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         Interactive Multi-User Computer Games




































































Dr Richard Bartle,


MUSE Ltd.,


34, Grantham Road,


Great Horkesley,


Colchester,


Essex.


CO6 4TU.


UK.





email:  Richard%tharr.UUCP@ukc.ac.uk





Copyright (c) MUSE Ltd, British Telecom plc.


December, 1990.


Abstract.





        This  is   a   short   research  report


        covering  the  field   of  interactive,


        multi-user  computer  games.  Its  main


        component is  a  comprehensive overview


        of what presently  constitute  the most


        important products  in  this  category.


        The report ends in a discussion of ways


        by  which  existing   services  may  be


        improved to  the  benefit  of  both the


        user and the vendor.





        Author's note: this  document grew from


        a longer report commissioned by British


        Telecom   plc.   It   is   commercially


        oriented, so was delayed for six months


        after  delivery  prior  to  being  made


        publicly       available.       Certain


        commercially  sensitive   details  have


        still  had  to   be   struck   out,  in


        particular a comprehensive contact list


        of  leading   people   in   the  field.


        Furthermore, some  of  the  information


        (particularly  that   concerning   game


        access) has  been  superseded  since it


        was written. I  hope  that what remains


        is nevertheless of some use.


MUSE Ltd                                       Contents











1.      Introduction.                          1





        1.1     The Field of Study.            1


        1.2     Narrowing the Field of Study.  2


        1.3     Acceptance Criteria.           3


        1.4     Categories of IMPCGs.          4


        1.5     Brief History (Industry).      5


        1.6     Brief History (Academia).      6





2.      Game Architecture.                     7





        2.1     Technical Aspects.             7


        2.2     Operational Aspects.           8


        2.3     Managerial Aspects.           10


        2.4     Scenarios.                    12


        2.5     Clients.                      13


        2.6     Bots.                         14


        2.7     Indicators.                   14


                        Breadth               14


                        Depth                 15


                        Size                  16


                        Parser                16


                        Players               17


                        Role-playing          18


                        Wiz Powers            18


                        Age                   20


                        Gameplay              20


                        Atmosphere            21





3.      Reviewing Strategy.                   23





        3.1     Review Format.                23


        3.2     Accuracy.                     23


        3.3     Locations.                    24


        3.4     Genealogy.                    26





4.      Reviews - UK.                         28





        4.1     Federation II.                28


        4.2     Gods.                         33


        4.3     MirrorWorld.                  40


        4.4     MUD2.                         46


        4.5     Shades.                       55


        4.6     AberMUG.                      65


        4.7     Avalon.                       66


        4.8     Bloodstone.                   73


        4.9     Empyrion.                     79


        4.10    MIST.                         81


        4.11    Mosaic.                       83


        4.12    Prodigy.                      89


        4.13    Quest.                        93


        4.14    Realm.                        96


        4.15    Trash.                        97


        4.16    Void.                        101


        4.17    Zone.                        106


        4.18    Chaos World of Wizards.      112


        4.19    Rock.                        116


        4.20    Sector 7.                    118


        4.21    Other MUAs.                  119





5.      Reviews - Rest of the World.         131



Contents                                       MUSE Ltd








        5.1     British Legends.             131


        5.2     Gemstone III.                134


        5.3     Other Commercial MUAs.       137


        5.4     AberMUD.                     139


        5.5     LPMUD.                       143


        5.6     TinyMUD.                     149


        5.7     TinyMUCK.                    156


        5.8     TinyMUSH.                    159


        5.9     TinyMOO.                     161


        5.10    UberMUD.                     163


        5.11    Other InterNet MUAs.         165





6.      Reviews - Non-MUAs.                  175





        6.1     Fantasy Sports.              179


        6.2     Island of Kesmai.            181


        6.3     Sniper!                      188


        6.4     The Spy.                     191





7.      Discussion.                          194





        7.1     Organisation.                194


        7.2     Why Do People Play?          194


        7.3     Why Do People Not Play?      207


        7.4     Why Do People Stop Playing?  211


        7.5     What Does the Future Hold?   219


        7.6     Conclusion.                  225


Introduction                                   MUSE Ltd








1.      Introduction.





1.1     The Field of Study.





        "Interactive,   multi-user   computer   games":


despite containing  three  adjectives,  the  phrase  is


wide-ranging  in  its  coverage.   The  first  task  in


reviewing the area must therefore be to formulate a set


of criteria that can  be  used  to  determine whether a


system should, or should not, be the object of study.





        The term  'games'  refers  to   those  pastimes


which are  undertaken  primarily  for  the  purpose  of


entertaining the user  (or,  in  this context, player).


Although  games  can  be   designed   for  business  or


educational use, rather  than  solely  for leisure-time


activity, nevertheless to qualify  they must somehow be


"fun".  They  also  need  a   set  of  rules,  and,  if


competitive, some means of gauging how close the player


is to  "winning"  (ie.  meeting  a  predefined  overall


objective). Additionally, most  require  some  skill on


the part of the players.  In  cases where modelling the


real world is a significant aspect of a game, it may be


referred  to  as  a   'simulation'  (although  not  all


simulations are games).





        'Computer games'  are  games  which  are played


against, moderated by, or played  using, a computer. In


rare cases, they can be played between computers.





        'Multi-player computer' games  are computer-run


games that several individuals can play simultaneously.





        'Interactive, multi-player computer  games' are


those computer-run games  where  the individual players


can issue commands which affect the way the game treats


other players.





        This specific-seeming  definition  nevertheless


admits such activities as two friends playing a pinball


down at the local pub. It's  a game, there's a computer


inside it controlling everything, it'll entertain up to


four players  taking  turns,  and  one  player's  score


affects the extent to which the other players will take


risks  (and,  hence,  is   a   means  of  interaction).


Nevertheless,  a  pinball  is  not  what  is  generally


regarded as an interactive, multi-player computer game;


indeed, if it were, then the  range of other games that


also  fit  the  definition  would  reduce  any  overall


analysis to a level of vague generalities.






































                          1MUSE Ltd                                   Introduction








1.2     Narrowing the Field of Study.





        It is necessary  to  discard from consideration


those  games  which  lie  outside  the  spirit  of  the


definition. 'Computer games' in  this context are those


games which run  solely  on  general-purpose computers.


This excludes  machines  hard-wired  to  play  one game


(chess, space invaders,  pinball),  but  still includes


certain categories of  games  machine  (Sega, Nintendo,


modern video games).





        If a game is  to  be  'multi-player', there are


three alternatives: several people  playing on the same


machine in the same room; several people playing over a


LAN; several people playing  over  a public network. In


practice, only the latter  is worth considering:  games


in the  first  category  tend  to  be  commercial flops


unless the multi-player facility  is  merely a gimmicky


extension to an  essentially  single-player game; games


in the second category  rarely  sell, because most LANs


are  company-owned  and  are  unavailable  for  leisure


activities (although within the next few years they may


be introduced into amusement arcades).





        Thus,  'multi-player  computer  games'  can  be


reduced to those  which  individuals  contact over some


public network, eg.  that  of  the  telephone. However,


this further constrains the architecture of such games,


in that unless  users  all  have  similar, tamper-proof


machines, the bulk  of  processing  must be centralised


within a single  computer  (or  a  cluster). Otherwise,


system security  would  be  compromised.  Although some


processing  can  be   done   locally  (graphics,  sound


effects,  parsing  etc.),  nothing  multi-user  can  be


trusted to a user's  home  machine.  Even in situations


where all players are known  to have identical hardware


and software (as  is  the  case  with  games consoles),


unless one machine is  in  overall  control  there is a


dangerous susceptibility to  the  sudden system failure


of a component machine. Distributed  games are not, for


the moment at least, viable.





        A special case  is  that  of  two-player games.


With players who can  trust  one  another not to cheat,


modem-to-modem  games  can  be  played  in  distributed


fashion. If  finding  a  player  is  difficult, contact


agencies can pair people up (CompuServe in the USA, for


example, has a "Challenge Forum"  for people wishing to


find opponents for tandem games  such as Falcon, Flight


Simulator 3, Modem  Wars,  'Vette  and  Omega). In this


instance, the  host  machine  is  merely  acting  as  a


bulletin board or matchmaker.  However,  there do exist


two-player games where major processing  is done on the


contact machine itself.





        This leaves us with  a  set  of games where the


players have computers which they  use as front-ends to


access a  (usually  larger)  computer,  upon  which the


games themselves run. There are  some games of the FIST


variety where the user  can  dial  telephone numbers to








                          2Introduction                                   MUSE Ltd








issue commands, but no such games have anything that is


not subsumed by some aspect of play-by-modem games; not


even the emerging  voice-activated  telephone games are


much of an advance.





        Finally,   what   is   meant    by   the   term


'interactive' when  applied  to  multi-player  computer


games? Actually, the  word  is  ambiguous:  it can mean


"allowing players to act  upon  one  another", but also


merely "on-line"  (in  a  computer  sense).  Both these


meanings are, to some extent, already implied. Although


being multi-player indicates that  there is some degree


of awareness of other  individuals  playing at the same


time (if you can't  tell  by  playing  that it's multi-


player,  it  may   as   well   not  be),  'interactive'


emphasises the requirement that  players  be able to do


things with and to each  other.  This is exemplified by


the ability to  communicate  freely.  Limited  forms of


communication using standard protocols  are possible in


certain games (eg. bridge), but  in general the players


have to be able  to  send  messages  to  one another in


free-form natural language if  they  are to communicate


effectively.





        Inter-player communication not  the  end of it,


however,  because  an  ordinary  chatline  program  can


perform such a function; a  chatline,  though, is not a


game.   There   may   be    conventions   observed   by


participants, but there are  no  formal  rules of play,


and there is no  way  to  "win"  -  or  even advance in


status - on a  chatline.  To  be an interactive, multi-


player   game,   communication   between   players   is


necessary, but not sufficient; players  need to be able


to do things to one  another that, within the framework


of the game, will have a tangible effect.





1.3     Acceptance Criteria.





        To summarise, then,  for  the  purposes  of the


remainder of this report,  an interactive, multi-player


computer game (IMPCG) is  something which satisfies the


following criteria:


-       It is played by people primarily for fun.


-       It has a set  of  rules,  and  an overall game-


dependent objective.


-       You need a general-purpose computer to play it.


-       It  runs  primarily  on   a  central  computer,


connected to  the  players'  computers  over  a  public


network.


-       More   than   one    person    can    play   it


simultaneously.


-       Players can  communicate  with  one  another in


real time, using a natural language (eg. English).


-       Players can issue  commands independently which


may affect the status of other players within the game.























                          3MUSE Ltd                                   Introduction








1.4     Categories of IMPCGs.





        Existing  interactive,   multi-player  computer


games satisfying the above  criteria  are, in the main,


programs sharing a common  heritage  known variously as


MUGs (Multi-User  Games),  MUDs  (Multi-User  Dungeons,


Multi-User    Dimensions)    and    MUAs    (Multi-User


Adventures).  Although  the   terms   are   often  used


interchangeably, there are technical distinctions:





MUG     -       Used mainly by  journalists  and people


who don't know  any  better.  A  UK-only  term. Vague -


soccer is a "multi-user  game"  -  but  employed in the


present context the term refers to any on-line computer


game, whether interactive or not.  Scrabble by modem is


a MUG (and, on Minitel, a very popular one).





MUD     -       Ambiguous in that it can refer not only


to a class of interactive, multi-player computer games,


but also to a particular  game  (the  first one of this


genre). In the UK, normally  the specific form is used,


but elsewhere 'MUDs' is generic.





MUA     -       Perhaps the most  accurate description.


Multi-user adventures are, simply,  adventure games for


more than one player. Adventure  is a term already used


to refer to a  popular  form  of single-player computer


game, such as those  produced  by  Infocom, Level 9 and


Magnetic Scrolls. The  very  first  adventure game (now


called   Colossal   Cave)   was   originally   entitled


Adventure. MUA is used  by  purists, but rarely appears


in non-technical magazine  articles  due  to  its being


hard to incorporate into witty headlines.





        However, for the remainder  of  this report the


acronym MUA will  be  used  to  refer  to  this kind of


IMPCG. This is because MUG  is  too general (and unused


outside the UK), and MUD is ambiguous.





        MUAs are not the only IMPCGs, just the dominant


form. There are other  games  which satisfy our adopted


criteria, but they are one-off individuals, not classes


of games. Examples are  Island  of  Kesmai, You guessed


it! and Sniper on CompuServe.  All are characterised by


communication and interaction, and they do not play the


same as MUAs. They  can,  however,  each  be  seen as a


specialised  form  of  MUA,  and  could,  for  example,


readily be  programmed  in  the  better  MUA definition


languages.





        This report will therefore  concentrate on MUAs


as best exemplifying IMPCGs,  while making reference to


other games that also qualify when appropriate.





























                          4Introduction                                   MUSE Ltd








1.5     Brief History (Industry).





        Present day  MUAs  are  all  descendents  of  a


single game known as MUD  (Multi-User Dungeon; to avoid


confusion with  the  generic  term,  the  game  will be


referred to as MUD1 for  the remainder of this report).


Although there  were  early  attempts  to  turn single-


player adventures such as  Colossal  Cave and Zork into


multi-player  adventures,  and  there   may  have  been


attempts to write  MUAs  from  scratch,  these  came to


nothing or petered  out.  MUD1  was  the  first proper,


workable multi-user adventure game.





        MUD1 was written  by  Roy  Trubshaw and Richard


Bartle at Essex University on a DECsystem-10 mainframe.


Trubshaw began in Autumn 1979,  and Bartle took over in


Summer 1980. Initially, the  game  was playable only by


students at the university  and  guests using (what was


then) EPSS.  After  a  year  or  so,  however, external


players began to  direct-dial  from  home using modems,


and the game's popularity grew.





        Many of MUD1's  players  found  it difficult to


get a slot in  the  game,  since  the number of dial-up


ports  on  the  university  machine  was  limited,  and


because the game was only  available late at night when


there was  spare  processing  capacity.  Some  of these


players wrote their own MUAs,  based  on MUD1 and using


similar  commands.  Among  these  were  AMP,  Gods  and


Shades.





        After a flurry  of  articles  in computer hobby


magazines around 1984, MUD1's  fame  spread even wider.


Bartle and Trubshaw formed MUSE Ltd to rewrite the game


as MUD2, and run it on VAXes  owned by a division of BT


then known as NIS  (Network  Information Services). Due


to an internal dispute between NIS and Prestel, Prestel


declined to take MUD2  as  "their"  MUA,  and chose the


lookalike game Shades instead. MUD1 was, for two years,


available on the CompuNet network in the UK, but it was


removed when CompuNet discarded  their DECsystem-10s. A


version of MUD1 still  runs  on  CompuServe in the USA,


and, despite its venerable age,  continues to be one of


their most profitable leisure products.





        After a time, people who had played games based


on  MUD1  wrote  their   own   MUAs,  and  the  process


snowballed. Nowadays, there  are  some  twenty  or more


MUAs in the UK  of  varying  degrees of sophistication,


six of which (MUD2,  Shades,  Gods/The Zone, Federation


II, AberMUG and  Bloodstone)  are  run  on a commercial


basis. The  UK  leads  the  world  in  this technology,


despite the constraints of  high communications charges


(even using PSS, it costs over 5 times more per hour to


call MUD2 than the game itself charges for playing).





        This, then, is the  state  of the "industry" in


the UK. However, there are  two almost disjoint streams


to the development of MUAs,  the  other one being based


in academia.








                          5MUSE Ltd                                   Introduction











1.6     Brief History (Academia).





        With the publicity  of  the  mid-1980's and the


advent of JANet (Joint  Academic  Network - free inter-


university networking), students  at other universities


continued to play MUD1 at Essex (along with other games


written using the same shell, MIST being the main one).


These students also  wrote  their  own MUD1-like games.


The first, AberMUD, was  programmed at Aberystwyth, and


made available to other sites  over JANet and InterNet.


This in turned spawned other MUAs based on it (TinyMUD,


LPMUD), which were distributed  freely to (mainly Unix)


sites around the  network.  There  are  now  some fifty


sites running versions of these  games, and the sources


are available free to anyone who wants them. There is a


thriving  NewsNet  section  dedicated  to  these  games


(which are called "MUDs"  by  everyone),  and new sites


are coming on stream  all  the  time. They're mainly in


the USA, but can be  found  in  many other countries as


well. Only one game is run commercially, an incarnation


of AberMUD called AberMUG, which was mentioned earlier;


a version of TinyMUD  has  appeared alongside Gods, but


as a test and without any publicity.





        It can thus be seen  that  at present there are


two almost completely disjoint MUA camps. Few people in


one group are aware of people in the other. At present,


the best games are the  top-notch UK professional MUAs,


but with the  huge  number  of  US  academics presently


engaged in MUA activity, it  is  only  a matter of time


before players  over  there  start  writing  their  own


versions and marketing them commercially. Unless the UK


can maintain the lead that  history has given it, these


American MUAs will doubtless come to dominate the scene


over the coming years.


???????????????????????????????













































































                          6Game Architecture                              MUSE Ltd








2.      Game Architecture.





2.1     Technical Aspects.





        To gain the  most  from  reviews  of MUAs, some


understanding is required of  how  such  games work. In


essence, they can be  regarded  as high-level operating


systems.  Players   log   in   to   a   host   computer


interactively over  an  appropriate  network.  The host


computer usually has a fast  processor and lots of disc


space,  because  MUAs  are  computationally  expensive.


Players type commands on  their  own  home micro, which


are passed through the  network  to  the host computer.


This takes commands  from  all  players, executes these


commands (usually asynchronously -  ie.  in  turn - but


sometimes synchronously under  timesharing),  and sends


information  back  based  on   how  the  commands  were


interpreted in the  game  context.  This information is


then displayed on the players'  computers. Thus, it can


be seen that players' own  computers act as 'front-end'


processors for the  host,  handling  all  i/o. Although


most  front-ends  are  dumb,  in  that  they  send  raw


commands and print  raw  output,  some  are intelligent


enough  that they  can  draw  pictures when instructed,


word-wrap, produce sound effects, and so on.





        The game running on  the  host computer will be


either 'Interpreted' or  'compiled'.  Interpreted games


are written in  a  MUA-specific  definition language of


the programmer's own design, and  are flexible, easy to


modify, robust and slow.  Compiled games are hard-coded


in a standard implementation  language  such  as C, and


are inflexible, hard to  make  changes  to, fragile and


fast. The better  games  are  interpreted  and use fast


hardware.





        The  way  games  behave   is  determined  by  a


definition file,  commonly  called  a  'database'.  For


interpreted games,  it  is  rarely  a  database  in the


conventional sense of the  word,  being  more akin to a


program. It  becomes  a  database  when  converted into


internal data structures and  loaded  into memory. Even


compiled  games  rarely   use   a   true  database  for


definition purposes.





        Interpreted   games   can    behave   radically


different  given   contrasting   databases   as  input.


Compiled games will generally use the database only for


text. Interpreted games are  managed  by an interpreter


program, which can take  as  input  the database of any


game written in  the  appropriate  definition language.


Thus, having  written  an  interpreter  for  one target


machine, any MUA written for  it will automatically run


on all other  machines  for  which  interpreters exist.


This is not the case for  compiled games, which must be


written virtually from scratch for each game.





        In executing players' commands,  the process is


one of database management. Players issue commands in a


stylised form of (usually) English. This is parsed into








                          7MUSE Ltd                              Game Architecture








a tuple normally  of  the  form verb/object/instrument.


The game uses these tuples  to  look up instructions in


an internalised   database  query  language,  and those


instructions are then executed to interrogate or modify


the database. Success/failure messages are  passed back


to the player  who  issued  the  command,  and to other


players entitled to receive them.





2.2     Operational Aspects.





        From the players' point of view, the underlying


mechanisms are of little or  no interest. To them, MUAs


are environments  where  things  happen.  Players  have


'personae', which  exist  in  a  world  elsewhere.  The


computer  is  their   interface   to  this  otherworld,


carrying out their orders  and  reporting  back to them


what  has  happened.  MUAs  are  sprawling  landscapes,


richly described,  and  you  can  try  anything (within


reason) that you like.





        Taking a less poetic view,  MUAs are made up of


'objects', which have properties.  Some  of the objects


represent rooms, others  represent  players, and others


represent  ordinary/non-special   objects.   Rooms  are


linked  together  in  a  network  by  means  of  'exit'


properties, and each has  a  'contents' property (ie. a


list of objects the room contains - it can be the empty


list).  If  a  player  object  is  in  one  room,  then


executing for  that  player  a  movement  command  (eg.


"north") involves taking the following steps:


1)      Find  the  room  which  has,  in  its  contents


property list, the  object  that  represents the player


who issued the command.


2)      On the inter-room network (the 'travel table'),


follow the north exit  property  for  this room to find


another room.


3)      Remove from the contents  property  list of the


first room  the  object  representing  the  player  who


issued the command.


4)      Add that object to  the  contents property list


of the second room.


5)      Check through all other objects in the contents


property list of the first room: for any that represent


a player, send the message  "<name>  has left." to that


player's front-end, where <name>  is  a string property


associated with the persona  of  the  player who issued


the command.


6)      Check through all other objects in the contents


property  list  of  the  second   room:  for  any  that


represent  a  player,  send  the  message  "<name>  has


arrived." to that player's front-end.


7)      Send to the front-end of  the player who issued


the command  the  description  property  of  the second


room.





        From this example, it can be seen that MUAs are


really little more than a framework of discrete objects


which players  can  manipulate  by  commands,  with  an


additional  facility   for   persona-directed  message-


sending. In a  well-designed  game,  the  ways in which








                          8Game Architecture                              MUSE Ltd








objects can be manipulated bear  a close resemblance to


the real world, so that  when  a  player uses a command


like "drop"  the  result  can  be  predicted relatively


easily. Poorer  games  may  not  allow  objects  to  be


handled in ways that one  might  expect they should be,


eg. it might be impossible  to  place one object inside


another.  Some  MUAs   are   underconstrained  in  this


respect, eg. you  can  place  a  large  object inside a


smaller one.





        In addition to objects representing players and


rooms, there is a third  category  of special object in


many  games,   'mobiles'.   These   objects   represent


"intelligent" inhabitants of the MUA's environment, but


rather than being controlled  by  players, instead they


act under  the  instructions  of  the  game  itself. At


worst, this means they act mindlessly, moving around on


a fixed course and attacking things at random. At best,


they can communicate,  pick  up  and  drop objects, and


have  at  their  disposal  the  full  set  of  commands


available to "real" players.





        To become games, rather  than clever but boring


world modelling systems,  players  have  to  be given a


goal.  The  commonest  way  to  implement  this  is  by


associating with  players a score  property that can be


incremented if the player performs  the right series of


actions. Normally, this  involves  seeking  out objects


designated as treasure,  and  depositing  them  in some


given location. However, in most  games such points can


also be gained  for  solving  puzzles,  or  for winning


fights against mobiles or  other  players. When players


have accumulated enough points, they  go  up a level of


experience, and gain  more  powers.  Reaching the final


level is the overall goal, and at that stage powers are


granted which are so  considerable  that the player can


use them to  change  the  very  character  of the game,


hopefully to its  benefit.  This  top  level is usually


'wiz' (short for 'wizard/witch'), but recently the word


'god' has become  increasingly  popular  in newer games


whose authors want to emphasise the rewards of reaching


the top. There is sometimes  an 'arch-wiz' level, which


is  invitation-only   and   used   for  game-management


purposes.





        Fighting is  part  and  parcel  of  most  MUAs,


although some deliberately omit the concept, either for


programming reasons, moral reasons, or both. In fights,


a player or mobile attempts  to cause damage to another


player or mobile.  If  more  damage  is  given than the


victim can receive in  total,  then  the fight finishes


and the victim "dies".  What  happens  to their persona


then depends on the game:  it  is either eliminated, or


it is allowed to return (but  usually at a lower points


total). The loser's fate may also depend on who started


the fight. Fights  proceed  either  automatically, with


blows occurring until one player flees or is killed, or


on a blow-by-blow basis. The former is fairer in fights


against  players  with  fast  comms  links  or  against


mobiles, but the latter is more realistic.








                          9MUSE Ltd                              Game Architecture











        The concept of the  'reset'  is central to many


MUAs. With several  people  in  the  game, puzzles will


rapidly be  solved  and  objects  swiftly  removed from


play. After a time,  there  is  nothing  left to do. At


this point, the game resets, ie. it starts afresh, with


only  players'   personae   remaining   as   they  were


previously. Doors that  were  opened  are  closed, dead


mobiles are resurrected,  and  objects  are arranged in


their original  places.  In  some  games,  players  can


continue to play earlier sessions  until they quit, and


in others everyone is  ejected.  With 'rolling resets',


objects are  replaced  individually  without disrupting


the flow of the game.  Although  this  is less harsh on


the players, it can  make  planning your future actions


difficult, and the game  is  usually lacking in complex


puzzles as these  can  be  hard  to  invert. Games that


don't have any sort  of  reset  either exist around the


concept  of  performing  quests   of   some  kind,  are


primarily  for  building  your   own   worlds,  or  are


incredibly boring to play.





        A recent trend has  emerged  for  MUAs which do


not place much emphasis  on puzzle-solving, but instead


focus on world-design  issues.  Players  are allowed to


add    rooms    and     objects    (rarely    commands)


indiscriminately.  Other  players  then  explore  these


areas.  Little  goes  on  here  that  could  be  called


"gaming", and the whole exercise can be seen as a means


of providing common subject  matter  for people to talk


about in what is really  just a thinly-veiled chatline.


Nevertheless, there are conventional MUAs where object-


creation  by  wizzes  is  encouraged   as  a  means  of


providing  new  and  original  puzzles  for  non-wizzes


(mortals) to solve.  As  this  is  a post-MUD1 concept,


however, most of the older  games and their descendents


are not specified highly enough to be able to implement


it.





        Since they are  all  descended  from MUD1, MUAs


have a common core of  commands, the following of which


are the  bare  minimum  necessary:  movement  commands,


'get', 'drop', 'quit', 'say',  'inventory', 'score' and


'help'. Most also have 'kill', although some do not (by


design).





2.3     Managerial Aspects.





        Running a MUA is not  simply a case of mounting


a game on a computer  and  inviting all-comers to play.


MUAs arouse such emotions  in  their  players that they


will often  resort  to  lying,  cheating  and vitriolic


abuse  to  achieve   whatever   goals   they  have  set


themselves.  Many  games   have   suffered   from  poor


management; what seems good in  the short term can have


serious long-term  consequences  concerning  the game's


playability and its attractiveness to players.





        As well as the rules  which are encapsulated by


what the game will allow players  to do, MUAs also have








                          10Game Architecture                              MUSE Ltd








a set of  (usually  unwritten)  rules  that  define the


boundaries of reasonable behaviour.  Although some MUAs


may allow swearing, for example,  others will not. Many


MUAs disallow a practice known as 'looby-looing', where


one persona takes  all  the  risks  to  gain points for


another persona (normally  owned  by  the same player).


MUAs with fighting will generally  take  a grim view of


players who 'pslam'  (ie.  hang  up  the  phone) during


combat. When people reach  wiz  level, they have powers


to harass and victimise  mortals  beyond all endurance,


and should keep themselves  in  check.  What happens if


they don't, though?  Should  they  be  punished? If so,


how?





        Answering these  questions  is  the  essence of


game management. Good managers with years of experience


behind them are rare in  MUAs  -  most new MUA managers


have little or no idea of  this aspect of the game when


they start  up.  Once  they  have  gained  the required


expertise, it's often too late to do anything about it,


especially in a pay MUA  where customers would lose the


results of years of effort were  the persona file to be


reinitialised (the last resort!).





        Although under-management  is  the  most common


fault in MUAs,  over-management  (when  it  happens) is


worse. The consequences of accusing innocent players of


doing things they haven't will  drive away more players


than  will   allowing   a   guilty   player   to   play


unchallenged.





        It is beyond the  brief  of  this  report to go


into details of how a  MUA  should properly be managed;


it is sufficient to point out that games can be wrecked


by the antics of the people in overall control (however


well-meaning they are). To  give  some  flavour of what


can and does go wrong, though, here is a list of common


mistakes:





-       Granting  too  much   power   to  inexperienced


people. Players who are given  the ability to interfere


with other players without  fear  of repercussions will


do  so  unless  they  have  learned  already  the  full


consequences of such actions.


        Usual cause: too few  points  required to reach


wiz.





-       Giving too  much  power  to  stupid  people. As


above, except that the  player  is  too  dim to realise


they're doing wrong. Sad, because  some dim people plod


on for years striving to make wiz.


        Usual cause: no  way  for  non-stupid people to


eliminate the stupid people, eg. death by fighting.





-       Reinstating people who "lose" points through no


fault of the game's. What  happens  is that people take


advantage, claiming for "lost" points they never had in


the first place. Points  should  only  be given back if


they were lost through a game fault, and then only if a


small number of players were affected.








                          11MUSE Ltd                              Game Architecture








        Usual cause: belief  that  no-one  would lie to


you.





-       Failing to remove persistent  offenders. If you


allow disruptive elements to  continue playing, they'll


just push the limits of  acceptable behaviour back even


further the next time. Getting  rid  of one bad guy and


ten hangers-on will net more good guys in the long run.


        Usual  cause:  giving  "one  last  chance"  too


often.





-       Favouring some players over others, and letting


them off when they make a mistake because you know they


didn't mean  it,  or  they're  friendly,  or  they were


drunk, or they  have  twenty  messages  of support from


friends. The majority of players may remain silent, but


they won't forget  the  inconsistency  when  you hammer


someone else for committing basically the same offence.


        Usual cause: believing the flattery of others.





2.4     Scenarios.





        MUAs implement an imaginary world. There are no


constraints on this at all, except those imposed by the


operations allowed on the database  and the objects the


database can represent.





        MUD1 was set in  a  fantasy  environment, ie. a


vaguely medieval world  where  magic  works and dragons


are real. Most  of  the  first  generation of lookalike


games stayed in the  genre,  partly because the authors


liked that kind of game  (or  they wouldn't have played


MUD1), and partly  because  MUD1  could  be  used  as a


source of ideas for  commands,  spells, monsters and so


forth.





        As MUD1 was interpreted, it was possible to use


the same shell to  interpret alternative databases, and


experiments  were  done   into   other  domains.  These


included  ITV's   Fraggle   Rock,   Essex  University's


computing department, various  aborted  science fiction


worlds, and more assorted fantasy environments.





        Nowadays, although fantasy  still predominates,


MUAs are set in  the  whole  range of scenarios popular


among   face-to-face    role-playing    games   players


(cyberpunk,  1920's   Lovecraftian   horror,  Arthurian


Britain) plus others beside. Some of the DIY-style MUAs


have all of them together  in  a colourful tapestry (or


hotch-potch, depending on your  degree  of cynicism) of


intermingled milieux.





        The setting  of  a  MUA  is  one  of  the  most


important things  about  it.  In  choosing  between two


competing MUAs, players will  select  the  one with the


atmosphere they like the  best,  be  it  a gloomy, dark


future, mystique-laden high fantasy,  or dreamy spirit-


world. Although the other players contribute greatly to


this, the primary  source  of  atmosphere  is  the game


itself. For text-based MUAs (which almost all are), the








                          12Game Architecture                              MUSE Ltd








impact of well-written room and objects descriptions on


new players  cannot  be  understated.  However, writing


these descriptions is no easy  thing - an average sized


game can  easily  have  a  novel's  worth  of  material


embedded in the way it describes locations.





2.5     Clients.





        Although they are not strictly  part of a game,


clients  can  greatly  enhance  its  attractiveness  to


players. Authors of these programs command respect from


the MUA-playing community commensurate with that of MUA


authors.





        Clients are programs that are run on the front-


end of a MUA, and their  purpose is to make playing the


game easier. They  are  basically  comms  programs, and


although they preponderate in  the  academic MUA world,


nevertheless there are  clients  for  commercial games.


Usually, a client is written  specific  to one MUD, but


some function adequately with others.





        As well as  basic  i/o  and network management,


clients let you do things like:


-       gag a player  (not  print  any lines containing


that player's persona name)


-       highlight a player (print that player's persona


name in reverse video or a stronger colour)


-       log all i/o to a file for later perusal


-       define macros, so a  few  keystrokes can expand


into a longer command string


-       load files and  transmit  them  as  if they had


been typed directly


-       perform screen  functions,  directing  text  of


different origin to different windows


-       log in to a  MUA  automatically (sometimes also


concurrently)


-       set   trigger   commands    to    be   executed


automatically when a given event occurs


-       use command  buffering  to  pull  back previous


command lines, edit them them, and transmit them to the


MUA


-       repeat commands any number of times


-       fork a shell  process  to  gain  access  to the


operating system





        Clients can also be  used  to  do sound effects


and graphics,  but  are  always  MUA-specific  in  such


cases.









































                          13MUSE Ltd                              Game Architecture








2.6     Bots.





        Bots ("robots") are  programs  which  play MUAs


using the same interface as players. Like clients, they


are not part of the  MUA  per se, but their programmers


are considered important individuals  in the MUA field.


Apart from some experimental versions in the commercial


sector, all present-day bots run on academic MUA sites.


On the face  of  it,  bots  are  indistinguishable from


players, although from  their  reaction  to  events and


communication they  can  invariably  be  recognised for


what they are. Bots predominate  on  MUAs which are not


sophisticated  enough  to   have  intelligent  mobiles,


however in the future  there  may  be some mobiles that


evolve into bots so they can be run on another CPU.





        Bots are not as  popular  now  as  they were at


first, because after the  novelty  wore off they lacked


any real lustre,  and  people  became  bored with them.


Also, they tend  to  crash  the  (surprisingly fragile)


academic MUAs upon  which  they  run,  and can generate


lots of background "noise" that irritates players. When


several bots were run at once on  individual MUAs, that


also angered human players.





        Bots are usually able  to perform the following


types of action:


-       mapping


-       reaction to keywords


-       the registering and forgetting  of players over


time


-       liking and disliking players


-       obeying  commands   from   authorised   players


(including repeat-until commands)


-       the ability to log data to disc


-       the ability to give help to players


-       movement


-       the creation and use their own macros


-       communication with  players  (usually  not  too


well, but sometimes using an expert system interface)





2.7     Indicators.





        To   compare   MUAs    against    one   another


scientifically, some means of assessing their strengths


and weaknesses in important  areas must be established.


It is beyond the  scope  of  this  report  to suggest a


formal approach to this;  however,  the main parameters


by which a MUA is  commonly judged should be expressed,


so as to help place the reviews of individual MUAs in a


wider context.





        When  considering  a   MUA,  then,  experienced


players and reviewers look at the following indicators:





        'Breadth'


        The breadth of a MUA is  the extent to which it


is able to deal with things  the players want to do. If


a game has trees and an  axe,  then it is reasonable to


assume that players  will  attempt  to  fell the trees.








                          14Game Architecture                              MUSE Ltd








Likewise, if it  has  water  then  players  will try to


swim, and if it has a spade  they will try to dig. They


will also try to write, sing, throw, sleep, and perform


similar "reasonable" actions. The  more commands a game


is able to cope with, the greater its breadth. Giving a


stock "I don't understand that"  or "You can't do that"


response shows a  lack  of  robustness.  Games with the


greatest breadth cover eventualities most players would


never consider, such as trying  to  open  a door with a


skeleton, trying to read a  "guardian"  mobile as if it


were a newspaper, or  hitting  a  sack and expecting to


fall asleep.





        'Depth'


        Depth expresses a sense  of the level of detail


to  which  a  MUA  descends;  it  is  sometimes  called


'sophistication'. It is a dependent upon the physics of


the world which the MUA  manages. Games with good depth


generally treat objects in a way which approximates the


real world. Games  with  bad  depth  will  omit certain


concepts, or misimplement them. Dropping a glass object


on a hard surface "should"  break  it (unless there's a


game-related reason why not,  eg. it's magic); dropping


it on a soft  surface  "shouldn't"  break it. Placing a


small box inside a sack "should" be allowed; placing it


inside a sack which the box itself contains "shouldn't"


be allowed.


        'Selective  depth'  is  where  the  system  can


handle a concept when  applied  to  one kind of object,


but not to another. For  example,  rooms may be able to


contain objects, but boxes  might  not;  players may be


able to carry objects but mobiles  might not; a box may


be able to contain another box,  but not if that second


box contains another  object;  players  may  be able to


enter a vehicle,  but  not  drop  things  into  it from


outside. Selective depth problems are usually caused by


omissions in the initial design  of  a MUA or by having


parts of the database designed by different people.


        All MUAs are based on discrete objects, and are


consequently  pressed   when   obliged   to   represent


continuous quantities such  as  fluids.   Most MUAs can


handle containers, but almost  all  MUAs  are unable to


model what happens when  a  jug  containing 5 litres of


water is poured into a  bowl  with  a 3 litre capacity.


Likewise, it is beyond the definition languages of most


MUAs even  to  express  concepts  like  temperature  or


density, let alone provide a working ontology.


        Another   representational   problem   concerns


compositionality. If 1,300  matchsticks  have been made


into a model of the Eiffel  Tower, and 700 are removed,


does that leave a  600-matchstick  model? What if 1,299


were  removed?  What  if  only   1  was?  What  if  the


matchsticks were made  into  something  else?  Even the


best MUAs have tremendous difficulty  in this area, and


it is therefore either avoided completely or simplified


by use of a "make" command that only works with certain


other objects as ingredients.


        Since the idea  of  rooms  is  central to MUAs,


there is often a problem with things that happen across


room boundaries. Line-of-sight is hard to implement, as








                          15MUSE Ltd                              Game Architecture








are determining the direction from which distant noises


come, representing smoke or weather  that covers a wide


area, and inclusion of "small" rooms that can only hold


a certain volume, eg. inside  a grandfather clock. Some


MUAs are (co-ordinate)  point-based  rather  than room-


based, which makes directional calculations easier, but


they have  related  problems  in  dealing  with objects


larger than the granularity of the points.


        MUAs with great depth  can  suffer  if too much


detail is given to  the  players.  Players  do not like


being asked over which joint  of  which finger of which


hand they wish a  ring  to  be  placed. They don't like


being informed of  how  many  petals  there  are on the


flower they have just picked,  nor  do they want a 400-


line description of the  painting  they are looking at.


If a MUA deals with details,  it should only bring them


to the attention of players when  it is important to do


so (either  for  breadth  or  puzzle-solving  reasons).


Detail for its own sake is tedious.





        'Size'


        The size of a MUA is  easy to gauge in terms of


raw data: it is the number of rooms (or locations) that


the  MUA  contains.  This  can   be  deceptive:  a  MUA


consisting of a  100  by  100  grid  can  claim to have


10,000 rooms, however if it did  then it would need a a


large number  of  players  to  populate  it  -  even 50


players  wouldn't  meet  each  other  often  enough  to


promote the interaction  that  makes  MUAs  such fun to


play. In reality,  point-based  MUAs  actually  have an


interaction radius that makes  "nearby" players able to


see and hear one  another.  On  a  100  by 100 grid, an


interaction radius  of  5  would  bring  the  effective


number of rooms down from 10,000 to around 400.


        Some of the world-construction MUAs do actually


have thousands of rooms in the conventional sense. Even


though  they  have  large  numbers  of  people  playing


simultaneously, they  are  nevertheless  sparse. Unless


players can easily  find  out  where  other players are


located, and can easily  get  to those locations, these


games may as well be single-user.


        There are other factors determining the feel of


how big a game is, such  as  the mean distance of rooms


from the start, and how many people play at once. These


are flexible, though,  and  for  a  commercial  MUA any


figure from about 200 rooms  to  1,000 will probably be


OK. New games that boast thousands of rooms are not, on


the whole, to be taken seriously.





        'Parser'


        The format of commands  acceptable  to a MUA is


important, as it is the only means by which players can


describe what they wish to do  in the game. The part of


the MUA which converts input into  a form that the game


can  execute  is  the   parser.  The  absolute  minimum


requirement is that <verb>,  <verb> <object> and <verb>


<object> <preposition> <instrument> are catered for.


        Good parsers allow adverbs, and will fold these


and prepositions into the verb  to  produce a new verb:


the sentence  "go  west  quickly"  might,  for example,








                          16Game Architecture                              MUSE Ltd








convert into the tuple run/west;  "put the apple in the


box" might  convert  into  insert/apple/box. Similarly,


good parsers allow adjectives to  apply to nouns, as in


"get the gnarled stick".


        In commercial  MUAs,  where  speed  is  of  the


essence, a  good  parser  will  make  life  easier  for


players by accepting abbreviations ("k  z w ls" - "kill


the  zombie  with  the  longsword"),  and  by  allowing


players to define  their  own  abbreviations (synonyms)


and macros.  Easy  ways  to  repeat  commands  are also


common (eg. "w.."  to  mean  "go  west  twice"), as are


pronouns  (eg.   "tickle   him"   instead   of  "tickle


Aloysius").


        These  syntactic   features   can   easily   be


incorporated into a client, rather  than be part of the


parser. However, clients can  not  help at the semantic


level. Some commands imply  things  by  their use which


are not stated explicitly. The  simplest example is the


implied string ("say  this  is  interesting" instead of


"say  'this  is  interesting'"),  but  there  are  also


implied objects ("open  door"  meaning  "open  the door


using whatever key I'm holding  that fits") and implied


bindings ("drop weapon"  meaning  "drop  the weapon I'm


holding, not the one on the floor").


        'Binding' is the process  whereby a parser ties


a noun to a set  of  specific objects, and it functions


best when there is  a classification hierarchy defining


a partial order over  all   objects.  For example, if a


spoon is of type gold, and  gold  is of type metal, and


metal is of type solid, then any of "drop spoon", "drop


gold", "drop  metal"  or  "drop  solid"  will  drop the


spoon, along with  other  objects  of  the class named.


Most older MUAs do not have a classification hierarchy,


but, with the  advent  of  object-oriented programming,


many newer ones do.





        'Players'


        A powerful reason  for  playing  a  MUA  is the


quality and quantity of the  other players. Indeed, for


some MUAs that's the  only  reason  to  play them - the


games are otherwise void of redeeming features.


        The first metric to  use when assessing players


is their number. There's a minimum population for every


MUA, below which the game  is  not sustainable and will


die. This varies for  each  MUA,  but  if  you play for


extended periods and see few other players, the chances


are that it needs  an  influx  of newcomers to survive.


Games that aren't intrinsically much fun to play need a


larger user base than  those  that  are,  if they're to


remain viable. Any game on a large network is likely to


be popular if it has no challengers.


        After number,  the  type  of  player  is  worth


considering. MUAs which are  played mainly by teenagers


are more likely  to  be  violent  and  acrimonious than


those  played  mainly  by  adults  in  their  thirties.


Although it is true that certain scenarios will attract


a given type of player  and  others  will not, and that


therefore  the  type  of  players  are  really  only  a


reflection of the design of  the game itself, this does


not always follow: an  expensive  game  will tend to be








                          17MUSE Ltd                              Game Architecture








played  only  by  people   with  sufficient  disposable


income,  and  would   thereby   effectively  disqualify


students from it. The gender of  players is also a good


indicator of how a game  will  be  played: if there are


more of one gender than another,  eg. 10% female to 90%


male, then gender tends to  matter  little; with a more


even distribution, eg. 45%  female  to  65% male, games


can rapidly become little more  than dating agencies if


improperly managed. In almost all cases, there are more


males than females who play a MUA (that's in real life:


the gender of the persona  a player is controlling does


not have to be the same as that of the player).


        A further signal  that  a  game  might  be less


entertaining than it should be is the wiz/mortal ratio.


If there are more players  with game-altering powers at


their disposal than  there  are  without,  playing as a


mortal can be  hell,  with  constant  interference from


above. It also devalues the  overall  goal if there are


so many wizzes that it  seems  "anyone" can become one.


Top-heavy games are  hard  to  deal  with, because once


players have reached wiz  level  it is often impossible


to remove them without causing even worse problems.


        Finally, if you really want  to know what a MUA


is like, the players are the best way to find out. Just


ask them. After a  few  minutes of conversation, you'll


have learned more about the  MUA  than hours of playing


would ever tell you.





        'Role-playing'


        Many MUAs make a big  thing  out of being role-


playing games. Strictly speaking,  such  a  game is one


where players choose  a  personality  other  than their


own, and try  to  behave  in  character  all  the time.


Theoretically, then the  more  freedom  players have to


define their personae, the better  suited a game is for


role-play. However, in practice the  term is often used


to refer to games where there  are strictures on what a


player may or may  not  do  - enforced role-play. Thus,


games with character classes,  alignments, skill levels


and so on are usually  understood to be role-playing in


nature. In MUAs where there  is  freedom to act however


one chooses, "I was  only  role-playing"  is more often


heard as an excuse to justify antisocial behaviour that


the player  regrets,  eg.  viciously  attacking someone


else.


        The role-playing issue can  be  looked  on as a


distinction between 'hidden depth'  and 'open depth'. A


game  with  open   depth   (lots   of  fussy,  detailed


information made available to  the  players) looks more


impressive on the face of it than one with hidden depth


(players have  to  find  out  things  for  themselves).


Although the  former  are  exciting  to  newcomers, the


latter are more rewarding in the long term.





        'Wiz Powers'


        Wiz powers are  those  command  which (normally


only privileged)  players  are  able  to  use  on other


players, and against which  there  is  no defence. Such


powers are important for  two reasons: the desirability


of earning the  right  to  wield  them  is an important








                          18Game Architecture                              MUSE Ltd








early driving force for  mortals;  they allow wizzes to


mould the game to  their  own personality, enriching it


and helping it to evolve.


        There is less consistency in  the naming of wiz


commands than there  is  for  normal  commands. This is


because people who write their own MUAs have not always


reached wiz level in another  MUA, and are thus unaware


of existing conventions.


        Having wide-ranging  wiz  powers  is  usually a


good thing, although having too  few  can be a blessing


in disguise for  games  with  an  over-large wiz/mortal


ratio. Most  MUAs  strive  to  provide  a comprehensive


range of powers for their  wizzes, although many of the


most potent wiz-only  command  often require facilities


which the implementation  is  unable  to deliver. Among


these are:


-       'snooping'


        Being able to copy  someone  else's textual i/o


to your own machine, while continuing to play yourself.


Multiple snoops are where several people can be watched


simultaneously.


-       'attaching'


        Being able to control  another player or mobile


using normal  commands,  receiving  incoming  text from


their point  of  view  as  if  you  were  playing  them


yourself. A lesser  ability  is  'dubbing',  where your


speech appears to  issue  from  the  dubbed object, but


otherwise your commands refer to your own persona.


-       multiple levels of invisibility


        Not all games  offer  a  means  for  players to


disappear from the  view  of  others,  but  some do. Of


those, few  permit  selective  invisibility,  where one


category of player (eg.  mortals)  cannot  see you, yet


another (eg. wizzes) can.


-       object creation


        The ability to  manufacture  arbitrary objects,


rooms, mobiles, whatever, and  place  them in the game.


These additions may or may not be permanent. Some games


allow anyone to  perform  such  feats,  notably  in the


academic sector.


-       command definition


        Like object definition,  but  commands  can  be


added. Very dangerous,  in  practice,  because commands


are, in effect, programs, and can thus crash, hang, hog


the cpu,  and  perform  arbitrary  alterations  to  the


game's data structures. Be wary of playing any new game


offering  this  facility  until  you  obtain  cast-iron


assurances that it's safe.


-       'proofing'


        The ability to  display  arbitrary  messages on


players' screens  which  they  cannot  distinguish from


those the  game  itself  would  send.  Sometimes called


'illusion'. Primitive  proofs  are  commonly available,


but multi-line proofs are uncommon, as are proofs which


are sent  selectively  to  either  individual  players,


players in one  location,  or  players  satisfying some


audio-visual requirement (eg.  players  who  are in the


dark should not receive  messages  telling  them that a


butterfly is fluttering by).











                          19MUSE Ltd                              Game Architecture








-       'FODding'


        The ability to delete a  persona from the game,


completely. Sometimes known as 'blotting' or 'toading'.


"FOD" stands for "finger of death".


-       'teleporting'


        The ability to move  to  an arbitrary location.


Can be extended to  allow  the  movement  of any object


from one locale  to  another,  although  this can cause


problems without the  proper  checks  (objects that are


allowed  to  contain   themselves   can  readily  cause


crashes).


-       'pre/post-fixing'


        Being able to change  the  way in which players


are described. Some  games  allow  players  to  do this


themselves, which can have depressing results...


-       'tinkering'


        Having the capacity to  change  anything in the


game whatsoever, akin to  poking  a Basic program. Very


dangerous, and if it's offered  to  more than a handful


of trusted  people  it  will  speedily  render  a  game


unplayable.


        As a  postscript,  the  presence  of  some  wiz


commands can greatly influence the way a game is played


and managed. In particular, if nowhere is safe from the


snoop command (or any  form  of  logging), this greatly


discourages  people  from   indulging   in  imaginative


sexually-oriented talk, and thus  makes  such MUAs more


acceptable to the  parents  of  younger  players and to


moral guardians.





        'Age'


        The length of time  a  MUA  has been around can


reveal a  great  deal  about  it.  First,  it obviously


works, and is likely to be  relatively free of bugs. It


is therefore stable. However,  unless  it is frequently


updated with new features and puzzles, it also runs the


risk  of  being  stale.   Furthermore,   if  it  has  a


comparatively  fixed-size  user   base   then   it  can


saturate the market, ie. everyone  who  is going to try


it has now done so. Old games also tend to be unable to


cope with the latest  advances  in  MUA technology, and


become fossilised.


        New games, on the other  hand, are likely to be


unstable yet fresh, and can revitalise a user base that


another MUA has saturated. New  MUAs will often contain


experimental features unavailable in  most other games,


but if they're the authors' first attempt at a MUA then


they  can  still  be  fossilised,   albeit  in  a  more


contemporary  setting.  Only  MUAs  that  are  complete


rewrites of an earlier version are usually able to keep


up with future developments,  since  by then the design


team  has  acquired  a  degree   of  awareness  of  the


generality needed to  maintain  and  improve upon their


MUA.


        The ideal situation is where an old yet second-


generation MUA is given  access  to  either an untapped


user base or one which existing MUAs have saturated.





        'Gameplay'


        A defining  characteristic  for  a  MUA  is its








                          20Game Architecture                              MUSE Ltd








gameplay. What's the overall goal, and how do you reach


it? Is there a hierarchy  of player levels? Do personae


gain powers as they  advance?  Is  there fighting - and


what happens to losers? Do  the environment and command


set  promote  socialising,  combat,  puzzle-solving  or


puzzle-designing?


        Implicit in the way  a game interprets players'


commands is a set of "rules"  that decree what the game


will allow, and  what  activities  are  favoured. These


should support the game  scenario,  and  not get in the


way.  For  example,  a   game  with  fifteen  different


character classes and  complex  procedures for training


to acquire weapon and spell  skills  may go well with a


"city-state" scenario  where  there  exists  a  complex


society and a legislature; however, it would get in the


way of a "wandering knights battling dragons" scenario.


Players should really be able to do what they want, and


if the game prevents them then  there should be a sound


reason for it. New games announcing that players can be


elves, dwarfs, trolls, bunny rabbits  and so on have to


be able  to  justify  why  these  different  types  are


present. Artificial constraints ("if  you  want to be a


magic-user you can't be a troll")  may give a veneer of


attention to detail, but rarely  does it ever make much


difference.


        One often-overlooked aspect  of  a  MUA  is its


treatment of newcomers. It is not  good for a novice to


join a game, have no idea how to talk to people (and be


unable to find out), and  to  wander around for half an


hour and not  see  anything  that  could  be picked up.


Ideally, there should be some  mechanism to ensure that


even when a game is near to being played out of points-


giving objects and  puzzles,  novices  should  still be


able to find something.  There  should be on-line help,


and it's desirable to have the game provide unsolicited


hints if it  is  advanced  enough  to  recognise when a


player is having trouble. For commercial games, a guest


account should be provided, and game walk-throughs (or,


if  undertaken  interactively,  'tours')  ought  to  be


available. Rules and regulations  should  be  kept to a


minimum - a daunting 100-page booklet describing how to


play the game  may  be  intended  to  impress  with its


depth, but it's more likely to scare off new players in


the long run.


        Gameplay is immensely  important,  but  only to


people who play primarily  for  gaming reasons. Compare


MUAs with board games:  "real"  boardgamers look at the


rules, decide on strategies, try  them out, and play to


win; "occasional" boardgamers don't  care much for game


realism if that means lots of  rules to learn, and they


only indulge in games  on  social occasions, not really


caring whether they win or lose.  MUAs can be geared to


be suitable for either  serious  or  trivial users; the


best MUAs can cater for both.





        'Atmosphere'


        Finally,  in  judging  a   MUA   there  is  the


crucially  important   but   frustratingly   intangible


quality of  atmosphere.  The  scenario,  the  room  and


object descriptions, the events  that occur, the things








                          21MUSE Ltd                              Game Architecture








the players say, all  add  up  to  a background feeling


that dictates the mood of the game.


        It is difficult  to  determine  whether  a game


truly has atmosphere without playing  it for some time,


however there are some  things  to  watch out for which


are certainly not conducive to it.


        A good sign that a game will lack atmosphere is


shoddy descriptions.  Misspellings,  poor  punctuation,


incorrect grammar, tortuous phrases  that dismally fail


to promote the  feeling  of  brooding  terror  that its


thesaurus-wielding author hoped they  would - all these


interrupt the flow of  narrative  and  bring the player


momentarily into the real world  instead of that of the


game.   Other signals are improper articles ("a ox", "a


water"), bad gender possessives  ("Susan  taps you with


his bat")  and  numbered  objects  ("There  is  a rat22


here").


        Subject matter plays a  part.  A wrecked pirate


ship with a vacuum cleaner in  the hold may be supposed


to be funny, but it will jar on players' sensibilities.


If players have the ability  to  add things to the game


without their creations  first  being  checked  out for


consistency by someone with editorial control, there is


a very good chance that any overall sense of atmosphere


or mystique will be completely non-existent.


        Different games have  different  atmospheres at


different times, and  the  same  MUA  may cycle between


murderous hack-and-slay and  jovial sweetness-and-light


every six months. Something  to  beware  of, though, is


the MUA which radiates joy  and  kindness all the time:


this is  usually  imposed  on  players  in  dictatorial


fashion from above, in "you will be nice!" style. Since


no-one can possibly get on  with everyone else forever,


a seething  mass  of  hatred  builds  up,  and  when it


bubbles over there are terrible recriminations.


        Games can have  their  atmosphere  disturbed by


external factors, such  as  an  uncertain  future  or a


price rise, and almost  every  MUA  has its prophets of


doom who will tell  anyone  willing  to listen that the


game  has  gone  downhill  since  the  "fun"   days  of


yesteryear, and it's only  a  matter  of time before it


keels over. Reviewers who are talking to players should


be ready to hear this kind of morose rambling, and only


give it credit if  it  is  substantiated  in talks with


others.???????????????????????????????





















































                          22Reviewing Strategy                             MUSE Ltd








3.      Reviewing Strategy.





3.1     Review Format.





        The meat of this report  is a series of reviews


of  MUAs  currently  active  in  the  UK.  Each  review


commences with a  header  giving  facts  concerning the


game under consideration -  its  name, its authors, its


commercial status, and how to access it.





        Following  the  header  are  historical  notes,


presenting background information  on  the  game, and a


brief description of its setting.  After that comes the


main body of the review, where the game is discussed in


some detail.





        Although  the  reviews  have  been  written  as


objectively as is  reasonably  possible, naturally some


subjectivity will inevitably  creep  in.  To counteract


this  eventuality,  brief   quotes   from   reviews  in


magazines and  from  players  will  also  be  given (if


available). All the quotes are unsolicited.





        In order that some  impression  may be given of


the  overall  importance  of  the  game  in  the  IMPCG


industry, the review  header  also  includes  a grading


which is purely  subjective.  Games  will  be  rated as


being in either the first, second, or third rank; first


rank is most important.  This  grading  is  based on an


assessment of the impact which the  game has had on the


MUA-playing community.  It  therefore  does  not follow


that the "best" games are  necessarily of a higher rank


than lesser ones.





        After the reviews  of  UK  games,  there follow


reviews of MUAs from the  rest  of  the world. The same


approach is taken for these as  for UK games. A handful


are commercial, and these appear first; the rest are on


academic machines, and for  these  no pricing structure


is given  (they  are  all  free).  Their  importance is


relative to other games in the same category.





3.2     Accuracy.





        Although every  attempt  has  been  made  to be


accurate  in  the  reviews,  they  are  not  guaranteed


correct. This is  because  information  supplied by the


game designers is  often  out-of-date, over-optimistic,


or  contains  outright   lies.   Likewise,  many  semi-


professional reviewers in magazines  have  little or no


idea what they should be (or, indeed, are) looking for,


and will give anything good  or  bland reviews so as to


elicit future advertising  revenue  from  the flattered


game author.





        Since some of  the  information  stated  in the


reviews in this report  come  from  such sources, it is


possible that  they  contain  errors.  Where  possible,


however,  facts  have   been   verified  independently.


Opinions  expressed  in  the   review,  however,  while








                          23MUSE Ltd                             Reviewing Strategy








primarily the review author's,  are  grounded in either


personal experience or statements  made  by a number of


players or reviewers.





        Some of the later quotes that are given in this


report are solicited,  but  as  the  result  of general


questions (eg. "How do  you  think  MUAs should be made


more  widely  available")  rather  than  specific  ones


("What do you think about Shades' lack of containers?).


Most quotes, however,  are  from  public access sources


that anyone can read, such as bulletin boards, NewsNet,


magazine  articles   and   publicity   material.   They


therefore appear  here  without  the  permission  -  or


indeed the knowledge  -  of  their  originator, who may


regard them as  too  out  of  context  to reflect their


intended meaning.





3.3     Locations.





        Included in each review is an indication of how


the game can be accessed.  Some  games  run on the same


system as others, and  their  location  is indicated by


specifying the name  of  the  appropriate  system. Most


games operate at 1200/75 baud,  8  bits, 1 stop bit, no


parity, but a good  many  can  handle  other baud rates


too.





        For some of the  academic  MUAs  there are many


copies of the games sprinkled  across the networks. All


these have their  own  local  name  to distinguish them


from other  systems  running  the  same  software.  The


reviews of these  games  concern  the general software,


however  local  versions  are  listed  along  with  the


address at which they can be reached. As a guide to the


countries in which these lie,  consult the last section


of the address:


        .au     Australia


        .ca     Canada


        .dk     Denmark


        .fi     Finland


        .nl     Netherlands


        .se     Sweden


        .uk     United Kingdom


Anything else  is  assumed  to  be  America  (the  .edu


selector means "educational establishment").





        Systems supporting more than one MUA are:





Name:           CompuNet


Phone:          Pre-game registration required, call


                (081) 997 2591 voice


MUAs:           Federation II, Realm


Comment:


        Long-running but  troubled  network, originally


backed by Commodore and carrying MUD1. After staff buy-


outs, its future now  seems  more  secure. Still caters


primarily for users with  Commodore hardware. Users pay


to play.














                          24Reviewing Strategy                             MUSE Ltd








Name:           CompuServe


Phone:          Pre-game registration required, call


                (0800) 289378


MUAs:           British Legends, Island of Kesmai,


                Sniper, Megawars 1, Megawars 3,


                You Guessed It!


Comment:


        Largest user base of  any commercial network in


the world (around 1,000,000  users).  Very expensive by


UK standards. Recently began a UK publicity drive.





Name:           Essex University


Phone:          PSS A2206411411


MUAs:           MIST, Rock.


Comment:


        Site of the original  MUD1  game and many other


MUAs using  MUD1's  interpreter  (Valley,  Crud,  Blud,


Uni). About to lose all  its  MUAs because the hardware


upon which they run will shortly be scrapped.





Name:           InterNet


Phone:          Not available


MUAs:           TinyMUD, AberMUD, LPMUD, UberMUD,


                TinyMUCK, TinyMOO, many more.


Comment:


        An  international  network   of  (mainly  Unix)


computers  primarily  used   by  research  institutions


(Universities and large companies) for electronic mail.


It carries daily updates of  public  messages on a wide


range of topics, rec.games.mud  being  the  one of main


interest to MUA players. Free to users.





Name:           IO World of Adventure (IOWA)


Phone:          (0883) 744044 and 744164.


MUAs:           MirrorWorld, Parody, Quest, Empyrion,


                Chaos World of Wizards.


Comment:


        Made an attempt this  year to run commercially,


but its players deserted it  and  it  had to back down.


Free at present, and a popular  place to meet and chat.


A local call from London.





Name:           JANet


Phone:          Not available


MUAs:           AberMUD, TinyMUD, MIST.


Comment:


        The main UK network  for research institutions.


Linked to InterNet. Free to users.





Name:           Lap of the Gods


Phone:          (081) 994 9199


MUAs:           Gods, The Zone, Future Life,


                TinyMUD.


Comment:


        Long-standing system,  has  its  own particular


clientele. Users pay to play.




















                          25MUSE Ltd                             Reviewing Strategy








Name:           Prestel


Phone:          Consult BT for your local number


MUAs:           Shades, Trash.


Comment:


        Large user base, and  prices  to match. A local


phone call from almost anywhere  in  the UK. Shades and


Trash can be played for  free  on a development machine


at (0342) 810905, but be prepared for sudden surprises,


eg. text in french.





Name:           Synergy


Phone:          (081) 968 0333


MUAs:           Avalon, The Spy.


Comment:


        New system,  having  started  this  year. Small


user base at present. Users pay to play.





3.4     Genealogy.





        This diagram  shows  the  family  tree  of MUAs


(where  parenthood  is  known).   Children  are  listed


alphabetically rather  than  in  order  of  appearance,


because time of  birth  is  difficult  to establish for


most of the games.





MUD1


|


+-------AMP


|


+-------Federation II


|


+-------Gods


|       |


|       +-------Future Life


|


+-------MirrorWorld


|       |


|       +-------Empyrion


|       |


|       +-------Mosaic


|       |       |


|       |       +-------Avalon


|       |


|       +-------Parody


|       |       |


|       |       +-------Prodigy


|       |


|       +-------Quest


|


+-------MIST


|       |


|       +-------AberMUD


|               |


|               +-------LPMUD


|               |       |


|               |       +-------DUM II


|               |


|               +-------TinyMUD


|               |       +-------Cthulhu


|               |       |








                          26Reviewing Strategy                             MUSE Ltd








|               |       +-------Midgaard


|               |       |


|               |       +-------SMUG


|               |       |


|               |       +-------TinyMUCK


|               |       |                      |


|               |       |        +-------TinyMOO


|               |       |


|               |       +-------TinyMUSH


|               |       |


|               |       +-------UberMUD


|               |


|               +-------YAMA


+-------MUD2


|


+-------Rock


|


+-------Shades


|       |


|       +-------Bloodstone


|       |


|       +-------Sector 7


|       |


|       +-------Trash


|       |


|       +-------Zone


|               |


|               +-------Void


|


+-------VaxMUD


|


+-------Wanderland


???????????????????????????????

























































































                          27MUSE Ltd                                   Reviews - UK








4.      Reviews - UK.











4.1     Federation II.











Name:                   Federation II





Importance:             1





Author(s):              Alan Lenton ("Bella")





Location:               CompuNet





Pricing Structure:      L1.50/hour plus





                        L12 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











                          28Reviews - UK                                   MUSE Ltd








(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











                          29MUSE Ltd                                   Reviews - UK








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,











                          30Reviews - UK                                   MUSE Ltd








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











                          31MUSE Ltd                                   Reviews - UK








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.























                          32Reviews - UK                                   MUSE Ltd








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:      L0.575/hour or








                          33MUSE Ltd                                   Reviews - UK








                        L11.50/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











                          34Reviews - UK                                   MUSE Ltd








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











                          35MUSE Ltd                                   Reviews - UK








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-











                          36Reviews - UK                                   MUSE Ltd








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











                          37MUSE Ltd                                   Reviews - UK








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.











                          38Reviews - UK                                   MUSE Ltd








        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]























                          39MUSE Ltd                                   Reviews - UK








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".











                          40Reviews - UK                                   MUSE Ltd








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)











                          41MUSE Ltd                                   Reviews - UK








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.











                          42Reviews - UK                                   MUSE Ltd








        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 L3,000





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.











                          43MUSE Ltd                                   Reviews - UK








        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











                          44Reviews - UK                                   MUSE Ltd








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]

















                          45MUSE Ltd                                   Reviews - UK








        "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:      L0.50/hour to L1/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.




















                          46Reviews - UK                                   MUSE Ltd








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











                          47MUSE Ltd                                   Reviews - UK








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











                          48Reviews - UK                                   MUSE Ltd








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'.











                          49MUSE Ltd                                   Reviews - UK








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











                          50Reviews - UK                                   MUSE Ltd








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)











                          51MUSE Ltd                                   Reviews - UK








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











                          52Reviews - UK                                   MUSE Ltd








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]











                          53MUSE Ltd                                   Reviews - UK








        "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]








                          54Reviews - UK                                   MUSE Ltd











        "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 L1,000 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 L3,000 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:      L4.80/hour 8am - 6pm





                        L1.20/hour 6pm - 8am





                        L19.80/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








                          55MUSE Ltd                                   Reviews - UK








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











                          56Reviews - UK                                   MUSE Ltd








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











                          57MUSE Ltd                                   Reviews - UK








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











                          58Reviews - UK                                   MUSE Ltd








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











                          59MUSE Ltd                                   Reviews - UK








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











                          60Reviews - UK                                   MUSE Ltd








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.











                          61MUSE Ltd                                   Reviews - UK








        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











                          62Reviews - UK                                   MUSE Ltd








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!"








                          63MUSE Ltd                                   Reviews - UK








                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]











                          64Reviews - UK                                   MUSE Ltd








        "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:      L6.50/month flat fee or





                        L65/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.




















                          65MUSE Ltd                                   Reviews - UK








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:      L0.25/hour or





                        L10/month flat fee or





                        L25/quarter flat fee or





                        L80/year flat fee or





                        L200 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











                          66Reviews - UK                                   MUSE Ltd








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











                          67MUSE Ltd                                   Reviews - UK








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











                          68Reviews - UK                                   MUSE Ltd








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











                          69MUSE Ltd                                   Reviews - UK








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











                          70Reviews - UK                                   MUSE Ltd








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.











                          71MUSE Ltd                                   Reviews - UK














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








                          72Reviews - UK                                   MUSE Ltd








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





L7/month flat fee (the  equipment  it  ran on cost over





L20,000).








                          73MUSE Ltd                                   Reviews - UK














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











                          74Reviews - UK                                   MUSE Ltd








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











                          75MUSE Ltd                                   Reviews - UK








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











                          76Reviews - UK                                   MUSE Ltd








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]








                          77MUSE Ltd                                   Reviews - UK











        "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]










































































                          78Reviews - UK                                   MUSE Ltd








4.9     Empyrion.











Name:                   Empyrion





Importance:             2





Author(s):              ?





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











                          79MUSE Ltd                                   Reviews - UK








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.











                          80Reviews - UK                                   MUSE Ltd








        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











                          81MUSE Ltd                                   Reviews - UK








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.























                          82Reviews - UK                                   MUSE Ltd








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.











                          83MUSE Ltd                                   Reviews - UK








        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.











                          84Reviews - UK                                   MUSE Ltd








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











                          85MUSE Ltd                                   Reviews - UK








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











                          86Reviews - UK                                   MUSE Ltd








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.





























                          87MUSE Ltd                                   Reviews - UK








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]






























































                          88Reviews - UK                                   MUSE Ltd








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 Slate, it was subject to all 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 -











                          89MUSE Ltd                                   Reviews - UK








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: everything is  stored  in  memory,  which can











                          90Reviews - UK                                   MUSE Ltd








quickly run out, and which has  to be backed up to disc





every so often, causing  long  pauses while it happens.





Furthermore, its implementation is not all it should be





- adding any data to memory  slows the game down due to





its having more  information  to  search.  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  in  the  first  three letters (Avalon





does a similar thing to  four letters), so "Geolin" can





be  shortened  to  "Geo"  in  all  cases.  This  would,





however, appear to limit  quite  drastically the number











                          91MUSE Ltd                                   Reviews - UK








of readable persona names Prodigy can accept.





        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]














                          92Reviews - UK                                   MUSE Ltd








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











                          93MUSE Ltd                                   Reviews - UK








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











                          94Reviews - UK                                   MUSE Ltd








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]


















































                          95MUSE Ltd                                   Reviews - UK








4.14    Realm.











Name:                   Realm





Importance:             2





Author(s):              Martin Hardcastle





Location:               CompuNet





Pricing Structure:      L1.50/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.























                          96Reviews - UK                                   MUSE Ltd








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:      L4.80/hour 8am - 6pm





                        L1.20/hour 6pm - 8am





                        L19.80/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











                          97MUSE Ltd                                   Reviews - UK








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











                          98Reviews - UK                                   MUSE Ltd








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











                          99MUSE Ltd                                   Reviews - UK








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]














                          100Reviews - UK                                   MUSE Ltd








        "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











                          101MUSE Ltd                                   Reviews - UK








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 angel or demon lady/lord, depending





on alignment) not all spells are available. Thus, other





players  are  unknowns  -   a   rather  attractive  and





realistic idea.  One-off  spells  can  be  obtained  by





reading appropriate scrolls.





        Points are of  two  types,  magical and social.





The former correspond with  points  in  other MUAs, the





latter are just things that  players  get a few of each





week to give to their  friends  -  there is no gameplay





reason for having them. Magical  points are obtained in





Gods-like fashion by offering  them  to  the ruler (ie.











                          102Reviews - UK                                   MUSE Ltd








creator -  usually  an  ex-Zone  player)  of  the world





you're in at the time, at some appropriate location.





        Void has more depth than  you'd expect - it can





handle smells, for example  -  but  it  is selective in





that interaction between players  is  handled  in a far





more detailed fashion than  the  rest  of  the game. It





has, for example, a modern  switch  facility, so that a





string containing, say, "/Fred"  will  expand to "Fred"





for everyone except Fred, in  which  case it expands to





"you". This can  be  used  to  good  effect  in emotion





commands, eg. "Growl at /Fred".





        The reason  for  this  degree  of  attention to





inter-persona messaging is because  it is Void's raison





d'etre - the whole point of  playing is to role-play in





imaginative ways with  other  players.  Some  of  it is





sexual, but on the  whole  it  is good-natured and fun,





rather than the sometimes  sordid  behaviour which goes





on in  Zone.  A  side  effect  is  that  some desirable





commands usually left out of  MUAs  are present in Void





for effect -  "dress"  and  "undress"  are there, which





means "wear"  is  also  present  and  is  distinct from





"get". Cash is part of  the  game,  and can be spent on





various  services,  such  as  the  "ogram"  (sending  a





message to  another  player  by  means  of  a transient





messenger,  eg.  a  kissogram).  Perhaps  surprisingly,





perhaps not, Void  has  a  larger  proportion of female





players than most MUAs.





        There is some  humour  written  explicitly into





the game, which can  be  intrusive.  Players can create





their own prefixes,  although  there's  no problem with











                          103MUSE Ltd                                   Reviews - UK








that because  virtually  anything  they  choose  can be





fitted into the  scenario,  and  even misspellings only





add to the general feeling of fun.





        Player names  can  be  abbreviated  to  minimum





uniqueness,  although  there  are  problems  when  this





conflicts with command  names,  and  when other players





enter whose  entire  name  is  someone  else's minimum.





Void's players form a  small, tight-knit yet gregarious





community, however, and  if  people  do  mess it around





they can usually be persuaded in friendly fashion to be





a  little  more  thoughtful.   Whether  that  would  be





possible  with  a  larger  user  base  seems  unlikely,





though.





        There is a bulletin-board  in  Void that can be





accessed from within the game.  Normally, this would be





too dangerous for players to use - while they're in the





BB, their persona  could  be  being  attacked. However,





since Void has no fights, it's safe to have one there.





        Void has  an  unfriendly  rivalry  with Avalon,





which it sees as poaching  its  players  - the game was





deserted for a time when  Avalon  came out, and is only





now recovering  due  to  Avalon's  fragility.  Some  of





Avalon's  programmers   and   gods   are   regarded  as





particularly arrogant by Void stalwarts.





        Void is hard-coded  in  Pascal,  with  text and





object/room definitions written externally  in a simple





database definition language. It has just four external





lines, and runs on two IBM ATs.























                          104Reviews - UK                                   MUSE Ltd








Summary:





        Void is  really  little  more  than  a  virtual





reality  to  encourage   role-playing,   often  of  the





flirtatious type but by  no  means  restricted to that.





With some concessions to gameplay and a few puzzles, it





could really get to be  quite good, however its author,





Clive Lindus, seems happy with  what  he  has - a light





piece of variety with a warm nose.











Quotes:





        "The availability  of  different  realms  is an


interesting alternative to  offering  several different


games."


                Comms Plus! [magazine]





        "There are quite a few touches of humour in the


game."


                Comms Plus! [magazine]





        "I   like   it!   Wonderfully   inventive   and


atmospheric."


                Lizandith [player]





        "The main idea of  the  game  is enjoyment, and


how you  achieve  this  (as  long  as  it  doesn't stop


someone else enjoying themselves) is up to you."


                Void [promotional material]





        "I try to take a back  seat and let players get


on with role-playing. The best way is for me to play as


well. I think all  this  "I'm  the  coder" rubbish puts


people off."


                Clive Lindus [author]





        "This game is  truly  run  for  the players: no


charge to  play,  and  relying  on  players'  ideas  to


improve it. Before  you  worry  about  Avalon,  spare a


thought for Void  - I  think it deserves its fair quota


of players as well."


                Clive Lindus [author]






































                          105MUSE Ltd                                   Reviews - UK








4.17    Zone.











Name:                   Zone





Importance:             2





Author(s):              Chris Butterworth ("Gandalf")





Location:               Lap of the Gods





Pricing Structure:      L0.575/hour or





                        L11.50/month flat fee





Brief Description:





        Non-standard MUD1 clone, debauchery setting.





Historical Notes:





        Butterworth was  playing  Shades  when  another





player suggested that  someone  should  write  an adult





MUA.  Zone  was  finished   in   1987,  and  went  live





independently (with only two  external lines). In 1988,





it moved to the Lap of the Gods system.











Review:





        Zone is short for Erogenous  Zone.  It is a MUA





deliberately written to  be  "adult" and controversial,





and succeeds admirably in  both areas: over-reaction by





BT to  the  threats  of  self-styled  "moral guardians"





could eventually lead not only  to  the removal of Zone





from the telephone  network,  but  also  of every other





MUA. Zone could  then  use  its  notoriety  to flourish





abroad, but most other MUAs would simply die. That Zone





will best succeed in the long run by annoying the anti-





pornographic lobby and getting  banned perhaps explains





its stalwart refusal to  make  all  but  the most token





gestures towards ensuring that people aren't offended.











                          106Reviews - UK                                   MUSE Ltd








        In Zone's case,  at  least  originally,  it was





intended to  be  controversial  only  in  that  it  was





thought-provoking; more cynical  approaches to generate





publicity by  explicit  lewdness  had  been  suggested,





however -  most  notoriously  CompuNet's  now-abandoned





After Midnight project. Zone has  given way to pressure





to a minor extent in that  it now asks players to state





their age, and won't let them  play if they say they're





under 18; however,  it  has  no  way  of verifying that





people are  telling  the  truth,  and  there  have been





suggestions that the question  could really be intended





as more of a gimmick  to  entice  new players than as a





demonstration of Lap of the Gods' responsibility.





        The game itself (and it is a game) is set in an





old mansion, its grounds,  and  a  temple (dedicated to





Sappho, a Greek poetess  whose  behaviour  gave rise to





the word "lesbian"). Compared to other MUAs, Zone has a





small database and few items of treasure. Points can be





scored by  taking  objects  to  the  temple  altar  and





offering them to Sappho, but  the  main way for players





to increase their score is to do just that - score with





the other players.





        Zone has a command "make love to ... ". Players





have to  get  into  the  right  mood  first  by  use of





"cuddle" and "kiss" type commands,  and the process can





be speeded up by consuming  alcohol. Points are awarded





depending  on   location,   participants,   deflowering





virgins, and who issued the  "make  love" command. If a





persona is being made love  to  and  doesn't want to be





(ie. is being raped), there  is  a "stop" command - but











                          107MUSE Ltd                                   Reviews - UK








it costs points to use.





        Lovemaking  uses  up  stamina,   which  can  be





recovered by consuming food  and  drink. Alcohol intake





can have advantageous effects, but  too much will cause





disorientation, and, beyond  that,  death.  MUD2  has a





more complete treatment  of  alcoholic  beverages (and,





since it deals with liquids  properly, allows drinks to





be diluted),  but  there  is  no  advantage  gained  by





drinking  in  that  game.  In  Zone,  it's  practically





mandatory.





        There  are  twelve   levels,   the   top  being





master/mistress.  There   are   arch-wizzes   for  game





management purposes,  although  since  mortals  can  do





pretty well  everything  except  swear  in  Zone  their





position isn't very taxing.  A  nice  touch is that the





game leaves its own messages  of congratulations on the





Zone bulletin-board  when  someone  reaches  master  or





mistress. Although there is no  combat in Zone, players





can lose points  by  seducing  or  being  seduced  by a





player  of  a  much   lower   level.  From  a  gameplay





viewpoint, then,  lovemaking  is  Zone's  equivalent of





combat.





        Although Zone  is  a  MUA  in  the  traditional





sense, these  aspects  of  it  have  been  neglected in





favour of its role-playing side.  New objects are added





occasionally, but as  props  rather  than  as  tools or





treasure. For example, kittens are a recent addition to





Zone, but there's no  way  to  score  points from them.





Other objects have shared  a  similar  fate.  This is a





shame, because, like Void, Zone  has some nice touches.











                          108Reviews - UK                                   MUSE Ltd








Its parser is capable  of distinguishing between "drink





cocktail"  (meaning  all   objects   present  of  class





cocktail) and  "drink  a  cocktail"  (meaning  just one





cocktail). Furthermore,  it  doesn't  execute  all  the





bindings at once: there's  a  time  delay. Thus, if you





"drop all"  and then move  after  two objects have been





dropped, the  remainder  of  the  "drop  all"  will  be





abandoned.





        Although shallow  in  areas  of  gameplay, Zone





provides many facility  which  can promote role-playing





by the players. As well as  "dance with ... ", "dress",





"undress" and "hold hands with ... " commands, Zone has





the latest switch feature in  its  strings (as in Void,





but with possessives handled  too).  Magic is also like





Void's, with spells costing  magical power, and magical





power replenishing with  time.  It  has two first-level





spells, "where" and "summon";  "summon" doesn't work on





mobiles as they follow  set  paths  when they move, and





would therefore become lost if derailed.





        Atmosphere is therefore all  there  is in Zone.





The players, and the way  they  choose to interact, are





the only reason for playing it  -  as a game, it's very





thin. However, that makes it  very vulnerable: 1990 has





seen many of Zone's customers  departing for Void. They





can't be lured back, because  this kind of sexual role-





playing is virtually database-independent, and Void has





a major advantage over Zone in that it's free. The only





way that Zone can survive in the long term is by having





more publicity than Void (eg.  switching to the Playboy





bulletin-board), or by dropping its charges.











                          109MUSE Ltd                                   Reviews - UK








        Zone is written  in  SuperBasic  and  runs on a





Thor (a Sinclair QL clone with 3?" discs).











Summary:





        There is definitely  a  market  for  games like





Zone, and a well-written  MUA  along  those lines could





attract a large number  of  players. However, the large





networks won't touch it  because  of the moral backlash





of so doing, which could  be expected from almost every





pressure group  in  the  country  -  religious, social,





political, academic, whatever. Whether  this is fair on





Zone is not for  this  review  to determine, however it





would certainly be a gross  error  to tar all MUAs with





the same brush.











Quotes:





        "In Zone, the idea is to make love, not war."


                Lap of the Gods [promotional material]





        "It is friendly in the  Zone  - make no mistake


about it. The  nature  of  the  game  dictates that all


players interact to a great degree after all!"


                Ace [magazine]





        "I talked to a teenage  girl  who said that she


had  never  been  pressurised   into  participating  in


anything in Zone."


                Comms Plus! [magazine]





        "Fi [a female Federation II player] wasn't very


impressed with Zone's being oriented around sex, rather


than its being  a  side-line  as  it  is  in some other


games. We wondered if  perhaps  young  people came away


from    Zone    with    inappropriate    ideas    about


relationships?"


                Comms Plus! [magazine]





        "In the first  6  hours  of  being on-line, the


game had a player logged  in  for 5.75 hours. ...  Over


the next month, the  players  proved  that  even a game


with 65 rooms and a trivial amount of treasure could be


popular."


                Chris Butterworth [author]











                          110Reviews - UK                                   MUSE Ltd








        "Since some people  are  a  little touchy about


the subject of making love, you  must  be 18 or over to


play this (and not touchy)."


                Lap of the Gods [promotional material]





        "(Almost) in the words of one famous MUG - 'You


haven't lived until you've screwed in Zone'!"


                Jhary [player]





        "[It is an  offence  to  send]  by  means  of a


public telecommunications system  a  message,  or other


matter, that is grossly  offensive  or  of an indecent,


obscene or menacing character."


                [Section 43.1(a), Telecom Act 1984]





        "British Telecom is concerned  about the use to


which a network is put  but  it  is not the guardian of


the nation's morals."


                BT   spokesman   [quoted   in   Popular


Computing Weekly magazine]





        "The whole process is a product of the state of


arousal of the players,  how  drunk  they  are, and the


state of their undress."


                Ace [magazine]





        "We are certainly going  to  go  down this [on-


line pornography] route when  we  have  cleared some of


the other things  off  the  lines.  At  the moment, the


government is just washing  its  hands  of this sort of


thing."


                Terry Lewis [MP for Worsley]





        "The game is ADULTS ONLY,  as it involves large


amounts of drinking and sex -  which can make for quite


funny games. A bit weird to get used to..."


                Comms Plus! [magazine]





        "It is NOT a dating agency, and anyone using it


as such faces ... legal action."


                Lap of the Gods [promotional material]





        "On-line   porn   is    freely   available   to


youngsters."


                Headline in  Popular  Computing  Weekly


[magazine]


















































                          111MUSE Ltd                                   Reviews - UK








4.18    Chaos World of Wizards.











Name:                   Chaos World of Wizards





Importance:             3





Author(s):              Pip Cordrey ("Pippin"),





                        Nat Billington ("Natso"),





                        Lorenzo Wood ("Penfold"),





                        Phil Harling ("Amstar"),





                        ? ("Esoniq"),





                        ? ("Birax")





Location:               IOWA





Pricing Structure:      free





Brief Description:





        Standard MUD1  clone  with  facilities  for all





players to create rooms and objects.





Historical Notes:





        Went live on IOWA in mid-1990.











Review:





        Chaos World of Wizards (or  Chaos for short) is





what Pip Cordrey terms a  MUPEG - a 'multi-user player-





extensible game'. By that, he means  it is a normal MUA





except that the  players  have  the  ability  to create





their own rooms and objects.  Although this is the main





type of MUA  available  on  the  academic networks, few





games in the UK industry  work  that  way. As usual for





games on IOWA, a claim is made that the idea originated





there, and that those games which do provide facilities





for players to add  rooms  are  taking  on board IOWA's





suggestions. In actuality, the  notion  is not new: the











                          112Reviews - UK                                   MUSE Ltd








second version of MUD1 had it back in 1979.





        Chaos is in its early stages at the moment, and





is therefore fragile and incomplete; however, even when





it is finished it is likely  to be very shallow and not





especially broad. A manual  for  its design language is





promised, but at present the only information available





is the rather limited help  coded  into the MUA itself.





This shows that rooms and objects have two buffers, for





long and short  descriptions.  One  buffer is selected,





and text is appended to it a  line at a time. A "clear"





command will empty a  buffer,  but  there  are no other





editing commands.  When  both  buffers  are  full,  the





player can either "makerm" or "makeobj". Judging by the





small number of commands listed,  it seems that the on-





line definition language works by currying object types





into the commands, eg. "killrm"  works on rooms but not





objects.  This  implies   that   the   system  makes  a





fundamental distinction between rooms  and objects, and





thus is both inflexible and limited in the long run.





        Given that  this  is  the  central  feature  of





Chaos, it is surprisingly weak. The only property of an





object that can be set is  its value, and therefore the





only use objects can  have  at  present is as treasure.





There  are  no  instructions  on   how  to  link  rooms





together, but there  is  a  "rmexit"  command mentioned





which may do it. All these features, and many more, are





present in MUD2; the  two  ways  that Chaos differs are





that objects are created  permanently,  and that anyone





can create them, even novices.





        Because the game is in its infancy, much of the











                          113MUSE Ltd                                   Reviews - UK








hype surrounding it is  of  the  "eventually, you'll be





able to..." kind. Some of  these claims are reasonable,





but others show a  deep  misunderstanding of how people





play MUAs. Chaos is envisaged  as combining the object-





creation part of a MUA  with  the actual playing of the





game.   Thus,   players    can    fight   one   another





conventionally, but will  have  to  create  any weapons





themselves. They can create  spells  to use against one





another,  and   design   counter-spells   for  defence.





Unfortunately, all this is  idealistic nonsense: either





the  spells  or  weapons   will   all   be  of  maximum





devastation, or  there  will  be  a  limited  number of





predefined types which players  can combine in strictly





determined  ways.  The  suggestion  that  players  will





willingly create low-damage  weapons  so  that they can





role-play with them better is  ludicrous - some players





may do that, but it only takes one not to and the whole





game is compromised.





        Cordrey  sees  the  game  as  evolving,  unlike





TinyMUD, by introducing  a  form  of  meta-combat where





players can destroy or  take  control  of one another's





creations. This seems a suitably grand thing to do, but





it reduces the  MUA  to  a  simple  strategy  game in a





godlike setting. It also makes  the game very difficult





for newcomers who wish to build their own rooms yet are





powerless against the  might  of long-standing players.





People will also find  it  difficult  to  play the game





like a  normal  MUA  if  such  large-scale  events  are





happening all the time,  especially  if they can't take





part in them at that level.











                          114Reviews - UK                                   MUSE Ltd








        There is no  requirement  that  Chaos rooms are





all from the same milieu, so SF worlds can coexist with





fantasy ones. This is attractive,  but not when objects





from those worlds cross over  -  a  SF weapon against a





roman shortsword would be no contest, for example. Some





of the  other  suggestions,  eg.  that  players  should





create room complexes and  then  play in them normally,





are also naive  -  the  urge  to  cheat  is too strong.





Besides, if people wanted  to  do  that  then they'd be





better served by a  SUA-design  program,  of which many





are on the market.





        Finally, Chaos is  promised  a  means  by which





players will be able  to  create mobiles, program them,





and give  them  their  own  personalities.  Like spell-





creation, this involves writing  program code, and that





involves either highly  advanced  exception-handling or





completely   infallible   programmers.   Unfortunately,





neither solution is likely to be available.





        Chaos  World  of   Wizards   runs   on   a  Sun





workstation.











Summary:





        Allowing complete novices to  create rooms is a





dubious enough activity at the  best  of times. The way





Chaos hopes to  merge  such  activities  with  those of





normal MUA-playing dooms it  to  failure. Its ideas are





attractive, but fly in the  face  of reality. Some good





will come out of it,  for example talented writers will





probably emerge; however,  without  violent  changes to





its basic premisses, Chaos will burn itself out after a











                          115MUSE Ltd                                   Reviews - UK








couple of years of intensive use.











Quotes:





        "As well as  a  peaceful  distraction  from the


mayhem of playing  a  'real'  MUG,  Chaos  should be an


interesting long-term project  as  the  game unfolds in


the way the players themselves wish."


                Comms Plus! [magazine]





        "One of the problems  with  MUPEGs is that they


become  disjointed  and  dog-eared  if  not  adequately


controlled. Some of  the  games  now  have  a committee


which  authorises  players  to  link  their  particular


development area with the body of the game."


                Pip Cordrey [owner]





        "If this [acquiring  other  players' creations]


is well  implemented  it  could  make  Chaos  extremely


interesting as alliances  shift  and diplomacy replaces


treasure-hunting."


                Comms Plus! [magazine]





        "Since I first  introduced  the  idea and later


wrote about it in Confidential, a number of traditional


MUGs have adopted some of the ideas and are introducing


MUPEG-like features."


                Pip Cordrey [owner]








4.19    Rock.











Name:                   Rock





Importance:             2





Author(s):              Phil Fox





Location:               Essex University





Pricing Structure:      free





Brief Description:





        Standard MUD1 clone in a Fraggle Rock setting.





Historical Notes:





        The first game written for the MUD1 interpreter





by someone who didn't work on MUD1 itself, around 1983.























                          116Reviews - UK                                   MUSE Ltd








Review:





        Rock is 100 rooms of fantasy set in the Fraggle





Rock milieu. It includes most  things present in the TV





series, along with some  rather inventive weaponry that





stretched MUDDL to its  limits  (eg.  an electric drill





you make yourself out of various components found lying





around).





        Rock  was  lost  for  several  years,  but  was





discovered  on   some   ancient   back-up   tapes   and





reconstructed.





        For further details on MUDDL, see the review of





MIST.











Summary:





        Small, quirky and surprisingly  violent game in





a fun (but unlicensed) setting.











Quotes:





        "Rock is based on  ITV's  Fraggle  Rock, and is


generally regarded to be impossibly deadly!"


                Micro Adventurer [magazine]





        "Even at Essex  University,  different types of


MUD have sprung  into  existence,  with  Rock being the


first 'unofficial' MUD."


                An Introduction to MUD [book]
























































                          117MUSE Ltd                                   Reviews - UK








4.20    Sector 7.











Name:                   Sector 7





Importance:             3





Author(s):              Nigel Hardy ("Quinch")





Location:               (081) 952 5128





Pricing Structure:      free





Brief Description:





        Standard MUD1 clone, cyberpunk setting.





Historical Notes:





        Demonstrated at Adventure 89  as  Dark City, it





was  originally  an   experiment   in  MUA-writing.  It





presently runs on the author's bulletin-board, but as a





SUA as the system has only one external line.











Review:





        Sector 7 was written  in  the three weeks prior





to  the  Adventure   89   convention.  Its  atmospheric





cyberpunk setting gained it  many admirers, despite the





fact that at the time  it  had no fighting, no mobiles,





no way to progress, and few puzzles.





        The main purpose  of  writing  the  game was to





learn how it could be done. Hardy had no wiz experience





in any games, and used Shades as a model. Nevertheless,





Sector 7 has some features beyond Shades' capabilities,





including on-line editing of objects and rooms.





        Sector 7 is written in GFA  Basic and runs on a





1mb Atari ST with a  40mb  hard disc, multiplexed by an





IBM PC.

















                          118Reviews - UK                                   MUSE Ltd








Summary:





        A   shallow,   narrow,    simple    game   that





convincingly demonstrates both how  easy  a basic model





MUA is  to  write,  and  the  enormous  potential  of a





cyberpunk setting.











Quotes:





        "It was originally written  as  an exercise for


myself, to see  if  I  could  do  it;  the  feedback at


Adventure 89 where I demoed  it  was  enough to keep me


working on getting it going."


                Nigel Hardy [author]





        "It can be  used  as  a  simple introduction to


MUGs which won't cost much."


                Nigel hardy [author]








4.21    Other MUAs.











        The MUAs presented  in  this  subsection exist,





but little is known about them  - a flier, a message on





a bulletin-board, a magazine article. They are included





here in case they  reappear  in  the  near future. None





were available for  playtesting  at  the  time  of this





report's writing.











        Only those parts of the review header which can





be filled in are given.  All  are  of the third rank in





importance.












































                          119MUSE Ltd                                   Reviews - UK








Name:                   AMP





Brief Description:





        Standard MUD1 clone.





Historical Notes:





        One of  the  first  (if  not  the  first)  MUAs





written by a MUD1  player.  Last  seen at Adventure 89,





but probably still running happily somewhere.











Review:





        AMP's present location is unknown, and there is





no publicity material concerning it.





        AMP pioneered the use of shape as a property of





objects  to   determine   whether   they   fit   inside





containers.











Summary:





        Friendly (if dated) MUA with good depth.











Name:                   Daemon Adventure





Brief Description:





        Standard MUD1 clone, multi-setting.





Historical Notes:





        Only known appearance - Adventure 89.











Review:





        The flier for Daemon  Adventure describes it as





one of a series  of  MUAs,  based  on 10 different play





areas combined together to form a games world with over





2,000 locations.  These  include  Arthurian,  Egyptian,





Western and Futuristic areas.  Thus,  it  is similar to











                          120Reviews - UK                                   MUSE Ltd








Trash and Void in  combining  several milieux into one.





That said, it  concentrates  heavily  on magic, quests,





and (presumably setting-independent) combat.





        Great play is made  of  the  fact that the game





has many mobiles,  and  that  these  are  programmed to





perform tasks. Some are  friendly,  others are not, and





they may even fight one another. None of this is new to





second-generation  MUAs,   so   it   hints   at  Daemon





Adventure's having been written by  a player of Shades,





MirrorWorld or similar.





        There are  no  resets  in  the  game,  and  the





persona file  keeps  location  and  inventory  details;





although standard practice in  SUAs,  this rarely works





in a MUA, as  it  removes  objects  from  play and thus





renders  some  puzzles   unsolvable.   How   areas  are





reclaimed once played out is not explained.





        Daemon Adventure boasts  a  fast  response time





and "the  latest  in  multi-user  software techniques",





allowing it to support 50 players at once.











Summary:





        Many of Daemon Adventure's claimed features are





probably  vapourware.  However,   if   they  are  fully





implemented the game may prove successful. Some aspects





of the  game  will  need  to  be  thought  through more





deeply, however - overall, there  is  a decided aura of





"group of enthusiastic amateurs" about the project.





























                          121MUSE Ltd                                   Reviews - UK








Quotes:





        "The   multi-user,    multi-world,   multi-game


environment."


                QuestRole [promotional material]








Name:                   Future Life





Author(s):              Dave Mager ("Slime")





Location:               Lap of the Gods





Pricing Structure:      L0.575/hour or





                        L11.50/month flat fee





Brief Description:





        SF setting.





Historical Notes:





        Appeared late 1990.











Review:





        There has been no  publicity surrounding Future





Life. It appears to be in alpha-test at the moment, and





is therefore unplayable by outsiders.











Quotes:





        "Future Life is a game  written by Slime, which


nobody (least of all Slime) knows much about yet."


                Lap of the Gods [promotional material]






























































                          122Reviews - UK                                   MUSE Ltd








Name:                   Imperium





Location:               Red Star BBS





Pricing Structure:      free





Brief Description:





        SF MUA.











Review:





        Imperium is  advertised  on  several  bulletin-





boards, but its host system has not been up for several





weeks, and no information  about  it is available other





than the fact it exists.











Name:                   Mage





Author(s):              D. Harris ("Brangdon")





Brief Description:





        Standard MUD1 clone.





Historical Notes:





        Only known appearance - Adventure 88.











Review:





        Mage  is  a  MUA  with   a  strong  plotline  -





protecting a remote city  from  monsters in the absence





of  its  missing,   magic-wielding   feudal  lord  (the





"mage"). It consciously  draws  on  ideas from face-to-





face  fantasy  role-playing  games,   and  so  includes





skills, money and magical artefacts.





        The eventual goal  of  players  is  to find out





what  happened   to   the   missing   mage.   This   is





uncharacteristic of MUAs - it  would seem that once one





person has  learned  the  secret,  the  game  should be











                          123MUSE Ltd                                   Reviews - UK








effectively over  for  everyone.  Even  if  it involves





elevation to a higher plane  (ie. a wiz level), keeping





the secret will inevitably prove impossible.





        Mage is written in C  and runs on an unmodified





AT clone.











Summary:





        Mage appears to  be  a single-user role-playing





game  at  heart.  Nevertheless,   it  is  interestingly





different enough to be  worth  a  look  if it ever does





make a public appearance.











Quotes:





        "The  very  best  may  undertake  the  greatest


challenge - to discover  exactly  what  has happened to


the missing mage."


                Mage [promotional material]








Name:                   MUG





Location:               Red Star BBS





Pricing Structure:      free











Review:





        MUG runs alongside Imperium.  See the review of





Imperium for more details.





















































                          124Reviews - UK                                   MUSE Ltd








Name:                   Spacers





Author(s):              Pip Cordrey ("Pippin")





Brief Description:





        MUD1 clone, SF setting.





Historical Notes:





        First  mooted   in   1989,   but   yet   to  be





implemented.











Review:





        Spacers a forthcoming game  on the IOWA system.





It started off as an attempt to rationalise the idea of





rolling resets, and grew (but not very far) from there.





Its setting is a  space  station  which has fallen into





disrepair and become inhabited by  Mad Max vagrants and





hostile aliens. Players  are  rewarded  for mending the





broken hardware, or  replacing  it  with  parts  from a





store-room; after a while,  whatever  has been repaired





breaks down  again,  thus  giving  the  rolling  reset.





Points are also obtained for eliminating aliens.











Summary:





        An interesting alternative  to normal treasure-





collecting games: instead  of  moving  objects from all





over the  place  to  a  central  location,  it involves





moving objects from a central  location to all over the





place. A neat conceptualisation  of rolling resets, but





it doesn't appear to address  the  main problem of such





systems  -  they  aren't   adept  at  handling  complex





puzzles. If it's not  written  in  Slate,  it should be





worth a look.











                          125MUSE Ltd                                   Reviews - UK














Quotes:





        "Although still in its  infancy,  the game will


add another  dimension  to  the  growing  world  of Pip


Cordrey."


                Confidential [magazine]





        "Since the station is  in  a  constant state of


breakdown, it is no  surprise  when  the same equipment


repeatedly malfunctions, and  the  story holds together


very well."


                Pip Cordrey [author]








Name:                   Strata





Author(s):              Nic Alderton





Brief Description:





        Standard MUD1 clone, SF setting.





Historical Notes:





        Only known appearance - Adventure 89.











Review:





        Strata is another  MUA  built  on promises. Its





main thrust is size:  it  is  envisaged as having 8,000





locations with full descriptions,  including sounds and





smells. To this end,  Alderton  has been soliciting for





location authors, and has managed to secure some fairly





big names in the MUA world  (although none of them have





experience in writing their  own  MUAs). 8,000 rooms is





sufficiently   large   to    make   mapping   virtually





impossible, and  the  descriptions  will  vary  through





completely different styles; the game is likely to seem





as if it is a SUA rather than a MUA.





        Mobiles are intended  to  have AI capabilities,





but Alderton is rather offhand  about this, and appears





to labour  under  the  misapprehension  that  a command











                          126Reviews - UK                                   MUSE Ltd








along the lines  of  "ask  <mobile>  about <object>" is





enough to ensure success in that area.





        Full sensory abilities are hoped-for in Strata,





including scent, taste and  audibility for all objects.





Along with many of the  other features announced in the





Adventure  89  flier,  these  are  only  impressive  to





players of first-generation MUAs  -  MUD2, for example,





has them already, and has had for some time.





        An interesting suggestion  is  the inclusion of





pseudo-mobiles  -  messages  appearing  on  the  screen





appearing to indicate the  presence  of mobiles passing





through, but actually just there  to give an impression





of a bustling, crowded environment.





        Strata has  a  distinction  between  money  and





score (similar to  that  of  Empyrion  -  indeed, it is





possible that  Strata  actually  is  Empyrion  under an





earlier name). Money is used to buy things, but only by





obtaining enlightenment points can  progress to the top





level (entitled 'Etheral') be made.





        Resets in Strata  are  of  the rolling variety:





Alderton sought advice from the authors of MirrorWorld,





Zone and Gods before embarking on his project. The game





has humour explicit  in  its  descriptions, which makes





them fun the first time  you  read them but aggravating





after the umpteenth.  However,  with  a projected 8,000





rooms it is unlikely  that  rooms  will  be visited all





that often anyway...





        Strata runs on an Atari  ST  with a 32 megabyte





hard disc.

















                          127MUSE Ltd                                   Reviews - UK








Summary:





        If it delivers  all  the  features it promises,





Strata will be  a  good,  modern  MUA. Concentrating on





having a huge number of rooms,  however, is a bad move.





Hopefully, the  author  will  realise  that  before  he





launches  8   novels'   worth   of   locations   on  an





unsuspecting world.











Quotes:





        "I hope, when all  is  working, to have roughly


8,000 locations with full  descriptions including smell


and listen. I have  noticed  people  try  to comfort me


when I tell them this,  but  I'm  not insane (!). It is


technically possible..."


                Nic Alderton [author]








Name:                   Wanderland





Author(s):              Ted Greene ("Wanda")





Brief Description:





        Standard, MUD1 clone.





Historical Notes:





        One of the first MUD1 lookalikes, Wanderland is





a long-standing MUA which  either  moved or disappeared





sometime last year.











Review:





        Wanderland is  a  traditional  MUA  with around





1,500  hundred  locations   in   its  fantasy  setting.





Treasure is easy to find, and  is scored for by placing





it in the Reclaimed Land. Strangely, 524,288 points are





required to make wiz.





        The game runs on a  DEC computer, most probably





a PDP 11.











                          128Reviews - UK                                   MUSE Ltd














Summary:





        A game with  a  pleasant atmosphere, much-loved





by its players.











Quotes:





        "It's a pity there  aren't  a  few more players


around, although MUGs do tend  to go through periods of


popularity. Even so, perhaps  I'll  make Wanderland the


site of my third witch."


                ACE [magazine]








Name:                   Warlord





Author(s):              Neil Newell ("Hazeii")





Brief Description:





        Combat-oriented MUA.





Historical Notes:





        Only known appearance - Adventure 89.











Review:





        Warlord is  a  MUA  where  the  only  means  of





advancing levels  is  fighting.  There  is  a  monetary





system  overlaid  on  top,  so  that  players  can  buy





weapons, armour and related services.





        A problem with Shades  (Warlord  comes from the





Shades stable) is that players with fast modems have an





advantage over ones playing at  slower baud rates. This





is something of a  preoccupation  with  the author, and





hence Warlord is designed to  reduce any such advantage





to a minimum. How this is done exactly isn't clear from





the flier, however.





        The top level of the game is 'warlord'.














                          129MUSE Ltd                                   Reviews - UK








Summary:





        The main thrill killer players  get in a MUA is





in attacking players  who  don't  want  to fight. Since





fighting is, by definition, part and parcel of Warlord,





it probably  won't  have  staying  power  except  among





arcade-game lovers.











Quotes:





        "The fighting tends to be fast and furious."


                Third  Millenium  Systems  [promotional


material]





        "Preparation, skill  and  anticipation  are all


vitally important if a player  is to attempt to achieve


the role of The Warlord."


                Third  Millenium  Systems  [promotional


material]


???????????????????????????????














































































































                          130Reviews - Rest of the World                    MUSE Ltd








5.      Reviews - Rest of the World.











5.1     British Legends.











Name:                   British Legends





Importance:             3





Author(s):              Roy Trubshaw, Richard Bartle





Location:               CompuServe





Pricing Structure:      $12.50/hour plus





                        $9.40/hour for UK players





Brief Description:





        Archetypal MUA.





Historical Notes:





        The original MUD1 MUA,  with  modifications for





the American market.  Launched  on  CompuServe  in mid-





1987, but the core of it  dates back to early 1980. The





name-change  was  because   CompuServe   thought  "MUD"





sounded unattractive.











Review:





        British Legends (or simply  BL) is the American





name for MUD1, the  very  first  MUA  and  the one from





which nearly all others are descended. Despite its age,





BL  still  compares  well   against  many  other  MUAs,





especially those available  in  the  USA.  Almost every





feature present in  MUAs,  from  wizzes  to mobiles and





most of the vocabulary, comes from this game (although,





technically speaking, BL  is  MUD  version  3B,  a late





modification of version 3A;  it  is  3A,  or Essex MUD,





which is  properly  considered  as  the  root  of other











                          131MUSE Ltd                    Reviews - Rest of the World








MUAs).





        Although it is now  dated,  BL  is still fun to





play, continues to  attract  new  players,  and is well





managed.  Its  atmosphere  is  good,  and  its  players





generally responsible (40%  are  female  -  the highest





published ratio of any MUA).





        The MUDDL  interpreter  that  underlies  BL  is





hardwired for a fantasy style  world, and is limited in





the complexity of  commands  it  allows  to be defined.





Objects, rooms,  mobiles  and  players  are  all stored





using  different  internal  formats,  which  makes  the





writing   of   generic    routines    difficult.   Room





descriptions take no account  of  whether the player is





able to detect the sensations  listed, so it's possible





to "hear" sounds when you're deafened and not hear them





when you're  blinded.  However,  the  system  is  still





capable of being expanded  in  certain directions - the





"act" command, for example, was taken from MUD2.





        Despite  its   simplicity,   BL's   parser   is





remarkably  robust  and  user-friendly  -  better  than





MUD2's, in fact. The game's  depth is average, although





its breadth still beats that  of  most MUAs (on account





of its age - over the  years, just about everything has





been tried in it).





        Perhaps the worst thing  about  BL  is the fact





that there is a  7-second  delay between the processing





of commands. This condition was imposed by CompuServe -





BL works asynchronously, and  is  thus  normally one of





the fastest  MUAs,  even  though  the  DECsystem  10/20





hardware upon which it runs  is  hopelessly out of date











                          132Reviews - Rest of the World                    MUSE Ltd








now. In the UK, a  7-second  delay in a commercial game





would be intolerable - 4  seconds  is about the limit -





yet since CompuServe impose  similar constraints on all





their multi-player games, the  USA  market is presently





conditioned to accept such artificial limitations.





        Due to its age and  the  size of the CompuServe





user base, BL  is  the  single  most-played  MUA in the





world.











Summary:





        Evergreen  MUA  which  started  off  the  whole





industry. It looks its age  when  compared to the newer





commercial   MUAs,    but    is    still   surprisingly





sophisticated in places. A classic.











Quotes:





        "The initial attitude of  the  Americans was to


be politely sceptical that any  games software from the


UK could be worthy  of  their  attention. But once they


saw the program  running  on  their  system  they could


hardly believe their eyes. So  far  as  I know, this is


the  first  British  program   ever   to  be  taken  by


CompuServe."


                Simon Dally [MUSE managing director]





        "British  Legends  is  better   suited  to  the


occasional user [than  is  Gemstone],  with its simpler


entrance requirements and  a  universe  small enough to


enable  most  players  to   get  around  adequately  by


memory."


                PC Magazine





        "The kinder,  gentler  [than  Gemstone] British


Legends makes a quick  command summary available, along


with some rather general hints."


                PC Magazine





        "Solving a puzzle  for  the  first  time is the


most exciting part of the game."


                Ron Fitzherbert [player]





        "Adding a multi-user  environment  to the basic


adventure game adds a whole new dimension."


                The Guardian








                          133MUSE Ltd                    Reviews - Rest of the World











        "The first time I found  myself in the swamp, a


character called Monkey came up  to  talk and scared me


so much that I immediately quit the game. I didn't know


it was another person. I thought it was a monster about


to destroy me!"


                John Starr [player]





        "Todd Carter  is  22,  a  computer  addict from


Miami who was left  blind  by  a  gunshot wound in high


school. On CompuServe, he  called himself Blinddog when


he played an adventure  game  called "British Legends".


He was so hooked  on  the  game  that  he dropped about


$8,000 in on-line charges playing it."


                The Miami Herald





        "Not only are the  wizards  and witches helpful


to novices, but many mortals also  can show a kind word


or gesture. Make friends!"


                CompuServe [promotional material]





        "British Legends is  the most-played multi-user


adventure game in the world."


                The Observer








5.2     Gemstone III.











Name:                   Gemstone III





Importance:             2





Author(s):              ? (Simutronics Corp.)





Location:               GEnie





Pricing Structure:      $35/hour 8am - 6pm





                        $5/hour 6pm - 8am





                        (no UK access point)





Brief Description:





        Multi-user adventure game, fantasy setting.





Historical Notes:





        One of the few  MUAs developed independently of





MUD1.





























                          134Reviews - Rest of the World                    MUSE Ltd








Review:





        Like MUD1, Gemstone III  was  inspired by SUAs.





However, despite this separation from the mainstream of





MUA development, Gemstone III is nevertheless uncannily





similar  in  many  areas,  particularly  in  its  basic





"search for treasure,  get  points,  go  up  levels and





become a wizard" attitude; levels and wizdom were never





a part of early SUAs.





        Gemstone III is primarily  a role-playing game,





which makes it popular among Americans. To this end, it





requires that people beginning the game flesh out their





persona  by   choosing   between   various  personality





characteristics, races,  occupations,  and  many  other





details right down to eye colour. Few of these have any





real bearing on gameplay, but  they do make new players





think they're getting value for money.





        The game has a  25,000  word manual, which must





be downloaded and read because there is no on-line help





while  playing.  This,  and  the  barrage  of  persona-





defining questions at  the  beginning,  combine to make





Gemstone III very daunting  for  all new players except





those in whom a thick rulebook induces excitement.





        There are many rooms in Gemstone III, including





streets and shops. As  with  the  rest  of the game, it





seems that  size  is  regarded  as  the  most important





facet, and that detail  must  be  provided whatever the





cost and no  matter  how  irrelevant  it  is.  It's the





classic role-playing  problem:  whether  to   provide a





loose framework in which  players  can develop personae





their own way, or  a  tight  one where players' options











                          135MUSE Ltd                    Reviews - Rest of the World








are limited by strictures imposed by the game dependent





on the role they  have  chosen. MUD1's descendents tend





to favour the freedom of the former; Gemstone III comes





down heavily in  favour  of  the  latter,  and  in this





respect is more akin to Island of Kesmai.











Summary:





        An interesting MUA,  but  one  which requires a





certain doggedness on the part  of  its players to stay





the course. Not  a  game  for  dabblers, socialisers or





fun-seekers.











Quotes:





        "Gemstone is the  one  for  people  who want to


escape reality and really get into playing a role in an


incredibly complex world."


                PC Magazine





        "The  sheer  number  of   options  involved  in


getting  started  can   be   so   intimidating  that  a


simplified setup process is also provided."


                PC Magazine





        "In my roamings through  Gemstone,  I never saw


the same  place  twice.  Drawing  a  map  is definitely


necessary to navigate effectively."


                PC Magazine




































































                          136Reviews - Rest of the World                    MUSE Ltd








5.3     Other Commercial MUAs.











        As in the last subsection  of the section on UK





MUAs, the  MUAs  presented  here  are  known  to exist;





however so little  information  is available concerning





them that no detailed reviews or summaries are given.











Name:                   Kyrandia





Location:               Galacticomm Bulletin Boards





Brief Description:





        A basic multi-user adventure game.





Notes:





        Bundled with  the  Galacticomm  Bulletin  Board





system. These are  expandable  MSDOS  machines intended





for commercial, multi-user conferencing and the like.











Quotes:





        "A version  of  Kyrandia  is  reachable  via US


Minitel at "ALLA". I've yet  to  meet anybody in it, so


usage seems light. And  at  $0.20/minute, exploring the


world is very expensive."


                John Nagle [player]







































































                          137MUSE Ltd                    Reviews - Rest of the World








Name:                   Quest for Magic





Location:               Galacticomm Bulletin Boards





Brief Description:





        A basic multi-user adventure game.





Notes:





        See Kyrandia.











Quotes:





        "A  multi-user,   interactive   text  adventure


game."


                Galacticomm [promotional material]








Name:                   Scepter





Author(s):              Alan Klietz





Location:               none





Brief Description:





        A multi-user adventure game, fantasy setting.





Notes:





        A game called Milieu  was  written in the early





1980's under Multi-Pascal for a CDC Cyber used by high-





school students in Minnesota  for educational purposes.





Klietz ported it to an IBM  XT  in 1983, and renamed it





Scepter of  Goth.  Klietz  later  wrote  a  MUA  called





Screenplay,  which  incorporated   building,  using  an





interpreted command  language  reputedly  more powerful





than those available on the InterNet today.





        Scepter  was  influenced  by  AD&D-style  role-





playing, and incorporated many  of the ideas concerning





character  classes   and   skills   presently   gaining





popularity in commercial  UK  MUAs  like Avalon. Combat





was blow-by-blow, and  multiple  identical objects were





numbered (the same approach taken by MUD2).








                          138Reviews - Rest of the World                    MUSE Ltd








        Scepter was sold to  a company called InterPlay





in Virginia, which licensed  out  the  software but was





liquidated after its executives  were  charged with tax





evasion. The game was sold off  to creditors, and is no





longer available.





        Although many players  loved  the game, Scepter





earned   a   reputation    for   enforcing   artificial





friendliness   among   its   players,   with   ruthless





consequences for "troublemakers".  Thus,  all sparks of





originality were snuffed out, but  the game worked well





for people who didn't "misbehave".











Quotes:





        "Scepter had the best  atmosphere of any multi-


user game I've player."


                Bill Wisner [player]





        "In Scepter, you just  offer  an  item for sale


several times to get an idea of the price, then sell it


when you  hit  the  maximum  again.  Nobody  I  knew in


Scepter ever bartered. They just  took the first offer.


They had better things to do with their time."


                Andrew Thomas [player]








5.4     AberMUD.











Name:                   AberMUD





Importance:             1





Author(s):              Alan Cox ("Anarchy"),





                        Jim Finnis, Leon Thrane,





                        Richard Acott, Rich Salz,





                        Brian Preble ("Rassilon")





Location:               InterNet





        ArkMUD          engr.uark.edu





        ButlerMUD       butler.tds.kth.se











                          139MUSE Ltd                    Reviews - Rest of the World








        HackeMUD        bass.vsect.chalmers.se





        IlliniMUD       speedy.cs.uiuc.edu





        TempleMUD       monet.ocis.temple.edu





        The Underground mole,ai.mit.edu





Brief Description:





        Standard MUD1 clone.





Historical Notes:





        Cox was a  player  of  MUD1  who  wrote AberMUD





while  a   student   at   the   University   of  Wales,





Aberystwyth. The code was made generally available, and





was enhanced  and  added  to  by  several  people, most





notably  Salz;  Preble  is   the  present  AberMUG  co-





ordinator. A commercial version  of  the  game has been





running on  Connect since 1989.











Review:





        AberMUD  was  written  in  1987   in  B  for  a





Honeywell L66  mainframe  under  GCOS3/TSS.  Its  first





scenario was not a serious  effort; its second scenario





is the one in present use.





        In  1988,  AberMUD  was   ported  to  Unix  and





converted to C. Version 3.7.14 was distributed on JANet





and InterNet,  and  regular  updates  by  the  original





authors continued  until  version  3.9.8.  The  present





version is 3.12.5, but  version  3.9.8  spawned a rogue





4.9.8 clone  which,  among  other  things,  has  combat





messages ripped out of MUD1.  This is the version which





became most  popular  on  InterNet.  Despite  its  poor





design and implementation (eg. communication via shared





files), AberMUD became  the  first widely-available MUA











                          140Reviews - Rest of the World                    MUSE Ltd








on InterNet, and  most  of  the  games  presently being





written by academics are descended from it.





        The game itself  is  not  particularly special,





being a poor MUD1 lookalike  in the Shades mould. There





are 10 levels, scaled  slightly  lower  than is common,





and  with  fights   scoring   relatively   higher  than





treasure. Treasure is converted into points by dropping





it in a sacrificial  pit  in  a  church,  ie. as MUD1's





swamp.





        There is no "sleep"  command to restore stamina





after  a   fight;   instead,   stamina   is   recovered





automatically over time. This is something MUD1 did not





have; although MUD2  does,  AberMUD's  rate  of stamina





replenishment is much quicker.





        AberMUD lacks  polish,  despite  its commercial





standing and its erstwhile  popularity  (now waning, as





it's regarded as a CPU  hogger). There are missing full





stops, spurious full stops,  inconsistencies in uses of





commas, and the  room  descriptions  are convoluted and





ambiguous.  Objects  and  rooms   are  placed  together





without reference to description  clashes,  eg. snow on





the ground, rain in the air  and  a rainbow in the sky,





all at the same time.





        Abbreviations in AberMUD  are  not  catered for





very well - the common  "l"  ("look") and "x" ("exits")





commands are missing,  for  example.  The  game is also





deficient in other commands  -  no "act" or equivalent,





and apparently only cardinal  directions  plus "up" and





"down". The game needs  to  be  reset occasionally, but





doesn't  do  so  automatically:   an  explicit  "reset"











                          141MUSE Ltd                    Reviews - Rest of the World








command is necessary.





        Although fights play  a  big  part  in AberMUD,





they are not well implemented,  initially being of "the





ghoul hits you" variety. This  may  explain why many of





the game's descendents eschew fighting altogether.











Summary:





        A simple MUA  that  makes  other  InterNet MUA-





writers think they  have  less  to  do  to become world





class than is actually the case.











Quotes:





        "The main reason for writing it was because the


system  manager  said   it   wasn't   possible  on  the


Honeywell."


                Alan Cox [author]





        "It now seems to have found  a home at St. Olaf


University, where a few  dedicated  hackers are keeping


it alive despite its general grunginess."


                Bill Wisner [player]





        "The combat text has been greatly improved. ...


InterNet versions now  offer  more  MUD-like multi-line


messages."


                Comms Plus! [magazine]





        "I do have one  fairly  major quibble, and that


is the lack of  information  and  help  text within the


game."


                Comms Plus! [magazine]





        "AberMUD has a sort of similar concept to LPMUD


(kill the monsters and such until you become a wizard),


but that's about  the  end  of  the surface similarity.


LPMUD is designed to be easily extended from within the


game. Once you become a  wizard, you work on developing


new sections of the game, and  a  list is kept of which


wizards' sections are most popular. AberMUD can only be


modified  by  changing  the   source   data  files  and


recompiling, and even then  is  far  from easy (I know,


I've done it...)."


                Jim Seidman [player]





        Most of these MUDs have  been eliminated in the


US because of the network traffic they cause."


                Philip Cutone III [player]











                          142Reviews - Rest of the World                    MUSE Ltd








        "The  best  version  on  the  InterNet  was  in


Sweden, and people in the US  would  play it but put up


with the link problems which would regularly disconnect


them."


                Comms Plus! [magazine]





        "A problem with  AberMUD,  and  to  some extent


LPMUD, is that people  with  slower  links are severely


penalised.  Especially  on  some   AberMUDs  where  the


wizards require  everyone  to  go  back  to  the church


before  resetting,  people  with  slow  links  have  no


chance."


                Jim Seidman [player]





        "AberMUG is a  fairly  'standard'  game  in its


setting and in its  general  feel,  so existing MUGgers


should feel at home -  although  I did find the absence


of several abbreviations to be annoying."


                Comms Plus! [magazine]





        "I wasn't too amused at  the way people seem to


have lost the original  AberMUD  license,  broken it in


several places, and  even  included  copyright material


from other games systems (MUD1) in it."


                Alan Cox [author]





        "AberMUG is a multi-user  adventure game in the


traditional mould."


                Connect [promotional material]








5.5     LPMUD.











Name:                   LPMUD





Importance:             1





Author(s):              Lars Pensjo





Location:               InterNet





        BATMAN          batman.hut.fi





        Boiling MUD     frey.nu.oz.au





        ClubMUD         milton.u.washington.edu





        Crossroads      civeng.ua.oz.au





        Darker Realms   worf.tamu.edu





        Dartmouth LP    melchior.dartmouth.edu





        DEATHMUD        gauss.nmsu.edu





        DeepTrouble MUD krikand.iesd.auc.dk





        End of the Line ucrmath.ucr.edu








                          143MUSE Ltd                    Reviews - Rest of the World








        GENESIS         milou.cd.chalmers.se





        GhostMUD        beowulf.acc.stolaf.edu





        NannyMUD        nanny.lysator.liu.se





        NLD MUD         chaos.utexas.edu





        Phoenix         galjas.cs.vu.nl





        Sanctuary       j.ms.uky.edu





        Small Systems   calvin.nmsu.edu





        Sun MUD         einstein.mpccl.ksu.edu





        Thieve's World  uokmax.ecn.uoknor.edu





        Third World     hardy.u.washington.edu





        UCSB-GEOG LPMUD sherlock.geog.ucsb.edu





        U Maine LPMUD   mud.umcs.maine.edu





        Vision          watnxt2.ucr.edu





        WARHAMMER MUD   watnxt3.ucr.edu





        World of Mizar  mizar.dosc.uu.se





Brief Description:





        Standard MUD1 clone with object creation.





Historical Notes:





        Pensjo obtained the source  for AberMUD, didn't





like it, so wrote his own  MUA instead at Gothenburg in





Sweden. It was distributed  to  other Unix sites across





InterNet. Late 1989, some American players modified the





code themselves (despite regular  updates and technical





support  by  Pensjo),  and  the  two  LPMUDs  diverged.





Several attempts to reconcile the European and American





sources is now under way,  such as one being programmed





by Duncan Howard (a former MUD1 arch-wiz).





























                          144Reviews - Rest of the World                    MUSE Ltd








Review:





        LPMUD (named after its  author)  is  one of the





more popular MUAs on  InterNet,  certainly  in terms of





the number of sites  that  run it. Although immediately





descended from AberMUD,  copies  of  MUD1  were sent to





Sweden in the early  80's,  prompting  some activity in





the MUA  area  by  the  locals;  there  was  a  project





possibly already under way  at  Linkoping  to develop a





MUA called Asgaard,  which  eventually  petered out but





left a body of programmers  with experience in MUAs. It





seems likely that the  lessons  and  ideas that emerged





from this effort may have  had an indirect influence on





Pensjo.





        LPMUD plays as  a  good  MUD1  clone  until wiz





level is reached. At that  point,  it allows players to





create their own permanent  rooms, objects, mobiles and





(even) commands.  The  game's  interpreter  will accept





input in a C-like, object-oriented language called LPC,





and will  save  all  creations  across  resets  (unlike





MUD2). It was the first InterNet MUA with this facility





built in (although there  is  a  good measure of cross-





fertilisation with TinyMUD), and is thus often credited





with inventing the  idea;  actually,  most  good first-





attempt  interpreters  can  handle  it  (second-attempt





interpreters generally take their input preprocessed by





a database compiler, for speed).





        Because each LPMUD  has  rooms  created  by its





players, the different sites  on  InterNet  will all be





different; a  common  core  of  rooms  is  linked  to a





network of new ones. However,  room complexes are often











                          145MUSE Ltd                    Reviews - Rest of the World








copied between different LPMUDs,  so  the difference is





not as great as it might be.





        Resets in  LPMUD  are  rolling.  Initially, one





object was reset every 3  seconds,  but this meant that





the more objects that were added, the longer the period





between resets. Now, objects are  only  reset in a room





when a  player  enters  that  room  -  a  form  of lazy





evaluation.  This   works   well,   but   it   has  the





disadvantage of only  working  for  very simple puzzles





that involve objects'  changing  locations, rather than





their changing other properties.





        In LPMUDs, it's only a  question of time before





a player makes wiz. The only penalty for death is being





subjected  to  a  time-consuming   sequence  where  the





deceased is taken to a  room and meets Death incarnate.





Higher-level players even  get  a  scar  from this that





they can show to their friends. Recently a quest system





(similar to MUD2 tasks)  has  been  added  to make sure





players know something about  the  game before reaching





wiz, but performing  such  quests  is  not particularly





dangerous to personae.





        LPMUD has experimental  bots  programmed in LPC





and running internal to  the  game. These are therefore





more properly referred to as mobiles, but this term has





not found favour in  InterNet  MUAs  since most of them





don't cater for such sophisticated objects. LPMUD has a





client, LPTalk.





        Versions of the European  LPMUD are distributed





regularly, and  improving  the  system  is  an  ongoing





project programmed by Pensjo.  There  are some features











                          146Reviews - Rest of the World                    MUSE Ltd








which need  changes  to  the  LPMUD  interpreter before





they'll work, for example players' properties are hard-





coded and  transient  ones  cannot  be  saved  to disc.





However,  with  its  excellent  support  and  dedicated





players,  LPMUD  will  doubtless  be  around  for  some





considerable time yet.  Despite  this,  most LPMUDs are





based in Europe -  American  systems managers seem less





ready  to  tolerate   CPU-intensive   MUAs  than  their





European counterparts,  and  prefer  light  users  like





TinyMUD and its descendents.











Summary:





        An average MUA  with  object  creation added on





top. Not as prone to  criticism  as the freer creation-





based games (if, indeed, games  they are) like TinyMUD,





but still causing  the  usual  problems  of atmosphere,





editorial control and overall  ownership that would dog





a commercial version of the software.











Quotes:





        "Only wizards can create new objects and rooms.


By limiting creation like  this,  the  feeling of chaos


that one is prone  to  encounter  on Tiny-type games is


reduced."


                Comms Plus! [magazine]





        "LPMUD: Lots of  programming  available. Mainly


an adventure setup where you  are  trying to advance in


level  by  solving   puzzles   and   killing  wandering


monsters.  This  gives  users   a   'carrot'  to  chase


(becoming a wizard) and  could  keep  them  in the game


easier."


                Glenn Crocker [player]





        "One of the advantages that I see with LPMUD is


that objects are continually being  reset. There is one


object reset every 3 seconds  or  so, so that an object


will come back every 15 minutes or so. Therefore, a lot


of people have the chance to explore and see things."


                Jim Seidman [player]








                          147MUSE Ltd                    Reviews - Rest of the World











        "Some rooms have been  taken  from AberMUD, but


the game is user-extendable."


                Comms Plus! [magazine]





        "The  bad  news   about   LPMUD   is  that  the


programming language is  very  C-like,  and  that comes


back to the problem of  whether  your players know C...


They might not be willing to  learn a language just for


the game. Of course, the same applies to TinyMUCK."


                Jim Seidman [player]





        "This [extensibility] introduced a considerable


level of depth into  the  choices  open to wizards, and


brought some new problems too."


                Bill Wisner [player]





        "On LP there  is  massive  amounts of building,


because after making wizard the whole point of the game


is to have most  people  visit  your  area. So, wizards


build their areas to  attract  people,  and if a wizard


has crappy  building,  nobody  visits.  Therefore,  the


wizard  is  forced  to  make  his  building  that  much


better."


                Patrick Wetmore [player]





        "Strangely enough,  the  LPMUDs  are  closer to


what  the  original  TinyMUDs  were:  people  wandering


around, exploring.  Eventually,  people  start building


their own domains for people  to explore. Granted, only


wizards can build, but in  a  way that's good, since it


really stops the casual builder who builds two or three


items then wanders off never to build again."


                Martin Terman [player]





        "Semi-recently, quests were added  as a feature


of LPMUD. A certain number (or  all) of the quests must


be solved before  advancing  to  wizardry.  Most quests


involve puzzle-solving  and  exploring  (and  most have


some hack and slash involved  too). Suddenly, LPMUD did


not guarantee wizardry  just  by  serving  your tour of


duty as a player - thinking was involved."


                Darin Johnson [player]





        "The rate of new wizards  on Genesis [the first


LPMUD] is ten per week,  and Genesis is already crowded


(186 of level 20 and above...)."


                Bertil Jonell [player]





        "LPs  are  something   worth  checking.  Think:


3,000+ rooms, 30+ players, running  24  hours - and not


arousing the  [system  owners']  administration.  These


provide some challenge to the  player  - not to mention


wizards and gods, it's just a pity their efforts mainly


are used in building new rooms, not to make interesting


events for players."


                Esa Kankaanpaa [player]

















                          148Reviews - Rest of the World                    MUSE Ltd








5.6     TinyMUD.











Name:                   TinyMUD





Importance:             1





Author(s):              Jim Aspnes





Location:               InterNet





        DragonMUD       naucse.cse.nau.edu





        Eden            unicorn.wwu.edu





        FantaMUD        sage.cc.purdue.edu





        Islandia II     apex.yorku.ca





        MuseumMUD       fuzine.mt.cs.cmu.edu





        TinyMUD Classic planck.physics.purdue.edu





        TinyWorld       banyan.ssc.gov





Brief Description:





        Object creation and inter-player communication.





Historical Notes:





        TinyMUD was prompted  by  a  1989 discussion on





InterNet, and drew on  LPMUD  to  abstract an idealised





notion of what made  MUAs  important. It rapidly spread





across InterNet, due mainly to  its  small size and low





CPU requirements. Aspnes' own  TinyMUD  was closed down





when he grew tired of it.











Review:





        The  MUD  in  TinyMUD  stands  for  "Multi-User





Dimension." There is  some  debate  as  to  whether the





system is a game. It  was  certainly written as a game,





with the idea that players collect 'pennies' which they





then spend on building  new  rooms. Pennies were either





left lying around, or obtained by dropping objects in a











                          149MUSE Ltd                    Reviews - Rest of the World








pit. Combat  is  possible,  just,  but  it's  generally





discouraged  for  fear  of   frightening  off  players.





Everything else  is  very,  very  basic  -  even gender





pronoun substitution wasn't handled in the original.





        This  adventuring  aspect  of  TinyMUD  rapidly





disappeared. Objects were created with huge values, and





soon players could get as  many pennies as they wanted.





This meant they spent  all  their  time either building





rooms or socialising with other  players. The key point





about TinyMUD is that anyone  can build rooms. All they





need to connect their creations to the rest of the room





network is the co-operation  of  an existing player who





doesn't mind linking a free  exit  with  one in the new





complex. Whether  this  is  topographically  correct is





immaterial, as is the quality  or  quantity of rooms so





joined together.





        TinyMUD's  creative  capacities   are  strictly





limited to only basic objects, rooms and exits. Complex





actions cannot be  defined,  only  room-related puzzles





(eg. hidden doors,  missing  keys,  mazes). Programmers





found  this  frustrating,  which  is  why  the  TinyMUD





sources were rapidly torn  apart  and put back together





with more powerful  facilities  at  builders' disposal,





eg. in TinyMUCK and TinyMUSH.





        There  are  wizzes  in  TinyMUDs,  of  a  sort.





Really, they're  little  better  than  sysops, although





they do  have  some  authority  over  building  and can





remove  or  modify  rooms.   Game  management  is  very





difficult, however, since  anyone,  friend  or foe, has





full powers to  add  new  rooms  whether  they have the











                          150Reviews - Rest of the World                    MUSE Ltd








slightest idea  of  what  they're  doing  or  not. This





ensures that the only  atmosphere  a  game possesses is





that due to its  players,  and  that any pretensions of





consistency or  depth  swiftly  disappear.  Sadly, most





people are not good  room-describers  (in  the same way





that most people  aren't  good  novellists),  and thus,





although the quantity  of  rooms  in  a  TinyMUD can be





fantastically large, the quality is generally very low.





        TinyMUD has several  clients  written  for it -





most of which work with all  its descendents - and half





a dozen or so  bots.  Some  of  these  bots are tightly





coupled to the program, able  to dispense pennies etc.,





and thus are prone to causing crashes.





        Ardent TinyMUD players  see  their  game as the





pinnacle of achievement for MUAs.  At the bottom end of





the evolutionary scale are  CB  chatline programs; next





come systems with rooms,   allowing local conversations





and some degree of  privacy;  higher up, basic commands





like "who" and  "look"  are  present;  higher still are





games, with objects,  more  sophisticated commands, and





rooms linked together so that  they can be perceived as





a complete structure; most sophisticated of all are the





systems that allow the  user  to create rooms, objects,





and complete scenarios "limited only by the imagination





of the builder".





        This evolutionary  view  of  things  completely





misses the point:  in  order  for  room-creation  to be





worth anything, there has to be a user: commodities are





valueless if they cannot be  sold. TinyMUDs have no-one





using the  products  of   creation,  and  are therefore











                          151MUSE Ltd                    Reviews - Rest of the World








little more than chatlines  with  rooms as conversation





pieces.  They're  no  more  games   than  would  be  an





illustrated  on-line  discussion  of  amateur  artists'





latest masterpieces. TinyMUDs  are  indeed limited only





by the imagination of the builder - with heavy emphasis





on the word "limited".





        TinyMUDs have  a  short  lifespan,  and operate





like slash-and-burn agriculture: once  a  site has been





farmed by a  TinyMUD,  thousands  of  players have been





either hooked on TinyMUDs or  put off all MUAs forever.





The addicts will  choose  another  site  elsewhere, the





rest are effectively lost.





        As an example,  consider  two related TinyMUDs,





Islandia and BloodMUD. They had the same seed, but grew





in opposite directions.  The  fact  that  they are both





regarded as "classic" TinyMUDs  gives  testimony to the





ephemerality of such MUAs on InterNet.





        Islandia began as recently  as January 1990. By





its close  in  November  1990,  it  was  regarded  as a





"tradition" among TinyMUD users. It  had  as its core a





1000-object (ie.  rooms,  exits  and  portable objects)





database called  TinyBASE.  This  was  put  on  general





release to make the task of  starting up a TinyMUD from





scratch easier.





        Islandia started at Berkeley,  but was moved to





different  sites  as  it  increased  in  size.  It  was





constantly added to, and grew to  be huge. In the month





of October, it  had  1,503  players  (from  a  total of





3,271) and 14,900 rooms - a  phenomenal size for a MUA.





However, of those 14,900  rooms,  only  7,503 were used











                          152Reviews - Rest of the World                    MUSE Ltd








that month...





        Islandia was a  friendly  place,  with friendly





people, and famed  for  its  many  beautifully designed





rooms. Its maintainers  scoured  the  database removing





useless or incomplete creations, trying to keep it to a





manageable size  and  reasonably  consistent.  However,





they finally decided  to  take  the  system down simply





because, despite their efforts, it had grown too large;





besides, they  were  wearying  of  trying  to  trim the





database in the face  of  its relentless growth towards





full capacity.





        The maintainers also felt that the game was too





old. People were using the  system  as a means to annoy





others, which was  taken  as  a  sign  of  decay. Since





TinyMUDs offer no facilities  for game management, this





fate eventually befalls  all  such  programs, except in





the case  where  being  nasty  is  the  whole  point of





playing.





        Such was indeed  the  case  with  BloodMUD. The





TinyBASE database was taken  as  a  starting point, and





developed along themes of  blood,  violence and sleaze.





Rooms were  deliberately  corrupted  by  other players,





with special attention giving  to vandalising TinyBASE.





BloodMUD was a reaction  to  the "nice" atmosphere that





pervaded Islandia - and was a  lot more fun to play. It





finally disappeared when the  database was accidentally





deleted, but by then it had sunk into depravity.





        By giving  game-writing  powers  to  anyone and





everyone, it was hoped that TinyMUD would be a means of





promoting individual expression  and group interaction.











                          153MUSE Ltd                    Reviews - Rest of the World








It was a brave  attempt,  but  it didn't work. Instead,





TinyMUD has probably done more harm than good, at least





in the short term, with many American academics growing





up holding narrow views of what constitutes a MUA. On a





commercial network, a game  like  TinyMUD would rapidly





burn up as soon as it acquired a modest user base.











Summary:





        TinyMUD is not so  much  a  MUA  as a forum for





conversation  where  participants   have  pinned  short





pieces of prose on the  wall  for the benefit of anyone





with the inclination to read them.  If this kind of MUA





gets a  strong  hold  in  the  USA,  it  could  set the





industry back several years.











Quotes:





        "TinyMUD isn't a MUD in  the classical sense of


the term; it isn't a  game.  In TinyMUD, all people can


really do is create things and interact with others. It


has built up  a  considerable  following,  and today is


perhaps the most popular MUD on the InterNet."


                Bill Wisner [player]





        "TinyMUD was written as a  game. Jim Aspnes did


not go 'Gee, I think I will create a social environment


that will replace reality and  have dozens of kids fail


out of school  because  they  are  so  addicted by this


game.'"


                Edwin Huang [player]





        "The  *primary*  value  of  TinyMUD  is  as  an


experiment in computer-mediated social interaction."


                Michael Mauldin [Julia author]





        "TinyMUD:  mainly  social.  Little  programming


available in objects,  false  exits  and  fail messages


being the main programmability.  It's simple, but could


get boring."


                Glenn Crocker [player]





        "Combat, adventuring, levels etc.  are not part


of this game. It is  possible  that you could add these


features to the game, seeing as the whole TinyM* series


is notably more  flexible  (and  consequently less well








                          154Reviews - Rest of the World                    MUSE Ltd








defined as a gaming system) than any other I've seen."


                Duncan Howard [MUD1 arch-wiz]





        "One thing which draws people to TinyMUD is the


dynamic room/object creation, but AberMUD would *never*


allow *everyone* to  create  things.  There  is  also a


problem that AberMUD is  a  *much* more complex program


than I think TinyMUD  will  ever  get  to. Dynamic room


creation in an object-oriented  type  game is very hard


to implement because the game  requires many more flags


and such than TinyMUD."


                Michael Barthelemy [player]





        "With many people allowed  to build freely, you


get problems with non-finished  parts  of the world and


parts that are totally different  in character from the


rest of the game. Walking  from  a fantasy castle to an


SF setting or finding a large joystick in the centre of


the castle may be fun the first couple of times, but it


kills the atmosphere."


                Jorgen Holmberg [player]





        "I have personally  received  pages from people


who're sorry that Islandia has to  go and would like us


to keep it going."


                Conrad Wong [Islandia maintainer]





        "BloodMUD was a  fun  place,  near  anarchy, as


close as one could get.  People did horrible things and


generally broke MUD  taboos  whenever  possible. It was


not a MUD for  socialisation  or exquisite building, it


was a MUD for being nasty and killing. ... In short, it


was an excellent place."


                Martin Terman [player]





        "I put the kill  command  in  when  I was still


assuming  ...  it   would   be   difficult   to  detect


disconnects. It was called  'kill'  as  a  joke - and I


assumed that putting a  100p  charge  on  it would keep


people from using it very often."


                Jim Aspnes [author]





        "Eventually they [TinyMUDs]  are  going  to get


too big for their  servers,  no  matter  how large they


already are. ... Smaller MUDs  are  at  the low part of


the exponential growth  curve,  and  have  a great deal


more life ahead."


                Conrad Wong [Islandia maintainer]





        "If you have a  big  MUD  with 10,000 rooms and


things enough to  keep  you  happy  'til  doomsday, the


players won't look  for  them.  After  the  initial fun


wears off, they stop playing  and start chatting, never


to play again."


                Jorgen Holmberg [player]





        "Nobody pays attention  to  building on Tiny*s,


except for  newbies  occasionally,  but  they're  lowly


peons and soon grow out of  it anyway. So nobody builds


there."








                          155MUSE Ltd                    Reviews - Rest of the World








                Patrick Wetmore [player]





        "I came across a room  with an intriguing name.


When I looked, I saw "dir1  dir2 dir3 dir4 dir5". After


typing "dir1" I was then presented with another list of


about 35 names  (trying  the  other  directions,  I was


presented with similar sized lists of different names).


I picked one name  and  typed  it  in, and was suddenly


taken into someone's domain.  The  size  of each domain


was limited only  by  the  owner's  imagination and the


number of pennies they had available. When it dawned on


me that each  room  behind  the  numbered  portals were


actually links to created  kingdoms  and  the like, the


sheer enormity of the game took my breath away."


                Comms Plus! [magazine]








5.7     TinyMUCK.











Name:                   TinyMUCK





Importance:             2





Author(s):              Stephen White,





                        "Lachesis"





Location:               InterNet





        Brigadoon       dante.cs.uiuc.edu





        CAMUCK          flounder.berkeley.edu





        FurryMUCK       hobbes.catt.ncsu.edu





        MbongoMUCK      mbongo.ucsd.edu





        MedMUCK         thesis2.hsch.utexas.edu





        Pegasus         l_cae05.icaen.uiowa.edu





        QuartzPARADISE  quartz.rutgers.edu





        TinyHORNS       bashful.cc.utexas.edu





Brief Description:





        TinyMUD with better building.





Historical Notes:





        Version 1.0 was  written  by  White, however he





has left the project  and  there  is  now a programming





team developing the system, headed by "Lachesis".














                          156Reviews - Rest of the World                    MUSE Ltd








Review:





        TinyMUCK is a version of  TinyMUD that has been





drastically modified to make building more powerful and





controllable. Players need to have the "mucker" bit set





by a wizard, which  enables  them  to "muck about" with





the game. Thus, visitors and  casual players are denied





the ability to  wreak  havoc  (although  if they really





want to, there's little to  stop  them once granted the





mucker bit).  TinyMUCK  is  very  popular,  and  people





starting up their own MUA  these days usually choose it





in preference to TinyMUD.





        The big difference between TinyMUCK and TinyMUD





is programmability. TinyMUD  provides  users  with very





basic creation facilities,  but  TinyMUCK  has  its own





interpreted programming language,  TinyMUF ("Multi-User





Forth"). This  is  flexible  and  powerful,  but  has a





reputation of being difficult to use.





        TinyMUF (or just MUF) is  basically the same as





Forth, with a few  new  library  routines. It has three





types  of  constant:   integer,   string  and  database





reference (an index into the database that is unique to





every game object). The  language  is stack-based, with





library routines that operate on  the stack (eg. + pops





off two elements, and pushes back their sum). Variables





are static, and there  are  functions  to set and fetch





them;  variables'   names   (addresses)   need   to  be





dereferenced to obtain the values  they hold. MUF has a





limited "if-then" construct, but no "if-then-else". The





game-specific library routines do  things  like print a





string on someone's  screen.  There  is some protection











                          157MUSE Ltd                    Reviews - Rest of the World








offered  to  players'  creations  in  that  "important"





properties of  objects  cannot  be  modified  except by





their creator.





        To make programming  easier,  there  is  an on-





line, line-oriented editor  built  in.  Source  code is





stored, which means  tried-and-tested  creations can be





moved easily to other  TinyMUCKs.  MUF programs tend to





be longer than in  most  MUAs  -  a simple slot machine





(gambling pennies) is,  for  example,  around 150 lines





long. TinyMUCK  can  read  TinyMUD  databases,  but not





vice-versa.





        TinyMUCK comes  with  plenty  of documentation,





and  compared  to   other   building-oriented  MUAs  on





InterNet looks rather attractive. It  works, and it can





perform many powerful tricks.  Its  problem is that the





people doing the building  have  little experience of a





thorough, well-written MUA.  The  best  example of this





comes from TinyMUCK's  own  advertisement  on InterNet:





under the headline  "Can  *your*  MUD  do  this?" was a





short transcript of a TinyMUCK session where the player





created a  "camera"  object,  took  a  "photograph"  of





another object with it,  and  then "projected" back the





image.  This  is   genuinely   impressive,  except  the





photograph was of a  red  rose  "with  the fragrance of





spring". This lack of attention  to detail ensures that





unless there is strict  quality-control from above, any





MUA which allows arbitrary,  unchecked additions to its





database is going to suffer severe problems maintaining





overall depth.

















                          158Reviews - Rest of the World                    MUSE Ltd








Summary:





        TinyMUCK is a  decided  improvement on TinyMUD,





but it's really just one  short  step  on the long road





back to  LPMUD-like  MUAs.  The  sooner  programmers of





TinyMUD derivatives realise this, the better.











Quotes:





        "Why wait for 'more powerful' MUDs when you can


have all this?"


                TinyMUCK 2.0 [promotional material]





        "TinyMUCK 2.0  is  better  documented  than any


other MUD in public distribution."


                TinyMUCK 2.0 [promotional material]








5.8     TinyMUSH.











Name:                   TinyMUSH





Importance:             2





Author(s):              Larry Foard





Location:               InterNet





        Sanctuary       valkyrie.ecn.uoknor.edu





        TinyCWRU        solarium.scl.cwru.edu





        TinyMUSH        sigh.berkeley.edu





        TinyTIM         grape.ecs.clarkson.edu





        ToonMUSH        uokmax.ecn.uoknor.edu





        TwinPeaks       corona.ecn.uoknor.edu





Brief Description:





        TinyMUD with modifications.





Historical Notes:





        Another  approach  by  the  Berkeley  group  to





making TinyMUD usable.




















                          159MUSE Ltd                    Reviews - Rest of the World








Review:





        TinyMUSH is an enhancement  to  TinyMUD that is





easier for beginners to use than is TinyMUCK, but which





irritates trained programmers. It  differs from TinyMUD





primarily in  that  it  provides  daemons  that  can be





programmed to  fire  when  an  event  occurs.  This  is





similar to an AI technique, production systems, however





in  TinyMUSH  the  production   rules   are  called  V-





functions. They are short pieces of code that provide a





means of storing, changing  and displaying information.





Some fields are expected for  all objects, such as what





happens when it is dropped, killed, or listened to.





        Recognising that in  enormous databases players





rarely bump  into  each  other  by  accident,  and that





normal travel between  rooms  can  involve  a string of





thirty or more  directions,  TinyMUSH  has more liberal





teleportation rules than  TinyMUD,  enabling players to





materialise  in   other   players'   creations  without





permission.





        TinyMUSH does have one kind  of object that may





be of general applicability in  MUAs - the puppet. This





is an  item  that  can  relay  information  to players.





Example uses in a  fantasy  setting  would be a crystal





ball or a magic-user's  familiar.  Although some of the





advanced UK MUAs have similar objects, most do not.





        TinyMUSH is a nice  idea,  and  the notion that





one small  change  can  cause  great  changes  to occur





elsewhere  in  the  database  is  attractive.  However,





programming this kind  of  system  and  controlling the





interactions between daemons  is  a  nightmare  even if











                          160Reviews - Rest of the World                    MUSE Ltd








there's  only  one  programmer:  with  lots  of  people





programming  objects,  it   will   soon   be  virtually





impossible for anyone to predict the effects of actions





or figure out the  cause  of  some  change. The problem





goes away if  the  changes  that  daemons  can make are





limited, but then so does all the power.





        A version of TinyMUSH  runs  on a public-access





bulletin board in Toronto.











Summary:





        A worthy attempt, but, inevitably, destined for





obscurity.











Quotes:





        "When a user  does  X  to  Y,  the  MUSH can be


programmed to fire off all kinds of small 'programs'. I


use quotes, because these  aren't  so  much programs as


one-line attachments to object Y. Qualities maybe."


                Duncan Howard [MUD1 arch-wiz]








5.9     TinyMOO.











Name:                   TinyMOO





Importance:             3





Author(s):              Stephen White





Location:               Internet belch.berkeley.edu





Brief Description:





        TinyMUD with better building.





Historical Notes:





        MOO stands for  "MUD, Object-Oriented". TinyMOO





is an enhancement to  TinyMUD,  written  in 1990. White





also wrote the original TinyMUCK.














                          161MUSE Ltd                    Reviews - Rest of the World








Review:





        The main difference between TinyMOO and TinyMUD





is that it transfers the  power  to create objects away





from the system administrators  and towards the players





who are builders.





        Objects are  implemented  in  a  simple, C-like





language, and can easily  be  specialised (so that even





non-programmers can  create).  This  is  achieved  by a





class  hierarchy  and   an   inheritance  (ie.  object-





oriented) approach.





        TinyMOO is not yet distributed publicly.











Summary:





        Another attempt to make  TinyMUD safer, TinyMOO





is basically a  means  of  allowing  people  to share a





programming experience, chat a  little,  and do nothing





else.











Quotes:





        "The current version is  stable, however I'm in


this bad  habit  of  tinkering  and  tinkering  with it


without releasing it."


                Stephen White [author]






























































                          162Reviews - Rest of the World                    MUSE Ltd








5.10    UberMUD.











Name:                   UberMUD





Importance:             3





Author(s):              Marcus Ranum





                        ("Jerry_Cornelius")





Location:               none





Brief Description:





        An experiment in MUA building language design.





Historical Notes:





        Began as a project  to  improve  on TinyMUD. It





was written  from  scratch,  and  generated  a  lot  of





interest - Ranum  was  willing  to  give  every  idea a





hearing. A mailing  list  was  established  to organise





messages between interested  parties,  and when UberMUD





was completed the mailing  list  enlarged its brief and





stayed on. So far, most of  the discussions on it still





concern UberMUD, however.  The  Uber  part  of its name





comes from the German, as in Ubermensch.











Review:





        UberMUD was  conceived  as  an  alternative  to





TinyMUD, with  much  improved  building  facilities. It





incorporated many ideas,  some  of  which  were clearly





ridiculous  but  others  of   which  showed  sufficient





promise to be  included  in  many post-UberMUD InterNet





MUAs. In particular, its  system  of protecting objects





from misuse  by  others  (using  a  form  of permission





inheritance) looks like making an impact.





        The UberMUD language  -  U  -  was low-level, a











                          163MUSE Ltd                    Reviews - Rest of the World








cross between Forth and C  (Forth semantics, C syntax).





There were no predefined data structures, as everything





was implemented  directly  in  U,  nothing  hard-wired.





Objects were atomic entities  to which properties could





be attached; that  meant  that  things like inheritance





had to be  implemented  in  U  (MUD2's MUDDLE language,





which has the same overall  aims  as U, has inheritance





built  in  automatically:  this   helps  with  function





matching). U's only predetermined  factor was the order





in which programming-language objects  were searched to





find code to execute:  verb  first, noun second, player





third.





        Despite all the  ideas  that  were  included in





UberMUD, some  simple  things  were  left  out  (gender





pronoun substitution being the  most glaring omission).





It had the capacity to  implement  them, but no-one put





them in. The mistake made was to believe that by having





a flexible implementation  language  that allows pretty





much anything to be phrased in it, everything necessary





actually would be phrased  in  it. Definition languages





have to be either specific  (ie. with much assumed, but





able to guide a new  programmer  in database design) or





general  (ie.   assuming   nothing   except   that  the





programmer knows what is to be programmed).





        Nowadays, UberMUD is  maintained  as  the focus





for discussions on MUAs in general, but it has signally





failed thus far to widen the topic of discussion beyond





UberMUD itself.























                          164Reviews - Rest of the World                    MUSE Ltd








Summary:





        UberMUD is available  as  a  teaching  tool for





people wishing to write their  own MUAs, but proved too





cumbersome itself to use in practice.











Quotes:





        "The author seems to  have mostly lost interest


now that the code is finished.  Today, the code is used


more as an example of what  can  be done with MUDs than


an actual production system."


                Bill Wisner [player]





        "UberMUD has implemented the biggest advance of


all. It requires you to  write  the  code on your local


machine  and   upload   it   to   the   game,   thereby


automatically saving a copy that can be uploaded onto a


second machine just as easily."


                Lauren Burka [player]





        "The  Ubermud  mailing   list   is   now,  more


generally, called mudwiz. It  has  expanded its mandate


to include wizards from all MUDs, not just Uber."


                Clay Luther [mudwiz postmaster]





        "I'm pretty much tired  of  working  on it, and


don't plan on doing much  more  with  it than I have (I


wanted to prove it could be done, mostly)."


                Marcus Ranum [author]








5.11    Other InterNet MUAs.











        The MUAs here are either one-off systems not on





proper public release,  or  vapourware. Suspected spoof





MUAs (eg. CoreMUD) have been omitted.











Name:                   Cthulhu





Author(s):              Bill Burdick, Mitch Adler,





                        Roy Riggs





Historical Notes:





        The first version was written in Spring 1988 in





C  by  Riggs.  It  was  essentially  just  a  souped-up











                          165MUSE Ltd                    Reviews - Rest of the World








TinyMUD. In autumn 1988,  the  game  was rewritten in a





version of object-oriented  Lisp.  Spring  1989 saw the





first version of  Mob,  the  game's database definition





language; this  was  based  on  Objective  C,  and  was





scrapped. The second  version  of  Mob  came out Autumn





1989, based on Smalltalk and  written in Lisp. The game





itself was written in  Mob  shortly afterwards; the Mob





interpreter was rewritten again  in  Spring 1990, using





C. The game was scheduled for release Summer 1990.











Review:





        If  Cthulhu,  or  whatever   it  is  eventually





called, delivers all it promises  it  will roughly on a





level  with   a   slightly   above   average   UK  MUA.





Nevertheless, this  is  good  going  to  say  that  the





programming team has no access to these games for ideas





(except the rather obsolete AberMUD), and has developed





its system from scratch.





        Cthulhu  supposedly  has  intelligent  mobiles,





weapons, armour, clothing, spells  and glowing objects.





There  is  some   depth   insofar   as  containers  are





concerned, since they can have  a rigid (box) or floppy





(bag) shape, however there is nothing similar to MUD2's





transparency, for example, and  the  containers have no





lids. There is a  powerful  form of "attach" available,





although granting this to  ordinary  players is perhaps





rather foolhardy on the designers' part.





        There is an on-line  system  for room building,





with  players  having  control   only  over  their  own





creations. This appears  primarily  to  be because such











                          166Reviews - Rest of the World                    MUSE Ltd








functions are de rigeur on InterNet MUAs these days.





        The wish-list of  things  on  the drawing board





includes many standard-issue  features  from the better





UK MUAs. Using  "look"  to  see  in  another  room, and





printing text messages  modulo  a  player's  ability to





sense what they  contain  is  nothing  new  in  the MUA





industry. Nevertheless,  if  such  seemingly "advanced"





features gained a  foothold  on  InterNet  MUAs, it may





hasten the day when  the  vacuous TinyMUD-like MUAs are





abandoned and more traditional games replace them.











Summary:





        Sounds good, but as yet unseen.











Quotes:





        "We can't sell  anything  written  on  a Purdue


machine. We haven't been giving out any sources either.


Basically, we are too  dissatisfied  with the old stuff


to release it to the  public  eye,  and none of the new


stuff is finished yet."


                Roy Riggs [author]








Name:                   DUM II





Author(s):





Location:               InterNet





        AdaDUM II       legolas.cs.umu.se





Brief Description:





        LPMUD-like MUA with no on-line building.





Notes:





        DUM II  is  something  of  a  reaction  to  the





unrestricted, unchecked  building  possible  in TinyMUD





and,  to  a  lesser  extent,  LPMUD.  All  wizzes  have





privileges to build, however they may only submit their











                          167MUSE Ltd                    Reviews - Rest of the World








designs  to  the  game's  maintainers  ("gods").  These





people write any necessary code, make modifications for





consistency, and consult with the designer if they feel





their  suggestions  need  significant   change  or  are





inappropriate. New areas are then thoroughly playtested





before being opened.





        This form of editorial control is, perhaps, the





best  way  to  ensure   that  room-building  progresses





naturally,   and   linearly   over   time.   Its   main





disadvantage is that the  gods  may  not  have the time





required to  deal  with  every  submission  speedily or





fairly, and they need  to  be skilled programmers. Some





players may also be tempted to take advantage of them.











Quotes:





        "This [gods editing suggestions],  and the fact


that zones are not opened  until play-tested, makes the


general quality of zones and puzzles high."


                Jorgen Holmberg [player]








Name:                   MIDgaard





Author(s):              Andrew Plotkin





Brief Description:





        A shell of a MUA, meant for complex building.





Historical Notes:





        Finished in Spring 1990,  due  to  go up in the





Summer but so far nowhere  to  be  seen. Designed to be





run as a commercial system.











Review:





        MIDgaard  is  a  basically   empty  game,  like





TinyMUD, with the  intention  that  players  add  to it











                          168Reviews - Rest of the World                    MUSE Ltd








themselves. It is  object-oriented  with  an extensible





classification  system,  and  its  power  lies  in  the





ability of players to program objects.





        The game has nothing substantial  built in - no





spells, combat, persona details or  the like. This sort





of thing is up to  the  game builders to implement. The





game is reported to have  a  tight security system that





ensures the zones people  build  are  distinct from one





another and cannot be  spoiled  by other builders. This





implies that objects created  by  one builder cannot be





used in someone else's zone,  although any game running





under those conditions would be infuriating to play.





        MIDgaard's authors are  obviously  pleased with





their game, since  they  hope  to  run  it commercially





(charging  around  $20/month   flat   fee   -  this  is





comparable to commercial UK  MUAs). Object creation, as





it uses limited hardware  resources  (disc space etc.),





will be surcharged.





        However, MIDgaard's rationale  is fundamentally





flawed. The authors think that because they have a game





which compares  well  with  TinyMUD,  it  will  attract





players in the real world.  However,  as has been noted





elsewhere, room building is  not  really an interesting





or fruitful thing for people  to do - TinyMUD's success





is entirely down to the  fact  that it allows people to





communicate over a distance while  being  less of a CPU





hog than systems that  do  it  a  whole  lot better. If





MIDgaard's programmers think  they  can  sell  a simple





chatline under the guise of its  being a game, they are





in for a tragic surprise.











                          169MUSE Ltd                    Reviews - Rest of the World














Summary:





        Over-rated, and also behind the times.











Quotes:





        "Since the  maintainers  of  MIDgaard  will  be


employed by MIDgaard, we will  have great motivation to


keep things  running  smoothly,  and  make  interesting


stuff."


                Andrew Plotkin [author]








Name:                   PennMUD





Author(s):              Charles Hannum ("MycroftXXX"),





                        Michael Barthelemy ("Edheler"),





                        David Singh ("Cyric"),





                        Al Catalfamo ("Satan"),





                        and 10 others





Brief Description:





        On-line AD&D.





Historical Notes:





        PennMUD took the  InterNet  world  by  storm in





Spring 1990, when its  incredible design was announced.





After a flurry of scepticism, which PennMUD's promoters





answered in disparaging tones  that alienated them from





the rest  of  the  InterNet  MUA  community,  they took





umbrage and clamped up. Nothing  has been heard of them





since, except that the  authors  are  no  longer at the





university (Pennsylvania).











Review:





        Take the  AD&D  handbooks,  enumerate  all  the





ideas without  considering  their  implementation,  and





you'll end up  with  a  fair  approximation  to PennMUD








                          170Reviews - Rest of the World                    MUSE Ltd








(also  called   NeXTMUD   on   occasion).   Detail  was





everything (but, for the most part, unnecessary).





        There were to be  7  basic character classes, 6





different races,  9  basic  statistics,  an unspecified





number of languages,  spells  with  verbal and physical





components, a game divided into "days" of 4 hours real-





time duration, encumbrance affecting speed of movement,





a currency  with  exchange  rates  for  different  coin





types, a barter system, wet/dry and temperature factors





for rooms, rolling resets, objects  saved when you quit





(with  periodic  persona   file   searches   to  return





"special" objects that stayed  out  of  play too long),





vehicles, and several towns. Object  creation was to be





available, by extending  the  level  system  beyond god





(ie. wiz). And this list just scratches the surface.





        Not    all     proposals     were    completely





unimplementable or totally undesirable,  but most were.





One neat  idea  that  may  work  in  existing  MUAs  is





limiting the number of objects  that  can  be seen in a





dark room depending on  the  intensity of the persona's





light source.





        PennMUD combined all the worst things from MUAs





with the worst things from games like Island of Kesmai.





Fortunately, its specification  team  was  so ambitious





that it will be many  years  before anything as complex





as  PennMUD  becomes   publicly   available.  By  then,





traditional MUAs will  hopefully  have  a strong enough





toehold that when large,  multinational games companies





enter the field they will  not ignore the hidden-depth,





freestyle MUAs  in  favour  of  the explicit-bells-and-











                          171MUSE Ltd                    Reviews - Rest of the World








whistles role-playing monsters.











Summary:





        Archetypal vapourware.  All  impossible design,





and no substance whatsoever. The  worst  is, even if it





had been written it wouldn't have been much fun to play





due to the fearsome  constraints  it would have imposed





in the name of role-playing.











Quotes:





        "We  are  still  working   on  the  god/demigod


commands and do not have a  list  made up as of yet. If


you can think of any  commands  that  you would like to


see implemented at these levels, please note me on them


with a full description of the command."


                Michael Barthelemy [project designer]





        "To keep the  game  moving,  you might consider


dilating time  for  rest  and  movement  commands.  The


amount of  realism  that  is  lost  is  not  nearly  as


important as the amount of boredom that is alleviated."


                Andrew Thomas [would-be player]








Name:                   SMUG





Author(s):              Jim Aspnes





Notes:





        SMUG (Small  Multi-User  Game)  was  written by





Aspnes as a would-be successor  to his own TinyMUD. The





primary goal was to include a programming language that





ran at a high speed, but which was safely accessible to





all  players.  The  language  includes  an  inheritance





hierarchy, but has fewer tools  in general  than either





TinyMUCK or LPMUD.





        The project ground to  a  halt  in mid-1990, so





Aspnes recently made  the  sources  available  as ideas





material for other MUA writers.











                          172Reviews - Rest of the World                    MUSE Ltd














Quotes:





        "A secondary goal was  to  show that you didn't


have to have 15,000 lines of code to do this."


                Jim Aspnes author








Name:                   VAXMUD





Brief Description:





        Standard MUD1 clone.





Historical Notes:





        Written in  1987  by  students  at  Strathclyde





University, and distributed in binary  form only. It is





still being added to.











Notes:





        VAXMUD is written in Fortran,  and runs only on





VAX VMS systems. The scenario it  comes with is hard to





customise, and the fact that source code is unavailable





makes it doubly unpopular.





        The game saves  objects  carried  when a player





quits, a practice which  in  general  can lead to games





being tied up for some considerable time.




































































                          173MUSE Ltd                    Reviews - Rest of the World








Name:                   YAMA





Author(s):              Alan Cox ("Anarchy")





Brief Description:





        A program for writing MUAs.





Historical Notes:





        Alan  Cox's  latest   project,   based  on  his





experience in writing AberMUD.











Notes:





        YAMA is intended to  be  used for writing MUAs,





and in that sense it  is  more  properly described as a





database definition language  plus  interpreter  than a





game itself. It was written  to  be fast, efficient and





powerful. It is also  reputedly  difficult to learn. It





is player-extensible,  however  its  programmability in





this respect is not as good as, say, LPMUD.





        YAMA is presently in beta-test.











Quotes:





        "It has been  aptly  described  as  an assembly


language for MUDs."


                Bill Wisner [playtester]





        "It is a game  in  the  spirit  of the original


MUD; TinyMUD players need not apply."


                Bill Wisner [playtester]


???????????????????????????????


















































                          174Reviews - Non-MUAs                             MUSE Ltd








6.      Reviews - Non-MUAs.











Name:                   Air Warrior





Location:               GEnie





Pricing Structure:      $35/hour 8am - 6pm





                        $5/hour 6pm - 8am





                        (no UK access point)





Brief Description:





        Multi-player flight simulator.





Historical Notes:





        Written by  the  Kesmai  Corporation,  who also





wrote Island of Kesmai and Megawars III.











Review:





        Flight simulators are  usually best-sellers for





single-user computer games.  Air  Warrior  is  a normal





flight simulator  with  a  comms  package  built  in, a





client program  of  the  most  sophisticated  kind  yet





developed. Why  the  Kesmai  Corporation  haven't  done





something similar for their other multi-player games is





a complete mystery.





        All  the  work  is  done  by  the  user's  home





machine. Information is passed  from the host computer,





and is assimilated into  the user's machine's database;





the  display  is  updated   accordingly.  Commands  are





processed and passed back up the  line to the host. The





user's computer is therefore acting  as a front-end for





the game; furthermore, it is smart in that it generates





its display itself  -  sending  complete  screen images





down  the  telephone  line  in  real-time  is  not  yet











                          175MUSE Ltd                             Reviews - Non-MUAs








possible, given  the  narrow  bandwidth  of present-day





telephone networks. Indeed, even if it were possible it





might not be desirable  -  Air  Warrior has an off-line





practice mode built in,  which  would  be impossible to





use in a system that  obtained  all its graphics from a





host machine.





        The terminal  software  necessary  to  play Air





Warrior is available for the Macintosh, Amiga, Atari ST





and IBM PC. Fancy instrument displays can be downloaded





from an on-line database, or designed by the user.











Summary:





        State-of-the-art IMPCG. The  game  itself isn't





particularly brilliant, but  the  graphics are stunning





and there's nothing else quite like it - yet.











Quotes:





        "Where conventional multi-user  games  like MUD


or Micronet's Shades can  only portray their game-world


using text messages,  Air  Warrior  gives  you  all the


animated 3D graphics and  sound  you'd  expect from any


single-player flight sim."


                ACE [magazine]





        "The first  thing  you  need  to  realise about


aerial combat is that the main objective is to survive.


Shooting down enemies is just icing on the cake."


                Cap'n Trips [player]





        "One thing's for sure: US  gamers are taking to


the game in their  droves,  joining  GEnie and possibly


even buying modems just so they can play it. Let's hope


it - or something similar - reaches Britain soon!"


                ACE [magazine]



































                          176Reviews - Non-MUAs                             MUSE Ltd








Name:                   Astroid





Location:               Minitel





Brief Description:





        Multi-player on-line arcade game.











Review:





        Astroid (formerly Astro)  marks Third Millenium





Systems' entry into  the  non-MUA  interactive computer





game market  (they  also  produce  Shades  and  Trash).





Unlike all other commercial  games  of this type except





Air Warrior, it  was  written  specifically  to be used





with client software. Players thus get quality graphics





and sound effects if they have the appropriate disc and





an IBM PC or an Atari ST.





        The player's screen is  a  pilot's  eye view of





the cockpit and the universe.  This looks like a flight





simulator, but isn't -  all  action  takes place within





two-dimensional planes.





        The game  itself  is  a  standard  arcade-style





shoot-em-up with exploration and  mineral mining thrown





in. There  is  ship-to-ship  communication  that allows





players to talk to one another, but Astroid's fast pace





leaves little time for such pleasantries.











Summary:





        A definite step  in  the  right  direction, but





it'll be a  long  time  before  such  games  are widely





available in the UK.























                          177MUSE Ltd                             Reviews - Non-MUAs








Quotes:





        "Astroid is the most  sophisticated game of its


kind today, and in its underlying architecture we see a


glimpse of the potential  offered by developing network


and    terminal     technologies     for    interactive


entertainment."


                Mike Brown [Third Millenium Systems]








Name:                   BattleTech





Location:               Chicago BattleTech Centre





Brief Description:





        Very high-technology arcade game.





Historical Notes:





        Based  on  the   BattleTech  inter-robot  role-





playing game.











Review:





        BattleTech  is  unlike  all   the  other  games





described in this report. Rather than being played over





the telephone lines, players  interact over an ethernet





LAN. Each sits at  a  console  in  a  cockpit, and they





battle in real-time over  a  simulated  10  miles by 10





miles  landscape   in   assorted   weather  conditions.





Although the system is not  quite complete, and is LAN-





based,  the  point  is  that   all  it  does  could  be





implemented equally well over  a sufficiently wide-band





telephone network.





        The BattleTech console has  six audio speakers,





one of which is  for  inter-player communication. There





is a  microphone,  a  numeric  keypad  for  punching in





missile co-ordinates and  a  joystick  for  aimed laser





fire. Movement is via a hand-held throttle and two foot





pedals. Visually, there is  one primary screen, several











                          178Reviews - Non-MUAs                             MUSE Ltd








secondary    screens,    and    numerous    illuminated





instruments.





        Players work  in  teams,  up  to  four  a side.





There's only one BattleTech  centre  at the moment, but





others are planned.











Summary:





        IMPCGs will only have come of age when products





like BattleTech are available  to  home  users over the





telephone network.











Quotes:





        "It drives like a tank."


                Ross Babcock [technical director]





        "This is  the  game  of  futuristic  mechanised


combat we all know and  love  -  but this time it's for


real!"


                GMI [magazine]








6.1     Fantasy Sports.











Name:                   Football/Hockey/Baseball





Location:               CompuServe,





                        USA Today Sports Center





Brief Description:





        Simulations of sports leagues.











Review:





        There are several  Fantasy  Sports available on





US networks, but as  they  are  all  basically the same





idea their reviews have been combined.





        Fantasy  Sports'  players  take  control  of  a





sports team and guide  it  through  a season of matches








                          179MUSE Ltd                             Reviews - Non-MUAs








against other players. Team  members can be transferred





and new members  drafted,  paid  for  using game money.





Team selection is made before each match, and the games





are played to coincide with matches in the real world.





        Participating in  Fantasy  Sports  takes little





time - a few minutes a day.  The overall goal is to win





the league title,  and  there  is  usually  a real-life





prize associated  with  it  -  a  stay  at  a  baseball





training camp, for example.





        Fantasy Sports are  usually  uncomplicated, and





they are not  properly  interactive.  They do, however,





generate a lot of  discussion  among  players, and were





the games displayed graphically  they would attract  an





even wider audience.











Summary:





        Multi-user, but  not  really  interactive. When





interactive versions do come  out  in  the USA, someone





there will make themselves an awful lot of money.











Quotes:





        "The most exciting  part  was  when  I  won the


BERRA   National   League    Championship    in   1987.


Unfortunately, I wasn't  able  to  defend  my  title in


1988; I came in fourth.  Other than that, it's exciting


when one of your pitchers  throws a two-hit shutout, or


when your catcher hits two  home  runs  and six RBIs in


one game, and you know  that  your team has been helped


in the overall standings as a result."


                Bill Gallagher [player]





        "When Boomer Esiason limps off the field with a


sprained ankle or Greg  Swindell  develops arm trouble,


the Fantasy Sports owner has  to  find a way to bolster


his team and continue to  compete. Replacing Esiason or


Swindell may  mean  gambling  on  an  unproven  rookie,


signing a free-agent or putting  together a trade for a


seasoned veteran."


                CompuServe [magazine]








                          180Reviews - Non-MUAs                             MUSE Ltd




















6.2     Island of Kesmai.











Name:                   Island of Kesmai





Location:               CompuServe





Pricing Structure:      $12.50/hour plus





                        $9.40/hour for UK players





Brief Description:





        First-generation graphics game.











Review:





        Island of Kesmai (or IOK) is Compuserve's best-





selling game - its  popularity  exceeds that of British





Legends, which came on-line later.





        IOK is primarily a role-playing game. Beginners





have to select from various character classes and races





(each   of   which    have    their    advantages   and





disadvantages), and they are assigned 6 property values





(strength, intelligence, dexterity, wisdom, stamina and





constitution). The parallels with AD&D are clear.





        IOK is in many  ways  like  a conventional MUA.





Players move by  typing  in  directions,  and there are





commands to pick up,  drop,  examine and throw objects.





There is little breadth,  true,  and  hardly any depth,





but it does have complexity enough to merit a 160+ page





manual. Subtle differences  between  character classes,





and  a  range   of   effects   dependent   on  players'





statistics, do give an impression of realism.





        The main  point  about  IOK,  however,  is  its











                          181MUSE Ltd                             Reviews - Non-MUAs








display. Rather  than  textual  room  descriptions, IOK





gives a bird's  eye  view  of  the  area  local  to the





player. The game is grid-based, and  players see a 6 by





6 matrix drawn using  pairs  of  ASCII characters. This





may be incomplete, since areas not in line-of-sight are





not drawn.





        The display  is  crude.  Common  features  have





their own symbols (eg. walls  are  [], fire is **), but





mobiles (critters) and  players  are  simply  listed as





letters, with a key  to  decode  them printed alongside





the map; this is  necessary  because players can occupy





the  same   square,   and   thus   couldn't   be  drawn





graphically. There  is  some  informational  content in





mobiles' names, eg.  !Nocha  is  of  neutral alignment,





+Nocha would be evil (and likely to attack).





        There are client programs  available which make





playing IOK easier,  and  which  tart  up  the display.





However, at present  there  is  no  software on general





release  that  produces  quality   graphics  (an  Amiga





terminal driver  has  been  made  available  just  this





month, but so far  only  6  people have downloaded it).





This is something which must surely  come soon - if IOK





were given Dungeon  Master  graphics,  for  example, it





would be almost  irresistible.  The  game is structured





specifically  for   automatically-generated   graphical





displays, and it's  amazing  that  nothing beyond crude





ASCII is used.





        The atmosphere in IOK is enforced friendliness.





Attacking other players, while possible, produces howls





of outrage  and  the  attacker  will  become  a pariah.











                          182Reviews - Non-MUAs                             MUSE Ltd








Communication over distance is not possible, so even if





there are 50 people playing you  can only talk to those





in the same "room" as you.





        Players in IOK progress  by  finding money, and





using it to buy equipment or training.  There   is   no





overall goal -  the  players  just  try  to keep alive.





However, since some people have been playing for years,





they can build up incredibly  powerful personae, and it





is unlikely that they will  ever  die. Even if they do,





they will be resurrected automatically unless killed by





a flesh-eating mobile. In order to keep these long-term





players from getting  bored,  the  game  is continually





added to, with new  sections  of increasingly dangerous





monsters and bigger rewards. This  does have the effect





of keeping high-level players  interested, but it makes





the game even more  daunting  for newcomers. Because of





this, IOK has two games - basic and advanced.





        The game does have resets,  but they are over a





long period of time - 60 days or so. Individual objects





and puzzles can be reset  on  their own - necessary, as





players take them with them when they quit.





        In many ways, IOK is like Rogue or Hack. It has





a similar  display,  similar  commands,  slightly  more





depth (mobiles that speak  gibberish,  mobiles that can





only be damaged by weapons made of a certain material),





and  is  multi-player.   Nevertheless,   even  Hack  is





compulsive, and as IOK  is  multi-player  that makes it





doubly so.





        IOK appeals to  people  who  like  complex (yet





often arbitrary) interactions between  objects, lots of











                          183MUSE Ltd                             Reviews - Non-MUAs








detailed rules, and no  descriptive  text. Were a large





games company to muscle in  on the play-by-modem scene,





this is the kind of game they'd probably go for. In the





long term, it's  a  bad  move  because  IOK  makes many





mistakes - it can't  go  on expanding indefinitely, for





example. However, with a good  client  it could be very





impressive for a few years, and that would certainly be





enough to make a large amount of money.











Summary:





        Basically, Island  of  Kesmai  is  an  average,





role-playing  style  MUA,   with   a   crude  graphical





interface and not a  great  deal  else.  However, it is





tuned to  perfection,  and  when  a  proper  client  is





written it should be very impressive.











Quotes:





        "In 2.5 years of  playing,  I've never been on-


line when there weren't at  least  3 other players, and


there are usually 10-60 players."


                Dragon [magazine]





        "When you become involved  in Island of Kesmai,


you find yourself thinking of it  not so much as a game


but as a place."


                Randy Eichman [player]





        "Expect your  first  dragon-slaying  outing  to


take a few hours. Your adventure  could end in glory or


in a dragon's stomach,  but  chances  are you'll have a


great time either way."


                CompuServe [magazine]





        "Kesmai's    creators    have    fashioned    a


revolutionary experience."


                Dragon [magazine]





























                          184Reviews - Non-MUAs                             MUSE Ltd








Name:                   MegaWars III





Location:               CompuServe





Pricing Structure:      $12.50/hour plus





                        $9.40/hour for UK players





Brief Description:





        Multi-player space warfare game





Historical Notes:





        Written by the Island  of Kesmai team, MegaWars





III is a greatly enhanced version of MegaWars I.











Review:





        MegaWars  III  is,  at  heart,  a  multi-player





version of the old Star  Trek  game that was popular on





mainframe computers in the late 1970s. More detail have





been added, with  an  economic  system, troop landings,





planets, gas giants (for fuel),  and  an overall goal -





to become emperor of the galaxy.





        Resets  are   several   weeks   apart.  Players





colonise planets, raise revenue,  build more ships, and





spread throughout the galaxy. Unlike Prestel's StarNet,





the  game  runs  in  real   time  and  orders  are  not





"batched"; even experienced players  must spend several





hours a day playing if they  are to stand any chance of





becoming emperor. For this reason, players usually join





teams, so that  other  team  members  can protect their





growing empire while they're away.





        The screen display is a simple ASCII bird's eye





view.  It's  only  really  essential  for  ship-to-ship





combat, so can be turned  off  at other times. Its size





is adjustable, up to 32 by  32 squares. Again, there is











                          185MUSE Ltd                             Reviews - Non-MUAs








no client software for users,  so  any ideas of sprite-





driven missiles racing across  the screen and exploding





in vibrant colour must  be  dismissed:  all  you get on





MegaWars III is an exclamation mark if you're lucky.





        CompuServe also  have  a  very  basic  cut-down





space combat game called SpaceWAR. Unlike MegaWars III,





however,   it    does    not    feature    inter-player





communication, just high-speed combat.











Summary:





        MegaWars III is basically  a  simple core, with





lots of added  detail  that  significantly  changes the





gameplay. As  with  most  cursor-addressing  games, its





appeal would be greatly  improved  if it had specialist





client  software  that  dealt   with  proper  graphics,





instead of relying on ANSI escape codes.











Name:                   NetHack





Location:               InterNet





Brief Description:





        Multi-player Hack.





Historical Notes:





        Hack is a development of Rogue, a single-player





game  where  the  player  wanders  around  a  computer-





generated dungeon slaying monsters  and casting spells.





NetHack is the multi-player version of Hack.











Review:





        NetHack is one of  a  series of games developed





from Rogue, and shares  many  of the latter's features.











                          186Reviews - Non-MUAs                             MUSE Ltd








Players are given  an  overhead  view  of their dungeon





level, and move around  using  arrow  keys. Players are





supposed to co-operate in  their  attempts  to find the





lower reaches  of  the  dungeon.  There  is  no  direct





communication between  players  within  the  game  - it





works best  when  played  by  two  people  on  adjacent





terminals.





        Work is  beginning  on  the  USA  academic  MUA





circuit aimed at combining  NetHack with standard MUAs,





eg. LPMUD.  This  should  produce  something  along the





lines of Island of  Kesmai,  but  with more traditional





MUA features rather  than  IOK's  detailed role-playing





orientation.





        There are already two NetHack lookalikes with a





MUA flavour. Myth  was  written  by  Per  Abrahamsen in





Denmark using C++, and incorporates many classes useful





for such  games;  it  is,  however,  rather  primitive.





Strathclyde University has  VAXMUF  (Multi-User Fight),





with 100 levels, 100  spells  and using ASCII graphics.





Neither of these is as widespread as NetHack.





        Other InterNet games based  on  Rogue are Larn,





Moria  and Omega,  and  multi-player  versions of these





may be  forthcoming  in  the  near  future. Galacticomm





bulletin boards  already  carry  an  ANSI-graphics game





called Androids!.











Summary:





        Although there probably  are  people willing to





pay to play NetHack,  the  real  developments will come





when the game is  merged  with  existing MUA technology











                          187MUSE Ltd                             Reviews - Non-MUAs








and is given a proper server.











Quotes:





        "I tried linking up a  TinyMUD to Hack. One was


in ANSI C and the other was  in C. Although it did some


really impressive stuff, it failed  as a 'good attempt'


to get them to link up  -  but I believe it is possible


to do it."


                Ashgon [player]








6.3     Sniper!











Name:                   Sniper!





Author(s):              Steve Estvanik ("Yngvi")





Location:               CompuServe





                        $12.50/hour plus





                        $9.40/hour for UK players





Brief Description:





        Man-to-man World War II combat game.





Historical Notes:





        Based on the TSR boardgame.











Review:





        In Sniper!,  players  control  not individuals,





but  a  squad  of  individuals,  each  with  their  own





strengths and weaknesses. This  is  a  growing trend in





single-user role-playing games. The player takes on the





position of the squad's commanding officer.





        The game  uses  IOK-like  cursor  addressing to





draw a 10 by 60  map  on  the players' screens, however





the game is  difficult  to  play  without  having first





downloaded a copy of the  full-sized  map, of which the





screen display is only a part.











                          188Reviews - Non-MUAs                             MUSE Ltd








        The game has  a  levels  system: ranking points





are given  for  each  engagement,  and  when  a certain





number have  been  achieved  the  player  is  promoted.





Whether a brigadier general  would actually be involved





in man-to-man combat isn't at issue...





        Sniper! is a two-player  game. Players can play





against the computer  or  against  themselves,  or even





watch other people  play;  however,  they will normally





play against  someone  else.  Missions  can  be  either





patrol, infiltrate or specific,  and  can take place in





different areas (Sicily, Normandy, Ardennes), each with





its own map. A game will normally last between 20 to 45





minutes for players of similar  rank,  but if there's a





big disparity then it could all be over in 10 minutes.





        Being a two-player game drastically reduces the





amount of socialisation that can take place. There is a





saloon bar for friendly discussion, but little to do in





the game  itself.  Sniper!  is  not  for  role-players.





Unlike modem-to-modem games,  it  does  actually run on





CompuServe's  computers,  and  therefore  can  only  be





played there. It's not  merely  a  place for players to





make contact and then call each other separately; if it





were, it wouldn't be as lucrative as it is at present.





        Like  IOK,  Sniper!  does  not  have  graphical





client software. Since most American players use either





an IBM PC  or  a  Macintosh,  this  is inexcusable. The





display it does  have  can  be  in  colour,  but  it is





composed of single ASCII  characters;  it  is even more





difficult to decipher than IOK's.





        Sniper! has  a  reputation  for  intricacy  and











                          189MUSE Ltd                             Reviews - Non-MUAs








complexity. As with IOK, experienced players like being





able  to  talk  about  fine,   subtle  details.  It  is





certainly possible to play  Sniper! without being aware





of all the  rules,  but  unlike  normal  MUAs  there is





little fun to be  gained  in  discovering them: they're





all available explicitly, and just  have to be read and





learned. Battle tactics are  the  "exploratory" side to





the game.











Summary:





        An adaptation of a boardgame that takes out all





the tedious manual-reading during  play and replaces it





with tedious manual-reading  before  play.  A good game





for seriously minded wargamers.











Quotes:





        "Some people  enjoy  role-playing  and  use the


radio to  send  insults  or  jibes  when  they  hit, or


complain when they miss."


                Steve Estvanik [author]





        "You have to think  on  your feet. While you're


in the game, it's a real battle. Things happen, and you


have to react. It's like a game of high-speed chess."


                Peter Soehnlen [player]

































































                          190Reviews - Non-MUAs                             MUSE Ltd








6.4     The Spy.











Name:                   The Spy





Author(s):              Blane Bramble





Location:               IOWA and/or Synergy





Pricing Structure:      free





Brief Description:





        First-generation graphics game.











Review:





        A budding IOK-style game. Players are espionage





agents armed with a gun  and  some grenades, who wander





around a maze  attempting  to  dispose  of one another.





Since there are no puzzles,  playing  The Spy alone is,





at the moment, pointless.





        The graphics used are  simple ASCII characters,





with screen addressing  via  VT52  codes.  As with IOK,





line noise can badly trash a  screen. Also as with IOK,





The Spy would benefit enormously  from a client program





that took the simple ASCII and turned it into a proper,





high-quality pictorial display.











Summary:





        A new game: playable, but badly in need of more





MUA-like features. Probably  going  nowhere itself, but





it  may  spark  someone   to   attempt  something  more





sophisticated, along IOK lines.





























                          191MUSE Ltd                             Reviews - Non-MUAs








Quotes:





        "The idea is to provide  a multi-user game with


a semi-graphical  user interface (similar to that found


in the games Hack, Moria, Omega and so on)."


                Blane Bramble [author]








Name:                   You Guessed It!





Location:               CompuServe





Pricing Structure:      $15.50/hour plus





                        $9.40/hour for UK players





Brief Description:





        Multi-player trivia quiz game.





Historical Notes:





        Based on a US  TV  programme vaguely similar to





Family Fortunes.











Review:





        You Guessed It! (or YGI  for short) is a simple





multi-player quiz  game  with  a  now  sadly diminished





following on CompuServe. Players are  asked a series of





questions in turn by the  program, and score points for





'correct' answers; the quotes are because the questions





are based on  the  most  popular  answer  given  by 100





people surveyed in  the  mid-west,  and  are not always





factually correct, eg.  "Name  a  famous Italian opera"





was answered "Carmen" by more people than was any other





opera. Players can  challenge  the  survey  results, in





which case a majority vote  by  all players is required





for the new answer to be accepted.





        Players can win bonus  points for some answers,





and these can be added  up  and  turned into real cash;





for legal reasons only US citizens aged 18 and over may











                          192Reviews - Non-MUAs                             MUSE Ltd








do this, however.  To  pay  for  the  prizes, there's a





$3/hour surcharge on YGI contestants.





        YGI's main problem is sterility. At the moment,





its database contains around  2,000 questions, and some





players have seen them  all  and  recorded the answers.





New  questions  involve   taking   surveys,   which  is





expensive, although 2,000 is still rather measily.





        The main reason people  play  YGI is nothing to





do with the game itself,  though.  It has a lobby area,





where players go to wait for  a game to start, and they





chat to one another there.  Forming friendships in this





way is the real  reason  people  play. YGI is therefore





really little more than a chatline.





        The past few years have  seen a decline in YGI,





as it  has  lost  players  to  British  Legends,  which





provides better communication facilities with the bonus





of role-playing - something YGI's socialisers enjoy.











Summary:





        YGI is  an  innocuous  quiz  program  that  was





successful for reasons its  authors had not considered:





the game itself was merely a  focal point to draw like-





minded people together, and it  had no staying power of





its own in the face  of opposition from a fully-fledged





MUA. YGI is now reduced to cult status.











Quotes:





        "Will you have fun?  Will  you learn more about


your friends  on  CompuServe?  Will  you  discover  the


Meaning of Human Existence? - You guessed it!"


                You Guessed It! [promotional material]














                          193MUSE Ltd                                     Discussion








7.      Discussion.












7.1     Organisation.












        This   section   contains    a   selection   of






representative  quotes  on  a  variety  of  MUA-related






subjects. Some of the  quotes  presented are solicited,






unlike those in previous  sections;  most, however, are






taken without permission  from  public  sources such as






magazine  articles,  bulletin  boards,  and  InterNet's






rec.games.mud list.












        Between  quotes   are   connecting   paragraphs






advancing  the  main  points.   At   the  end  of  each






subsection is a summary.












7.2     Why Do People Play?












        The first and most  obvious  reason people play






MUAs is because it's fun to do so. In some cases, 'fun'






is perhaps too weak a word, however:












        "There was little  doubt  that  playing MUD was


exciting  and  stimulating.  After   one  long  evening


interview, wishing to experience the game first hand, I


agreed to join a player as he prepared to access Essex.


Not all who wished to play could, as it was strictly on








                          194Discussion                                     MUSE Ltd








a 'first come, first served'  basis, and as the methods


of  access  were   no   straightforward   much  of  the


excitement seemed to hinge upon  whether one could gain


entry. While waiting to  see  if  his  efforts had been


successful, the interviewee thrust  his  wrist to me to


feel his racing pulse. He  did  not  get in, but stated


that he  always  got  an  'adrenalin  high'  before and


during play."


                Margaret Shotton [Computer Addiction? A


study of computer dependency]








        Many MUA  players  feel  this  kind  of  a buzz





playing the game - particularly  killers, ie. those who





attack other personae with  intent  to cause them harm.





The 'thrill' of  the  hunt  can  be  so  strong that it





doesn't always matter who wins the eventual fight - and





in many ways, if the  killer  is  taking a risk then it





can be  an  even  greater  attraction  (like gambling).





Similarly,  role-players  can   enjoy  deceiving  other





people into believing things that aren't true, although





realising that someone has  attempted  to  trick you is





rarely as  exciting  as  avoiding  persona  death  in a





fight.











        Contrast the heart-pounding  excitement  of the





above MUD1  player  with  the  faint  enthusiasm  of  a





TinyMUD veteran:











        "Why do I MUD? Same  reason  you use the phone.


And it's a lot cheaper."


                Bryant Durrell [Islandia founder]








        Here, it's mere convenience that determines why





Durrell plays.  TinyMUDs  have  little  or  no puzzles,





exploration is seldom  rewarding,  so  they settle down





into chatlines. Players  who  met  when  the game first





started, and were  learning  to  build  rooms together,








                          195MUSE Ltd                                     Discussion








struck bonds of friendship.  However, when the futility





of  that  activity  sinks  in,  they  just  sit  around





talking. New players don't get the same initial fun, so





don't play for very  long,  and  older players are lost





through     general    attrition.    Eventually,    the





game/chatline is deserted.











        (The  reason  it's  cheaper,  incidentally,  is





because Durrell uses InterNet,  so  the costs are borne





by others).











        So it seems there  is  a  distinction between a





MUA that models reality in some way and one that merely





provides chatline facilities,  with  the  former having





more  staying  power  than   the   latter  because  the





emotional talons with which  it  holds  its players are





stronger.  Why  is   this   so,   though?   Why  should





interaction that occurs in a computer-moderated fantasy





world be  any  more  gripping  than  straight  CB-style





interaction?











        "I remember the first time  I was killed in MUD


- it was deliberate. I was in tears. I really knew what


it was like to be dead, the simulation was so real."


                An   interviewee    (male)    [Computer


Addiction? A study of computer dependency]








        The  reason  is  that   a   good   MUA  can  be





believable. If it works the same way as the real world,





then the players use the same  mind-set as if they were





in the real  world,  and  hence  emotional  response to





events in the MUA world  are  as if they were affecting





the player directly in the  real  world. In a chatline,








                          196Discussion                                     MUSE Ltd








nothing happens;  people  don't  interact,  they merely





communicate. Whatever,  there  must  certainly  be some





other players  -  a  SUA  may  be  lifelike,  but  it's





essentially private. For a world to seem truly real, it





must be a shared experience.











        "One thing is for  sure,  and  that is that the


multi-user feature is very important."


                Lars Pensjo [LPMUD author]








        If, however, MUA worlds can seem to the players





like they are real,  should  events  that take place in





these worlds be  treated  as  if  they  were real-world





events? Or are they distinct?  Should players shrug off





what happens to them? What if they can't?











        "MUDs are games. Deal with it."


                Clay Webster [player]








        This is a popular  view:  people who are unable





to switch off when they leave  a  MUA ought to learn to





do so, because the bottom line is  that a MUA is just a





game, and haranguing people about  what they did in the





game is as pointless as  haranguing  authors about what





happened in books they  wrote.  This  viewpoint is held





mostly by people  who  have  never  played  a MUA, have





played but  never  let  themselves  become  emotionally





absorbed by it, or who play killer personae in order to





get a kick out of annoying someone who doesn't hold the





"MUAs are games" viewpoint.











        Surely, though, things which wield this kind of





emotional power over people  can't  be  mere games? The








                          197MUSE Ltd                                     Discussion








passions roused in (traditional) MUAs  have the kind of





fire  to  them  normally   reserved  for  religious  or





political evangelism. People aren't so much playing the





MUA as living it.











        "Ready for the shocker?  Reality  is a game. It


has rules (physics),  players  (life  forms),  and many


goals. ... I won't  deny  that  MUDs  are games, but if


that is so then reality can also be considered a game."


                Ray Cromwell [TinyMUD player]








        This argument is intended to show by reducto ad





absurdum that MUAs (or at least TinyMUDs) aren't really





games, because if they were  then everything is a game.





However, perhaps it be applied in reverse: if real life





is as much a game as is a MUA, perhaps MUAs are as much





a reality as real life?











        "My MUD philosophy is that  it's more than just


a game, it's a virtual reality."


                Bruce Woodcock [TinyMUD player]








        Correct. Although  the  popular  conception  of





virtual reality is a  mass  of  electronic headsets and





cybergloves  containing  Tomorrow's  World  presenters,





MUAs are precisely the same  thing, only instead of the





images being generated by a computer they're created by





the imagination of each individual player.











        The 'virtual' in 'virtual  reality'  is used in





the same  sense  as  'virtual  image'  in  optics:  the





appearance of a real reality  is there, but it actually





doesn't exist. However, if it truly doesn't exist, then





nothing that occurs in  it  really  happens either, and











                          198Discussion                                     MUSE Ltd








therefore it should have  no  effect  on the real world





(which, we assume, does exist).











        "All repeat after me: IT'S ONLY A GAME!"


                Anton Rang [TinyTalk author]








        The crucial point is  that  the virtual reality





does exist; not in the same way  as real life, but as a





conceptualisation which can have an effect on people in





real life.











        "I'm hesitant to label  it  'just a game'. Sure


it looks like a game. It uses a text-adventure metaphor


for social  interaction.  However,  that  geeky  phrase


doesn't even  *begin*  to  convey  the  complexities of


'what mud is'."


                Stephen White [TinyMUCK author]








        When  a  player   like   Shotton's  interviewee





controls a persona in  a  MUA  and  becomes absorbed to





such an extent that he is  oblivious to the real world,





concentrating only on  the  virtual  reality,  then the





player and his persona  fuse;  he 'becomes' his persona





in that MUA. As far as  the player is concerned, things





are happening not to the persona  but to he himself. He





can do things that  are  impossible  in the real world,





and be whoever he wants to be. That's the attraction.











        Of course, a sudden change back to real life is





going to be jarring. The emotions felt by the player as





he lived in the  virtual  reality  cannot be shaken off





when he leaves that  reality  any  more  than real life





emotions can be dismissed  at  the  drop  of  a hat. No





wonder Shotton's interviewee cried  when  his persona -











                          199MUSE Ltd                                     Discussion








ie. he himself - was killed in MUD1.











        MUAs  are  not  merely  chatlines  with   games





screwed on  top;  rather,  they  are  a  whole  that is





greater than the sum of  these  two parts. Of course, a





good deal of their  insidious  attraction  is that they





can lure not just  people  who  want  a virtual reality





buzz, but ones  who  simply  like  games  and  ones who





simply like chatlines. People who just like talking can





do that in a MUA if  they  want  to. TinyMUD has a very





weak 'learn what to do' game  about it when it is first





installed at a site,  and  then  it rapidly degenerates





into a chatline; however, even then  it has enough of a





virtual world about  it  to  have  prompted this recent





posting on InterNet:











        "I  was  thinking   about   things  today,  and


realised that I was spending  more  than  8 hours a day


MUDding, skipping  classes  and  ignoring  homework  in


favour of all the  socialisation  of  the MUDs. It also


hit me that I was going  to  flunk  out of college if I


didn't stop it. I'm addicted bad.  Real bad. ... To all


of you who insist that MUD  is  a game, I disagree. MUD


is a socialisation tool that  just happens to allow you


to go adventuring and solve puzzles. Problem is, that I


over-used it, to the exclusion of a real life."


                Garth Minette [ex-TinyMUD player]








        MUAs  are  very  addictive.  Chatlines  can  be





addictive, and  games  can  be  addictive,  but neither





compares remotely with what a MUA  can do to people. It





happens in all MUAs:











        "The burnout player has a  very clear profile -


he is a very active player who cannot be missed when he


is in the game, he  is  chatty  and likeable, a fighter


(but not very good), and  he sparkles, bubbles, burbles


and froths all over  chat.  Above  all,  he wants to be








                          200Discussion                                     MUSE Ltd








involved with everything. The symptoms are very obvious


from the outset:  long  hours  of  play  every  day may


gradually move into peak  time,  followed  by a furious


activity towards the end of  the  first quarter, with a


'well I might as well be hanged for stealing a sheep as


a lamb' attitude just before the bill arrives. Then the


painful farewell to friends  and enemies moments before


dad consigns the modem  to  the  dustbin. Then, silence


forever. He is never seen again. Burnout."


                Pip Cordrey [IOWA owner]








        Apart  from   the   predictable   grouse  about





telephone charges, Cordrey  has  a  genuine point here.





People who like the world  offered  by  a MUA more than





they do the real world will  often  spend a lot of time





there. If they are obliged to  pay for their time after





having played, and are  aware  that they can't, they'll





play as much as  they  can  before  being cut off. This





will increase their addiction  even  more, and when the





phone is finally disconnect then the sudden wrench from





the MUA can be  devastating.  Players have described it





as 'cold Turkey'.











        "MUDs are addictive, as  we  who  play them are


well aware. Gibson and  the  rest  were right about the


addictive possibilities of  cyberspace.  They were just


wrong about the magnitude."


                Bryant Durrell [Islandia founder]








        The  intersection  between  game  and  chatline





which is so addictive  is  a  form of role-playing. The





term is appropriate, however note:











        "Role-playing   games   have   attracted   some


criticism; US religious fundamentalists have managed to


conflate them with satanism and  other  evils - such as


psychiatry."


                Computer Weekly [magazine]








        That's why  these  days,  in  discussing  their











                          201MUSE Ltd                                     Discussion








relationship  to  their  persona,  smart  American  MUA





players stay on the virtual reality bandwagon.











        "In my case, Sir  Bruce  Sterling is mostly me.


His words are generally my words in that situation, his


actions often the  ones  I  would  take.  But there are


slight differences. I can do things  in MUDs I can't in


real life, which allows  options  I  don't have in real


life. And when I  kill  in  virtual reality, it doesn't


mean I'd actually kill under  the same circumstances in


real life, since no-one *really* dies or even ceases to


exist on MUDs if they are killed."


                Bruce Woodcock [player]








        Why is  role-playing  seductive?  Its principal





attraction is that  it  allows  players  to  be someone





else, to take  on  an  assumed  identity.  They  can be





themselves, but when things go wrong they don't feel so





bad about it. Anonymity is the key.











        "Considering my MUD persona  -  and I only have


one, which probably says a lot  in itself - there are a


lot of  similarities.  I  definitely  hide  behind  the


anonymity, but share a large  number of traits (not all


good) with my MUD personality."


                Mike Prudence [player]








        Anonymity  also  enables  players  to  take  on





completely different roles, behaving outrageously, safe





in the knowledge that they  can't  be  hurt in the real





world.











        "Interaction can mean anything  from kissing to


killing or stealing."


                The Economist








        Often,  this  involves  sexual  manipulation  -





sometimes subtle, but not always:




















                          202Discussion                                     MUSE Ltd








        "The hozer: 'Yo, babe! I  got this amazing ten-


inch love muscle. Wanna date?  Lie down and spread your


legs.' Hozers  are  usually  college  freshmen  with no


social skills who can't  get  sex  any  other way. They


tend to skew the male/female ratio on MUDs even further


by causing all  female  characters  in  the vicinity to


change to male or gender-neutral characters."


                Lauren Burka [TinyMUD player]








        The ability to live  out  sexual fantasies in a





MUA does attract  certain  people,  especially to games





set up precisely for that  purpose (eg. Zone). This can





cause managerial problems if it is uninvited. Something





common in all  MUAs,  though,  is cross-gender playing.





Most  male  players   play   female  personae  (usually





admitting that they are really  male if questioned) and





many female players  play  male  personae  (usually not





admitting  it  if  asked).   Sometimes,  males  playing





females will attempt  to  get  themselves  picked up by





players they think are male:











        "The slut: 'Hey, does anyone  here want a blow-


job?' The slut comes in all different shapes and sizes,


but her  description  always  includes  mention  of her


luscious lips and prominent  nipples.  95% of all sluts


are played by male players.  Most  of  these used to be


hozers."


                Lauren Burka [TinyMUD player]








        Rarely will this totally  brazen technique fool





anyone, but an  accomplished  role-player  can build up





amazingly detailed  on-line  relationships  over  time.





Quite what the fun in  this  involves  is hard to say -





it's probably to  do  with  enjoying manipulation other





people, although the challenge of role-playing may be a





significant factor. Certainly,  it  can  lead to tragic





cases where a  player  falls  in  love  with  a persona





played  by  someone   of   their   own  gender  (almost








                          203MUSE Ltd                                     Discussion








invariably they're both male -  females don't appear to





indulge in this  kind  of  thing  with  quite  the same





dedication). Most MUAs will have that happen to them at





some time in  their  history  unless  they're very well





managed.











        Male players in  some  games  have  developed a





defence against the possibility that the female persona





that they are talking to is actually male:











        "If you see a persona  with a female name, it's


really a male. If they  come  up  and talk all feminine


and giggle, it's still a male.  If they phone you, meet


you in a park, chat for two hours about MUD and produce


logs of their  games,  it's  still  a  male playing the


persona. If you actually see them sitting down, playing


the game,  behaving  just  like  they  do  when  you've


snooped them, then they might be the real thing but the


chances are they're not. You can't be too careful!"


                Richard Bartle [Comms Plus!]








        Except in games  with  a  near-even male/female





ratio, many women adopt the same attitude:











        "Perhaps it's because  women  are  so scarce on


the computers that some men  haven't realised that they


don't have to talk any  differently  to us. I know that


some women conceal their  gender  from  those who think


that just because someone  says  that  they are female,


this is an  invitation  to  be  harassed.  This loss of


freedom seems  to  be  a  high  price  to  pay  to  get


respect."


                Paola Kathuria [Comms Plus!]








        The 'freedom' Kathuria is talking about is that





of being able to be  yourself.  Many new female players





will be scared off by male  players trying to chat them





up all the time,  and  will  not  play as male personae





because they object to being forced  into a role by the





attitudes of others.








                          204Discussion                                     MUSE Ltd














        For those women who  play  openly as females, a





barrage of pick-up lines can  be expected (not normally





meant to be offensive, just very numerous because there





are many more males per  female  player). Once this has





died down, women can play  pretty  much the same way as





men. By then,  however,  male  players  will often have





formed a visual impression of  them  that might not fit





physical reality.











        "In my experience, unless  I  have  got to know


someone well enough to  call  them a (platonic) friend,


after face-to-face meetings things  are  never the same


back on the talkers. I  have therefore developed a rule


of not meeting people while  I  am getting to know them


and instead just  relish  wanting  to  meet  them. I am


inclined to think that if I were male there would be no


problem. I put this down to my hunch that when men meet


women on a computer the way  women are imagined to look


like tends to be more  like  an  ideal than someone who


may be skinny or  fat,  spotty,  six  feet tall or four


feet short. I know that when I started to meet people I


had a real shock when I  found out they wore glasses or


had a beard."


                Paola Kathuria [Comms Plus!]








        This reluctance to meet  people face-to-face is





quite sad in a way, because whereas more men than women





get immediate pleasure  from  role-playing,  more women





than men  find  that  their  true  enjoyment  manifests





itself  in   the   way   in   which   friendships   and





companionship can form between players over time.











        "The biggest attraction for me would have to be


the people here. I have developed many friendships that


I will cherish for years to come."


                Stargazer [BL player]








        In two  games  at  least  (Shades  and  British





Legends), players have married  people  whom they first








                          205MUSE Ltd                                     Discussion








met in the game. If female  players don't want to go to





face-to-face meetings  for  fear  of  shattering  their





friends' illusions of them,  it  can detract from their





overall enjoyment of the MUA. Long-standing MUA players





who  may  have   jealously   guarded   their  anonymity





initially will often  gladly  turn  up  at face-to-face





meetings to renew their friendships.











        "One of the  most  interesting  features of the


MUG phenomenon is their social  aspect, not just in the


game but  outside  as  well.  Every  game  holds social


gatherings, and at  these  events  all  the players get


together  and  enjoy  meeting  the  people  behind  the


personae. It's always amazing  to  see  people who were


battling each other in  cold  fury the previous evening


sitting down together over a pint discussing tactics."


                Pip Cordrey [Confidential]








        To summarise, then: chatlines can be addictive,





games  can  be  addictive;  combining  the  two  should





therefore be addictive, and yes, MUAs do attract people





who like chatlines and people  who like games. However,





MUAs can exert  an  influence  over  a  large number of





these players out of all proportion to that of either a





chatline or game  alone.  MUAs  have  an emotional hold





over  their  players  which  stems  from  the  players'





ability to project themselves onto their game personae,





feeling as if  the  things  which  happen  to  the game





personae  are  happening   directly   to   the  players





themselves.











        When persona and player fuse,  as  they do in a





good MUA, events are given an impact far beyond that of





the mere words  that  convey  them.  The game's virtual





reality becomes  (temporarily)  the  player's  reality.








                          206Discussion                                     MUSE Ltd








Players can do things and have things done to them that





are  impossible  in  real  life;  they  can  experience





feelings and imbue feelings  in  others  that real life





denies them. It's the belief  that things are happening





to you, not to a game persona, that makes MUAs unique.











        This must  be  understood  by  the  reader. The





really exceptional thing  about interactive, multi-user





computer games of the  MUA  variety  is not that you're





chatting to someone miles  away  (although  that can be





fun), and it's not that you're competing against a real





human instead of a machine  (although  that can also be





fun); it's  that  you're  existing  in  another  world.





That's the root of their appeal.











        "You get  very  excited  with  adventure games.


Your adrenalin goes up  and  you  get  very tense. It's


fascinating that you  forget  you  are  hunched  over a


computer and that others  are  -  you  feel you are all


together in the  magic  land  of  MUD.  It's  a further


extension from reading a  book. It's totally engrossing


- the mind is focused on one thing and you don't notice


anything else."


                An   interviewee   (female)   [Computer


Addiction? A study of computer dependency]








7.3     Why Do People Not Play?











        If MUAs are as  entertaining  as  has just been





claimed, why do some people start playing them and then





give up shortly afterwards?











        New players are the lifeblood  of MUAs, as they





are needed to  replenish  the  older  players  who stop





playing for personal  or  financial  reasons. They also











                          207MUSE Ltd                                     Discussion








stop a game  from  becoming  sterile.  Hence, most MUAs





make some effort to keep new players for long enough to





get them hooked.











        One of the things  commonly  cited  as a reason





for not playing a MUA is that it is too daunting. There





is a class of person  that  finds  huge amounts of pre-





game reading a real appetiser for  the game, and who by





the time they've  read  all  the  documentation will be





raring to go. Many people do not like it, however. They





want simple, basic instructions, and they don't want to





be told just how much they'll  need to know to play the





game in earnest - it's just too awesome.











        The best way to achieve this is by means of on-





line help. Players can  ask  for assistance on specific





game-related  topics,  and  the  game  will  give  them





details. Purists argue that this spoils the atmosphere,





but it's necessary if  players  are  to learn gradually





rather than be put off by an initial flood of facts.











        "Virtual reality is not  hurt  by being able to


find out how the virtual reality  is mapped to the real


reality at any time.  It's  very  unrealistic not to be


able to whisper to someone because I forgot the command


and the help command is not global. Sheesh."


                Lee Brintle [player]








        However, the crucial  factor  in  ensnaring new





players into a game is how the other players react. New





players are often confused in  their first session, and





longer-standing players can help enlighten them.

















                          208Discussion                                     MUSE Ltd








        "If you give people  a little guidance, they'll


all pull in the same direction, rather than one zillion


different directions."


                Mike Prudence [TinyMUCK player]








        Unfortunately, the behaviour  of  other players





is as potent in its  ability  to scare off newcomers as





it is to welcome them.  In male-heavy games, women have





special  difficulties  as  outlined  earlier.  However,





everyone suffers verbal abuse  from  time  to time from





anonymous  personae.  Older  players  will  dismiss  it





without  comment,   but   newcomers   (and   especially





journalists looking for a story) are often shocked, and





can easily be driven away (which is, of course, exactly





what their abuser intended).











        "One of the most  annoying  things  is when I'm


sitting in a  public  (or  private)  place  and someone


comes by  and  starts  swearing  and  insulting  me and


everyone else in there."


                Gregory Blake [player]








        Proper game management,  especially the ability





of arch-wizzes to find out to which account any persona





belongs, can do a great  deal  to stop these practices.





However, they'll always  be  open  to  misuse by people





using guest accounts, where  no  link between a persona





and a real person can be determined.











        Swearing and sexual innuendo can creep into any





public service with a chatline  component - 'sleaze' is





the term used to refer  to  it. Due to mismanagement in





some MUAs, eg. Shades, an attitude has set in that this





is somehow inevitable, and that when anyone plays a MUA





the result is a transformation  comparable with that of








                          209MUSE Ltd                                     Discussion








Dr Jekyll's to Mr Hyde.  Since  this  can be used as an





argument against allowing MUAs at  all, it is important





that it be recognised as fallacious.











        "Computer  interaction  seems  to  make  people


nastier and more obnoxious. It doesn't: it merely gives


the rude  and  ignorant  more  efficient  and anonymous


means to display their rudeness and ignorance."


                Lauren Burka [TinyMUD player]








        In other words, MUAs  don't  make people behave





badly; all they do is enable  people who want to behave





badly to  do  so.  In  a  properly  organised  MUA, bad





behaviour by an individual  will  occur  at most twice:





the first time, if they  appear  to have thought it was





OK to do what they did, they'll perhaps be let off with





a stern  warning;  the  second  time,  they're ejected.





Games that allow  wrongdoers  to  return  have a harder





time of maintaining discipline.  That said, when people





play  MUAs  their  emotions   are  often  difficult  to





contain,  so  when  disputes  do  break  out  they  can





escalate rapidly.











        Note that sleaze is  not  limited  to MUAs, and





that BT is very sensitive about it:











        "Should  you  receive   offensive   or  abusive


material over any of our  data transmission services or


feel that material on a  database  is offensive and you


wish to complain, please register your complaint in one


of the following ways. ..."


                W.  R.  Broadhead   [head   of  BT  MNS


Customer Service Unit, in a letter to PSS customers]








        It is impossible to deal with sleaze so long as





narrow-minded individuals have access  to  a system and











                          210Discussion                                     MUSE Ltd








know they cannot  be  traced.  Automated  censorship is





presently impossible - computers  would throw out words





like 'Scunthorpe',  and  if  they  didn't  then players





would use them as swearwords.











        To summarise: new players will lose interest if





they find a game looks  too  complicated to play, or if





it is too  sleazy  for  them.  More experienced players





will leave if  sleaze  gets  really  bad, but otherwise





have a higher tolerance of it. Good game management can





reduce the amount of sleaze,  in  the  same way as good





Home Office policing can reduce the amount of sleaze on





ham radio. However, it can't  ever be removed 100%. You





can  discourage  people   from   breaking   a  code  of





acceptable behaviour (eg.  by  throwing  them out), but





you can't actually stop them from breaking it.











        "If you think about it, you will realise that a


game is just a coded collection of rules. With a multi-


user adventure these rules are  complex, and defy being


entirely coded. So some  externally  applied rules have


to exist. The purpose of rules in the game is to ensure


that the game is fair and enjoyable to all players."


                Pip Cordrey [IOWA owner]








7.4     Why Do People Stop Playing?











        MUAs do lose  long-standing  players. Sometimes





it's because the games are  boring,  or no longer games





(as with TinyMUD  and  derivatives).  Other  times, the





players or their circumstances  change: they get older,





change job, die, move house, marry, have children.











        However, in the UK  at  least,  the main reason








                          211MUSE Ltd                                     Discussion








that people stop playing  is  because telephone charges





are too high. The evidence  for  this is overwhelming -





almost  every  professional  article   on  the  subject





complains about the cost.











        "The  main  obstacle   to   MUD,   and  similar


programs, gaining a wider airing  is the cost of making


a telephone call."


                Popular Computing Weekly [magazine]








        "The problem area with this  way to play is the


cost and speed at which  it operates. Current costs are


prohibitive."


                New Computer Express [magazine]








        "These  games  are  expensive  to  play,  habit


forming, and rapidly becoming big business."


                PC Plus [magazine]








        "No MUG is free when it comes to your telephone


bill!"


                GM [magazine]








        "Maybe the forthcoming changes to BT might lead


to a more enlightened attitude to telephone charges for


this type of service. For  the  home user, however, MUD


playing  will  be   limited   to   the   rich   or  the


resourceful."


                The Times








        The service BT provides is  held in contempt by





everyone in the commercial  comms field. Usage patterns





for MUAs are very  different  to  those of voice users,





with players commonly sitting down for several hours at





a stretch playing a game. During that time they are, of





course, occupying  slots  on  the  same  exchanges that





normal telephone users  are  paying  full-price to use,





however since they have no choice  in the matter it can





hardly be said to  be  their  fault.  Even the absolute





minimum price for  a  local  telephone  call  in the UK











                          212Discussion                                     MUSE Ltd








works out at 5.06p  per  240  seconds, ie. L0.759/hour;





for a long-distance call,  it's  5.06p  per 38 seconds,





ie. L4.794/hour. An evening of  playing even a free MUA





would cost the  players  anything  between  L2  and L14





each. Even for commercial games,  the bulk of the money





players pay ends up in BT's coffers.











        BT is very  complacent  about  all  this; after





all, it's making money by doing nothing, so why bother?





Indeed, since  there  are  some  people  who apparently





spout sleaze in these games, perhaps it would be better





in the long run if they were all shut down? Less hassle





for all concerned...











        BT could make a lot more  money from MUAs if it





dropped its prices. One large  phone  bill will drive a





person off a MUA,  whereas  they  are  likely to accept





smaller ones over a  much  longer  period. L300 for one





quarter nets BT L300;  L75  per  quarter  for two years





nets BT L600. People  don't  play  less  when the price





goes up, they either  continue  to  play  or just stop.





It's an issue  for  Market  Research  to  determine the





exact trade-off  point  for  maximum  income,  but it's





definitely below 75p/hour.











        Another important  point  is  that  although BT





makes   money   from    MUAs,    they're   commercially





unattractive to games  companies.  Players are prepared





to pay only a certain amount  per  hour to play, but if





BT takes the lion's share  of  that then there's little











                          213MUSE Ltd                                     Discussion








profit for the MUA  authors.  This means companies that





specialise in computer  games  prefer  to  invest their





energies elsewhere, and  so  the  number  of commercial





MUAs is small.  The  more  games  there  are,  the more





players, and  therefore  the  more  income  due  to  BT





overall.











        BT does provide  alternative  services  for its





users. Most of these suffer from the fact that they are





distance-dependent: most telephone numbers may be local





to London, but  MUAs  often  hold  a  special appeal to





people in remote areas,  for  whom a long-distance call





is 5 or 6 times  as  much. Present facilities and their





disadvantages are as follows:











-       PSS





        Allows inexpensive  data  transfer  compared to





direct dial over a modem  long-distance, but is still a





local call plus a  high  premium  of several pounds per





hour (depending on the amount of data sent).











-       0800 numbers





        Players don't get big phone bills, they get big





bills from the MUA  owners,  who  in  turn  get the big





phone bills. If they are  charged  up  front to use the





service, this can be beneficial  - people don't get any





nasty surprises.  Unattractive  to  MUA  owners because





it's distance-dependent,  and  local  callers subsidise





distance callers. If, however, all  calls to the number





cost the MUA owners the same, and that amount was equal











                          214Discussion                                     MUSE Ltd








to or less than the price of  a local call, it would be





a very satisfactory  option  -  especially  if  the MUA





providers could  claim  back  the  VAT  on  their phone





bills.











-       0345 numbers





        These are numbers that  are  a local phone call





from anywhere in the  country.  They're a cross between





0800 calls and normal  calls  - long-distance calls are





subsidised by the owner  of  the  0345 number. If local





call rate from pretty  well  everywhere  in the country





could be guaranteed, with no hidden charges, this would





be a reasonable second-best option.











-       0898 numbers





        These are the premium  call-rate numbers, where





users pay enormous amounts per minute and BT gives some





of the resulting money to  the  0898 number owner. This





would work well  for  MUAs  if  the  prices  weren't so





incredibly high - L19.80/hour. Bring  it  down to L1 or





L1.50 an hour and it  would be more reasonable. Players





would get even larger phone  bills  to pay all at once,





however, and thus may be even  more inclined to give up





their gaming.











-       Midnight Lines





        Midnight lines allow their owner  to pay a flat





fee per quarter  and  make  unlimited  phone  calls any





distance in the  UK,  so  long  as  they  do so between





midnight and 6am.  Best  used  as  a  call-back system,











                          215MUSE Ltd                                     Discussion








where players dial the  game,  give their password, log





off, and the game calls them back on its midnight line;





this way, only the game  needs  the midnight lines, not





the players. The problem with  these lines is that only





the most hardened  of  players  will  stay  up  so late





before they can start to play.











        Given that  BT's  options  are  limited  by its





charter, there probably isn't  much  scope for altering





these services or providing similar ones. As far as MUA





players are concerned, the best  solution  is to have a





service like the 0800 numbers  where  calls can be made





from any distance and don't  appear on the users' phone





bill. Different prices for different times of day are a





reasonable thing for BT to  ask, but they should always





be the same as or less than a local phone call. The MUA





provider would sell players  'credits', take these away





from their total at  a  certain  rate  depending on the





time of day, and ask  for  more  when  they ran out. In





this way, players can see  precisely  how much the game





is costing them, can  budget  in  advance,  and have no





nasty shocks when their phone bills arrive:











        "In general,  I  think  paying  for  credits in


advance is definitely better than running up a bill. It


allows players to budget, and avoids the problems a lot


of new players could encounter  of a huge bill arriving


after the  first  month  or  so,  which  puts  them off


playing and therefore loses the game a customer."


                Phil Purle [MUD2 player]








        From the MUA providers' point of view, the best





solution is a service  like  the  0898 numbers. This is





because they'll get more people  playing during the day








                          216Discussion                                     MUSE Ltd








using their companies' resources; also, BT does all the





billing.  However,  the   0800-lookalike   solution  is





probably fairer.











        A third alternative is for BT to charge the MUA





providers a flat fee for  a  number that can be dialled





by anyone without costing  them  anything  -  a sort of





0800/midnight/land line. This may  be  subject to time-





of-day restrictions, perhaps only working at cheap-rate





times. Provided  the  cost  of  doing  this  wasn't too





large, it would benefit both  the player (free calls to





the MUA in the evening) and the MUA (daytime calls from





users on their company  phones).  However, as a service





it's perhaps a little complicated to operate.











        All this assumes use  of the existing telephone





network. There are likely  to  be problems, however, in





that providing new services  primarily for transmitting





and receiving data  doesn't  ensure  that  they will be





used for those  purposes.  For  example,  if  a company





bought a data 0800 number that  only cost it local call





access outside  business  hours,  there  is  nothing to





prevent its  being  used  for  voice  communication. It





could, of course, be made a  condition of having such a





line that there should always  be  a  modem on the end,





but this may prove expensive to police.











        Although  at  this  stage   there  is  probably





insufficient  evidence  to  tempt   all  but  the  most





progressive  of  companies  into  setting  up  a  data-











                          217MUSE Ltd                                     Discussion








oriented network, nevertheless that's probably the best





way to proceed.  Certainly  it  will  be  needed in the





future, it's just a question  of  how  long BT or their





competitors (such as they are) wait before implementing





it (or realising that they'll even  need it - mind you,





Finland has it  already,  and  it's  free). Local phone





calls to a special data node  will doubtless be with us





for some time to  come,  but a national packet-switched





data  network  that  people  don't  require  a  special





account to use will come eventually. All they'd have to





do is dial the  appropriate  code  for the data network





followed by the number of the recipient, and instead of





being charged on a time  basis  they'd  be charged on a





data  transmitted/received  basis.  If  CompuServe  can





knock up a system that gives local call access to their





mainframes from pretty well anywhere in the USA, BT can





surely manage something in Britain.











        Of course, if BT  is  ever  allowed  to run its





services on a subscription  basis  like cable TV, other





avenues are open:











        "I do feel that  you're  best off following the


example of US TV or  radio  - don't charge the end-user


if at all possible, and  pull  in the revenue someplace


else."


                Bryant Durrell [Islandia founder]








        Summarising  this,  then,   there  are  several





options available for people who  wish to use IMPCGs. A





very important consideration  is  the  cost:  if at all





possible,   it   should    be   standard   countrywide,





irrespective of distance; also,  it  should  be no more








                          218Discussion                                     MUSE Ltd








expensive than a  local  phone  call  -  otherwise, why





would people a local call away bother with it?











        MUAs are played most frequently in non-business





hours, which  may  give  some  leeway  in  implementing





changes to  existing  approaches.  Of  these,  the most





favoured are  where  all  the  cost  is  borne  by  the





information provider, either as a  flat fee per line or





time-dependent as at present.











        Ideally, data communications  should have their





own network which charges on a data sent/received basis





rather than for time  used.  Voice  sends  lots of data





over a short period, but  on-line services send smaller





amounts over a longer  period,  and  furthermore can be





carried more  efficiently  if  their  computer-oriented





nature is known. This, a datanet would achieve.











        "The quality of networked services in the UK is


very poor, and I do not wish the work that we have done


up to this point to be swamped by poorly managed highly


commercial services."


                Pip Cordrey [IOWA owner]








7.5     What Does the Future Hold?











        "With the software  industry definitely looking


for new ideas to  keep  home computer users interested,


the multi-user game is strongly  tipped  as being a hot


item."


                Datamation [magazine]








        "At a  time  when  the  microcomputer  software


industry is entering a period of crisis - the number of


new ideas for computer games  is  painfully small - the


idea of multi-user games  has  been  put forward as the


next big area for development."


                Computing [magazine]








                          219MUSE Ltd                                     Discussion














        MUAs  are   fun,   rewarding   to   play,   and





compulsive. From a  software  author's  point  of view,





they're a dream: the  software  is  not made public, so





there is no  danger  of  piracy;  people  pay  for them





continually, they don't  just  make  a one-off payment;





larger computers  acting  as  a  host  mean  that  more





sophisticated games can be  written  than  work on home





micros. A pity BT takes  such  a huge percentage of the





revenue. Nevertheless, MUAs are definitely the future.











        But what exactly  is  that  future? The present





trend in MUA design is for  games that allow players to





add rooms etc. to it themselves. For many reasons, this





approach is unlikely  to  be  successful commercially -





quality, security and  the  UK  copyright  laws are the





main objections. However, that is  not  to say that new





alternatives should  not  be  examined;  too  many MUAs





these days are formula issues  that use the old, tried-





and-trusted approaches.











        "The main thing  hampering  game development is


the fact that the  people  writing  them are content to


produce yet another Shades clone.  It seems that whilst


there is a  lot  of  enthusiasm  for  writing  your own


games, nobody is willing  to  be  a bit adventurous and


try and make things a little more complex."


                Wabit [player]








        To seasoned players, the  older  MUAs look very





dated. If members of  the  general  public were given a





wider access to these games,  then after a while they'd





come to feel the same way  too. Unless work starts soon





on the "next wave" of  MUAs,  there'll be nothing there








                          220Discussion                                     MUSE Ltd








to take their place.











        "Hopefully, they will be replaced by new games,


but who is going to  write  them?  And  who is going to


back them? BT don't  need  to  replace Shades, it still


brings in the money..."


                Wabit [player]








        The authors are there,  but the backers aren't.





Even CompuServe  doesn't  commission  games,  it merely





deigns to permit  them  on  its  network.  Prestel will





allow companies access to its  user base, but at L6,500





per entry  point  plus  L260  per  channel,  both  sums





charged annually, there are  few takers. Unfortunately,





BT is too big  an  organisation  for  this to make much





difference to it,  and  its  charter  means that cross-





subsidisation is not  allowed;  thus,  Prestel couldn't





let new services join it for free in the knowledge that





this would generate income  for the telephone division,





because Prestel  itself  would  have  to  pay  for  the





connection and  would  get  nothing  (or  comparatively





little) in return.











        MUA authors and carriers generally agree on the





next big step in MUAs:











        "I see it splitting  several  ways. There'll be


the continuing MUD/Shades  type  games,  there'll be an


increase   in    on-line    chat/conferencing   systems


concentrating on the 'social' side of MUGs as they are,


and  there'll  be  the  hard-edged  commercial  things,


probably graphical games."


                Nigel Hardy [Comms Plus!]








        Graphics are seen as being  the key to bringing





MUAs to a  wider  audience;  sound,  too,  if possible.











                          221MUSE Ltd                                     Discussion








Viewdata, sadly, is nowhere  near  good enough, despite





Prestel's doggedness.











        "To market  MUDs  successfully,  the  interface


between host and client must be improved. It is a small


percentage  of  the  buying  public  that  will  suffer


through typing  and  reading  to  enjoy  a  few  hours'


escapism. If  someone  were  to  combine  the  ease  of


watching television with the  interactivity of MUDs and


make it available to  the  world  at  large, they would


soon put the passive networks (NBC, ABC, BBC, ITV etc.)


out of business."


                Duncan    Howard    [author    of    An


Introduction to MUD]








        Graphical MUAs  are  possible  right  now, it's





just that no MUA author  has  the financial clout to do





anything  about  it.  The  approach   is  not  to  send





photographic images  down  the  line,  but  instead  to





provide these on disc or multimedia systems at the user





end. The MUA host merely  transmits a few control codes





that say "Print  background  219,  with  a  tree at co-





ordinates (314, 16), and Eric at (210, 101) with a face





using identikit image 12/11/23/1/92." This doesn't need





ISDN telephone links, and it's  the  way games like Air





Warrior work.











        "Graphical  MUGs  won't   work   until  the  BT


monopoly is broken and 15 year  olds can afford to play


shoot-em-and-run type games over the phone."


                Graeme [Ripper author]








        IMPCGs in the future  will,  in general, be one





of the following types:











-       Arcade style.





        These will appeal to  people  who like blasting





aliens. However, blasting aliens  is  a lonesome thing,








                          222Discussion                                     MUSE Ltd








and players will not  take  kindly  to being blasted by





other people. When teenagers  play  such games over the





phone, it'll  be  because  that's  a  way  the computer





companies have figured they can  make more money out of





it. Making people pay as  they  play is always going to





be more lucrative than making them pay once only.











-       Strategy.





        These are mainly going  to  be two-player games





between 'older' players of  a  generation that came too





early for AD&D. People enjoy  playing things like chess





by post, and will  enjoy  playing  such games by phone.





They are unlikely  to  come  in  their hordes, however;





this is a niche market. Networks will only be necessary





as a place  to  meet  opponents  before playing direct-





dial.











-       Simulators.





        The  players  take   sides   in  a  competitive





environment of fast  action  and/or  skill. This covers





everything from  flight  simulators  to  rock climbing.





Doubtless there will be  people  who  want to play golf





against a real human being  in a laserdisc rendition of





the US Masters course, but  whether they'll keep coming





back for more or grow tired  when the novelty wears off





(or they keep losing) is uncertain.











-       Chatlines.





        Not really games,  but  such  a socially useful





tool that despite the  sleaze factor they'll eventually











                          223MUSE Ltd                                     Discussion








conquer all. They'll appeal  to  people who are prudish





about playing games but who don't mind a little gossip.











-       MUAs.





        Chatlines plus  games.  Unbeatable,  except for





people who "don't like  dragons  and suchlike", ie. are





too old or set in their  ways. With graphics and sound,





they'll be absolutely sensational.











        There is going  to  be  an  enormous market for





IMPCGs. Although the UK has a significant lead in MUAs,





it'll disappear  in  a  couple  of  years  once  the US





academics get working on it  in  earnest, unless the UK





industry is given  support.  If  not,  it'll be brushed





aside by  the  US  and  Japanese  giants,  particularly





purveyors of  arcade  games  and  simulators  who  have





suddenly become  aware  of  "virtual  reality"  and may





implement such systems  leap-frogging  present-day MUAs





completely.











        There is a  demand  for  these simulator games,





unquestionably. However, the danger  is  that they will





constitute all the  games  on  offer.  There's a common





misunderstanding  among   company   people   discussing





playing games  over  the  phone:  they  think  that the





reason  people  do  it  is   because  they  relish  the





challenge of taking on a real  human being in a test of





skill. They don't. People may have that idea initially,





but any long-standing  MUA  player  will  tell you that





it's not really this that keeps people playing. To some











                          224Discussion                                     MUSE Ltd








extent it's the social  aspect  of  the game that holds





the key, but the real juice is the virtual reality.











        To  summarise:  single-player  games  that  are





modified  merely  by  giving  them  more  players  will





probably have some  considerable  appeal.  This will be





enough  to  satisfy  their   backers.  However,  shared





virtual reality is where the  big bucks lie hidden, and





the first company  to  make  a  top-notch graphical MUA





available to a large user base will clean up.











        "Business users pay for the  system and we have


to look after them, but  we  get  a lot of satisfaction


from the home  users  who  come  on  the  system in the


evenings. They are  the  lifeblood  -  no,  the SOUL of


MicroLink"


                Derek Meakin [MicroLink chairman]








7.6     Conclusion.











        BT has been lucky  enough  to  have the leading





technology for IMPCGs take root in its front garden. It





can nurture this young shoot  until  it is strong, then





plant its seeds elsewhere, or it can dig it up and wait





a few years until someone else  sells one at the garden





centre.











        BT can watch  or  participate  - preferably the





latter.











        "For adult  educators  and  researchers,  text-


based virtual realities offer an opportunity to enter a


synthetic society either as  observers of the sociology


(and sociopathy) of a predominantly adolescent culture,


or as  mission-oriented  contributors  to  the informal


education and enrichment of the young people populating








                          225MUSE Ltd                                     Discussion








the ethereal world of Cyberion City."


                Barry Kort [BBN scientist]






















































































































































































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