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This is a list of all the incarnations of MUD which made it into
production; there are others which didn't get that far, but non-disclosure
agreements prevent my naming the guilty parties... The dates are from when
the game was actually playable by real players, rather than from when coding
or beta-testing started; I may have a few of them wrong, since I've had to
work from memory, but I'm reasonably confident they're all OK.
Date(s) |
Site |
Version |
Nickname(s) |
Notes |
1978 |
Essex University |
1A |
none |
Test version, to try out the shared memory mechanism.
Anyone could play, but only a dozen or so of us knew
about it. |
1978-1980 |
Essex University |
2A |
none |
Full-strength version. This was generally successful, and
was played for fun by hacker and non-hacker alike. It was
eventually put out to pasture because the software was
getting very hard to maintain, and the memory constraints
of the system meant it soon reached its maximum quota of
rooms/objects/commands. |
1980-1987 |
Essex University |
3A |
MUD1, Essex MUD |
This is the "classic" MUD, played by many
people both internal and external to the University.
Although eventually available only during night-time due to
the effects of its popularity on the system, its impact on
on-line gaming has been immense. I eventually closed it down
on 30/9/87 upon leaving Essex University to work for MUSE
full time. |
1984-1987 |
Compunet |
3A |
Compunet MUD |
This was the first commercial MUD. Compunet rented DEC-10s
for their system (which was for Commodore users only), and
at one point it looked like they might begin to make a
dent in Prestel's mighty user base. It all fell apart, though,
mainly because renting time on DEC-10s was astronomical in
price, although the number of modem-owning Commodore owners
was a severely limiting factor, too.
Alan Lenton, who
wrote Federation II, started by working on Compunet MUD. |
1985-1991 |
British Telecom |
4B |
VAX MUD |
The first commercial MUD2. It all started so optimistically,
with privatisation-ready BT financing MUSE for the development
of the game. However, a number of errors to do with BT's
choice of software (we had to use VAX Pascal), hardware
(shared with CPU-intensive batch jobs), marketing (either
non-existent or making transparently false claims) and
departmental rivalry (New Information Services versus
Prestel) meant we were heading for trouble. BT re-organised
every 6 months, each time handing the "MUD problem"
down one rung of the ladder. We started by talking to
board-level directors, and were eventually signed off by a
6-month youth opportunities trainee (you think I'm kidding?).
Nevertheless, the game itself flourished, and many old-timers
regard those heydays on the VAX as the first golden age of
MUD2. |
1987-1999 |
CompuServe |
3B |
British Legends, BL |
CompuServe had DEC-10s,
MUD1 ran on DEC-10s: the
match was obvious. What we didn't know when we signed up,
though, was the fact that CompuServe didn't actually like to
run games - they did so only begrudgingly. Image was all important
to them, and games didn't have the necessary appeal for a service
which aimed to sell to business people (even if games contributed
hugely disproportionate amounts to their profits). They
therefore never advertised BL, not even on CompuServe itself,
contenting themselves with their 88% share of the income the
game generated (while occasionally attempting to increase it to
90% or more). Luckily, their reaction times were those of dinosaurs,
and they didn't get around to stomping on non-graphical
games entirely for years, although the crime of not fitting the image
they thought they had doomed BL in December,
1999. That
said, the game had a very loyal band of players, and is expected to
continue to enjoy a vibrant existence free of CompuServe's shackles.
At the time of its demise, it was the longest-running
MUD in the world. |
1987 |
Commodore 64 |
none |
MicroMUD |
This was a single-player implementation of MUD1. Given that
it was for a micro, the result was staggeringly good - it even
had computer-controlled other players. It was not, however, a
commercial success: had it been released a year earlier, it
would probably have been, but delays built up and
when it did appear it looked dated graphically. Its principal
programmer was Jon Stuart, and
the AI was written by
Paul McCracken. |
1991-1995 |
Wizards' Guild |
4E |
Dragon MUD2 |
The second golden age of MUD2. When VAX MUD2
was closed, I decided to license the game out rather than run it
directly from MUSE.
Roger Harazim
took the first license,
on condition that I awarded no more licenses for six months.
His particularly intense arch-wizzing style set a very high
standard of play, and he had high ambitions for the game.
When news that Interplay were asking for an exclusivity
agreement came through, he decided (against my advice) to
close down early so as not to end up running a service with
no future while the final few months were eked out. As it
happened, Interplay did not sign the exclusivity agreement,
and he could have remained open to this day. <Sigh>.
|
1992-1996 |
On-Line |
4E |
On-line MUD2 |
Although never a great success on On-line, a small community
of players did build up there over the years. The main
problem was that DRAGON MUD2 charged lower
prices, so the real addicts switched to there after a while.
Since it was MUSE's hardware that the game was running on,
though, this didn't really bother On-Line much, and
relations with them remain very amicable. The game was only
removed because the box's hard drive finally gave up the ghost
after running non-stop for 4 years. Days later, On-Line
became On-Line plc, they got tons of publicity, and none of
it could be directed towards MUD2. Why do these
things always happen to me? |
1992-1994 |
NVN (USV) |
4E |
NVN MUD2 |
US Videotext, or National Videotex Network
(I was never sure which, and neither were they) took
MUD2 when
Bridgette Patrovsky's
planned network, Access 24, was scuppered moments
before launch by its backers. It went on to become a quite
successful incarnation, with royalties that actually made a
difference to MUSE's bank accounts (a feat only achieved
previously by CompuServe, despite their best efforts).
Sadly, this success was insufficient to save NVN itself,
which went bankrupt and had to be closed down. |
1993-1994 |
ALMAC |
4E |
ALMAC MUD2 |
ALMAC's attitude to MUD2 was basically "Prove to
us that you can attract customers, and we'll let you
put your game on our system. Just don't expect to be paid
more than a pittance.". I hadn't realised the pride
that some Scots take in their reputation (deserved or
otherwise) for being the most parsimonious nation on Earth.
The game did get quite a following (unsurprisingly, given that
it was free), but MUSE and ALMAC couldn't agree on a pricing
structure; eventually we closed the game down by mutual
consent.
|
1993-1997 |
GEnie, Delphi, CRIS |
4E |
Kesmai MUD2 |
Having seen what MUD2 had done to
Island of Kesmai on NVN, Kesmai asked to put
it on their nascent Aries system. Unfortunately, its being
nascent, their software wasn't entirely functional. Despite
dire warnings that we hadn't flood-tested the game, they
opened it up to the eager GEnie gaming fraternity in what
turned out to be the most disastrous launch in MUD2's
history. The players saw that it crashed; they went away, and
they didn't come back. The fact that the game was available on
Delphi and CRIS too meant we did get some newbies eventually,
and, thankfully, there were a few members of the GEnie
community who gave us a second chance.
It was so hard to update the game's software, though (some weird
mechanism of one-time-pad passwords and 3 different firewalls),
that new versions did not arrive as quickly as they did on other
systems, if at all. That said, the game did manage to reach the
necessary critical mass of players to ensure its survival,
whereupon Kesmai closed it (and all its other "DOS" games(!))
down with a whole day's warning. |
1994-1996 |
MPGN |
4E |
MPGN MUD2 |
The Multi-Player Games Network wanted MUD2, but when
they got it they didn't really know what to do with their
new-found acquisition. They had an idea to write it
a graphical client, but they couldn't
spare the programming effort. Its not having a graphical
client meant it looked odd when placed against their
other software (as did the fact that MUD2 was
functional...), and it also suffered somewhat from a botched
launch. The
network connection to MPGN went down regularly, and took
time to be reset. The arch-wizzes had some problems of their
own, and eventually MPGN withdrew the game (it took under $2
royalties in its last 3 months, so you can hardly blame them),
promising to restore it if MUSE could provide a graphical
client itself. Maybe one day... |
1994-1996 |
Interplay (Engage) |
4E |
IPLAY MUD2 |
After frustration with Access 24 and NVN, Bridgette
took MUD2 to Interplay. This is where the game was finally
to hit the big time. As has happened on so many occasions,
MUD2 was the headline, opening product for a business
(in this case, the new Online division, which was later to
become Engage Games Online), and it suffered terribly from
being the pioneer (or, perhaps more accurately, the guinea
pig). Programmers for the client came and went for
various bizarre reasons, inter-division bickering within
Interplay resulted in some strange management decisions,
and after a while the project fell behind schedule. Network
problems meant players from other MUD2s
preferred those,
and some said so publicly; eventually, Interplay was faced
with the choice of either cancelling MUD2 or
going for an exclusive. They chose the latter. MUSE had
little option but to accept, since it had other contracts
with Interplay upon which it was relying. The main rival
to IPLAY's game, DRAGON MUD2, closed early rather than wait
for the inevitable. Changes in personnel at Interplay/Engage
marginalised MUD2's internal supporters, but
the game itself continued to thrive due to Bridgette's
efforts and the fact that at this stage it was free.
Interplay did not, however, sign the exclusivity
contract, despite drafting it themselves and holding onto
the copy I'd signed for something like 8 months; they decided
to cancel the project instead. In the meantime, MUSE had
turned down chances to get the game on other major networks,
most notably AOL, in the belief that Interplay would sign
and therefore acquire exclusivity. The entire episode was a
body blow from which MUSE has taken some time to recover. |
1994-1995 |
IOL |
4E |
IOL MUD2 |
Arising from the ashes of ALMAC MUD2,
IOL MUD2 was vibrant and fun but (inevitably) free. It remained
free despite my being assured that charging would begin
for it on a number of occasions. Other factors, most
notably complaints from IPLAY MUD2 that IOL MUD2 players
had been on their system poaching players, contributed to
my eventual decision to withdraw the game from their
service. To be fair, they had no hard feelings and they asked to
take it again after Interplay reneged on their exclusivity
agreement promise; by then, though, I'd arranged a licence for
mud2.com, and felt it wouldn't have been fair on Viktor to
agree. |
1993-1997 |
SoNet |
4E |
SoNet MUD2 |
SoNet is an internet service
provider, and one of its leading lights,
Chris Cain, was a former MUD1 player
(as well as being a well-respected computer games
journalist).
He asked to put MUD2 on the system, and a
small community rapidly developed. When the time came to
charge, though, the business model for SoNet had changed,
and we had a problem of how to pay MUSE any royalties. The
eventual solution was to close down SoNet's site and move
all the players over to DRAGON MUD2, which made the latter
a powerful force. Perhaps too powerful: it wasn't long
afterwards that Interplay began its play for exclusivity. |
1997-present |
mud2.com |
4E |
mud2.com |
Viktor Toth had
arch-wizzed for NVN and Kesmai MUD2s. He had
been planning for some time running a stand-alone MUD2
site of his own, given the chaos that the Interplay decision had
wrought and the fact that Kesmai's interest in their own
MUD2 was so hands-off that it was debatable whether
they even knew they still had the game. The final catalyst was
the abrupt termination of Kesmai's MUD2, which left a whole
community of loyal players wondering what was to become of their
game.
Within a week, he'd bought the hardware, acquired a MUD2
licence, installed the software, and linked it to the
Internet. He bought the domain name mud2.com,
which had become available after the previous owned declined to
pay maintenance on it, and the system is now running
very well indeed - even to the point of making us both some
money. It looks like Viktor is due to be hit by a small truck sometime
soon, then. |
1997-present |
Wireplay |
4E |
Wireplay MUD2 |
After years of looking at the
online industry completely the wrong way, British Telecom
was suddenly hit by a bolt of sanity (in the person of
Colin Duffy) and
started up the
Wireplay system.
A properly-staffed, properly-funded, properly-organised,
properly-equipped (eventually!) division, its aim was
to make online games as accessible as possible.
Most of these were of the "small numbers of people killing
each other at speed" variety, but they saw from the outset
the need for a MUD, and MUD2 was the one they chose.
Large numbers of people who joined Wireplay for its other games
have tried MUD2, and a good many have found that they
like it enough to play regularly. The constant supply of
newbies means that the game is fresh and invigorating, although
it continually needs to be enriched in order to cope with their
ever increasing demands. Not that I'm complaining, of course!
After a couple of years, Wireplay was spun off to form part
of a new company called Gameplay,
where MUD2 now resides. People still call it
"Wireplay MUD2", though.
|
2000-present |
british-legends.com |
3E |
British Legends, BL |
After the sudden demise of
CompuServe's BL, the community had nowhere to go. Chip
Hayes' version of MUD1 in MUDDLE was in beta
test, but wasn't yet complete. Viktor
Toth had had a copy of the BCPL source code for
MUD1 for some years, and decided that now was the time to do
something with it. In a 9-day programming blitz over Christmas, he
rewrote the BCPL MUDDL engine in C++ and opened it up alongside
MUD2. The ex-CompuServe players gravitated there, where
it now runs as a direct continuation of the defunct original
BL incarnation.
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