Taff, the arch-wizard at portal.aladdin.co.uk, one of the three MUD2 sites
in the UK, caught up with Richard to ask him a few questions about life in
general, and MUD in particular (with a few additional questions thrown in
by Asterix, from Ireland OnLine).
- Taff
- How old are you?
- Richard
- I was 35 in January.
- Taff
- Are you married or do you have a partner?
- Richard
- Married (to Gail).
- Taff
- What does she think of MUD?
- Richard
- She doesn't play it -- she's not a gamer. She does wish that I had a
more reliable job than being a MUD programmer, but lets me carry on
all the same!
- Taff
- What was your degree subject and your Phd title/subject?
- Richard
- BSc (1st class) Computer Science.
PhD Articifical Intelligence: Cross Level Planning
Although naturally it's the PhD I was most pleased to get, I think
my BSc mark is still the highest they've ever had at Essex (no one's
told me any different, anyway!)
- Taff
- Where do you live these days?
- Richard
- Near Colchester, in a village called Great Horkesley. Since Great
Horkesley is basically a road with houses either side of it and little
in the way of amenities, we're hoping to move to somewhere else in the
district sometime this year. Would have been last year but the house
sale fell through (sigh).
- Taff
- Do you have any hobbies?
- Richard
- Apart from the one I'm paid to do, ie. write games programs? Well,
my main hobbies (all game-related) had to stop when I became a father;
tiny pots of paint and scores of lead figures don't last long when there
are small hands eager to grab them. I still play a lot of games, but
they're now more computer-based than board-and-counter stuff (for the
same reason -- a stack of counters swiftly becomes several stacks once
someone has picked them up to see whether they're edible or not).
- Taff
- Do you make all your living from MUD2 or do you have another full
time job as well?
- Richard
- I am a full-time employee of MUSE Ltd. Most of my money comes from
BL [British Legends, the CompuServe version of MUD1], though, rather
than MUD2. I do odd jobs occasionally if they don't take long, eg. I'm
an examinations moderator for the University of Cambridge Local
Examinations Syndicate (300 quid for a morning's work, 3 times a year),
but I have no other job. I used to be a university lecturer until I
found that I could make more money doing practically anything else
involving computers (including "Word Processor Operative").
- Taff
- What got you interested in MUD? Was it the technical challenge of
writing something as complex as MUD or was it the creative side of
putting together descriptions and inventing the puzzles?
- Richard
- Well it certainly wasn't the technical challenge; I find that if I don't
see how to program something immediately, I don't enjoy having to find
out how to do it, which is what "technical challenge" means, I guess.
It wasn't the creative side, either; I can "create" without having to
go to the bother of programming -- writing stories, for example. I just
liked playing with it, I think, like a child with lego blocks.
Specifically, I liked the way that things could be added incrementally,
and I liked the fact that what was being designed wasn't so much a world
as a world-creation system. Having lots of enthusiastic players was
good, too!
- Taff
- Where did you get your ideas from for the rooms and puzzles?
- Richard
- I used my imagination.
- Asterix
- You've spent close to 10 years (more?) developing MUD2 to its current
state. If you had had the benefit of that experience back when you
started, what would you have done differently (either in the gameplay
itself, or in how the game was marketed)?
- Richard
- I would have implemented some things differently, in particular GET and
DROP are messier than they need be. I may also have graduated the room
and object descriptions better, reserving immediacy ("You are standing
in a room with ..." rather than "This is a room with ...") for things I
wanted to be more intensely experienced.
I'd also have added an operator in MUDDLE to return what the parent
classes are of an object, so wizzes wouldn't keep asking me why the game
couldn't tell them... They're not really gameplay things, though -- I
can't think of any major gameplay changes I'd have made with hindsight.
Marketing, well, I'm a programmer, not a marketer. I do wish I'd known
then what I know now about large corporations, though (sigh).
- Taff
- Did you ever think that MUD would become what is today, with literally
hundreds of MUD-like (some might say rip-off :) servers around the
world?
- Richard
- Yes, I always knew it was a damned good concept. Roy is still bemused
by why people like it with the strength they do, but my background is
in gaming and I knew from the beginning what we had.
As for the other servers, well, we did MUD1 at Essex University using
computers paid for by public funds, so it was only right that we let
the idea of MUDs propagate freely without slapping a patent on it.
NB:
this is mid-1980s talk; nowadays, UK universities are under pressure
to "perform", so even patents on trivial, non-respectable things like
computer games are still patents...
- Asterix
- Do you still enjoy playing MUD as a mortal (incognito of course), or do
you know the game so well by now that there is no challenge left?
- Richard
- This presupposes that I ever did enjoy playing as a mortal! I do still
play as mortals, incognito, but most of my effort goes into recalling
what it is the player I'm pretending to be knows about the game at that
point. I have no difficulty in modifying my in-game actions according to
some personality type I've concocted for a pseudo-player (maybe because
I've done it so often) but I don't really enjoy it, no.
This is undoubtedly because I can either remember the stuff exactly, or
I can look it up in 20 seconds by switching to another virtual terminal
and loading files into an editor. I don't DISLIKE it, I hasten to add,
but it's more of a job than a fun thing to do.
- Asterix
- What is the shortest amount of time it has ever taken a new player to
to reach Wizard?
- Richard
- I've no idea, mainly because we're never quite sure that they ARE new
players! I seem to recall someone having done it in a month without
having played any MUD (mine or otherwise) before -- I think the player
in question was VISHNU. There are others who have done it in under 100
games, though, spread over maybe 2 or 3 months.
It's much easier if you've played oodles of BL before, and it's easier
if you get in on the ground floor of a new incarnation when everyone is
co-operative and friendly.
- Asterix
- Would you like to reveal a choice MUD2 game secret that you feel
confident few players are aware of?
- Richard
- A "game secret"? It's hard to know what's secret and what's not! There
are a whole load of sillies that few people know about (PLAY POKER,
that sort of thing) but I expect you mean something useful...
Is it well known that if you SIP DJ (DJ=DARJEELING) in the Tearoom you
get many more points than simply SIP TEA? Or that you can convert the
ORANGE into a golden orange by taking it to the Orangery? Or that if
you leave the ACORN in the squirrel room, it turns into a ruby?
Probably, yes: I expect these are all known to most mages... Did you
know you can kill the THIEF more easily if you get him drunk first?
Thought so...
No, there are no game secrets I'm truly confident that few players are
aware of!
- Asterix
- Who is the oldest known MUD player? The youngest?
- Richard
- In terms of age? Hmm, very hard to say, as I don't have access to
personnel records for most incarnations of the game. We've certainly
had people who've made wiz while aged 14 (DAN), and others who have
done it while in their late 60s (DECUS), but I don't know the current
maximum and minimum, sorry.
- Asterix
- What is the single most important attribute a player should have in
order to have a good chance at making wiz?
- Richard
- A sense of humour.
- Asterix
- Do you think MUD2 can fill any role other than simply providing
entertainment for its players?
- Richard
- It can, yes (I've had several players tell me that playing MUD is what
gave them their touch-typing skills!). Sure, there are social benefits
to this kind of game, where people can talk out their problems among
friends or whatever, but I specifically programmed MUD2 to be a game,
and its primary job is to entertain. If I wanted to focus on some other
purpose, eg. for rape counselling or for modelling human anatomy, I'd
write another program.
- Asterix
- What is the largest phone bill ever reported by a MUD2 player that
you have heard of?
- Richard
- 3000 pounds for 3 months, back in 1984 or thereabouts. SUE the arch-wiz
played every night from midnight to 6am, calling long distance from
Wales.
- Asterix
- One of the biggest differences between MUD1 and MUD2 is that in MUD2,
players don't automatically get magical abilities but must work up to
them. What differences in playing style has this caused between players
of the two versions?
- Richard
- I put that in so that everyone stood a pretty good chance of losing a
persona before they got to wiz. It was a kind of controlled way of
allowing players to come to terms with loss, since they're basically
expecting to die every time. Then, when it happens to their mage, they're
they're not quite so cut up about it.
Realistically, anyone who's higher than champion isn't going to last too
long unless they have magic, so essentially it IS the same as BL but
with a good chance that players have at least to contemplate their own
demise, if not experience it.
As to how it affects the playing style, well I'd like to think it's
responsible for the less bloodthirsty attitude that MUD2 players have.
The two games differ in many other respects, though, so it may be that's
just wishful thinking on my part.
- Asterix
- With any moderately complex system, the users always end up doing things
not envisaged by the original designer. What are the most outrageous,
unorthdox or generally surprising things you've seen players trying?
- Richard
- Players constantly surprise me with their ingenuity. The classic "stick
man" scenario, where someone sits at the rapids with "GIVE BRAND TO
PLAYER EXCEPT ME" in their input buffer and repeatedly hits ^L until
some poor sap gets the brand and blows themselves up, is one I ought
to mention.
Players are always finding ways to get around restrictions in the game,
though, and I keep having to make changes to keep up with them (that's
how come most mobiles will drop the URANIUM now!). Even as I write,
there's probably someone somewhere trying out a command that I hadn't
expected; the game may handle it, it may not, but the fact it
encourages players to try at all probably says a great deal about
confidence people have in the program, which is rather nice.
- Taff
- A lot of MUD players around the world seem to be ignorant of the roots
of multi-player adventure games. Sometimes it even seems that the
creators of these MUDs like to think of themselves as the innovators
and the creators of the first "real" MUDs. Does this annoy you at all
or do you feel that they've inspired you as much as you have them?
- Richard
- It doesn't annoy me that people don't know who I am. It does annoy me
that people try to rewrite history in order to promote either their own
interests or the interests of the particular game to which they owe
allegience. Trying to categorise "MUDs" as some kind of hack-and-slay
game, whereas they play something else ("MUSHes" or "MOOs") is another
hing I dislike, as it's borne out of snobbery.
I have not been inspired by these games whatsoever. I have occasionally
imported items of syntax from them in order to make the games more
compatible (the most significant is probably making ':swallows hard.'
the same as ACT "swallows hard.") but I wouldn't call that inspiration.
- Taff
- Theres a lot of competition between MUDs these days, especially since
free MUDs have become so widely available and a few have become almost
as sophisticated as MUD2 itself. Does it worry you that eventually
maybe no one will want to pay to play a MUD when they can play for free?
- Richard
- It's a niggling worry, but I know that MUD2 will continue to improve.
If these other MUDs want to improve, they'll have to get their
programming done for free. That's possible, of course, but it's not
going to happen on a large scale.
What's more worrying is that a game that's only 75% as good as MUD2 but
is free will nevertheless attract players away from MUD2 simply because
it IS free -- for some people, it doesn't matter how good a game is, if
there's a free alternative that satisfies their basic needs, they'll
take it.
- Taff
- Do you, or have you played on any of the free MUDs?
- Richard
- I've looked a few over, but I don't play any regularly.
- Taff
- What do you think of them?
- Richard
- From what point of view? From a programming point of view, I KNOW that
MUDDLE is better for writing MUDs, so I may be impressed if what I see
represents triumph over adversity. On the other hand, it saddens me to
see people playing these games simply because they don't know there are
better ones out there which might suit them better. The descriptions I
see are never all that great, either, and the commands some of them use
are about as intuitive as UNIX's...
- Taff
- How many MUD1's and MUD2's are there out there?
- Richard
- Still being played? There's one MUD1 -- BL on CompuServe. MUD2s, hmm,
let me see... In the UK we have DRAGON, ONLINE and SONET. In Europe
we have IOL. In the USA we have GENIE/DELPHI/CRIS (one game on 3
systems), IPLAY and MPGNET.
In the rest of the world, there's a local-to-Toronto one in Canada.
Two more incarnations are due out sometime in the distant future, but
have met with hitches (due to incompetence, so I won't tell you which
organisations they are; suffice to say, it seems that putting a capital
letter in the middle of a company's name is a bad sign). So, total
number of extant MUD2s is 7. I have one at home, of course, too...
- Taff
- There's a lot of talk on the net these days of graphic MUDs, especially
now that Dr. Cat is pushing DragonSpires so hard. Do you see MUD2
evolving into a graphic MUD like DragonSpires or into something entirely
different?
- Richard
- Evolving? Or regressing?
I don't see MUD2 going graphical like DragonSpires, because I wrote
it as a text-based game. As far as I'm concerned, making it graphical
would be like doing a cartoon of "War and Peace" -- interesting, but
hardly the same as the original. If I wanted to do a graphical game,
I'd start from scratch.
DragonSpires, incidentally, is just the latest in a line of this kind
of game which started with Island of Kesmai and continued with Kingdom
of Drakkar. It's attracting attention because it's the first free game
of this kind to appear on the net, and its graphics are more modern,
but the gameplay is early 80s.
- Taff
- Do you like graphic MUDs, or are you a text-only purist?
- Richard
- I despair of graphic MUDs, because I know that eventually they'll take
over, supplanting them like graphical RPGs did text adventures. There'll
still BE textual MUDs, because on the net there's no "shelf space", so
if there are people who want to play them they'll still be available.
I just think that once the big-spenders start using their advertising
money to push their flashy graphics games, new players will go for
those games rather than MUDs.
MUDs do have one advantage over ordinary adventure games in that for the
next few years at least there's no way to engage in conversation with
other people or mobiles in the game except by typing, so graphical
replacements can't be entirely mouse-based (click on the H, click on
the E, click on the L, click on the L, click on the O, click on the
SEND). It'll come, though, and MUDs will lose something as a result.
- Taff
- What is going to be the next biggest change in MUD2?
- Richard
- I don't know. Probably some kind of user interface to smarten up the
appearance, but there are lots of things in the game that I want to add.
I've been meaning to give the mobiles the ability to talk, ooh, for
ages, but it would take a couple of months of dedicated programming
which I don't have time for at the moment. I also want to complete my
MUDDLE-to-C compiler -- I've done all but the run-time-system, but
again that's maybe 2 months of working on it and nothing else to finish.
I'm mid-way through a hefty tome documenting exactly how to use BLANKs,
which I'll follow up with a program to help design such objects offline,
but I wouldn't call those major changes to the game itself.
- Asterix
- What is MUD2's biggest strength? Greatest weakness?
- Richard
- Biggest strength: its players.
Biggest weakness: its players.
- Taff
- What do you think the future holds for MUDs, taking into account the
imminent arrival of multi-player shoot-em up servers like QUAKE and
their ilk?
- Asterix
- Do you expect to see MUD2 sites still operating in 10 years, or will
we all be playing Doom XIX in 3D over high-speed fibre-optic links?
- Richard
- There are people playing MUD2 and BL who have been doing so for nearly
10 years. This is an enormous staying power for a game, due mainly to
its depth and the fact that although graphics have improved over the
years, text doesn't date so quickly. People will go out and play multi-
player shoot-em-up games, but are they people who would otherwise play
a MUD? I'm not convinced.
MUDs won't look the same in 10 years time, if they exist at all. However
as a caveat, if you'd asked me that 10 years ago I'd have said the same
thing -- and been wrong!
Thanks to Richard for taking the time to answer our questions; we hope you
found the answers as interesting as we did.