2000Q1/
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<H1>Re: [MUD-Dev] MUD timeline</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] MUD timeline</LI>
<LI><em>From</em>: Jon Leonard &lt;<A HREF="mailto:jleonard#slimy,com">jleonard#slimy,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 4 Mar 2000 00:48:01 -0800</LI>
<LI><em>Cc</em>: Jon Leonard &lt;<A HREF="mailto:jleonard#frost,slimy.com">jleonard#frost,slimy.com</A>&gt;</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Fri, Mar 03, 2000 at 07:19:54PM -0700, cg#ami-cg,GraySage.Edmonton.AB.CA wrote:
[snip]
&gt; In 1988, Rich Skrenta at Northwestern University released the game
&gt; "Monster". It's a multiplayer adventure-type game written in Pascal.
&gt; I have a paper listing. The comment at the top of the listing:
&gt; 
&gt;     This is Monster, a multiuser adventure game system
&gt;     where the players create the universe.
&gt; 
&gt; I believe that means that it had online creation. A vague memory says that
&gt; it was for VAX VMS, and did its interprocess communication through files.

I played and coded some changes to Monster back when I was in school.  It did
indeed have online creation, and did IPC through files.

The contrast to LPMud (which I started playing later that year) was striking:

LPMud used a single game process, untrusted clients, nonpersistent world,
networked communication, flexible (but privileged) building, while Monster
used the reverse of all these decisions.

I didn't miss Monster much, mostly because having a fixed format for data
in the world files really limited what you could do in it.  That, and
corrupted databases were no fun.

Jon Leonard



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<LI><STRONG><A NAME="00532" HREF="msg00532.html">Re: [MUD-Dev] MUD timeline</A></STRONG>
<UL><LI><EM>From:</EM> cg#ami-cg,GraySage.Edmonton.AB.CA</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] MUD timeline</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00551" HREF="msg00551.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Kristen L. Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sun 05 Mar 2000, 00:17 GMT
<UL>
<LI><strong><A NAME="00554" HREF="msg00554.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Kristen L. Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sun 05 Mar 2000, 07:19 GMT
<UL>
<LI><strong><A NAME="00566" HREF="msg00566.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Darrin Hyrup <a href="mailto:shades#mythicgames,com">shades#mythicgames,com</a>, Tue 07 Mar 2000, 17:34 GMT
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<LI><strong><A NAME="00550" HREF="msg00550.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Erik Jarvi <a href="mailto:ejarvi#megsinet,net">ejarvi#megsinet,net</a>, Sun 05 Mar 2000, 00:17 GMT
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<LI><strong><A NAME="00545" HREF="msg00545.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Jon Leonard <a href="mailto:jleonard#slimy,com">jleonard#slimy,com</a>, Sat 04 Mar 2000, 20:14 GMT
</LI>
</ul>
<LI><strong><A NAME="00535" HREF="msg00535.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 04 Mar 2000, 05:02 GMT
</LI>
<LI><strong><A NAME="00537" HREF="msg00537.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 04 Mar 2000, 06:17 GMT
<UL>
<LI><strong><A NAME="00552" HREF="msg00552.html">Re[2]: [MUD-Dev] MUD timeline</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sun 05 Mar 2000, 00:17 GMT
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</UL>
</LI>
<LI><strong><A NAME="00555" HREF="msg00555.html">Re: [MUD-Dev] MUD timeline</A></strong>, 
cg <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 05 Mar 2000, 19:11 GMT
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</UL></BLOCKQUOTE>

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