MUDII

MUDII

Short excerpt from an extensive survey of MUDs circa 1990, written by a co-author of MUDII, Richard Bartle.

In every aspect of MUA technology (except its parser, which, although admirably capable of choosing implied objects, does not handle pronouns, adjectives or adverbs), MUD2 excels. Its breadth and depth are unparalleled, its atmosphere compelling, and its management sound.

In terms of detail, MUD2 (or simply MUD to most players) is the only MUA that deals routinely with fluids (miscible or otherwise), heat, all audio-visual effects, smells and consistency. If you drop an object from a height through several vertically-placed rooms into running water, it will consider impact damage, water damage, and will place the object either where it landed or further downstream depending on whether it floats or not -- players in intervening rooms will see it pass. This form of world modelling adds a sense of realism to MUD2 which most other games cannot even represent in their definition languages, let alone emulate in practice.

The number of commands, spells and interactions MUD2 supports is also unrivalled. Many of its nuances are found only occasionally by the more enterprising players, and it has a dedicated band of enthusiasts whose main preoccupation is simply exploring the range of command possibilities the game might trap (eg. "play poker" for a poker object meant for stoking a fire, or "stick pin in doll" using a rolling pin rather than a needlework pin).

MUD2's mobiles are the most sophisticated of any MUA. It has a large number of them (over 160), and they are of many different types (some fly, some swim, some regenerate, some can cast spells). They are also multi-functional: for example, there is a sword that can be used for combat as expected, but it also continually makes comments about its wielder, its own prowess, other weapons, fights, and the weather. It will inform its owners when magic has been cast against them, and cure them of ailments (especially if they deafen themselves to avoid its endless chatter!).

Even mundane mobiles are very advanced. They incorporate expert systems that enable them to fight (often better than the players): MUD2's thief knows not only how to steal objects, but how to score points for them (it carries them to a 'swamp' room and drops them there). Most mobiles know which weapons to use, to drop useless objects when attacked, to attempt to steal useful objects from opponents in a fight, when to flee, and when to offer a withdrawal (MUD2, uniquely, has a mechanism that allows combatants to agree to stop fighting without either losing points). Mobiles are also capable of planning to achieve goals, eg. if they can't go west because there's a locked door in the way, they should unlock it with the right key and then proceed (Bartle's PhD concerned Artificial Intelligence planning techniques).

There are 11 levels in MUD2, which fall into two streams (magical/non-magical) and two forms ('protected' and 'non-protected' personae). Only magic-users who are not protected personae can reach wiz. The distinction between fighters and magic-users is unusual, and although it does add something to the game, MUD2 could survive quite adequately without it, treating everyone as if they were magic-users. To switch from fighter to magic-user, there's a special object (a "touchstone") that must be touched, with a high chance of causing death at lower levels. Some players don't like the idea, others look on it as a watershed that thrusts their play into a different gear.

Protected personae are mainly people exploring who don't want to be molested by other players. Conversion back to the normal stream is allowed at any time, at a cost of two-thirds of the persona's score. This ensures that people with no aspirations of reaching wiz can play in relative safety, but that anyone seeking the top rank must run risks.

Another safeguard that ensures unsuitable people don't "sneak" to wiz is a system of 'tasks'. These are eight quests, any seven of which a persona must solve if it is to become a wiz. Some require co-operation with other players, some test knowledge of the game, some test fighting, and some are important puzzles; most are a combination. When players makes wiz in MUD2, it can therefore be guaranteed that they have had a broad education in the game.

Wiz powers in MUD2 are considerable. As well as object, mobile and room creation (by fleshing out "blanks"), wizzes can attach to mobiles and personae (and thus play as several beings at once), there is a full complement of proof commands, and multiple snoops are possible. There are four levels of invisibility, so wizzes and arch-wizzes can choose to whom they are visible. Wizzes have the ability to alter the manner in which players are described, and the messages given when arriving, departing or using magic. As these powers are creative in aspect, they are not granted to mortals (because otherwise the game's atmosphere could be spoiled).

Among MUD2s other features are: a command that draws birds-eye view maps; a safe start location where people can enter the game for a chat and to see who's playing without risking assault; many-on-many fights; a wide range of spells with their effects properly handled (so if you're blinded and walk into a room where dripping water can be heard, you'll be given that part of the room description but not the rest); and delayed-effect actions.

To new players, MUD2 can seem imposing. This is usually because its sophistication, though concealed from newcomers in part, is nonetheless imposingly evident; however, the game's reputation also has an effect. To ease the way, a pair of excellent handbooks are provided that answer many of the questions that enter newcomers' minds (but which reviewers don't always bother to read...). The game itself has special novice-level treasure that other players are discouraged (by its negative value) from picking up, and which is therefore often in play even when a reset is due. Room descriptions are friendly in areas frequented by novices, and get increasingly forbidding the further away one travels; MUD2's prose is generally regarded as the finest of any MUA's. There is a tour facility, that enables prospective players to be shown round various areas of the game with a running commentary (and which takes account for what's currently in the rooms being visited).

Fighting in MUD2 is of the automatic variety, with spells, potions and (breakable) weapons available for use. Death results in persona deletion, irrespective of who started the fight; although this is regarded as unfair by many inexperienced players, those who have played for longer accept that it is the best approach to adopt -- in terms of game management, it's essential. MUD2 is managed by its principal author, the most experienced of all MUA managers. At present, MUD2 is top heavy with arch-wizzes, though; this is because several were appointed in preparation for an impending move to Prestel which was (as usual) cancelled by BT.

There is a full classification system in MUD2, which readily accepts commands such as "get food" (to pick up anything that might be edible). Unlike many of the first generation games, it allows multiple objects of the same type, however since its parser is weak on adjectives that leads to objects with names like "key21". This can be rather unatmospheric.

Because of the game's high puzzle-density and large number of objects, it resets every 105 minutes; this is despite its average size (around 800 rooms).

MUD2 is programmed in a special MUA programming language called MUDDLE. This is the key to its success, since it gives complete control to the MUA designer without hardwiring essential functions into its interpreter. Object-oriented in concept, but reading like a hierarchical version of Prolog, MUDDLE's versatility should ensure that MUD2 maintains its lead position in the MUA world for some time yet.

Summary

MUD2 is well designed, has superb depth, is wide-ranging in its scope, and is easily modifiable. Its age belies its advanced features, particularly its mobiles and the facilities provided for its wizzes. Its atmosphere is carefully maintained by powerful room descriptions, and its gameplay is well thought-out. Only its parser is less than satisfactory. Clearly, MUD2 stands head and shoulders above all other MUAs. However, it has enjoyed only modest success compared to, say, Shades. This is almost entirely due to its being tied to BT by an agreement that was rendered inappropriate within a year because of reorganisations within that company.

Quotes

"An adventure on a grand scale." -- ACE [magazine]

"MUD was, and still is, the multi-user game that others are measured by." -- PC Plus [magazine]

"MUD is the first of a new generation of interactive games." -- Daily Mail

"If you want a civilised entry into a game, try MUD, the Multi-User Dungeon." -- MUSE [promotional material]

"The game is very user-friendly." -- Computer and Video Games [magazine]

"Where MUD scores is in the atmosphere of the world you have to explore. It's not as communal as Shades, but ... it can become an obsessive exercise in politics, co-operation and the exercise of power." -- ACE [magazine]

"The atmosphere can be slightly daunting for a first-time player, but as a rule other MUDders are tolerant of newcomers and even helpful if you meet trouble." -- PC Plus [magazine]

"[In atmosphere] MUD is definitely better than Shades." -- Acorn User [magazine]

"I prefer to play [MUAs] in 'verbose', even if I don't bother to read it all. It's handy for picking up the feel of the place. I rarely read the whole description unless it's my first visit to the room and I'm not in a hurry to get anywhere. I quite like the 'unverbose' mode that MUD has, no other game seems to have that one." -- Wabit [player]

"One of the best things about MUD is the style of the text. The locative descriptions are long, well-written, and vividly evocative." -- PC Plus [magazine]

"Part of MUD's strength is the quality of the descriptions of each location, which are excellent." -- Acorn User [magazine]

"Deaths lurk around every corner." -- Computer and Video Games [magazine]

"Due to various political shenanigans at BT, MUD2 never got to Prestel." -- GM [magazine]

"Shades versus MUD: how about blank objects, levels of invisibility, far greater realism, atmosphere, better room descriptions, greater flexibility with everything..." -- Faramir [player]

"Just because we think MUD is a better game doesn't mean that all of the existing Shades players will drop Shades and come a running to MUD." -- Wabit [player]

"Novices and guests don't like MUD. They can't find any treasure. Shades is more exciting for a beginner." -- Acorn User [magazine]

"I honestly think that MUD's main problem is a lack of players, due to a lack of advertising and a general lack of anyone in charge being that bothered by the lack of players." -- Wabit [player]

"MUD has too many internal problems. The game itself is far superior to anything else on the market, and with a little forward thinking could still be the number one game. Although advertising would have helped, I don't see that as being the culprit ... the problems were actually caused by an internal political power struggle, and as there wasn't anybody strong enough to put people in their place, the struggle gained momentum."

-- Wabit [player] "It's an adventure, sure, but it's far more." -- Computer and Video Games [magazine]

"Some activities are, it must be said, a little unusual, but are in keeping with the alternative comedy theme that pervades the game." -- Atari ST User [magazine]

"MUD is expected to be one of the most popular innovations in home computing." -- The Times

"Despite its outward appearance as just another computerised fantasy, MUD is a great deal more than that, and what it promises is even more intriguing." -- Computing [magazine]

"MUD's success has been little short of phenomenal." -- Atari ST User [magazine]

"MUD has a devoted following (one regular player lives in Japan) among whom some must certainly be counted micro-junkies. One unemployed participant built up a £1,000 phone bill and got zapped by British Telecom." -- Mail on Sunday [magazine]

"If you buy your credits in bulk, it can be satisfyingly cheap to play." -- ACE [magazine]

"One player in Wales clocked up a telephone bill of £3,000 before she was cut off." -- The Economist

"MUD has been described as the greatest adventure in the world." -- Computer and Video Games [magazine]

"MUD leaves other adventures for dead." -- Personal Computer World [magazine]

"You haven't lived until you've died in MUD" -- MUSE [slogan]