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4. Reviews - UK.
4.1 Federation II.
Name: Federation II
Importance: 1
Author(s) Alan Lenton ("Bella")
Location: CompuNet
Pricing Structure £1.50/hour plus
£12 flat quarterly fee
Brief Description:
SF, interplanetary trading/exploration game.
Historical Notes:
The Multi-User Galaxy Game project was begun in
1985 by CompuNet as a SF alternative to MUD1, which
then ran on the system. When the other programmer left
CompuNet, Lenton rewrote the game from scratch as
Federation II. It was officially launched on CompuNet
in 1989; reported also to run on MicroLink, and on any
other commercial system willing to take it.
Review:
Federation II (known as Fed to its players) is
a departure from the conventional form of MUA. Rather
than being based around the accumulation of context-independent points, it is instead concerned with money
(game-money - 'Imperial Groats' - rather than real
money), which, unusually, can be given away to other
players. The game-play is dominated by economics rather
than by fighting skills or puzzle-solving abilities
(there are no puzzles in Federation II).
Federation II's setting, the solar system of
the future, is wide in scope but lacking in descriptive
atmosphere. Referred to as 'dataspace' by its author,
it consists of the Earth plus six other planets/moons.
Despite this, the actual number of rooms it contains is
not large, and movement in space is with standard
compass points rather than being directionally based on
pitch/yaw/roll. Most surprisingly (except from a
programmer's point of view), the planets are
stationary.
There are 17 player levels, although most
experienced players stop at level 9. As well as pure
monetary qualifications, other conditions need to be
satisfied in order to reach the next level. These are
intended to ensure that players don't try to run before
they can walk, and include such things as having
undertaken a certain number of trading contracts, and
owning a warehouse ('whorehouse' in game parlance) on
every planet.
There are no wizzes in Federation II. Game
management problems are dealt with by the six richest
players in the game, which ordinarily would lead to
even worse management problems; however, the real power
is wielded by the game's author, Alan Lenton, who used
to be a MUD1 arch-wizard and is one of the most
experienced MUA managers around. Consequently,
Federation II runs smoothly.
The game is insensitive in some respects - it
promotes the consumption of alcohol by having its
social focus at a bar named "Chez Diesel" on Mars, and
quaffing drinks will increase players' stamina; this
might offend some people. On the whole, though, there
is little of the overt use of non-violent contact
commands ("kiss", "hug" etc.) seen on some other games.
This is partly because of Lenton's managerial skills,
and partly because Federation II attracts a higher
proportion of female players than any other UK MUA.
Federation II lacks both depth and breadth - it
has only 96 distinct commands. The overall aim of the
game (reaching level 17) is virtually unattainable, so
it is treated mainly as a social forum rather than as a
"real" game. There is little interaction required by
the game mechanics, and fights are infrequent (but see
later concerning insularity). The 33 objects in the
game are exclusively for giving to one of the 51
mobiles in exchange for points, or consuming so as to
increase one's stamina. They are not used for solving
puzzles.
Beginners choose their name and gender, then
distribute 140 units between strength, stamina,
dexterity and intelligence attributes. Intelligence as
an attribute is unusual in MUAs - most games assume the
intelligence of the persona equates with that of the
player commanding it. In Federation II intelligence
determines the power of the ship-board computer a
persona can use.
Players proceed by buying spaceships (usually
with a loan), equipping them (hull size, armour,
shielding, drives, weapons, tractor beams, computers,
power plants), then purchasing commodities (24 are
technical/industrial, 16 are agricultural, 10 are
leisure) from one planet and moving them to another
where they're needed (there are periodic announcements
of contracts that are to be undertaken). Players
competing for the same contract race to get there
first. Completing contracts gives players money, which
they use to improve their ships, start their own
companies, build factories and buy warehouses.
Federation II has two novelties not present in
other MUAs. One is a bounty system, where players can
place reward money on their enemies in order to induce
someone to attack them; the other is an insurance
system, whereby players pay a certain premium and in
the event of their untimely death they are resurrected
at their previous level. These two features tend to
work against each other, and the insurance facility in
particular means that players rarely lose their status
once it is gained.
Players have the ability to describe themselves
("buy clothes"); ordinarily, this would be perilous to
any coherence of descriptive power in the game, but
since Federation II is deficient in that area anyway it
doesn't really make much difference. Atmosphere, as
perceived by the players (not as found on planets'
surfaces), is engendered entirely by those players.
Regrettably, the highest-level players form a clique
that is very choosy about who can join, and they can
make life very unpleasant for any upstarts they
dislike. This makes the game very insular, a charge
repeated many times by ex-players and professional
reviewers.
When combat does take place it is non-automatic, and there are many weapon-control commands.
Experienced players will invariably win, except against
hordes of novices (in which case they will later kill
them individually, having themselves been resurrected
on an insurance policy). Players are only allowed one
persona per account ID, but can have several account
IDs.
Federation II does not have resets, and there
is no automatic save to disc of players' scores. Thus,
if the game crashes then points gained after a player's
last explicit "save" command are lost.
Federation II is written entirely in C, is
compiled directly (rather than working from a
definition language), and it therefore runs very
quickly but could never be used to implement any other
scenario. Why is it of the first rank? It takes a
courageous new approach to the standard MUD1 style of
fantasy-based, combat-oriented, puzzle-solving world - it can run alongside such a MUA without poaching any
players; it is portable, and available on several
networks; it has a publicity director (Clement
Chambers) and will thus continue to be in the news; it
is continually being updated and improved (Lenton works
on it full time); its author is one of the most
experienced in the field.
Summary:
Federation II is a game with a pedigree, but of
modest size, poor breadth, shallow depth and little
atmosphere. Nevertheless, its players are enthusiastic,
its support team dedicated, and its future rosy.
Quotes:
"Federation II is a wonderful blend of space-trading game and adventure."
--
Popular Computing Weekly [magazine]
"It sets you free from reality."
--
Trancer [player]
"Reality is boring."
--
Topcat [player]
"We all want an alter-ego, and Fed releases
it."
--
Penelope [player]
"I found the other players very helpful and
quite willing to give vital information to help me on
my way."
--
Popular Computing [magazine]
"It boasts quite the best manual of any game
I've seen."
--
Popular Computing Weekly [magazine]
"Britain's most advanced multi-user game"
--
CompuNet [promotional material]
"I feel proud an honoured to offer people this
game. It's like partying without risk to the body. I'm
giving them value for money, so they come back for
more."
--
Clement Chambers [marketing manager]
4.2 Gods.
Name: Gods
Importance: 1
Author(s) Ben Laurie ("Tiger Tiger")
Location: Lap of the Gods
Pricing Structure £0.575/hour or
£11.50/month flat fee
Brief Description:
Advanced MUD1 clone, fantasy world.
Historical Notes:
Although the present system went live in
October 1988, Gods began in 1985 as a non-commercial
MUA; its author was inspired by MUD1 to write his own
game, and was among the first people to do so. Gods was
Shades' only rival to be the Prestel Micronet MUA.
Review:
The dominant concept in Gods, which permeates
every facet of it, is that of object creation. Instead
of becoming a wiz when one gains the appropriate
experience points, one becomes a 'god'. Gods have the
ability to alter the game at will, but doing so costs
them points. When mortals cash in treasure for points,
they take it to the temple of their favoured god. This
will add to that god's points, as well as to their own.
Thus, popular and respected gods will be able to make
more changes to the game, and ones that are unpopular
will lose the ability.
The idea is attractive, but fundamentally
flawed. Gods can use their powers to do anything they
like, without any interference from the equivalent of
arch-wizzes. Unfortunately, what they like to do is
prevent people they dislike from becoming gods.
Although theoretically a seller's market ("which god
shall I give these points to?"), it's actually a
buyer's market ("give those to me"). There are two
reasons for this: treasure is worth more if the
receiving god is present when it is offered at that
god's temple; gods who see mortals giving treasure to
non-present gods have sufficient powers that they can
readily persuade such mortals that it would be in their
best interests to deposit their treasure elsewhere.
Thus, unless there are several gods playing for most of
the time, the treasure dedicated to each god will tend
to be proportional to the period the god spends in the
game. If a god needs more points to create something,
it's just a question of sitting around in the game for
long enough to get them.
This dominance of the idea that gods can create
things is a shame, because otherwise Gods is a very
well thought-out game, wide in its extent and with
imposing depth to its world. Despite being first-generation, it has nevertheless stood the test of time,
and its definition language is one of the clearest and
most functional around. It is based on the notion of
'objects', which are items that have 'properties'.
Properties are either 'mundane' (they return a simple
value) or 'esoteric' (they run some code to return a
value). Commands are implemented as properties of
objects, thus making Gods one of the earliest object-oriented programming languages and pre-dating much of
the work presently going on in the TinyMUD field.
Gods operate by changing objects' properties,
but this is not yet fully implemented, nor is it likely
to be in the near future. They can alter mundane
properties easily, but esoteric properties are out of
bounds. This is because they require programming
skills, and there is no guarantee that they will be
safe. Problems of unwanted interactions between
independently-created objects are expected, and a
facility to test/debug objects is necessary. It is
interesting to note that these are issues which have
always concerned Gods experts, but their importance is
only now being recognised in the TinyMUD world.
Nevertheless, it is a pity that the central
vision of Gods is still some way away even after all
these years, and that what the game presently boasts as
its major player-winning feature is actually no better
than what is available as just one riff in MUD2. Gods'
over-emphasis on object creation distracts attention
from the many really quite splendid other features that
it has. Its parser is good, it has a built-in class
hierarchy of objects (although "get all" doesn't work),
and there's a neat counting feature for similar object
(eg. "You pick up thirty-one assorted rabbits."). The
game is atmospheric - its large (2,000 rooms), North
African seaport setting is rooted in historical fact
(although elements from different periods are
disconcertingly juxtaposed; this may be deliberate).
Puzzles can vary with time depending on whether it is
night or day, and commands that you use frequently can
develop different affectations. Gods has the reputation
of being a difficult, challenging game.
One of Gods' recent innovations is its
treatment of fights. Some players like fighting, some
don't, so Gods has two classes: fighters and non-fighters. Non-fighters cannot be attacked, receive no
points for killing, but don't die if killed. Fighters
can be attacked, do receive points for killing, and
lose them for dying. Whether this will work in the long
run is something which remains to be seen, though - the
non-fighters would appear to be able to annoy and
dispose of the fighters without taking any personal
risk, and it may be that unimaginative non-fighters may
find themselves at high levels without really having
much knowledge of the game at all.
As well as a points value, treasure also has a
monetary (alms) value. There is a commercial system in
Gods which can be played as a game without reference to
the deities. Money can be used to buy certain objects,
for gambling in a slot machine (slot machines are not
uncommon in money-oriented MUAs), and for buying drinks
at a bar to regain stamina. As with Federation II, this
"alcohol is good for you" attitude could offend some
people, and Gods may attract another form of objection
by its explicit use of "black magic" as a form of spell
use which can be practised. That said, critics of this
sort are likely to complain about the very name of the
game anyway, irrespective of other considerations.
Gods tries to maintain an aura of mystique by
keeping information from players until they gain
experience. Thus, a newcomer (of 'scum' level) is only
told how many points are required to reach levels 1 to
4, and has no idea how many levels there are
altogether. Similarly, only those spells which can be
used are listed. This works as an incentive to go up
levels, but can be rather worrying when you first start
to play. Another way in which Gods strives to provide
atmosphere is by folding objects into room
descriptions. This looks good, but newcomers find that
they can't always tell what is gettable and what isn't.
Rather than limiting the number of objects a
player can carry, or letting players carry as much as
they like, Gods has a halfway solution which is perhaps
more realistic. The more objects carried, the greater
is the chance of dropping one. Thus, with your arms
full of treasure you can only travel a short distance
before something falls to the ground. Travelling light,
you can play for hours and not drop a thing.
Gods runs on an 80386 processor under Xenix.
The Lap of the Gods system to which it is connected
consists of specialist multiplexer hardware and
associated software, collectively known as The Butler.
This has recently been upgraded so as to provide on-line help facilities, but the information it displays
is rather hurriedly put together. This is reminiscent
of the whole system - every feature imaginable can be
expressed in one way or another, but somehow it's never
used quite as fruitfully as it could be.
Day-to-day running of the Gods system is now by
one of the game's gods, Heptaparaparshinokh. It appears
to have no major managerial problems, perhaps due to
the fact that it is, in part, an experiment on the way
deities behave without higher deities above them. There
is a guest facility for beginners, with a built-in tour
available.
Gods has a client written for it, Hear-Gods,
which consists of normal terminal software for the
Atari ST with the addition of sampled sound-effects.
A version of Gods runs in Germany.
Summary:
A lone pioneer of object-creating MUAs, Gods is
well written and abounds in detail. It is old, yet
still fresh, and has worn well. However, its overall
premiss, though seductive in theory, is unproven in
practice. Had it been written as a conventional MUA
instead of a slightly eccentric one, it might have had
much wider appeal and taken its place at the forefront
of MUA development. As it is, Gods' story is one of
missed opportunity, and its considerable potential is
still to be realised.
Quotes:
"Certainly a game I would recommend to anyone."
--
ACE [magazine]
"You will find a coliseum and a set of dry
docks close by each other, but this doesn't seem
unusual in the game."
--
Comms Plus! [magazine]
"The system of scoring is complicated."
--
ACE [magazine]
"With the current generation of modems, I
personally feel that objects should be readily apparent
to players."
--
Comms Plus! [magazine]
"Really, we can't explain what the games are
like - you'll have to try them"
--
Lap of the Gods [promotional material]
4.3 MirrorWorld.
Name: MirrorWorld
Importance: 1
Author(s) Pip Cordrey ("Pippin"),
Nat Billington ("Natso"),
Lorenzo Wood ("Penfold"),
Patrick Bossert ("Zoot"),
Tim Rogers ("Grobble"),
Piers de Lavison ("Inziladun")
Location: IOWA
Pricing Structure free
Brief Description:
Standard MUD1 clone, Tolkienesque.
Historical Notes:
Pip Cordrey used to run a BBS called 'Labbs',
which had a section devoted to MUD1 in its early days.
Six people from St. Paul's School worked on that
section, and Cordrey organised them into a team to
develop a MUA that would run on a home computer. The
system was named MirrorWorld because it had rolling
resets (as in the film "Westworld"). It went live in
1986. The St. Paul's group are now all MirrorWorld
arch-wizzes.
Review:
MirrorWorld (MW to its players) is a venerable
yet thriving MUA. Its stated aim is for players "to
score points by killing monsters and other players,
finding and selling treasure, and doing clever things".
Its conventional setting is well described, and it has
a strong, magical atmosphere.
The game is easy to enter, and provides guest
facilities. The new user is well catered for with on-line help, but the authors seem preoccupied by the
expense of telephone calls to the game, and the
newcomer is somewhat bombarded with dire warnings of
how costly it is to play.
Another of the things with which MirrorWorld is
obsessed out of all proportion to its importance is the
concept of rolling resets (or 'autosets', as they are
called in the game). MirrorWorld was among the first
MUAs to incorporate rolling resets, and the authors
consider it their invention. The main reason for having
rolling resets is to give a seamless scenario which
doesn't have its atmosphere ruined by intrusive resets;
however, MirrorWorld's alternative is to have a little
man in a white coat appear to reset puzzles, which,
although a cute idea, doesn't fit in well with the
fantasy milieu. The downside of rolling resets is that
they're difficult to implement for hard puzzles, and
this betrays a hint as to the deeper nature of the game
(or rather the lack of it).
From the outset, MirrorWorld was intended to
run on a home microcomputer (rather than the mainframe
that hosted MUD1), and it partially succeeded: the main
computer is a BBC Master 128, but it has a 4mb RAMdisc
and custom-built multiplexer added on. This modest CPU
perhaps explains the overriding feeling that pervades
all of MirrorWorld - its (spasmodically elegant)
simplicity.
Everything about MirrorWorld is simple. The
parser is so basic that it merely looks at words in the
order they come, not even 'parsing' at all in the
computational linguistic sense. It has only a dozen or
so spells, and they are defined poorly or not at
all - "blind", in particular, can only be implemented in an
astonishingly inadequate way (teleportation to a
special room).
There's a fragment of originality in the way
that spells are time-based, so that lower-level players
have a longer delay between casting a spell and its
taking effect than do higher-level players.
Unfortunately, people coming in using fast comms links
have a similar advantage... The "nullify" spell is
unique to MirrorWorld and its sisters, as it interrupts
an opponent's spell if it fires during that spell's
delay period. Otherwise, though, MirrorWorld's spells
are depressingly ordinary.
The problem that MirrorWorld faces is its
implementation. Along with most of the other IOWA
games, it is written in a database definition language
called 'Slate'. That Slate is sufficiently powerful to
be used to define several disparate databases is to its
credit, however it is a comparatively feeble language,
rooted in old ideas and methods, and resistant to
change. For example, when an "act" command was needed,
Slate wasn't really up to the job, and the resultant
hack makes MirrorWorld the most impoverished major MUA
in this area.
Slate is a lot like a bad Basic. Variables
cannot be declared arbitrarily - only predefined system
ones are usable. Its subroutines have no
parameterisation, and there is a confusion between
commands, actions, and actions tied to objects (in an
object-oriented fashion that would be more convincing
if objects were arranged in an inheritance hierarchy).
All this makes use of Slate difficult, but not
impossible. However, no amount of fancy programming can
get round the fact that too much is built into the
Slate interpreter, and not enough is in the hands of
the database designer. Modern features cannot be added
to MirrorWorld without making alterations to the Slate
language, and thus to the compiler itself.
These criticisms of Slate aside, it must be
said that the language does work very well for simple
MUAs, and that there are people willing to pay £3,000
to buy a complete Slate system so as to program their
own MUAs in it.
Accepting that MirrorWorld is not really much
of an intellectual's MUA, it nonetheless has some nice,
novel touches. There is an arena for fights, where
people go for mass combat and only one survivor is
allowed to leave. There is a gambling module, which is
another concept the MirrorWorld team implemented first,
and which thus receives more publicity than it really
merits. Also, the persona file stores more details
about a player's status than is common, so eg. if your
persona is crippled and you quit, it'll still be
crippled when you return.
On the managerial side, MirrorWorld functions
well. There are written and unwritten rules that the
players must not transgress, which keeps everyone
peaceful but can occasionally stifle originality
(today's best wizzes are often yesterday's most
misbehaving mortals; guidelines are a better solution
than cast-iron rules). MirrorWorld is overseen by Pip
Cordrey, who has arch-wiz status on Shades and is thus
well qualified for the task. MirrorWorld is regularly
updated.
There are 12 levels for normal players, with an
unusually large number of points required to make wiz.
Indeed, despite its age the game has under 20 wizzes in
total. Wizzes can die in the game, which is something
that is impossible in other games (and difficult to
justify in this one). Some of the feminine forms of
levels below wiz appear a little condescending, eg.
male = peasant, female = washer-woman; male = potent,
female = bewitched.
Although relaxing and pleasant enough to play,
MirrorWorld is not a true heavyweight of MUAs. However,
it has made an immense contribution to the genre, has
an experienced programming and design team behind it,
and has pioneered the concept of genuine choice between
different MUAs on a single system dedicated to such
games. After a rough period in early 1990, when its
authors thought that it was better than it was and
prematurely charged people to play game (which lead to
their rapid abandonment of the system), MirrorWorld has
bounced back and is again an entertaining place to
spend an evening. Thanks to the tireless efforts of Pip
Cordrey in publicising IOWA (and MUAs in general), it
is likely to remain so for some considerable time.
Summary:
MirrorWorld is very shallow, has little
breadth, and it possesses a thoroughly awful parser;
and yet, it isn't frustrating to play. Of average size,
its gameplay is good - especially for MUA novices - and
its players friendly. The atmosphere is well
maintained, but, although it tries hard, MirrorWorld is
more a picturebook MUA than a meaty novel.
Quotes:
"MirrorWorld has that feel to it that just
keeps you playing on and on."
--
ACE [magazine]
"The feeling you get is that you have visited
this place sometime before."
--
Confidential [magazine]
"Used treasure is repositioned by an old man
who wanders round the game dropping things, which is a
little less painful than being thrown off every 45 - 60
minutes!"
--
ACE [magazine]
"[Resets] do nothing except drag you out of
your fantasy world and plop you right back in the real
one."
--
Pip Cordrey [owner]
"Make sure that your phone bills contain no
surprises."
--
Pip Cordrey [owner]
"Though some players are not quite as friendly
as on some games, it really is good."
--
ACE [magazine]
"On-line entertainment for the nineties"
--
IOWA [promotional material]
"If you have offended against one of the rules,
the thing that the wizard or arch-wizard wants to hear
is that you recognise that you have broken the rules
and will not do it again."
--
Pip Cordrey [owner]
"[Cordrey] has something that only a handful of
other men have: his own world."
--
Confidential [magazine]
4.4 MUD2.
Name: MUD2
Importance: 1
Author(s) Richard Bartle, Roy Trubshaw
Location: (081) 203 3033
PSS 23421920100441
Pricing Structure £0.50/hour to £1/hour,
depending on amount bought up
front
Brief Description:
Advanced MUD1 rewrite, fantasy world.
Historical Notes:
By 1985, MUD1 was becoming fossilised, so a
completely new version was written from scratch.
Although MUD2 contains nearly all of MUD1 as a subset,
it is considerably larger. Originally intended to run
on Micronet, this was thwarted by BT politics, and MUD2
now runs on one of BT's Vax clusters connected to
Telecom Gold's network. BT and MUSE have both been
trying to escape from their mutual contract ever since.
Warning: the principal author of MUD2 is the author of
this report; expect unrestrained enthusiasm.
Review:
The cutting edge of MUA technology. MUD2 is the
most advanced MUA in the world, with a big lead over
its challengers (Gods and Avalon are probably the next-best in programming terms). Although roughly the same
age as Shades, MUD2 is a second-generation MUA and was
designed for portability and endurability. Thus, there
are versions of its interpreter in C and Pascal, and it
runs on a VAX under VMS, an Archimedes under Unix, and
on both an Atari ST and a VME-based piece of specialist
hardware under OS9. The same database will load on all
these configurations.
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]
4.5 Shades.
Name: Shades
Importance: 1
Author(s) Neil Newell ("Hazeii")
Location: Prestel (Micronet)
Pricing Structure £4.80/hour 8am - 6pm
£1.20/hour 6pm - 8am
£19.80/hour on (0898) 100890
Brief Description:
Standard MUD1 clone.
Historical Notes:
Newell was a MUD1 player. Shades was written
over Christmas 1985 when MUD1 was unavailable, partly
as a spoof. It was launched nine months later on
Micronet, in preference to MUD2 and Gods because of
internal BT wranglings. It has been highly successful
on that service. Nowadays, it is billed as "the most
popular on-line multi-user adventure game in Europe",
which, in terms of player numbers, is absolutely
correct.
Review:
Shades is very lucky. MUD2 was going to go on
Micronet, but due to rivalries between departments of
BT (Prestel and what was then NIS), the deal fell
through. Micronet's much-vaunted Viewdata scrolling
software was, for example, originally programmed to
MUSE's specifications for MUD2. Shades was chosen as a
substitute (ahead of Gods for technical reasons), and
has remained the premier MUA on Micronet ever since,
challenged only by the jokey Trash (which comes from
the same stable). Most MUA authors - Newell
included - consider this form of protectionism absolutely
disgraceful. Compared against almost any other MUA,
Shades looks decidedly inferior.
Because it is the only MUA accessible at local
call telephone rates from anywhere in the country,
Shades has enjoyed tremendous success. It has
introduced many people to MUAs who might otherwise have
been unaware of such games, and for this reason alone
it ranks very highly. It has been well marketed, and
has good technical support, but it is five years old
now and really shows its age. Because of the hard-coded
way it is programmed, it is fossilised in 1985. Its
infrequent updatings (minor changes every six months,
of late) means it continues to shed old players while
only attracting a trickle of new ones: its user base
has been saturated.
Technically speaking, Shades is actually pre-MUD1 in sophistication. It has insufficient depth to
handle even basic concepts like containers. Its mobiles
follow a set track, rather than moving with some
randomness, and they cannot contain/hold objects
either; this means that at times the game works
counter-intuitively. For example, there is a "thief"
mobile which steals things, however he can't carry his
booty so it just automatically appears in his lair. If
you see him steal an object, and you kill him before he
leaves the room, your treasure is still in his lair.
The game itself is not really all that bad,
given its age. There are over a thousand locations now
(which is probably too many, since each game can only
handle eight players at once), and its database is the
usual castles and buried treasure fare. The aim is to
collect treasure and drop it in one location (the Mad
King's room) for points. There are 14 levels, some of
which aren't immediately obvious as being gender
equivalent (eg. male = gallant, female = dauntless;
male = soothsayer, female = spellbinder). This doesn't
appear to bother the players (who call themselves
'Shadists').
Persona attributes are strength, stamina, power
and fight skill, which is an unusual combination. All
players start with identical statistics, but they can
change (stamina goes up to 230: again, uncommon). Only
the latter three attributes are used in combat, which
plays a central role in the game. Blows in fights are
handled automatically, with power being the damage you
do, and chance to hit depending on the combatants'
respective levels. Fight skill defines the number of
blows that occur per round of combat; it can rise and
fall depending on the outcome of the fight.
Shades has a problem with fights, after
complaints from players lead to a misguided (from a
managerial perspective) alteration to the way fights
work. If you start a fight and are killed, you lose all
your points; if you were attacked and are killed, you
only lose half your points. If the winner started the
fight, the reward is 6.25% of the loser's score; if the
winner was the player attacked, the figure is 25%.
This, in a game where fighting is a key element, is
something of a surprise. It discourages inter-player
fighting, which in turn means that anyone can reach wiz
merely by playing for hours on end, whether they are
'suitable' in some sense or not. Once they have
reached a high level, they are unlikely to be attacked
at all - other high-level players will not attack
because the rewards don't match the risks, and low-level players won't because they'd lose the fight
(incredibly, Shades doesn't allow fights involving more
than two players). There is a "berserk" command which
could balance this, as it allows low-level players to
flee without losing points (whereupon another can
attack), however it is used infrequently because it
doesn't work all the time.
As if this isn't bad enough, Shades has another
means of ensuring that anyone can be a wiz if they
really want to be: 'pacifists'. These are similar to
MUD2's protected personae, but have no maximum level
and a quicker advancement rate - only half that of non-pacifists. A pacifist can be attacked, but loses no
points for fleeing. Pacifists can't start fights.
Switching modes between pacifist and fighter zeroes
your score.
Shades has many problems as a result of earlier
managerial decisions. Although the situation is better
now, there are still mistakes (eg. offering 10,000
points for the best map of the game). Despite having a
MirrorWorld arch-wiz (Pippin) and a MUD2 arch-wiz
(Lordant) on its books, Shades has always been a place
where, if you complain loudly enough and with enough
people supporting you, you'll get your way in the end.
There are horror stories of people deliberately working
up secret personae, gathering a coterie of
impressionable admirers around them, then doing all
they can to wreck the game as a wiz and having their
minions leap to their defence every time there's a
warning that they're out of line (receiving 50 letters
telling you you're wrong is often enough to make even
the most hardened arch-wiz think twice). By the time
these trouble-makers have been ejected, they've worked
up another persona and can start their disruption
again. In addition, they probably didn't pay any money
for what they did, having simply torn up their Micronet
bill and waited to be cut off (you can get around 5 or
6 months' play for free this way).
One of the problems is that the game lacks
logging facilities, so gathering evidence is always
difficult. Another is that wizzes have feeble powers
compared to other MUAs, and can't always keep mortals
under control. However, since most mortals seem
convinced that wizzes don't play fair, perhaps it's
just as well there isn't anything really dangerous they
can do.
Shades still has some oddities despite its age:
there are mispunctuations ("moats bank" instead of
"moat's bank", occasional American spellings
("center"), and room descriptions giving wrong
directions. This latter point is extremely irritating,
because Shades has no "exits" command (unlike virtually
every other MUA) and thus you have to rely on reading
the long descriptions of rooms to find out which
directions you can move.
Atmosphere is player-driven. The players can be
friendly at times, although stroppy at others. The room
descriptions are not particularly evocative, and are
constantly spoiled by out-of-place objects and events.
Using rooms as a form of providing help is a neat idea,
but it feels odd compared to the rest of the rooms
(especially as there is a standard on-line help feature
built-in anyway). Not really obviously (and perhaps
politically unwise), the means chosen to give players
back lost stamina is to touch a "little girl" mobile.
The spells in Shades are the usual batch, but
there is no "blind" and no "deaf" (some room
descriptions contain sound references that would still
appear audible to a deaf persona). The only original
spell is "jaunt", which enables the user to teleport to
the location occupied by another player. Most MUAs do
not have such a spell, as it can be a most unfair way
of stealing treasure that someone else has worked on,
and there are problems of consistency that can occur
when someone suddenly appears in a room (eg. it's a
"falling off a cliff" or a "you can only get here if
you're carrying a cross" room). Another point worth
mentioning is that the more usual spell, "summon" (move
someone to your room, rather than vice versa), is
available to novices in Shades, whereas it is
restricted to high-level players only in most MUAs.
Finally, the incantation "where treasure" will tell you
the location of every item of treasure in the game,
thus (unfortunately) making novices aware of every
major room and object right from the start.
Shades uses the normal fixed-time reset method,
albeit using a shorter period than most MUAs (45
minutes - under half that of MUD2) since it gets played
out quicker. The more people there are playing, the
more treasure is worth (to compensate for its
subsequent scarcity), but there is no time-based
scaling.
There are two widespread clients for Shades.
Named Ripper and Shadist, their principal function is
as an aid to fighting in the game, however they can
perform simple i/o tasks too.
It is widely acknowledged that Shades is a good
game for people new to MUAs. It is easy to get into,
there is lots of treasure lying around for novices to
find, and there are no difficult problems to solve. The
scenario is not threatening, and the players can be
jolly, supportive and entertaining. For people who want
a game rather than a place to socialise, Shades has its
shortcomings, but it is by no means as awful as is
often made out. It's a nice, easy, friendly, non-taxing
MUA. It might not be the best programmed, the most
challenging or the most innovative MUA, but its claims
to be the most successful of the first generation MUAs
are not made without some considerable justification.
Summary:
Shades is a very shallow MUA, its breadth is
well below average, and its parser is notably weak. It
is old, and looks it. It is of slightly above average
size, but almost totally reliant on its players for
what little atmosphere it can be said to possess. The
gameplay requires no imagination on the part of its
players, its wizzes are over-numerous, and by the
standards of other MUAs they're virtually impotent.
Management is much improved of late, but there are
still legacies of the past that won't go away.
Shades
is popular because it's the only MUA with local-call
access nationwide. It's a good game in that it's a MUA,
but alongside other MUAs it looks very weak. It was in
the right place at the right time, has been exploited
marvellously, but is now, sadly, well past its sell-by
date.
Quotes:
"Shades, already Europe's leading multi-user
game, heralds the introduction of a new generation of
interactive entertainment."
--
Micronet [promotional material]
"There is nothing else like Shades."
--
Micronet [promotional material]
"Shades is still fun to play."
--
Comms Plus! [magazine]
"Shades seems to be the most popular MUG around
at the moment if you're judging by sheer weight of
numbers, though it has something of an advantage in
being part of Micronet/Prestel."
--
ACE [magazine]
"Pity that there's no real alternative
available for people to show their disquiet. If
something like Avalon was available at the same call
rates, I doubt you'd see most Shades players for
dust..."
--
Nigel Hardy [Sector 7 author]
"Shades is better at coping with this [resets]
than MUD, since there are eight games of Shades running
on each Prestel computer."
--
Acorn User [magazine]
"She stood close to me, put her arms around my
neck and whispered, "It's not the treasure I want,
silly boy. Take a look around." I did. I couldn't
believe my eyes! We were in the Bridal Suite! There was
a bed, the door was locked, and I was being cuddled
again."
--
Comms Plus! [magazine]
"I found that type-ahead didn't work properly."
--
Comms Plus! [magazine]
"The location descriptions are atmospheric, and
also vital to moving about the game as there is no
"exits" command."
--
Comms Plus! [magazine]
"Shades has an emotional immediacy - MUD seems
a somewhat austere environment in which grand concepts
are brought to grand conclusions."
--
PC Plus [magazine]
"Shades has a more light-hearted approach. It
is a teddy bear adventure. MUD manages to be rather
serious until you meet some practical joker: then the
fun starts!"
--
Acorn User [magazine]
"Shades is a good place to start for the new
player. It's friendly, and fairly easy to get going."
--
ACE [magazine]
"First time users find it less daunting than
MUD, while serious adventurers may find it less
enthralling."
--
PC Plus [magazine]
"If you are new to multi-user adventures, go
for Shades. ... Once you have mastered Shades, the
dizzy heights of MUD wizardhood still beckon."
--
Acorn User [magazine]
"Shades is very basic, having no real depth or
imagination. What little thought has gone into it has
been wasted - who really wants to play football in a
fantasy game? The players themselves are usually big
whingers. They hate enthusiastic killers just as much
as they hate people who talk too much. However, where
Shades wins over MUD is how the game is actually
managed. Ego seekers seem to be pushed to one side, and
everyone seems to know exactly where they stand within
the framework."
--
Wabit [player]
"Shades (and Trash) is left way behind in the
technical fields compared to (say) Avalon or Gods (I'll
explain that: Avalon and Gods have much better parsers,
much better commands, and much better things for
immortals to do once they've made it). They [Shades and
Trash] were written when even single-user adventures
were in their infancy, and have stood the test of time
remarkably well. But now they look just a trifle run
down and archaic."
--
Graeme [player]
"Shades has a more amateurish feel to it [than
MUD2]."
--
Acorn User [magazine]
"The game itself is rubbish. It has no life or
realism in it. Role-playing is one thing, but that just
wasn't believable. As for the players, yes, they have
got lots more [than MUD2]. The only problem I found was
that they didn't want to talk or interact more than
what they had to. Eventually I was kicked off by a
wizard for annoying too many people by chatting to
them."
--
Wabit [player]
"Having all the players start out equal is a
design principle. Although it doesn't mean it can be
achieved in practice, the mere fact that the goal is
unattainable doesn't mean we shouldn't attempt to
reduce the distance to it."
--
Neil Newell [author]
"My viewpoint is not that fighting is the
lifeblood of the game - it is an essential element, but
just one facet of the whole picture."
--
Neil Newell [author]
"The ultimate adventure multi-user game"
--
Micronet [slogan]
4.6 AberMUG.
Name: AberMUG
Importance: 2
Author(s) Alan Cox ("Anarchy"),
Jim Finnis, Leon Thrane,
Richard Acott, Ian Smith.
Location: (081) 863 6646
Pricing Structure £6.50/month flat fee or
£65/year flat fee
Brief Description:
Standard MUD1 clone.
Historical Notes:
Originally entitled AberMUD, a version was
moved by Smith to Connect (the IBM PC User Group
conferencing system) in 1989. The name change was for
legal reasons, to avoid allegations that it was passing
itself off as MUD.
Review, Summary and Quotes:
See AberMUD in the section on international
MUAs.
AberMUG runs on a Compaq Deskpro 386/16 under
SCO Xenix system V/386 2.3.1.
4.7 Avalon.
Name: Avalon
Importance: 2
Author(s) Yehuda Simmons ("Genesis"),
Daniel James ("Aldaron"),
Jon Baber ("Cornelius"),
Peter Evans ("Zaphod")
Location: Synergy
Pricing Structure £0.25/hour or
£10/month flat fee or
£25/quarter flat fee or
£80/year flat fee or
£200 flat fee
Brief Description:
Arthurian/Odyssean, multi-skill, trading game.
Historical Notes:
Written by students in 1989. Originally on
IOWA, but went independent in 1990.
Review:
Avalon is a new MUA that has already attracted
great attention in the industry due to its departure
from the traditional MUD1 mould. It is primarily a
role-playing system, where the game determines the
skills available to personae, rather than the players
acquiring skills (eg. combat) themselves.
Indeed, skills are a very important feature of
Avalon. The gameplay works something like this: when
players start, they are given a history of training in
eight listed skills. All told, there are over 30 such
skills, covering a wide range from perception to music,
defence to riding. Personae may have up to 17 skills
each, although why 17 rather than some other figure
isn't made clear. Skills can be improved by use, and by
learning them from other players. By acquisition and
use of skills, players may do things which earn them
money or gain them experience.
Experience is obtained by visiting new places,
wandering around exploring, and even by simply
chatting. This contrasts with the usual MUA scheme
where points are obtained for finding treasure or
performing specific tasks. In Avalon, treasure may be
sold for money - gold pieces - and used to buy things.
Almost anything can be bought, including houses, shops,
taverns, animals, weapons, food and drink. Personae may
use certain skills to create objects, eg. potions,
which can be sold to other players for use on their
adventures.
It is easy to go up experience levels in
Avalon, at least initially, but it has many more levels
than usual in MUAs so rising to a new level doesn't
mean much - it can happen just by talking to someone
for long enough. There is a MUD2-like task system to
rise from the third-highest level ("ultimate") to the
second-highest ("demi-god") and highest
("god/goddess"). Avalon employs the Gods system for its
wizzes, with some modification in that gods/goddesses
cannot lose their powers once they have been obtained.
Nevertheless, it is still rather galling for many
players to have to prostrate themselves in front of
other players if they are to advance in Avalon. The
gods also earned an early reputation for being heavy-handed and for ignoring new players.
The system of deities (of which their are
currently eight) is interwoven with that of skills.
There are nine guilds, each of which is devoted to a
particular style of play, with primary and secondary
associated skills, a persona as head, and (usually) a
deity as patron. Deities favour different aspects of
play, and players are encouraged to choose one as
patron that they may advance in their chosen skills
more quickly, via the appropriate guild.
There is some lack of forethought here in that
to reach god level, a persona must identify with and
follow the tenets of some other god, and thus when they
become deified there will be two gods with roughly the
same outlook, so one of them must change so as not to
be supernumerary. To change requires alteration to
Avalon itself, because at the moment it is built around
a balanced system of greek-like "god of the ..."
constructs. After several years, when perhaps twenty or
thirty gods have accumulated, this will lead to an
inevitable fragmentation into a collection of over-specialised deities without any having a wide enough
brief to be attractive to players.
Game management is woven into the game, with a
judicial system in place allowing personae to deal with
offenders. Whether this will function remains to be
seen - as with Federation II, most complaints will be
about out-of-game actions (carrier loss, program bugs)
that will spoil the atmosphere if discussed in a game
context. Certainly, there have been problems: one of
the authors is rumoured to have got into an argument
with a player and deleted the entire persona file in a
fit of temper.
Avalon is atmospheric, but the room
descriptions show inexperience on the part of their
authors. The purple prose falls over itself to use
every word in the synonym library, and makes the
mistake of telling players how they react to the scene.
This form of unnecessary embellishment extends into the
rest of the game, and can be very tiresome; for
example, if you clap your hands it's reported as being
done "merrily" even if you did it in anger, or to call
for silence. The dialogue for learning new skills,
although interesting at first, is samey, hard-wired,
and looks too automated. The text also needs some minor
polishing, eg. "a unworthy", "the principle currency".
Overall, the scenario feels patchy, with
creatures from Tolkien (dwarves, orcs) alongside cities
from ancient Greece. There are a large number of
locations (1,600) compared to the small number of
players it allows at once (5 external lines). Some of
this size may be explained by the fact that Avalon
incorporates some ideas from Mosaic, and thus has a
collection of locations arranged in grid fashion. This
may also explain why you need a steed to travel the
distance between towns.
The magic (or magik) system is complex. Spells
must be memorised, and some require the chanting of
appropriate words before they can be cast (using a
"chant" command - merely saying them won't work). A
very bad move is that when players are killed they
don't start from scratch; instead, their spirit roams
the land shedding experience until another player
reincarnates it. This fosters co-operation and
friendship, which is its intent, but it also means
personae are effectively unkillable, and that in the
long run players are pretty much guaranteed to make it
to god if they have enough friends. Having the game
itself prevent unsuitable or troublemaking candidates
from reaching the top is one of the tenets of good game
management.
Avalon has several innovatory features, such as
a page-based "read" command and a page/line-based
"write", random-access style, and object creation
(within a tightly-controlled framework) by mortal
personae. When you leave the game, objects can be kept
for when you restart (eg. that weapon you commissioned
from a smith), and you restart in the room from which
you quit. This means some objects can be kept
unavailable for long periods if their owner isn't
playing. There are no resets. Shouts in Avalon get
level-dependent (but not gender-dependent)
descriptions, which discourages newcomers from using
this method to communicate. Combat is non-automatic,
which makes life hard for people without macros or fast
modems.
Avalon runs on an Archimedes, connected to
modems via a multiplexer programmed by Blane Bramble
(Comms Plus! magazine's UK MUA reviewer). The system
crashes quite often, and has a reputation for never
being up for very long. The game itself uses a language
called Hourglass, specially designed for writing MUAs.
It is highly flexible, although the authors' claims
that "unlike other multi-user game languages it allows
the user complete freedom in the nature of the system
created" betrays a certain naivety; it may be true of
Slate, but it certainly does not apply to MUDDLE or
some of the American object-oriented definition
languages now emerging.
To the beginner, Avalon is intimidating. This
is no fault of the players, more a consequence of the
sheer amount of information presented. It is almost as
if reading a manual is necessary before play can begin.
Instructions on how to use simple commands, such as
communication, are buried deep in the help system.
There are no automatic tours; newcomers have to rely on
a deity to show them around, which, of course, will
thenceforth colour their outlook in that god's favour.
Avalon actively promotes role-playing. It feels
less of a MUA, more of a single-player role-playing
game such as the later ones in the Ultima series. The
other players are constrained by their skills, their
patronage and the requirement that they role-play, to
such an extent that they can appear little more than
the mobiles which feature in SUAs. It is a worthy
experiment, nonetheless, and if Island of Kesmai can
flourish under such limitations, so can Avalon.
Summary:
Avalon is very deep and very broad, but not in
the usual "physical" sense applied to MUAs; instead, it
is social aspects of play that it models. There is a
great amount of detail, but always the nagging thought
that in the main it's unnecessary, mere depth for
depth's sake. The game would probably function just as
well were much of the system removed; the players would
certainly feel less like they were wearing
straitjackets. In their keenness to try anything and
everything, the authors have expanded Avalon into a
great sprawl of ideas, some good, some bad, many
unworkable, but all interesting. In two or three years'
time, it will probably be in the first rank of MUAs.
Quotes:
"Players may choose to worship the gods in the
land, although quite what good this will do depends on
who you choose to worship."
--
Comms Plus! [magazine]
"The main thing that is different is the idea
of skills, and being able to learn different skills to
different levels of competence. This allows for every
player to be different and an unknown quantity."
--
Wabit [player]
"Implementation [of skills and object creation]
is not quite how I would like it to be, but it's a good
start and a definite step in the right direction."
--
Wabit [player]
"Most of the 'usual' role-playing skills will
be implemented (hiding, stealing, archery), as well as
some more unusual ones (juggling, tightrope walking)."
--
Comms Plus! [magazine]
"I really object to being told how I view the
location. Besides, it's stupid to have a description
that states you "pause to survey your surroundings" if
you are legging it through the location, or one where
an old woman appears and disappears every time you do a
look... These little things really bug me!"
--
Wabit [player]
"A multi-user game's atmosphere is to a large
extent formed by its players, and Avalon wishes to
encourage a tolerant and constructive environment."
--
Hourglass Communications [promotional
material]
"In five hours, no-one hardly said a word to
me, despite the fact that I tried on many occasions to
chat."
--
Jhary [player]
"Avalon is not simply a multi-user game, it is
a way of life, a living world unlike anything that has
existed before."
--
Hourglass Communications [promotional
material]
4.8 Bloodstone.
Name: Bloodstone
Importance: 2
Author(s) Robert Muir, Andrew Pusey
Location: none
Pricing Structure none
Brief Description:
Advanced MUD1 clone, fantasy setting.
Historical Notes:
Muir was originally a Shades player. With
finance from Tony Cox, he and Pusey designed a
transputer-based MUA specialising in world modelling.
Named Bloodstone, it burst on the scene in 1989 in a
flurry of advance publicity, but wasn't launched for
almost a year. It finally went on-line on MicroLink,
but disappeared after a few months with hardware,
software and contractual problems. The cost was
£7/month flat fee (the equipment it ran on cost over
£20,000).
Review:
Bloodstone was the victim of its own arrogance.
Its specifications were so exciting that, had they been
implemented in full, the authors would have qualified
for a Nobel Prize. It was to be vast, fast-moving,
incredibly detailed, and the MUA to end all MUAs. In
the end, it was brought down by implementation problems
and the cold reality that profit from MUAs in the call-charge dominated UK market is not great.
The driving motivation in Bloodstone, which
worked in part, was compositionality. Objects were made
up of other objects, and these of others, and so on
until the author got bored. For example, human beings
were made up of 260 parts, including eyes, finger
joints and so on, but excluding individual hairs on the
head. A rose bush was made up of roots and branches,
with thorns and flowers on the branches, the flowers
being made up of a stamen and petals. Although always
present, such details were not always given, however:
"some flowers" or "many petals" would be described. In
this respect, the game was able to ensure that players
weren't completely swamped with information.
Despite this level of detail, Bloodstone was
intended to be set in a continent with 12 separate
countries, in which were towns and cities and 37
different races of creatures. All these would work
independently, with players being able to have jobs
during the day and be family men at night. Female
personae could become pregnant and give birth nine
months later to a child.
Mobiles were to have artificial intelligence
(AI). Because of the way bodies were made up of parts,
it was possible to get eg. a broken arm in a fight. A
mobile might be able to figure out it needed a splint,
and proceed to make one. Getting this alone to work as
a general principle would be worth a PhD in AI...
There were initially 20 spells, including
"polymorph" - change into a different kind of creature.
This, as a side effect, would allow communication with
other creatures of that kind (which seems unrealistic).
Everything was interlinked. If bricks were
removed from a wall, it might collapse, bringing the
rest of the building down. Small-scale actions could
have large-scale effects. There are, however, well
known problems in the AI field of object representation
concerning this kind of activity. Either the programmer
has to list explicitly all effects of players' actions
(which is difficult and tedious) or the game's
interpreter can figure it all out on-the-fly as it
happens. This latter approach, where there are a set of
physical laws that are applied to everything that has
moved after a command has been executed, is workable
but vulnerable; there can be long delays as effects are
propagated throughout the universe being modelled, and
some effects may take considerable time to dampen down
and disappear. Pulling a petal off a flower may seem
innocuous, but if it makes you weigh just enough that
the snow bridge upon which you're standing collapses,
and this in turn starts an avalanche, there can be
wide-scale devastation that is almost impossible to
sort out.
Bloodstone had a 25,000 word dictionary; this
was quite a feat, but the authors never made apparent
which words were actually functional and which were
merely ignored. It is quite difficult to think of even
1,000 words that could feasibly be of use in a MUA.
Again, Bloodstone appeared to be going for overkill in
an effort to impress potential customers.
Originally, the game was intended to run on
transputers, but apparently these slowed it down. It
finally ran on a custom-built 80386 machine running at
over 6 mips (but rather flakily).
Although there were plans for graphics-based
clients on the Atari ST and the Amiga, Bloodstone's
normal display was rather poor. It didn't word-wrap,
and the text (built up from object descriptions)
contained such blunders as "a blood" and "it feels has
a firm, warm texture".
Bloodstone was envisaged as a game of life, yet
there lay its central problem: it had no gameplay to
speak of. It was a simulation to incredible depth, but
there wasn't really much that players could do, it was
too open-ended. Even given the extravagant claims its
publicists made, it probably could have been forgiven
all but that.
Bloodstone was a grand concept, but doomed to
failure. Its reliance on compositionality ensured that
it would be stuck in a morass of intricate inter-relations between its components unless it sacrificed
some of its depth (and thus some of its claim to
originality). Some application of AI techniques may
have alleviated the problem (eg. lazy evaluation - expand a rose object from a template only when it is
actually in use), but the best approach would probably
have been to represent objects at a higher level of
abstraction. In the end, depth is useless unless
there's a reason for it. Bloodstone's depth didn't pass
this "so what?" test.
Bloodstone has been included in this review
because although it is currently down, it is not out,
and it may return in the near future. Hopefully, this
time it will make less boastful claims, and advertise
only what it does do rather than what it could do given
a team of thirty programmers and a Cray 2 for four
years. It's a very nice idea, but the programmers set
their sights too high initially.
Summary:
Bloodstone is characterised by its almost
unbelievable depth, which dominates every aspect of it
completely. It is known, however, by the conceit of its
advertising, the unlikeliness of its features ever
being implemented, and the contempt in which it held
other MUAs.
Quotes:
"I see that Bloodstone has gone down the pan.
And just as MicroLink were about to 'start serious
promotion'. Pity they didn't do that when it started,
or they may have been able to get more than 4 users on
and brought in enough dosh to keep the thing alive."
--
Nigel Hardy [Sector 7 author]
"The game is revolutionary in that it is
massive and has huge expansion potential."
--
Popular Computing Weekly [magazine]
"If you pull a wing off a fly, that creature
will be missing a wing forever and will probably die."
--
Popular Computing Weekly [magazine]
"Mobiles are equipped with artificial
intelligence and will probably strap a broken arm into
a sling."
--
Popular Computing Weekly [magazine]
"It looks set to take the lead in the multi-player game market."
--
Popular Computing Weekly [magazine]
"Reports from UK-wide testers were proving
enthusiastic."
--
Comms Plus! [magazine]
"It combines all the necessary detail and
commands to be able to walk all over the opposition and
should be sufficient to convert players of Shades and
MUD."
--
Popular Computing Weekly [magazine]
"One of the early gripes [with MicroLink] has
been about the late arrival of its multi-user games."
--
Comms Plus! [magazine]
"It puts everything else into the shade."
--
Derek Meakin [MicroLink chairman]
"We feel we have a powerful enough parser for
anyone."
--
Robert Muir [author]
4.9 Empyrion.
Name: Empyrion
Importance: 2
Author(s) Peter Clary, Richard Gledhill, Charles Crawley
Location: IOWA
Pricing Structure free
Brief Description:
SF, multi-skill trading game.
Historical Notes:
Appeared on IOWA in 1990. Currently withdrawn
from service.
Review:
Empyrion is another of the well-received new
MUAs, a cross between Avalon and Federation II. Its
scenario is an underwater city of the future, divided
into districts called Hages. Each Hage is run by an
administrator, a position which may be occupied by a
player. Administrators have a budget which they can
spend as they please. Players can leave the city (a
crime under city law) and explore the surface, which is
in the grips of a sinister alien force. From there,
they can trade.
Trading gets players money, which they can
spend on objects. Houses can be commissioned, and are
built over a period of time, so it's possible to go and
watch the construction engineers at their task. Like
all IOWA games, Empyrion has no sudden resets.
There is no conventional scoring system in
Empyrion. Rather, it is skills-based: players progress
by acquiring and practising survival skills such as gun
combat, medicine, bribery and street-wiseliness. What
they progress to is not apparent; there are a
collection of energy beings called "eternals" with
gamesmaster status, but how exactly one becomes an
eternal - if indeed it is even possible - is not clear.
Eternals are capable of shape-changing, and are
worshipped as gods in the city. They are able to create
and alter rooms, objects, system messages and puzzles
on-line; little is built into the interpreter. In this
sense, the game is player-extensible, but only by
selected players.
The city has a legal system run by the hage
administrators and a group called "the sandmen" (as in
the movie Logan's Run). For breakers of city law they
can impose fines, brainwash out skills, or order
executions. This is part of playing Empyrion, and is
not to be confused with game management - that's
handled externally.
As with Avalon, and increasingly in new MUAs,
some objects can be reserved for individual players and
left in a safe place so that the next time that player
plays, the object is available. Despite its SF setting,
Empyrion does have a magic system, "the force" (as in
the film Star Wars). Players expend psi points using it
and have to spend time "recharging" afterwards. Because
of its large scale, vehicles are commonplace in
Empyrion to enable players to move between places that
distant from one another.
Empyrion runs on two machines, one for the game
itself and one for mobiles. The mobiles are therefore
more akin to bots. They are written in Prolog, and are
supposedly able to learn.
Summary:
Empyrion is an interesting game combining many
features shared by other newish MUAs, but not indulging
in them to excess. However, it is rarely available at
the moment.
Quotes:
"It certainly sounds good."
--
Comms Plus! [magazine]
"In Empyrion, practically everything is
editable on-line by the gamesmasters."
--
Confidential [magazine]
"Empyrion is a fascinating new game that should
have Sci-Fi buffs sitting on the edge of their chairs."
--
Confidential [magazine]
4.10 MIST.
Name: MIST
Importance: 2
Author(s) David Barham, Paul Goodjohn,
John Medhurst, Dave Morris,
Shaun Plumb, Paul Friday,
Michael Lawrie ("Lorry"),
Bret Giddings, Richard Thombs,
Adam Bird ("Orc"),
Simon Smith ("Boo")
Location: Essex University
Pricing Structure free
Brief Description:
Standard MUD1 clone.
Historical Notes:
Written using the Trubshaw and Bartle MUD1
interpreter, went live Christmas 1987. Runs on Essex
University's DECsystem-10 mainframe, but not for much
longer as the computer is shortly to be scrapped.
Review:
MIST is one of the several databases written by
students for the MUD1 interpreter in its MUDDL language
(NB: MUDDL is MUD1's definition language; MUD2 uses a
greatly different language, MUDDLE). MIST introduced
many JANet users to MUAs, and was worked on by a large
number of students.
Unlike MUD1's original database, MIST uses the
berserker option. This makes for a fight-oriented game.
Management is easy, however - whichever student is in
charge any particular year usually assumes draconian
powers, and it's not unprecedented to delete the entire
persona file (which would not be an option in a
commercial game).
MIST is dated by its MUD1 interpreter and the
weakness of the MUDDL language. However, the age of the
hardware upon which it runs is its final executioner - Essex's DECsystem-10 will be switched off and melted
down for scrap sometime within the next few weeks.
Summary:
A large mish-mash of rooms by different authors
bound together in an heroic fantasy setting. A
completely traditional, fun MUA.
Quotes:
"MIST doesn't have any rules as such, it's a
pretty anarchistic place as games of this type go."
--
Michael Lawrie [author]
"Rules for general behaviour are laid down by
the wizards and you would be well advised to follow
them."
--
Michael Lawrie [author]
4.11 Mosaic.
Name: Mosaic
Importance: 2
Author(s) Pip Cordrey ("Pippin")
Location: none
Pricing Structure none
Brief Description:
A MUA design methodology.
Historical Notes:
Originally known as Vector, Mosaic was first
suggested several years ago, but only in 1989 did it
come to the fore after a talk by Cordrey at the
Adventure 89 convention. Some of its concepts are used
in Avalon.
Review:
Mosaic is not a MUA itself; rather, it is an
influential approach to designing MUAs.
MUAs represent rooms as a network of nodes
connected bidirectionally. The central theme of Mosaic
is that a better approach would be to use a point-based
co-ordinate system instead. What normal MUAs regard as
a "room" in Mosaic would be nothing more than a
collection of points that share a common name.
The primary advantages of a Mosaic system over
normal MUAs are: room descriptions can be generated
automatically; interaction over distance is possible;
it is more realistic.
That viable room descriptions can be generated
on-the-fly is not in doubt. Work at Essex University
established that "bookkeeping" information (number of
exits, large nearby buildings, views from windows) can
be folded into a piece of atmospheric text to produce
readable complete descriptions. However, this work was
in a normal MUA environment, not in a point-based one.
A prototype of Mosaic ran into problems in that too
much information was provided to the players, with many
objects visible some considerable distance away. The
solution it adopted was twofold: to provide a command
whereby players could restrict how far into the
distance their "look" command proceeded; to prioritise
objects so that things like advancing dragons would be
included in a description and distant mud huts
excluded. There was no command to set priorities for
each user, however, nor was there one to select the
cut-off point of priority totals above which no further
information was given.
In Mosaic, the world is divided into 1m cubes.
Each cube has a surface type, eg. grassy plain, which
determines how it is described. Objects can be seen at
any distance, but can be occluded: line-of-sight
calculations and adjustments for atmospheric conditions
are done automatically. Descriptions are player-relative, so players can not see what is immediately
behind them (there are objections to this aspect of
"realism" - just because a player is generally facing
west, that shouldn't mean they can't keep glancing
around and picking up high-priority objects approaching
from the east).
A big play is made of Mosaic's ability to
reduce the amount of text necessary for a MUA, however
in some ways it increases it. Objects (which are not
made up of 1m cubes) need different descriptions
depending on how far away they are and the direction
from which they're viewed; what looks like a house from
a distance may look like a pole from the side and look
like a billboard close up. Objects can also have
different descriptions depending on the time of day,
whether they're inside or outside, and the lighting. So
although Mosaic requires less text for describing
rooms, it needs more for objects. Interestingly, there
is no provision for describing objects on-the-fly based
on whatever properties they have.
Physical features in the game, eg. hills, can
either be constructed from unit blocks or calculated at
run-time from (fractal?) planar functions. Distant
objects can be modelled by placing appropriate surfaces
at the edge of the game world, eg. the sun, clouds, and
mountains.
Movement can be fine-tuned, so that a normal
"north" command may move a player 5m north, or 4m
through marshland; a "run north" may be 10m and 8m
respectively, whereas "north very slowly" could be 1m
in both cases. There is great scope for combat in this
system, since combatants can move around as they fight,
terrain advantage can be taken into account, and weapon
length can play a part - someone standing behind a bar
holding a polearm would be unassailable from even the
most magic of swords. There would be no need to flee - players would simply move away and hope their injuries
weren't so great that they could be caught again.
Cordrey's articles on the subject include some
suggestions for player properties. Although some of
these are perhaps conceivably of use (height, weight,
build, weapon skills), others are rather eccentric
(body temperature, blood pressure, blood sugar level,
endocrinic activity) and would simply get in the way of
playing the game. There are also suggestions for more
accurate physical modelling, such as handling gravity
automatically, however at best this would be a case of
moving objects down until their z co-ordinate matched
that of a surface; questions of objects being
overbalanced or knocked over by having a new mass land
on them are unlikely to be addressed because these are
currently research issues in AI robotics.
Mosaic, like MirrorWorld, is a one-concept
system - everything revolves around this 1m cube idea.
In reality, though, it's less flexible than the system
employed by normal MUAs, since their nodes can be
strung together in arbitrary ways including a co-ordinate system, whereas Mosaic is held rigidly to
uniformally-sized blocks. Perhaps a better approach
would be to overlay the rooms in a normal MUA with a
co-ordinate grid, thus gaining the best of both worlds
(Avalon, which has a Mosaic segment, may do this; a
single-user version of MUD1 released around 1987
certainly did).
Implementation of these ideas can need a good
deal of computer power. Line-of-sight calculations are
required every time an object is moved, so its new
position may be reported to all players, and this can
be very cpu-intensive. The first implementation
recalculated the entire database every time an object
was moved, to check for consistency, but this approach
had to be abandoned because it proved far too slow.
All in all, Mosaic is a neat idea but it's too
restrictive and too slow for MUA programmers' liking.
However, in one respect it would be fantastically
successful - graphics. The co-ordinate system it
envisages is precisely what is required in a graphical
MUA, and many of the problems that arise from textual
descriptions (eg. information overload) would disappear
if the information was represented visually. However,
Cordrey is vehemently anti-graphics, so no work has yet
been done in this area.
Summary:
Mosaic is an idea with potential, and its
employment in MUAs in parallel with the traditional
approach would be beneficial. However, until the idea
is taken up by MUA programmers other than the IOWA
team, this is unlikely to happen.
Quotes:
"You never know, we may change the face of
tomorrow's adventuring."
--
Pip Cordrey [author]
"Not only should this form of system make games
more realistic, but it also means that games
(especially combat) should become more tactical."
--
Comms Plus! [magazine]
"The real advantage is that it is no longer
necessary to sit scratching ones head dreaming up room
descriptions, the system will do it for you. What is
more, these descriptions will be accurate."
--
Pip Cordrey [author]
"Mosaic really is a progression from the early
free style, free space tabletop game."
--
Pip Cordrey [author]
"In current MUGs, if two players both decide to
get the same object, the one who enters the command
first gets it. With Mosaic, the system can determine
the distance to the object (and possibly how quickly
the player can cover the distance), and delay the
action accordingly.
--
Comms Plus! [magazine]
4.12 Prodigy.
Name: Prodigy
Importance: 2
Author(s) Blane Bramble ("Geolin")
Location: IOWA
Pricing Structure free
Brief Description:
Standard MUD1 clone, Ancient Britain setting.
Historical Notes:
Originally entitled Parody, but very recently
rewritten from scratch and renamed Prodigy (coinciding
with the loss of Parody through hardware failure).
Review:
Parody was a run-of-the-mill MUA set in
"Wesarg", a mythical part of pre-Christian Britain.
Written in Borland C, it was subject to the limitations
of that language, and Blane Bramble, its author,
decided to rewrite it as Prodigy using a language of
his own design. Although this will eventually make the
game much better, most of it doesn't yet work. Worse,
the original Parody game had to be taken away because
of hardware problems, so at present there is no MUA
available containing the complete Parody universe.
In Prodigy, players choose a character class
for their persona, one of warrior, rogue, priest or
mage (standard AD&D classes). There is no difference at
the top level for each class, which equates with wiz;
players need 3,072,000 points to reach wiz, though - the highest yet seen in a MUA and probably
attributable to the "pinball scoreboard effect" of
scaling all point values by a large number so as to
give the impression that players are doing better than
they actually are.
Experience points are gained by solving
puzzles, or by finding objects and selling them to a
trader (ie. back to the game). Experience points can,
unusually for MUAs, be spent, either in the
anachronistic casino (playing a card game based on
baccarat) or on spells. Later, experience points may
also be exchanged for goods in shops, eg. food. The
ability to swap experience for spells, though, gives a
more interesting trade-off: players who do it will not
go up levels as quickly (because they spend some of
their experience points), however they may survive
longer in the long term.
The magic system is not fully implemented, but
the spells Prodigy has at the moment are mainly combat-oriented, with no "blind" or "deafen" spells (a hang-over from the original Slate implementation). However,
it does have its own unique spell, "charm", which stops
its victim (usually the person who cast it) from being
attacked by mobiles for six seconds.
When finished, Prodigy will have 160 extra
locations, more puzzles, and more objects; Bramble has
delegated editorial control to one of the players. The
database definition language it employs is under wraps,
but although it is better than Slate it clearly has its
problems, in particular its running speed. As is normal
with a new implementation, Prodigy is shaky at the
moment and prone to bugs and crashes. Its spelling and
punctuation are in need of being proof-read.
Fights are novel in that players can use two
weapons at once, but they are ultimately fruitless
activities because the worse that can happen if you
lose is a loss of 25% of your points. This makes
attacking powerful players unattractive - if you plan
an ambush and beat them, they're still pretty well as
powerful and can thrash you on their own terms as often
as they like at a later date. That said, fights are
complicated by weapons having different properties:
attack, defence, parry, speed and damage. They also
have an aura (ie. alignment), which if different to the
player's own will cause a degradation in performance.
It is therefore essential in Prodigy to choose the
weapon that best fits your needs - more realistic than
most MUAs.
Prodigy has parser capable of accepting
adjectives on the object (eg. "get tabby cat"), and it
has a pronoun ("me"). It will auto-abbreviate names,
which are unique to the shortest unique string possible (Avalon
does a similar thing to four letters), so "Geolin" can
be shortened to perhaps "Geo".
Uncommonly among non-academic MUAs, Prodigy has
its own in-built mail/notes system as part of its
command set. Almost invariably in other MUAs, this
function is carried out by an external program, being
an activity not conducive to maintaining atmosphere.
Nevertheless, it does appear handy, and may find its
way into other MUAs after a while.
Summary:
Prodigy is an average MUA, pleasant enough but
nothing special. It will increase in popularity as it
is fleshed out, particularly because its author is the
MUA correspondent for Comms Plus! magazine.
Quotes:
"Parody is a fascinating game to play."
--
Pip Cordrey [owner]
"The quickest way to get to Mage is to ignore
spells completely, IF you can survive without them!"
--
Pip Cordrey [owner]
"The story line is a strong one, and the senior
players are attentive and available."
--
Pip Cordrey [owner]
"'Oh good,' I hear you say. 'Maybe we'll see
some serious additions to the game with someone else
writing.' But no - having seen one of her puzzles it
seems the game will continue in a similar vein to its
currently confused setting."
--
Blane Bramble [author]
"Memory is fairly limited on the current
machine, and if the memory limit is reached the game
will probably flame-out (crash and burn)."
--
Blane Bramble [author]
"If you are keen on fantasy and AD&D then you
should investigate this game."
--
Pip Cordrey [owner]
4.13 Quest.
Name: Quest
Importance: 2
Author(s) Phil Harling ("Amstar"),
Marcus Tyler-Moore ("Totty"),
Ady Parker ("Apollo"),
Ian Cumbers ("Legal"),
Pip Cordrey ("Pippin")
Location: IOWA
Pricing Structure free
Brief Description:
Historical Notes:
Originally entitled Quest 1, written in 1986 by
Harling, then in his early teens. Rewritten in 1987 for
an Amstrad 6128, and again for an SBS PC clone. In this
latest incarnation, it was ported to IOWA.
Review:
Quest is a game permanently in a state of
never-progressing development. It has around 300 rooms
with more promised, and has had since 1988. Their
descriptions are brief (often only one line), and there
are numerous incorrect spellings. Object descriptions
are of a length that other MUAs would use as their
name, and they are folded together (eg. "You can see a
soggy snowball and a magic mushroom"). This all
combines to make the game rather unatmospheric.
The gameplay is clearly an attempt to
rationalise the idea of rolling resets. Instead of a
man in a white coat, Quest is run by a computer-generated wizard called Taliesin. He creates and
recreates the world, recycling treasure by placing it
back in play. Points are scored by dropping objects
down a bottomless pit, or, for higher-level players,
giving them to Taliesin's apprentice. This mobile is
supposed to be a comic figure, and will either pass the
treasure on to Taliesin for reprocessing, drop it, or
give it back to the player.
Quest claims to be the first MUA with gambling,
since it has a system where players can bet points on
the results of gladiatorial combat in an amphitheatre
(although they can't themselves participate). When
players do fight, whoever is defeated will lose half
their points if they were attacked, or all their points
if they started it.
As with most MUAs, players can die silly deaths
in Quest, eg. by falling from a great height. The
standard practice in this event is to quit the player
from the game and to fine them a small percentage of
their points (possibly 0%). Quest makes them lose the
number of points since they last did an explicit "save"
command, since it has no automatic saving of score.
This can irritate players, who object to having to type
"save" every so often while they are exploring.
Players in Quest can pick up objects, mobiles
and each other. This latter feature is generally
regarded as inadvisable in MUAs except when undertaken
by wizzes, since it effectively renders a player
captive and immobile. Nevertheless, in Quest it is
thought to be a pretty nifty trick.
It is possible to send messages from Quest to
players in MirrorWorld. However, given the overall
shoddiness of Quest, prospective players will probably
be in MirrorWorld anyway...
Summary:
A shallow, narrow MUA that seems virtually
abandoned by its programming team. Were it given more
attention it could be one of the better Slate games,
but as it is it's fossilised in a state of neglect.
Quotes:
"There are some nice touches to the game."
--
ACE [magazine]
"Along similar lines to MirrorWorld, the game
has managed to introduce ideas of its own, and so has
avoided the problem of being thought a MirrorWorld
clone."
--
Comms Plus! [magazine]
"It certainly is a step onward from the
original game he [Harling] wrote, including some very
imaginative features."
--
Pip Cordrey [owner]
"The thing that is most unique is that it has a
strong storyline that makes the whole universe
plausible."
--
Confidential [magazine]
4.14 Realm.
Name: Realm
Importance: 2
Author(s) Martin Hardcastle
Location: CompuNet
Pricing Structure £1.50/hour
Brief Description:
MUD1 clone, Tolkienesque.
Historical Notes:
Launched with a fanfare in late 1989, but
little publicity since then. Its 17-year-old author
took two years to write it.
Review:
Realm is set in a fantasy world like that of
Middle Earth, where a once prosperous population has
been devastated by natural disaster and overrun by evil
creatures. Players are humans, elves, dwarves etc.,
whose task is to amass points in the usual treasure-finding/puzzle-solving/monster-killing fashion until
they reach the wiz level ("Immortal").
The game has a reputation for good, atmospheric
descriptions, a usable MUD2-style hierarchy of object
classes, and a superbly detailed combat system.
Unfortunately, there is no guest account and you need
to be a subscriber to CompuNet to play it.
Realm runs on a 1mb Atari ST.
Summary:
A good, traditional MUA, but without the
backing it properly deserves and somewhat overpriced.
Quotes:
"For my money, one of the best multi-user
games."
--
Comms Plus! [magazine]
"Realm is just the sort of game I'd hoped to
see on CompuNet one day. A true, traditional MUG in the
style of MUD and Shades."
--
Alan Wright [player]
"I liked it because it is very fair to slow,
stupid beginners like myself."
--
Alan Wright [player]
"A world where magic works and heroes are as
common as the monsters they slay."
--
Martin Hardcastle [author]
4.15 Trash.
Name: Trash
Importance: 2
Author(s) Matthew Ward ("Ambushbug")
Location: Prestel
Pricing Structure £4.80/hour 8am - 6pm
£1.20/hour 6pm - 8am
£19.80/hour on (0898) 100890
Brief Description:
Non-standard MUD1 clone, "humorous" setting.
Historical Notes:
With Shades' success, Neil Newell set up a
company (Third Millenium Systems) to design and market
MUAs. The first product to appear was Trash, written in
1989 using Newell's MUGICK language. Despite being on
Prestel/Micronet, it has not been a hit.
Review:
Trash was deliberately written to be funny.
MUAs are meant to be entertaining, so Trash goes all
out to amuse with "wacky" descriptions and "weird"
premisses. Unfortunately, it tries too hard, and most
of it really isn't all that amusing.
The objective is to collect trash (as opposed
to treasure) and dump it in an atomic furnace. For
this, the players receive credits which can be spent on
restoring stamina, buying things, or on psionic powers.
Psionic powers are intended to be an encouragement to
role-players, so ones playing evil personae might
concentrate on increasing their telekinesis or
pyrokinesis psionics, whereas good personae might focus
on a power like faith healing.
Although this may appear to be a standard MUA
with just the names changed (psionics=magic,
trash=treasure, atomic furnace=swamp), there is
actually a fairly interesting structure lying beneath
it. Players go up levels not by accumulating credits,
but by increasing their "promotional prospects". By
solving puzzles in the game, a player's promotional
prospects are raised a few percentage points. When the
total reaches 100%, the player goes up an experience
level - there are 12 in all, the top being 'Lord/Lady'.
Although credits can be used to increase your chances
of survival, they aren't intrinsic to rising levels.
Because of this puzzle-centred outlook, and the
fact that higher-level players get no reward for
solving easy puzzles, Trash should attract the more
serious players who like ordinary SUAs, rather than
just pure MUA addicts. However, its self-conscious
humour tends to drive such people away. Nevertheless,
Trash does have a larger number of puzzles than is
common in MUAs, and ensures that players need to have
solved virtually all of them before they reach the top
level.
The game does have some background information
to justify why players are performing their trash-seeking tasks, concerning endotropic levels of small
dimensions within the multiverse. These "small
dimensions" are actually pocket MUAs in the overall
Trash scenario, and have a theme running through them.
Some are generic, eg. "Heavy Citadel of Metal" and "the
Pyramid of Tutan", but others poke fun at specific
targets: "Shades of a land" spoofs Shades; "Cabbages
and Caves" does AD&D; "Off-Centre Earth" is Lord of the
Rings and "Starship Wantarise" is Star Trek.
So why hasn't Trash been as successful as
expected? Part of the reason is its gameplay - not
everyone is an adventure fan, and if there's no
alternative to problem-solving then they won't play.
However, the main reason is its setting - the forced
atmosphere of crazy (ie. unfunny) humour grates after a
few minutes, and the strange logic of the game is too
much of a departure from reality for many players to
consider fair. It may seem a good joke for players to
get a spaceship from a spaceship tree, but it's not
really the first thing you'd look for if you wanted to
undertake interstellar travel.
Trash runs an an IBM AT.
Summary:
A good, puzzle-oriented MUA with an interesting
alternative to convention experience points, totally
ruined by an inappropriate scenario.
Quotes:
"With a name like that, no-one can prosecute
it under the Trades Descriptions Act."
--
[Traditional]
"The whole game is puzzle oriented, and takes
one step closer to being an adventure game for multiple
players. Here, the distinction between a MUG and a MUA
becomes more pronounced."
--
Ace [magazine]
"The puzzles range from easy to incredibly
annoyingly difficult."
--
Confidential [magazine]
"Trash is one of the strangest multi-user games
around, combining fire-breathing cabbages and
inflatable hovercars with Matthew 'Ambushbug' War's own
inimitable style and humour."
--
Third Millenium Systems [promotional
material]
"Where else could you grow your own spaceship,
meet fire-breathing cabbages, teach machinery to hum in
tune, cause pink blancmange to rain from the sky,
clamber through a giant statue and drive around in an
inflatable hovercar - while clearing up rubbish!?"
--
Third Millenium Systems [promotional
material]
"Couple the puzzles with large doses of humour
and you get a game that's both satisfying and highly
enjoyable."
--
ACE [magazine]
"Anything and everything may happen in the
game, and though there is always a certain logic in the
background it may not be easy to find."
--
Confidential [magazine]
"Trash has been MUGICK's first big challenge,
and I'm very pleased with the results. Matt has really
made MUGICK do some very strange things indeed!"
--
Neil Newell MUGICK [author]
4.16 Void.
Name: Void
Importance: 2
Author(s) Clive Lindus ("Dirk")
Location: (0903) 700737
Pricing Structure free
Brief Description:
Non-standard MUD1 clone, multi-setting.
Historical Notes:
Lindus was a player of Zone, who became
disillusioned with it and decided to write his own
alternative. Void was premiered two years later at the
Adventure 89 convention, and was launched in 1990.
Review:
Void, like Trash, is a multi-setting game. Its
linking scenario is that reality rifts are being caused
by the construction of an intergalactic throughway, and
that players can fall through these rifts into parallel
worlds. At present, Void consists of 450 rooms split
into 9 environments (with another due shortly)
including a fairground, a school, an ice palace, Dodge
City in the wild west, and Narnia. This idea of
connecting popular milieux together in one consistent
system has gained currency in face-to-face role-playing, and will probably become one of the next fads
in MUAs, too.
Everything in Void is there as an aid to role-playing. It is not really a game, since there is no
real goal; instead, it is a framework to promote
imaginative interaction between players. There is, for
example, no combat, and thus the speed at which players
progress through its twelve levels is dependent
directly on the amount of time they invest in
accumulating points. Alignment is explicit, either good
or evil, and is not monitored by the game (Avalon, on
the other hand, determines alignment by what players
do, not by what they say they'll do).
The emphasis on role-play is a pity in one way,
because Void actually has quite a good game system
underlying it. Players' stamina decreases with time,
and is replenished by food and drink. Magical power, on
the other hand, increases over time and is reduced by
the use of spells. Spells for each player are kept in
that player's personal spellbook, and even at the
highest level (arch an |