Tell HN: 17 years on the same game

396 points by duzchip ↗ HN
January 19 2001 - at 07:53:56 in the morning - i first logged in to Discworld MUD. This was about ten years after it first launched. Since this date I have spent roughly 20000 hours actively playing this game and I'm not even close to "winning" or "finishing" the game.

No matter when you login there's roughly at least 100 people logged in playing. It's social people from all around the world.

I just felt like writing a sentence about this game to spread the word a bit. Games evolve so quickly these days. New games are released daily making all other games obsolete. Discworld MUD however has a quality I still haven't found in any other game - be it World of Warcraft, Elder scroll online, TERA or whatever. Discworld MUD is a game with so many small variations that you can never finish - and even now, 27 years after it was first launched, you can still create a new char that is possibly unique compared to any other that ever played.

Have a nice day!

( Link: http://discworld.starturtle.net/ )

140 comments

[ 4.4 ms ] story [ 216 ms ] thread
Hey, I still play MUDs too! It's an underappreciated kind of game, but I understand why it's not accessible to most. I play over at Dead of Night (deadofnight.org) - pop in, the multiclassing system is ridiculous and awesome.

I think MUDs vs. Visual Games is analogous to Books vs. Movies. Yes, movies will always be able to achieve a level of graphical impressiveness that a book can't.

What a movie can't do is give a viewer the ability to construct a world in their own imagination. MUDs are the same way - every MUD player creates visual imagery in their minds, including what a given room or item looks like.

Wow. Blast from the past. I played Dead of Night 20 years ago.

Are psionists still useless at night?

Pure psis are, but no one plays pure psis - usually you combo it with shifter, warrior, or some other fighting class. Drain mana alone makes psi worth taking in a multi-class.
One thing I really dont like about Witcher 3 is that you hear the voice of "yourself", and that voice sounds like a WWE wrestler.

I never thought about it before, but I now realise how important it is for immersion to let the player imagine their own voice in the game (as in GTA, Skyrim, and Red Dead Redemption).

Allowing players to use their imagination is so important.

In the Witcher 3 you are playing a specific character created by the developers. It's a bit like a JRPG in that sense. Most western RPGs have you play as your own character.
You say you're not close to "winning" or "finishing" - is there a way to do so at all?
The only winning move is not to play.
:') Played Discworld MUD as a kid, was sad to see Terry Pratchett go, but loved this game, appreciate the shout out on HN, MUD games are a general world of wordy creativity and imagination, wish they were more in style again.

Although for modern kids, they are a lot harder to play because they dont try to shy away from difficulty.

Cool. I used to play "3 Kingdoms" MUD back in the day (early 90's) - became a medium ranked necromancer on there, but remember the lag was quite horrendous at times (dial up). I hear that 3K is still around in some form or another these days?
I recently picked up 3k again after a 10-15 year hiatus. It's still going on, with a ton of changes from the last time I played. I came back to it after a nasty breakup, and it's the one thing consistently keeping my mind occupied from day to day. Totally glad I came back to it.
I've been playing MUME http://mume.org off and on since 1992.

Playing this game feels like playing inside of Tolkien's books. Amazing detail, and they are still expanding.

>Discworld MUD however has a quality I still haven't found in any other game - be it World of Warcraft, Elder scroll online, TERA or whatever.

As someone who wasn't even born at the release of this game, I couldn't agree more!

Neat. I played a SMAUG MUD called Realms in the late 90s.

(These days I play StarCraft 2..)

Oooh who were you? I bet I know you.
I spent many many hours logged into Realms. A few years ago I had a sudden attack of nostalgic and created a new character, but just wasn't able to get back into it.
sounds neat, thanks for sharing!
Always sad to see games become less popular over time. I used to play a MUD called Shattered Kingdoms. Glad to hear Discworld is still around.
I used to play a MUD called Shattered Kingdoms!
I've been playing a cyberpunk MUD called Sindome (Link: Https://www.sindome.org/ ) for 15 years so I completely relate. I love MUDs for the freedom, the built in accessibility and their inherent cross platform nature. Play from your browser. Play from telnet. Play from your phone.
Awesome.

Why didn't MUDs ever go rogue-like ... with simple 2D tile-graphics?

I think a few tried and failed, but wondering why that was. Seemed like everyone jumped to Everquest(crack) when it hit the scene, we seem to have skipped the 2D.

That is exactly something I'd play hours of! I love roguelikes, and have always wanted to get into MUDs -- I've tried many -- but they never hold my attention long enough.

Even tiled ASCII characters would be a huge boon; I think it's the fact that I can't easily imagine the entire game area through text. If I was able to at least "see" the squares around my character, I could better spatially orient myself. Almost every time I've quit a MUD has been because I got bored trying to pour through the docs/guides to figure out how I ended up somewhere.

I imagine an ASCII multiplayer game is more complex when it comes to netcode though. Perhaps the reason so many MUDs have survived is because they don't require nearly as much server infrastructure to support?

I played a mod of rogue multiplayer and it was awful becuase the ticks were fixed in length. It felt like walking through treacle followed by very difficult combat with no time to browse ur inventory in the moment.
There have been a bunch of MMO roguelikes. Some of the major ones are Mangband and ToMENet (the latter is a fork of the former, made to closely resemble ToME3). There have been a few different attempts to solve the MMO turn-based problem. The most interesting IMO is interhack [1] (not to be confused with the interhack tool for nethack) which originally used "surreal time": depending on whether players were near it other it would switch between them taking turns within the same turn-based game, and running the game logic separately for each player so they didn't wait for each other. There's was a long writeup about it. It's a very complicated system. Never had an active playerbase. nhdaniels told me years later that he considered Surreal Time a failed experiment, and switched to something simpler, which still prevents players from having to wait for each other, but I don't know how it works.

[1] http://roguebasin.roguelikedevelopment.org/index.php?title=I...

Unfortunately the download for Interhack is gone, as is its original website.

There's the "BYOND engine". It started out as a scripting language for creating MUDs, but then grew to have 2d tile graphics.
EmpireMUD has a rogue-like top-down 2D ASCII tile interface as I recall. That's the world map on which you can construct features of your empire. It's not played that much, but I wouldn't call it a failure since it is still going and still has players and developers.
> Why didn't MUDs ever go rogue-like ... with simple 2D tile-graphics?

That's not to say that there is still room for something like this! There are heaps of great indie games on Steam that are lightweight and deep.

If you don't mind graphics, I'd recommend checking out Streets of Rogue and Death Road to Canada, though they are not RPGs per-se and more Roguelites.

If you want something a bit more hardcore I'd check out Caves of Qud, still haven't managed to figure that one out.

Also, see Rimworld, an accessible Dwarf Fortress like game.

I play rogue likes but never use tiles.
We played MUDs through BBSs. It was a different experience than the internet. Everything was text. You dialed up someone’s house and created an account to join a community which gave you access to a specific set of resources. The people playing the game with you were usually people in your area code.

Upgrading from ASCII to graphics would mean kicking out all your friends with older modems, those with poor phone lines, those without Win 3.1, etc.

Also, time was valuable. You only got so many minutes per day on a BBS before you would get disconnected. You wouldn’t want to waste your time waiting for images to load.
Some probably could, some of them probably wouldn't translate super well 1:1 and you'd lose part of the game in the transition.

I also think one of the great parts of developing a MUD as a developer is that you don't need to be good at graphics. Just code and writing.

Modern day MUDs contain a large portion of blind/sight-impaired people so moving towards a graphic based game might turn away most of your players. As it's pretty much the only kind of multiplayer game you can play as a blind person.

Discworld MUD has this when you venture outside the main cities and end up in the wilderness. It's a huge world, look at these player made maps: http://dw.daftjunk.com/
Well, I tried to do that a little with one of my side projects, Chasm Lords. It was a multiplayer roguelike with some MUD inspiration. Problem is this is such a small niche (people who like MUDs and roguelikes!) that I struggled to find and retain players, so I let the SSL certificate expire and now the game doesn't load. :)

It was a fun experiment though, I learned a lot about websockets and networked game programming!

They did. Look at Ultima Online and other very early MMORPGs. They were called 'Graphical MUDs'.
Some of the simpler muds worked quite well with the zMUD automapper[1] which would try to parse the room descriptions and build/navigate the map.

I remember trying to get it working for Discworld, but the richness of the world descriptions (which varied depending on weather, light level, and all sorts of other factors), along with spontaneous info messages, made it very hard to extract reliably.

My complete lack of knowledge about parsing & text processing probably didn't help matters, and I learned a lot building triggers and other (mostly tolerated) automation back in the day.

One particular feature/challenge I remember was the UU library, which in order to navigate around, switched from cardinal directions (go east; go west; ...) to relative (turn left; forward; forward; turn right), so you had to keep track of your rotation. Combined with deviously constructed routes, it didn't take much to get hopelessly lost, which as the entire point I think :)

A lot of that subtlety would be lost in a simple tiled map, as would all the (often extremely verbose and entertaining) world descriptions.

Add that to the fact that almost all were player/volunteer-built worlds, and graphical art is a much harder field to dabble in than text, probably explains why graphics-first waited until commercial developments like EQ.

[1] http://www.oocities.org/timessquare/dungeon/6091/automap1.gi...

That's averaging over 3 hours per day, 365 days a year, for 17 years. Daaaamn.
Hey! I love MUDs, been playing since probably 2007 when I was in middle school. I've usually stuck around IRE's games (Achaea, Aetolia etc.) but also have enjoyed others such as Armageddon.

They've always been a reliable escape for me and only recently have I actually pulled myself away from them, but I thoroughly enjoyed building up my own character and a life of their own through roleplaying. It's sad to not have experienced MUDs in their heyday but I'm happy that a decent amount of people still play enough for some of these games to still be considered 'active'. Long nights and days have been spent totally immersed in their settings, and their influence on me as a person is something I have to acknowledge.

Likewise.

I'd go so far even as to say that IRE's MUDs made me who I am today. A commitment to integrity of role-playing my characters helped shape my identity while I was growing up, particularly as a social exercise. And my first exposure to scripting in the form of simple aliases and triggers led to the pursuit of programming skills. Without MUDs, I'd be a different person entirely, I have no doubt.

I like this outsider HN post style. Rare treasure. But, I am concerned with you being in Discworld by Terry Pratchett for 17 years... it's a long time to spend in someone else's brain. Though when you really think about it, I guess we're all kind of in Discworld.

http://discworld.starturtle.net/lpc/decafmud/web_client.html

Every now and then I am reminded that there are still new people coming to Tapestries (a furry muck, est. 1991) and it kind of amazes me.

Me, I decided to take the creative energy that was going into all-night scenes and put it into drawing comics instead. But the mu*s just keep going along. It’s not like they take much in the way of computational resources nowadays.

Nice! My favorite were always the LPMuds... I'm not sure what variants are related to those these days. I used to play FrontierMud a lot back in the day. Still remember the admins shouting about the upcoming lag trains. My favorite memory was when a buddy figured out how to make Jason from Friday the 13th. He'd put on a hockey mask, wield a chainsaw, somehow cut off my arms, and then start hitting me with my own arms while telling me to stop hitting myself.
I recommend anyone interested in this to come and try midnightsun2.org with the amazing MUD client from mudlet.org.

Funny, I made my char on the 30th of March, 2001. I've put in 40700 hours since then :-)

I’ve lurked here (HN) a long time waiting for a MUD related post! I remember making great friendships and developing my communication skills and personality through MUDs (pHANTASM and then Rifts) in the mid-nineties. Neither game ever developed a huge player base, but man was it fun! The imagination that was unlocked through text-based games, at least for me, was immensely fun. I got great book recommendations from the older players, and felt accepted being a gamer/MtG player/general nerd at a time when it was emphatically NOT considered cool. Times have sure changed.

I remember staying up until all hours of the morning, reconnecting repeatedly over my dial-up connection, just to goof-off on Rifts. Even though I never met him, the first friend I knew that died who I felt close to was from that game - we were in a clan together and spent countless hours gaming and chatting about being teens. I had forgotten about that until just now. Life moves quickly.

Is this the Rifts MU* that was based on the tabletop RPG Rifts? If so, I played it for a few months back in the day.
I also played pHANTAZM quite a lot, and Rifts for a while. I think of them often. It's strange how sometimes progress leaves a bit of a hole in the soul. I've lost track of my old friends from there, but they seem more real than any I've met in modern games. They're like characters in a book that I couldn't put down, so involved that I forgot where reality ended.
a question on maintenance and all that. what kind of machines are required to maintain these? the client talks about flash and or websockets, so some sort of servers have to be maintained... I know servers are fairly cheap now.. that would be a cool story too..

If its been running for 30 years, how much memory/storage does the world take?

I had a Java programming examples book and it had a simple MUD implemented in a RMI, it was kinda neat and i always wanted to build a game out of it...

I’m now hosting one of the older ldmud-style MUDs (Nightfall) and the additional load and memory consumption on my server is absolutely negligible. There’s some continuous CPU usage now, but in the low % (on an ancient AMD Opteron). Unfortunately we do have only a few players nowadays, though.
"the client talks about flash and or websockets"

Can you just telnet in and avoid the web based interface completely ?

I would assume so ... then you could start your game in a screen session and just re-attach anytime you like.

Can you, indeed, telnet (or ssh) to discworld ?

You can directly telnet in, yeah, but it's not a great way to play. There are plenty of MUD clients (for Discworld in particular you want one compatible with MCCP compression) that are designed for playing in a terminal.

https://en.wikipedia.org/wiki/MUD_client

I played on Discworld MUD for many years, quite some time ago. It's probably been 15 years since I last logged in. Very tempting to stick my head back in there!

Make sure you login every couple of years or so. I just had a quick look and two of my three accounts have expired and been purged.
You can literally run a MUD server on a toaster. More specifically, a 486 or Pentium would not be a good fit, but literally anything else would work. :D

The only thing you need is good internet. If your internet connection doesn't tend to completely fail (a small bit of latency and the rare crash shouldn't be the end of the world) then you're honestly good to go.

If you want to run this on a server, you're looking at around $10/mo for something decent, and if you scout around hard you may be able to get something for less. Google Compute Engine quietly let you have 600MB of RAM and 1GB of bandwidth per month for free, for example. :P

--

Your profile mentions PHP and Node.JS. Of the two, Node.JS is probably the better choice to build something like this with - PHP's network/socket handling has a few sharp edges that make it occasionally fall over, and for a social project like a MUD, you'll get death-by-a-thousand-papercuts in the form of "...PHP?!" all the time, so there's that as well.

Obviously Java would work fine too; Node's advantages over Java in a context like this are lower grammatical verbosity and zero compile time.

--

The first thing I'd recommend is poking around to understand how to do both telnet and websocket based networking.

Websockets will handle modern browser clients and cover 99% of a fledgling MUD's connections. Telnet will handle the die-hards who, if they come back, might stay for a while :P

Start with telnet first: you need to decide how you want the text UI to work. You can leave telnet out until you have everything else doing interesting things, but I strongly advise having at least a basic understanding of how VT100 emulation works from the start (while you're still in the design stage), or whatever you build may be extremely difficult to get working inside telnet.

Some web MUD clients just wrap a VT100 session hosted on the server with some websocket trickery and do things that way. That's a good way to do things, because it means people who want to stick with telnet don't really lose anything.

Websockets is just a networking system and is mostly fun to work with; to get started just find a library you like and tinker with it.

--

As for gamedev, I recommend studying existing MUD systems, not with the intention of drowning yourself in how they all work (which will be disasterous), but to get an idea of how they structure their world info - what's where, how navigation works, etc etc.

Ultimately there are (AFAIK) few gotchas and MUD development is quite simple - rooms are connected to other rooms, and things happen - but it's a good idea to think through how you want to architect how rooms connect together so you can eg easily get at the bigger picture, and think about how you want interactions and cause/effect state to be maintained and associated with players.

--

thanks for the responses, node is kinda my language of choice for the moment, i'll have to update my profile a bit...

i guess i always got hung up on the background thread updating NPC's and the like, but really i should just start small..

Shades (a commercial successful MUD that ran on British Telecom from the mid 80's) happy ran with 64 users on a Z80 with 256K RAM, 2Mb RAM disk and 10Mb HDD. It's actually still running (telnet://games.world.co.uk) though these days it's running on a Z80 emulator. Makes it a bit over 30 years old, and some of the old players still log in (just to see who's still around).

Disclaimer: I'm the author.

LambdaMOO server can be run on a $5 EC2 instance without much problems. The database resides in memory though, so if you have a giant game (like HellMOO database from what I've heard) it can take like a gig of ram. However, with careful management you can run a game with 100 people online, in a massive world, with tons of code and rooms and such, with 250megs of ram.
What MUD client do you use? I use /u/blueknight suggested Mudlet, but it doesn't have a profile for Discworld.
Hah. So many great memories of MUSHclient. For a long time it was the first thing I installed on any new machine. Eventually moved to tinyfugue on a remote shell (so I could be "always online").
This is what I ended up using after trying tintin++ (which is excellent too.) I use a Discworld specific build of the MUSHclient :)
Aiur from Discworld says Hi, Duzchip! :)
I started playing Discworld MUD in 1998 and kept going for almost as long as you. It was glorious