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MUD influence

June 27th, 2008

As part of the ongoing raking over the coals of Richard Bartle for saying the obvious (yes, you can tell what side I am on in those debates!), Steve Danuser says over at Moorgard.com » Sacred Cows

I get tired of people implying that today’s MMOs owe their entire existence to the MUDs of yesteryear. Sorry, I disagree. The gameplay style of EQ or WoW is obviously influenced by MUDs, but I propose that MMOs would have evolved anyway.

And Ryan Shwayder posts in comments saying

Ultima Online is a direct descendant of what MUD? I’m not saying it isn’t, I’m just saying that I don’t know what particular MUD had a profound influence on that game. It seems like the MMO industry was born of different influences; EverQuest from DikiMuds, Ultima Online from Ultima games. Not all MMOs have a lot of direct comparisons to MUDs, so I think he’s right that they’d exist whether MUDs did or not.

Well…

There’s little doubt that MMOs would have evolved anyway. In fact, they actually DID evolve anyway. MMOs were created simultaneously and independently by a dozen groups at once. The folks doing Meridian 59 did not know about the folks doing Kingdom of the Winds, and so on. Not to mention older antecedents like Habitat. MUDs, in fact, were also invented independently at least four times, as Bartle himself has stated many times over.

That said:

  • The early Everquest developers played Diku derivatives in the form of Sojourn and children muds such as Duris and Toril.
  • Early folks on Meridian 59 played Diku derivatives such as Worlds of Carnage.
  • The original core team on Ultima Online was a mix of two LP Mudders, a MUSH/MOOer, and a few Diku-folks. And one Ultima guy.
  • I could go on — The Realm and many others also had those sorts of antecedents.

The result? Today’s MMOs are mostly reskinned muds. It is very very hard to find an MMO that doesn’t have a direct comparison to a text world. Yes, even EVE, even A Tale in the Desert.

And, I must point out, even today much of the leadership behind the MMOs today is still from that “old guard” (though not necessarily from the mud world)the designers and executives of the mid-to-late 90′s are still the ones determining what you play in many ways, from Mark over at Mythic/EA to Damion, Rich, and Gordon over at Bioware, to Kim Taek-jin and the Garriotts at NCSoft…

If they had been invented independently, they would be different.

What did MMOs really bring to the table, designwise?

  • Greater sense of spatiality. This mostly affected aggro management, and it did make combat significantly richer.
  • More advanced raiding — it existed, but it lacked all of the support infrastructure that eventually popped up.
  • Much heavier use of instancing — it was a very unusual and rare technology back then.
  • Lots of cool support features — like, adding quest logs to quests, for example.
  • Dancing.
  • Pictures.

In the recent discussions, a lot of folks have cited stuff like WAR’s upcoming public quests as new, or the Tome of Knowledge. These people have clearly never played MUME. Or maybe not Everquest, which had public quests too. Or…

I think it’s easy to be dismissive of history, and say that it’s not relevant. I’m pretty sure I have heard a quote somewhere about the consequences of that. Moving forward without knowledge of the past is far more likely to result in going in circles. MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate.

The fact that people can cite things like “big boss battles in a public zone” or “really rich badge profiles and player stat tracking” as truly differentiating features mostly speaks to how narrow the scope of the field has gotten in the public’s mind. This is like arguing over whether scalloped bracing in acoustic guitars is a defining characteristic for all of music, when in fact it has zero relevance to MIDI controllers. By analogy, Bartle, like many of us, is arguing from the perspective of all music — all virtual worlds. And his detractors are people who only listen to indie rock from the Athens, GA, area circa 1989. All Richard is asking for is for someone to please play some jazz.

Failure to evolve more radically isn’t a flaw — in that sense, I agree completely with Moorgard. But then, I tend to think that all the current MMOs in the game industry are already the Old Guard relative to the new webby folks. I think the mudder crew is already the Older Guard anyway. So in a sense this is kind of like an argument between art rockers and disco musicians. :P

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