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EmpireMUD - Why Can't MMOs Do Stuff Like This?

CodicianCodician Member UncommonPosts: 9
Link to EmpireMUD

EmpireMUD's a MUD (text-based predecessor to MMO) based around founding and conquering an empire. It doesn't have a huge amount of players (because it's a MUD) but the feature set is very solid and it's pretty fun to play.

Seriously, it's crazy how a single lone developer can make a huge empire building MUD in his spare time but MMO companies can't put together that isn't a pathetic rehash of decade old mechanics.

Is it poor project management, lack of originality or just budget constraints? Why can't MMOs do anything along these lines?
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  • CrazKanukCrazKanuk Member EpicPosts: 6,130
    Codician said:
    Link to EmpireMUD

    EmpireMUD's a MUD (text-based predecessor to MMO) based around founding and conquering an empire. It doesn't have a huge amount of players (because it's a MUD) but the feature set is very solid and it's pretty fun to play.

    Seriously, it's crazy how a single lone developer can make a huge empire building MUD in his spare time but MMO companies can't put together that isn't a pathetic rehash of decade old mechanics.

    Is it poor project management, lack of originality or just budget constraints? Why can't MMOs do anything along these lines?

    Lol, it's text-based....... it's antiquated technology..... Essentially, someone could buy a full-featured MUD for a couple hundred bucks and have it up and running in a matter of days. It's not REALLY a huge accomplishment. 

    If you're looking for cookie-cutter MMOs that never push the envelope, then I'm sure developers can do that (and it's been done). Personally, I'd prefer game companies to take a risk to make something actually good, not just churn out the same old shit. 

    Crazkanuk

    ----------------
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    Durnzig - 90 Paladin - Emerald
    Demonicron - 90 Death Knight - Emerald Dream - US
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    Brindell - 90 Warrior - Emerald Dream - US
    ----------------

  • alkarionlogalkarionlog Member EpicPosts: 3,584
    a mud does not require a lot of resources since its mostly based on text, there several actually, with some pretty heavy on RPG system and some with perma death and all that nice thing the kids here love to preach but never go there.

    but after that a MUD is a lot more simpler then a normal game with graphics, also you need a lot less tools to work on the same thing, the same mud game with real graphics would require a lot more then that lone programmer working on the game
    FOR HONOR, FOR FREEDOM.... and for some money.
  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    CrazKanuk said:
    Codician said:
    Link to EmpireMUD

    EmpireMUD's a MUD (text-based predecessor to MMO) based around founding and conquering an empire. It doesn't have a huge amount of players (because it's a MUD) but the feature set is very solid and it's pretty fun to play.

    Seriously, it's crazy how a single lone developer can make a huge empire building MUD in his spare time but MMO companies can't put together that isn't a pathetic rehash of decade old mechanics.

    Is it poor project management, lack of originality or just budget constraints? Why can't MMOs do anything along these lines?

    Lol, it's text-based....... it's antiquated technology..... Essentially, someone could buy a full-featured MUD for a couple hundred bucks and have it up and running in a matter of days. It's not REALLY a huge accomplishment. 

    If you're looking for cookie-cutter MMOs that never push the envelope, then I'm sure developers can do that (and it's been done). Personally, I'd prefer game companies to take a risk to make something actually good, not just churn out the same old shit. 
    It's not antiquated tech, we're still doing lots of things by text.  However, it is a really much easier medium to program than a Unreal 4 (or whatever) environment.  You really can't, realistically, compare the two.

    I self identify as a monkey.

  • vveaver_onlinevveaver_online Member UncommonPosts: 436
    I agree, I used to play MUDs during the early 90s, I used to dream about a graphical MUD, so when Ultima Online launched I thought that was gonna be the future feature template. Now a decade later, no game has even tried making a graphical MUD.

    Pretty sad.  

    If your gonna tell me the reason is development cost, I would counter that by claiming its all in failed management and lack of vision.

    What would a graphical MUD be like you might ask?

    Well in my mind i picture  something that never existed before, something like a "sandpark" where a theme and stories are written by both players and developers, where you can find linear progression if you want it, but can totally skip any story and still have a valuable experience. It would include things like faction reputation where you align with the world, where aligning with certain factions would equal pvp, where some would be pve, making the pve vs pvp issue null. It would also include some sort of worldbuilding/housing. It would also probably have much deeper crafting and economy systems in play. Most people would probably call it more of a simulation of sorts. It would have to be built around NPC interaction to let the NPC's work the world and let players just take part in it.

    Maybe it was just how I used to imagine it, still its a nice vision of a online rpg world, agree?
  • CrazKanukCrazKanuk Member EpicPosts: 6,130
    mgilbrtsn said:
    CrazKanuk said:
    Codician said:
    Link to EmpireMUD

    EmpireMUD's a MUD (text-based predecessor to MMO) based around founding and conquering an empire. It doesn't have a huge amount of players (because it's a MUD) but the feature set is very solid and it's pretty fun to play.

    Seriously, it's crazy how a single lone developer can make a huge empire building MUD in his spare time but MMO companies can't put together that isn't a pathetic rehash of decade old mechanics.

    Is it poor project management, lack of originality or just budget constraints? Why can't MMOs do anything along these lines?

    Lol, it's text-based....... it's antiquated technology..... Essentially, someone could buy a full-featured MUD for a couple hundred bucks and have it up and running in a matter of days. It's not REALLY a huge accomplishment. 

    If you're looking for cookie-cutter MMOs that never push the envelope, then I'm sure developers can do that (and it's been done). Personally, I'd prefer game companies to take a risk to make something actually good, not just churn out the same old shit. 
    It's not antiquated tech, we're still doing lots of things by text.  However, it is a really much easier medium to program than a Unreal 4 (or whatever) environment.  You really can't, realistically, compare the two.

    I agree, sorry, over-simplification begets over-simplification. I agree, there is still a market out there, though. I frequent some auction sites for websites and I'll see MUDs pop up there occasionally. Not frequently, but they do still pop up there. 

    Crazkanuk

    ----------------
    Azarelos - 90 Hunter - Emerald
    Durnzig - 90 Paladin - Emerald
    Demonicron - 90 Death Knight - Emerald Dream - US
    Tankinpain - 90 Monk - Azjol-Nerub - US
    Brindell - 90 Warrior - Emerald Dream - US
    ----------------

  • 45074507 Member UncommonPosts: 351
    edited October 2016
    The vast majority of resources that go into MMORPG development are put toward assets (art, animation, sound, music, etc). A text based game doesn't have to worry about any of that; I've easily made a text based game before (albeit not multiplayer - more like Zork), but making the exact same game with graphics, sound, etc would be exponentially more difficult. 

    It's almost like asking why model rockets have a lower cost than the space shuttle.
  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    edited October 2016
    4507 said:
    The vast majority of resources that go into MMORPG development are put toward assets (art, animation, sound, music, etc). A text based game doesn't have to worry about any of that; I've easily made a text based game before (albeit not multiplayer - more like Zork), but making the exact same game with graphics, sound, etc would be exponentially more difficult. 

    It's almost like asking why model rockets have a lower cost than the space shuttle.
    Pretty much this.  Most of a MUD takes place in the player's imagination.  MMOs are graphically intense and take the play out of the imagination and draws it for us.  With this, MMOs are much more restrictive in what they allow or can handle.

    VG

  • filmoretfilmoret Member EpicPosts: 4,906
    PS... He's talking about gameplay features not graphics.  Features in muds that we haven't seen in mmo's even though its easily implemented.
    Are you onto something or just on something?
  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    filmoret said:
    PS... He's talking about gameplay features not graphics.  Features in muds that we haven't seen in mmo's even though its easily implemented.
    Understood, but you cannot divorce graphics and gameplay.  They are utterly linked if you're including graphics. 

    I self identify as a monkey.

  • nomotagnomotag Member UncommonPosts: 166
    Codician said:
    Link to EmpireMUD

    EmpireMUD's a MUD (text-based predecessor to MMO) based around founding and conquering an empire. It doesn't have a huge amount of players (because it's a MUD) but the feature set is very solid and it's pretty fun to play.

    Seriously, it's crazy how a single lone developer can make a huge empire building MUD in his spare time but MMO companies can't put together that isn't a pathetic rehash of decade old mechanics.

    Is it poor project management, lack of originality or just budget constraints? Why can't MMOs do anything along these lines?
    Talk more about how the game dose that.

    I think we have a few games about building empires, but they tend to be more the grind clash of clans thing. Though sim city might be a example of a building mmo done better.
  • EldurianEldurian Member EpicPosts: 2,736
    mgilbrtsn said:
    filmoret said:
    PS... He's talking about gameplay features not graphics.  Features in muds that we haven't seen in mmo's even though its easily implemented.
    Understood, but you cannot divorce graphics and gameplay.  They are utterly linked if you're including graphics. 
    Yeah. The resolution of graphics may have little correlation to gameplay. The difference between first person, third person,  top down, side-scroller, and text-based matters a lot.

    While I agree with the overall point that the MMO industry is primarily cowards who never innovate or push the envelope, I disagree that showing a MUD is a good way to make that point. You might as well compare MMOs to tabletops. 
  • TheScavengerTheScavenger Member EpicPosts: 3,321
    edited October 2016
    MUD (not always, some are pay to win scams like Achaea and their other games. To play achaea and their other games gotta spend 1000s of dollars and costs more to play than any pay to win MMO. Its the worst MUD company in existence, it makes EA look like angels)- Lets make an awesome gameplay focused, immersive atmosphere 

    MMO (not always, EVE is awesome, love Ultima Online.)..."Hey, how can we make a cookie cutter MMO with a limited budget and make a lot of money? Lets add a pay to win cash shop and our fans will buy it up like hot cakes and who defend her game because they'll be so blinded! HA HA HA! *pets cat evily with an evil smile*

    Also

    "How can we make a cheap budget MMO, that requires little programming and investment? But the hardcore PvPers are so starved for a game that they always complain about anyway so they are never happy to begin with"...lets make it...a deathmatch sandbox PVP game! Barely any work required! The players then lie to themselves and say there is content because they make it! THEY MAKE THE CONTENT FOR US! OH YEAH! And the PVE that is there is so lackluster, but gotta put that there otherwise PVErs complain"

    The only sandbox MMO that is any good at all is EVE, and that is because the PVE is just as good (at least to me) as the PvP is and they obviously spent a lot more work and time to make an actual good MMO.

    Not like darkfall/shadowbane and all that other trashy sandbox PvP deathmatch clone MMOs. They purposely are made like that because pvp deathmatch sandbox MMOs are so cheap because they don't need any actual content, because the players do it for them. Total rip off lol. At least EVE adds real quality content for PVP AND PVE.

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  • filmoretfilmoret Member EpicPosts: 4,906
    mgilbrtsn said:
    filmoret said:
    PS... He's talking about gameplay features not graphics.  Features in muds that we haven't seen in mmo's even though its easily implemented.
    Understood, but you cannot divorce graphics and gameplay.  They are utterly linked if you're including graphics. 
    Features take a creative mind.  People think graphics are limiting features and it isn't.  Its just lack of imagination that is causing problems.  
    Are you onto something or just on something?
  • EldurianEldurian Member EpicPosts: 2,736
    edited October 2016
    "How can we make a cheap budget MMO, that requires little programming and investment? But the hardcore PvPers are so starved for a game that they always complain about anyway so they are never happy to begin with"...lets make it...a deathmatch sandbox PVP game! Barely any work required! The players then lie to themselves and say there is content because they make it! THEY MAKE THE CONTENT FOR US! OH YEAH! And the PVE that is there is so lackluster, but gotta put that there otherwise PVErs complain"

    The only sandbox MMO that is any good at all is EVE, and that is because the PVE is just as good (at least to me) as the PvP is and they obviously spent a lot more work and time to make an actual good MMO.

    Not like darkfall/shadowbane and all that other trashy sandbox PvP deathmatch clone MMOs. They purposely are made like that because pvp deathmatch sandbox MMOs are so cheap because they don't need any actual content, because the players do it for them. Total rip off lol. At least EVE adds real quality content for PVP AND PVE.
    Personally I think the only people "lying to themselves" are the people that think that releasing slight variations on the same basic content over and over and over (level grinding through dull quests and repeating raids/dungeons for gear) counts as actually giving the players real content.

    At least in Darkfall everything wasn't 100% predictable and I actually felt like I was making an impact on the game world. Also some of the PVE was way more entertaining than anything I've done in a Themepark. Certainly more entertaining than EVE's (Lock>Shoot>Lock>Shoot>Lock>Shoot) until all the rats are gone.

    "Deathmatch clones" are a symptom of the problem, and the problem is a lack of innovation in MMOs. When anyone who was an actual budget refuses to touch an innovative idea with a 10 foot pole then tiny companies with shoestring budgets that have a passion for gaming are going to do their best to deliver what people want.

    The fact these games even exist demonstrates that there is a serious empty market space for a AAA Sandbox title. Not a themepark with a hint of sandbox like ArcheAge or BDO but a full on sandbox where players create their own content and build their own world.

    Where I will agree with you is that in order to really be a AAA sandbox this game will have to give PvP a bit more control and direction. It shouldn't be a mindless gankfest but an empire building simulator, and it should have good reason for both PvE and Crafting.

    I've written some thoughts in the notes I've been taking on my ideal MMO:

    Why Play an Open World PvP Sandbox for Crafting and PVE?
  • KonfessKonfess Member RarePosts: 1,667
    At its base level an MMO is a 3D graphical UI to a database (Text File).  A MUD is a 2D Text UI to a database.  Believe it or not, to a programmer the UI elements have nothing(absolutely Nothing) to do with the difference between a MUD and an MMO.

    If(NotInCombatRange(Player1, Player2)) Then
    {
    MoveToCombatRange(Player1, Player2, Tick)
    }
    else
    {
    ResolveCombat(Player1, Player2)
    }

    Because the UI is encapsulated inside of both NotInCombatRange and MoveToCombatRange, I can flick a switch and the same code will work for either a MUD or an MMO with no change to the base program.  All I have to do is define BaseGame as MUD or MMO and the proper objects and libraries are compiled and linked.  And it runs.

    I would say it's understanding the feature design.  A programmer (or team) is given a list of features, they then interpret and come up with the code that accomplishes these features.  By this I mean they do what they are told to do.  If they are not told it doesn't happen.  This list is often called a design document.

    Let me list the game features that I feel could be UI independant: NPC quest dialog, NPC trade, NPC skill training, PvE combat, PvP combat, resource harvesting, mail, chat, inventory, character, and mission log.  Just about every 3D game started out as a 2D game  GTA, Fallout, and Diablo (actually inspired by text based NetHack).

    The thing is I went to the site, and read a bit, but didn't play.  I really don't know what it does.  I suppose you can build walls, roads, and purpose based buildings (auction house, bank, farm, lumber mill, and barracks).  You can then raise and train an army.  Then set a location on the map to attack or move to.  Like an RTS?  Combining a static world map with dynamic player crafted elements is tricky,  Every time you enter a zone you have to perform a patch. This involves load screens and time to transmit the information of player made content data.  Does the static data have to be altered or modified to interface with this new data?  Do sections of the map have to be flattened, raised, or lowered?

    The MUD is 2D, only one data element can occupy a tile at a time, it is either an army or it is a field of grass, not both.  But the game has to remember to place the grass back when the army moves.  I'm not saying a MMO like the mentioned MUD can't be made.  But given the complexity of a dynamic player modified world map, a producer would roll their eyes and say pass on the feature.  Only an independant, once they understood the design and could list and describe fully the feature.  Features go though many definitions. Until someone gets it near right.

    The thing is, neither the site or @Codician defined the features.  Would the game be an MMO, or an RTS.  I imagine it as an RTS, claim a spot on the map.  Start harvesting resources food, lumber, stone, metal, and gold.  Build farms, mines, homes, crafting guilds, lumber mills, trade districts, banks, hospitals, and churches(healing or magic).  Like an RTS, structures determine NPC makeup of your empire and army.  In an MMO players assume the roles of the NPCs.  In an RTS, we have NPCs.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • WizardryWizardry Member LegendaryPosts: 19,332
    filmoret said:
    PS... He's talking about gameplay features not graphics.  Features in muds that we haven't seen in mmo's even though its easily implemented.
    yes we understand what he is eluding to but it is not much an accomplishment to make something with text.
    "3D VIDEO gaming" we want to SEE what is happening,see the textures,see the armor,see the sword,see the animations,hear the sounds etc etc.
    You cannot bring a game to life with aged MUD technology.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • KonfessKonfess Member RarePosts: 1,667
    \         / hand
     \  O  /  head or arm
         |x    chest or heart
         |      stomach
        / \     leg
       /   \    knee
     -      -   foot
    Above is a 2D NPC, used for an assisted target system (A.T.S.).  I could perform a disarming hand shot or melee hit.  A T.K.O. to the head.  Even a movement hampering "arrow to the knee" attack.  Now an A.T.S. usually implies a single player pause type function.  I would use this system in a 2D or Text based MMO to set priority of attacks. Say, first skill attacks hand to disarm, or just call a disarm skill.  Secondary target is legs to slow advance or escape.  Third target is either head shot or heart shot.  Now that I think about this, just load the tool bar with A.T.S. type skills rather than use the straw man.  And that is how development works.  Try an idea, then go with a better one.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.
    It costs money to play.  Therefore P2W.

  • TheocritusTheocritus Member LegendaryPosts: 10,014
    MUDs always sound great on paper but I never seem to find one that holds me for very long.
  • filmoretfilmoret Member EpicPosts: 4,906
    Wizardry said:
    filmoret said:
    PS... He's talking about gameplay features not graphics.  Features in muds that we haven't seen in mmo's even though its easily implemented.
    yes we understand what he is eluding to but it is not much an accomplishment to make something with text.
    "3D VIDEO gaming" we want to SEE what is happening,see the textures,see the armor,see the sword,see the animations,hear the sounds etc etc.
    You cannot bring a game to life with aged MUD technology.
    But what I'm saying doing these things in a mmo isn't as hard as people are making it appear.  They just don't even try.  The graphics aren't hindering them as much as you would believe.
    Are you onto something or just on something?
  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    MUDs always sound great on paper but I never seem to find one that holds me for very long.

    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • filmoretfilmoret Member EpicPosts: 4,906
    MUDs always sound great on paper but I never seem to find one that holds me for very long.
    Because it takes at least a year just to learn how to play one.  And a few years to be really good at it.
    Are you onto something or just on something?
  • esc-joconnoresc-joconnor Member RarePosts: 1,097
    I agree, I used to play MUDs during the early 90s, I used to dream about a graphical MUD, so when Ultima Online launched I thought that was gonna be the future feature template. Now a decade later, no game has even tried making a graphical MUD.

    Pretty sad.  

    If your gonna tell me the reason is development cost, I would counter that by claiming its all in failed management and lack of vision.

    What would a graphical MUD be like you might ask?

    Well in my mind i picture  something that never existed before, something like a "sandpark" where a theme and stories are written by both players and developers, where you can find linear progression if you want it, but can totally skip any story and still have a valuable experience. It would include things like faction reputation where you align with the world, where aligning with certain factions would equal pvp, where some would be pve, making the pve vs pvp issue null. It would also include some sort of worldbuilding/housing. It would also probably have much deeper crafting and economy systems in play. Most people would probably call it more of a simulation of sorts. It would have to be built around NPC interaction to let the NPC's work the world and let players just take part in it.

    Maybe it was just how I used to imagine it, still its a nice vision of a online rpg world, agree?
    That is something along  the lines of the project I'm working on! Players will eventually be able to lead their factions.PvP/PVE won't be dorectly linked to factions though, but PvP will be easily avoidable.
  • AntiquatedAntiquated Member RarePosts: 1,415
    MUDs have unlimited scope and are exactly as good as the writers creating them.

    Why would you want to limit them to graphical formats?
  • nerovergilnerovergil Member UncommonPosts: 680
    thx for this, im always play good mud game, just hard to find
  • SomethingUnusualSomethingUnusual Member UncommonPosts: 546
    This is really a debate? Seriously?

    Nevertheless, I'll bite.

    A MUD can take as little a single person to create with no money (Seriously, you could do this yourself with a little bit of programming knowledge and an old laptop in a closet to host the server.)... An MMO takes a team of tens/hundreds of programmers, directors, designers, artists, quality assurance personnel, huge datacenters to host the servers, and importantly money, lots of money.

    Care to ask why MMO's don't do this again?

    PS. Go on sourceforge, and click the games section, you'll find about a million results for MUDs made by a single person/small team created in a couple hours/days, and don't cost a dime. May the source be with you.
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