<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Graphic MUDS/Ultima Online --> <!--X-From-R13: "Ybfgre, Dncu" <exbfgreNbevtva.rn.pbz> --> <!--X-Date: from babe.globecomm.net [207.51.48.8] by in5.ibm.net id 870194719.51552-1 Tue Jul 29 16:45:19 1997 CUT --> <!--X-Message-Id: c=US%a=_%p=EA%l=MOLACH-970729155849Z-25578#molach,origin.ea.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Graphic MUDS/Ultima Online</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:rkoster#origin,ea.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00269.html">Previous</a> | <a href="msg00271.html">Next</a> ] Thread: [ <a href="msg00589.html">Previous</a> | <a href="msg00285.html">Next</a> ] Index: [ <A HREF="author.html#00270">Author</A> | <A HREF="#00270">Date</A> | <A HREF="thread.html#00270">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Graphic MUDS/Ultima Online</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: [MUD-Dev] Graphic MUDS/Ultima Online</LI> <LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI> <LI><em>Date</em>: Tue, 29 Jul 1997 10:58:49 -0500</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Monday, July 28, 1997 9:25 PM, Adam Wiggins[SMTP:nightfall#user2,inficad.com] wrote: Well, gosh, turn around and there you are discussing my game. :) Well, mine and a bunch of other folks' anyway. Hopefully nothing I say in this post will fall under our esteemed list-owner's rules about commercial mud boosterism; I'm just trying to respond within the context of the discussion, and self-critically as well. > [Matt C:] > > On Mon, 28 Jul 1997, Jeff Kesselman wrote: > > > >Ah, but is it a MUD? I've heard claims on newsgroups that although it is > > > >very pretty, it doesn't make for a very good MUD, in terms of the kind of > > > >flexibility, language input, etc. that people expect from MUDs. Can you > > > >tell us anything about that? Does it have the amount of language input? Absolutely not. It is also far more lacking in environmental adaptability, because it's plain harder to make a limited graphical tileset adapt to circumstance than it is to make text do so. Those who are used to the flexibility, and yes, greater options (certainly less man-hours per nifty effect), that text provides will find it to be a shallower experience in that sense. > The main point of the thread was asking whether Quake or Diablo qualify > as muds. I said no, because they are missing a very important aspect > of a mud: permanency. If you do not have a persistent world, you have no mud, is how I've heard it said. Of course, persistence is relative. Are the periodic-wipe-of-world-state-model muds not muds? PKMud? Heck, the original MUD? Let us not forget that many muds throughout the years have been based around a periodic full-world reset, some even to the extent of wiping character standings altogether. While this sort of mud is far from as popular as the model which saves some form of standing, let us not forget that there are still many disparate approaches to "persistence" in muds today. Ex: early LPs that saved character attributes but not equipment. Classic Diku architecture muds (ROM, Merc, Envy, blah blah blah) which save characters and equipment and the like, but do not save world state. Evolved Diku models which save some elements of world state (say, add player housing on a Merc). Full world-state saving a la MUSH-derivatives, etc. What defines persistence? Which is not, btw, to say that I disagree with the point made; simply want to toss a few more variables in the equation. :) > (The artificially low number of participants per > server is also a factor, IMO.) What makes a mud a virtual world instead of > 'just' a game is that there is an ever-changing world which the player > can enter, interact with, and leave. Many muds do not have a changing environment *save as a social construct among players*. Their database is static. They use respawn systems for NPC repopulation. Even in the case of world-state-saving models, such as MUSHes, the database is often static because of other concerns (workload, for one!). TinyTIM is a marvel of interactivity, but it does not change much once something is added. I don't know any publicly released mud architectures that are not essentially static in this manner. So there is a changing player environment. This will happen anytime that you gather people together in a community, regardless of interface or setting. There is changing environment itself. The rooms, the details of interactivity with objects, the evolution of "toys." These aren't done much by anyone far as I know. Then there's that middle layer, of developing, changing, and evolving storylines/creatures/etc. And this is quite within technological reach, and has been for some years. Almost nobody does it, of course. Boy, should they. I'd love to see more discussion of this on the list. > When they return at a later time, > effects of their previous visit are still in place: things they have > interacted with stayed that way until changed by another character; No Diku-architecture muds do this. Are they less muds for it? I don't think so. This is only common to full world-state saving engines, which are far more expensive than a Diku-style mud for this reason, among others. > their > own character's skills, attributes, scars, and whatever else are all saved. Many pkill arena muds do not do this. :) They have periodic wipes to set people at a level playing field for beginning the game again. Are they muds? Good question. > Characters age independant of play-time, but instead in terms of game-time. > The difference boils down to, I think, that a 'game' is a player-oriented > world, whereas a mud is just a world. When any given player or set of players > leaves, the world continues on its merry way. When all players leave a > 'normal' game, the game ceases. This is simulated in D&D by having > the DM say, "Well, while you were gone..." In a mud it's for real. Interesting. We ought to get into the Bruno Bettelheim-Bartle-Costikyan-whoever-else-ya-wanna-drag-in debate here, the one about "play" and about "gaming," about "competition" and about "hobby" and about "dominance" versus "socialization." Many muds are not "worlds" in this sense, they are merely settings, merely environments. They acquire some degree of the social aspect inevitably, but it is not their focus. > > > Let me just say this: Its a game with a ver primitive and simpel combat > > > system, Well, lemme think. We've got a simple interface certainly, equivalent to typing "kill X" and leaving the keyboard. We do not have the "interventionary" style of combat. Latency is one reason why; graphics is another. [An aside; since we do client-side prediction for a lot of stuff, we can "swallow" latency up to around 500ms without visible effect except when the prediction screws up. For those who have played, the lags you're seeing are from other causes, mainly server-side load. Now back to the topic...] However, we have limb-based calculations, equipment damage, health-fatigue relationships figured into speed, variable speed attacks based on skill and weapons, weapon weight, range, etc etc. All in all, it's about as sophisticated a system as most muds use. It's just not really visible to you. You can feel the effects of it all with experience, of course, and "grow" into the system through experience. Can you lop off an arm in the midst of a fight? Nah, I don't like limb-based health, it makes fights too quick and contributes to "trophying" which I find repellant. :) Hmm, don't mean to get up on a hobbyhorse of defending the system. I too wish that we had more interactivity in it, and more ways to see feedback, information like "Grogan's blow hits your breastplate and dents it deeply... you have trouble breathing now that your chest is constricted, and a haze falls across your eyes as you are obliged to gasp quickly and shallowly (increased fatigue from here forward, penalty to hit, possible subsidiary damage to chest if fight goes on too long)." But interface-wise, ugh. Not in a graphical system, not easily, and not for the general public. :( > > > a detailed world full of lots of little "toys" to learn to play > > > with and manipulate and rpetty good charcter-customization features. > I hardly think a combat system is necessary. Perhaps a better phrase > would be a world full of internaly consistant systems, the most > common of which are combat, spells, and guilds. The 'toys' bit strikes > upon a deeper point - level of interactivity. You've missed two very important ones that are intrinsic to UO as a world, and to my mind are intrinsic to future mud development into virtual realities (which is, btw, where I think this genre is headed in the future). UO has an economic system that goes from raw materials to finished goods, and players can make any step of it. UO also has an ecological system that handles creature repopulation, behaviors, etc. Both of these are intrinsic to the game, far more so than combat or spells or guilds. They are the simulation layer under that, and despite repeated calls for "mud evolution" not many take up the gauntlet to work on this sort of thing further. Yet I remain convinced that adding a simulation layer to muds is where the genre needs to go. Now, I know the arguments against it; it's expensive (man hours, money, computation, space, etc). You can trick the player into thinking it is there when it really isn't, far more cheaply. (And in fact, we have used "cheats" many places where portions of the model were deemed less important to actually simulate, but we needed the appearance). But having a solid sim layer enables so much... and it renders future growth possible. For one thing, the next direction which I would like to take it is towards conquering that last barrier of "staticness"--changing the setting based on simulated environmental factors. Given a good model, there is no reason why roads could not be formed by players as they walk on the grass repeatedly and kill it. And so on. > Matt covered this (below) > anyhow, so I've not much more to add. The last bit - character customization > - is also important, although I'm not sure what a really solid guideline > would be. At the very least you need something where you can choose > a lot of options to personalize your character, then have that character > use those abilities to grow, change, and learn new abilities, all of > which are 'remembered' by the game. This can include anything > from your skill with long blades to scars to your character's birthday. We use a classless, levelless system. Skills atrophy from disuse. It's not to everyone's taste. It seems to be working, so far. Whether it will retain the totally goal-oriented players is yet to be seen, since it does not provide a long string of milestones, but rather obliges the player to create milestones for themselves at intervals. > > Well.. thats not what makes it a mud, IMHO. Its the level of interactivity > > between players (and NPCs), as well as manipulation of static objects - > > quake would be a mud, were it not that the scenery is only 'cover' - you > > can only manipulate very, very limited parts of it, in absolutely set > > ways. This is quite an interesting point to explore in a more civilised > > environment than usenet. You can't modify the environment on MOST muds. :P You can manipulate some objects in limited fashions. They tend to go back where you got them from, or reappear there as a duplicate. In general, environment modification requires "immortal"/"wizard" capability and is a slow and tedious process. At best you can move a few objects around, like in Quake, only the objects are more varied. > Yeah. I'm tempted to say, "Many muds aren't much better than Diablo.." > but actually that's not really true. Even stock ROM has a lot more > widgets to tug on than that. Ah yes, but they are still widgets. :) None of those actually turn a more significant knob. Many have compared Diablo to Gauntlet, but what it really is is Hack/Rogue/Moria, with a lot fewer random factors and features. No d's you can turn into D's with a potion. :( Now, if you truly made Hack/Rogue/Moria as a mud, its feature set and capabilities would certainly rock the world of hack n slash muds a lot. :) It's got a lot more widgets than most ROMs. > Ultima Online I've yet to actually play, but > I've heard very good things and of course I have every confidence in our > friend Ptah, since he was the creator of one of the best muds to ever > grace the internet. (IMO, of course..) Well, thank you. :) LegendMUD is still around, by the way (<A HREF="telnet://mud.aus.sig.net:9999">telnet://mud.aus.sig.net:9999</A> and <A HREF="http://mud.aus.sig.net">http://mud.aus.sig.net</A>), and we're still working on its goofy Diku-becoming-an-LP sort of system, though I have a heck of a lot less time to devote to it. For the record, Sadist aka Wyrd Dragon aka Rick Delashmit, lead programmer on Legend, is also a lead programmer on UO; and my wife, Kaige aka Kristen Koster, is also a designer on UO. > > > How GOOD a MUD it is i wont address, but the goal abnd work was clearly > > > fuocused on building a world ratehr then a game, whcih is why I consider it > > > a MUD but not NWN or DSO. Not sure what this last sentence means. Does it mean that NWN and DSO are focused on being games? As far as it being a good mud... well, it's I suspect, up to par with run-of-the-mill muds in most ways. In other ways it's a heck of a lot more ambitious. Bt then, doing ambitious stuff is why I came here where the funding is. ;) In other traditional areas of "mud measurement" it's gonna fall way way short. A discussion of what exactly the metrics are for something like this would be quite interesting. How do we evaluate and judge muds? UO is certainly focused on being a world first, and a game second. The social aspects also fall secondary to this. Hence the lack of easy-to-implement, obvious social enhancers such as long-distance communication, embedded mail system, and global chat spaces. All of these things are major social enhancers, but (usually) outside the fiction and reductive of a game OR world experience. One reason btw why we went with this approach was that a focus on world tends to capture the "explorer" types as Bartle defines them, or in Bettelheim's terms, encourages open-ended play. Or to put it in other words, having a varied, evolving setting (even though it only evolves in that "middle layer" of NPCs/creatures/economy) encourages roleplay, encourages exploration, encourages alternate styles of achievement, and rewards it with changed circumstances rather than with a milestone. The problem with "game" style design in a mud setting is that you run out of game. Games are finite. In a fiscal sense, you wanna keep folks around as long as possible, of course, to get their money, and the more "infinite" the game is, the better. Remember that most mudders only play for around 3-6 months, and even dinos tend to give up after 2 years or so. > > This is probably another qualification towards the mud side - although > > plenty of muds are 'just games' (read: Lots of stock muds are this way, > > and many never get changed significantly). One reason why there may be so many is that when you beat one, but have not exhausted the desire to play, you must find another, so that you have fresh milestones to conquer. Many muds try to compensate for this by adding levels, races, and other small milestones (beat the game as a thief! Beat it as an elf! We have 10,000 levels--at which point the milestones become insignificant or repetitive enough to be meaningless). It is difficult for a player of any <game> (using game in a broader sense now, as in game design, as opposed to "game"-style <game> design, boy I hope that made sense) to make the transition between methods of approaching the game. For one thing, not many games have the flexibility to be played in truly different ways. One of the reasons why Sid Meier is a master game designer is that he has a knack for open-ended play that has milestones that can be freely ignored. Yet it is rare to see a Civ player who plays once for conquest and again for cooperation and again for mastery of a particular area and again for social stability etc etc etc... the game design supports it, the *individual player* does not. But the *audience* does. > > The goal of 'building a > > world/environment' is something that appears to have evolved amongst the > > readership here (not that its a bad thing by any means! Its a huge > > conceptual step forwards, IMHO). It's also a really old conceptual leap forward. :) I'm glad to see that this list is embracing it, but I remember arguing with Orion Henry and Mike Sellers (who did Meridian 59 and is now freelance I think) and others about it on the newsgroups a LONG time ago. Like, over two years. "What is the MUD State of the Art?" I think is the question I posed back then... it is STILL a valid question to ask, because I suspect that if the mud community gathers as it has on this list, and actually manages to make all the disparate great ideas come together, we'll see some mud evolution. > I've always thought this way. It was more a mistake than anything I guess; > when I logged onto my first mud, saw the way I could interact with the > environment and actually have things *stay* the way I put them; heard > the immorts talk about building their zones; heard all the stories of > the incredible happenings (most of which were no doubt greatly exagerated) > I got this picture of this horendously complex, completely consistant > and self-maintaining world. Of course, that was hardly the case - as I > recall that mud crashed not less than every five to six hours, and was > about the furthest thing from consistant there is. Still, that's the > feeling I got when I first played it, and that vision has stuck with > me ever since. So to me it's actually kind of amazing that others > play the game and consider it just a big game of Zork with lots of people > around to talk to. That vision is exactly what I wanted to bring to UO. And lemme tell ya, on a personal note, it's great for me to log into this game and try to go make a living as a tailor who wants to be a bard, have the character respected and in demand for the character's skills (everybody wants to look special, so everyone wants custom dyed clothes), be frustrated because there's a shortage of dyes in town, ponder getting backing to bring a trade caravan into Trinsic to see if I can make a killing on dye pots, and go kill a bear in the woods that I KNOW won't be there tomorrow. There's something oddly liberating about how different it feels to take for granted sim-based design rather than static environments. How many of you are working on this sort of thing in a text environment, where it could be pushed so much further than in graphics? (The possibilities boggle the mind there)... I'm curious, because I'd love to see what designs you come up with. A thought: Game design is an art and a craft, and like all arts and crafts, it has techniques and approaches, and that implies that it can support a criticism; said criticism exists though it is not very sophisticated. Mud design is also an art and a craft, and it also has techniques and approaches, but there is no criticism, no self-evaluation, no standards defined, no study of what has gone before. And without self-critique, it cannot improve except in fits and starts. If this genre is to evolve into more than game design, which I firmly believe it has already begun to do, then it will have to support at least the critical apparatus of game design, and preferably the critical apparatus of many disciplines that most people do not bother to link: server design, and writing, and hypertextual theory, and art (for graphics are coming *and will dominate*, it's not worth fighting over), and psychology and sociology... Game designers today generally do not know even the short history of computer game design; we must as a community educate ourselves and each other if we want the community and its art and craft to grow. -Ptah@LegendMUD aka Designer Dragon aka Raph Koster, Creative Lead Designer, Ultima Online </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00298" HREF="msg00298.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> <li><strong><A NAME="00295" HREF="msg00295.html">Worlds VS Games, etc {was GMuds, UO}</A></strong> <ul compact><li><em>From:</em> Nathan Yospe <yospe#hawaii,edu></li></ul> <li><strong><A NAME="00288" HREF="msg00288.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong> <ul compact><li><em>From:</em> Adam Wiggins <nightfall#user1,inficad.com></li></ul> <li><strong><A NAME="00285" HREF="msg00285.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong> <ul compact><li><em>From:</em> Matt Chatterley <root#mpc,dyn.ml.org></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00269.html">Re: [MUD-Dev] Mail not getting to the list</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00271.html">Re: [MUD-Dev] Graphic MUDS.</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00589.html">Re: [MUD-Dev] Dynamic Descriptions</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00285.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00270"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00270"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Dynamic Descriptions</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00510" HREF="msg00510.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 13 Aug 1997, 05:01 GMT </LI> <LI><strong><A NAME="00554" HREF="msg00554.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 14 Aug 1997, 14:07 GMT <UL> <LI><strong><A NAME="00562" HREF="msg00562.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 14 Aug 1997, 20:22 GMT <UL> <LI><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 23:12 GMT </LI> </UL> </LI> </UL> </LI> </ul> </ul> </ul> </LI> <LI><strong><A NAME="00270" HREF="msg00270.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 29 Jul 1997, 23:45 GMT <UL> <LI><strong><A NAME="00285" HREF="msg00285.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 30 Jul 1997, 13:44 GMT <UL> <LI><strong><A NAME="00404" HREF="msg00404.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 06 Aug 1997, 03:02 GMT <UL> <LI><strong><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 06 Aug 1997, 13:32 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00288" HREF="msg00288.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 30 Jul 1997, 15:36 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>