 hours ago
Comment by roelmore 12 hours ago
Comment by firefax 4 hours ago
Comment by malicka 4 hours ago
Comment by iFire 12 hours ago
Comment by trashb 12 hours ago
Example clients: Mudlet, zMUD, kMUD, mushclient
Comment by iFire 11 hours ago
It's still text based in sense of `look at monolith`.
> Discord slash commands are interactive bot commands activated by typing / in the chat, prompting an inline menu of options and parameters.
Discord uses slash commands to visually autocomplete possible parameters.
> https://developer.apple.com/design/human-interface-guideline...
Apple uses contextual actions to limit freeform grammars.
Comment by mingus88 10 hours ago
The genre opened doors for MMORPGs like EverQuest. If you want something modern and polished there are no shortages of other games.
I think part of the nostalgia for MUDs is a nostalgia for the era of the internet where communities were small and special. Everyone has a discord now. It’s all so samey. Bring back the quirky hobby communities run by the users.
Comment by iFire 10 hours ago
I think there's value to making a mud that uses discord-style slash commands outside of Discord without the player memorizing the text grammar.
Comment by egypturnash 51 minutes ago
Comment by al_borland 12 hours ago
My college roommate was really big into MUDs, one particular one anyway. He wasn’t a super techy person, it was pretty much the only thing he did on his computer.
Comment by kevstev 12 hours ago
Comment by beardedwizard 12 hours ago
There have been hundreds of MUD clients and many of them were not purely text based at all. Many had images and map screens built in.
Comment by rascul 3 hours ago
Comment by skipkey 12 hours ago
Comment by mondainx 11 hours ago
Comment by inguz 12 hours ago
Comment by thevinter 12 hours ago
Sadly I can't, both links redirect to the same page :P
Comment by moralestapia 13 hours ago
Comment by LukeB42 12 hours ago
Comment by jauntywundrkind 13 hours ago
There's a MUD inside it, but the late.sh ssh-able bbs with it's door games that got submitted 2 days ago is incredible. It's such a wonderful little text world there. https://news.ycombinator.com/item?id=49001127 https://late.sh/
Comment by jgalt212 13 hours ago
Comment by jdw64 13 hours ago
These days, I sometimes think about whether I could make a MUD game that interacts with AI, but I wonder if it would appeal to a generation that has no memory of MUD games
Comment by lightedman 12 hours ago
Comment by em-bee 6 hours ago
LPC is a language that looks like C (the C in LPC) and there is even a general purpose language called pike that is a rewrite of LPC.
in an LPmud, the engine and the world itself including user contributed part are all written in LPC. unlike other MUDs that have a core written in C and an obscure custom language to define the world inside. this made LPmuds very approachable, and i believe the language and architecture is what enabled LPmuds to have built-in ftp and later webservers too, all written in LPC.
Comment by mjevans 11 hours ago
Modern MUDs and similar will just include a mature script language, like LUA and let that directly access the background resources from within some sandbox. No point in re-inventing the wheel with a custom scripting language. For any legacy data (E.G. running some old world on a new system) it'd probably make more sense to write a transpiler / converter anyway.
Comment by klibertp 9 hours ago
Not necessarily. The persistent, live nature of some types of MUD programming (LPMUDs, MOOs) is unique enough that many typical scripting languages are not a good fit. The only general-purpose languages that come close to the required execution model are Common Lisp and Smalltalk (and Prolog, if you squint hard enough), which are so unpopular that you don't really get much out of choosing them over a custom language. That's one of the reasons so many MUDs developed their own execution models and language dialects.
Writing a transpiler for a large MOO code or LPC codebase would require generating tons of boilerplate to emulate the unique semantics of the languages, as well as providing a runtime with support for those features. It's not that easy.
For some MUDs, scripting with Lua is more than enough. There's a book on writing MUD engines[1], and the second half shows exactly this setup (I think C++ for the engine and Lua for scripting). It will work in many cases, but it'll break down if you try to make the MUD easily programmable by users. It can still be done, but at some point, it might be easier to start from scratch rather than trying to make a stock Lua or Python interpreter work in that environment.
[1] https://www.amazon.com/MUD-Game-Programming-Development/dp/1...
Comment by em-bee 6 hours ago
well, and pike, which itself is based on LPC so it has the required execution model by design.
the point is that LPC and pike are the kind of sane language being asked for.
Comment by klibertp 5 hours ago
Still, I can't disagree that, out of the box, LPC and Pike are probably a (much) better fit for a mudlib language compared to Lua, Python, or JavaScript :)
Comment by em-bee 3 hours ago
the functionality is still there, but hidden. roxen can reload modules but the reload creates a new object instance which new http requests will get, whereas old requests keep the old instance until the request completes.
however open-sTeam, a collaboration platform developed by a university in germany built a system of proxy objects such that your code always only interacts with the proxy allowing the actual object in the background to be replaced by new instances. in your own code you don't realize you are dealing with a proxy. it's completely transparent. it also stores the object state in a database creating full object persistence. the architecture is very similar to a MUD. they even wrote an object protocol allowing you to access the object from remote, so you can write remote clients that interact with objects with implementations in pike, php and java.
the university is no longer working on that platform, but since they released it as GPL i am able to continue using it as a base for all my websites and web-apps.
persistence and runtime reloading of objects are my favorite features in any language. i just love to be able to change code at runtime without having to restart the server. it works just like i am used to from my LPmud time.
Comment by hackingonempty 7 hours ago
I am curious as to why not Lua or JavaScript? Lua is what Roblox uses and JS needs no introducton.
Comment by klibertp 6 hours ago
Comment by bkingfilm 13 hours ago
Wuxia 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.
Comment by compass_copium 11 hours ago
Comment by charcircuit 13 hours ago
Roguelikes have evolved from being text based long ago, so I don't see why MUDs have to be.
Comment by vintermann 13 hours ago
Comment by Marazan 12 hours ago
Comment by black_knight 13 hours ago
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.
Comment by trashb 13 hours ago
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...
Comment by klibertp 8 hours ago
MUDs (and closely related single-user text adventure games) are a well-defined genre; you can improve various aspects of the presentation, add rich formatting, images, background music even, but the moment you stop using text as a main medium for gameplay, you're simply not doing a MUD anymore.
Comment by jghn 6 hours ago
Comment by bovermyer 13 hours ago
Comment by charcircuit 7 hours ago
Comment by bowsamic 13 hours ago
Comment by enneff 13 hours ago