Forbidden Realms Hat

Forbidden Realms

Blane Bramble continues his intrepid journeys through Mud, Mist and Shades...

Welcome back to Forbidden Realms (or just welcome if this is your first voyage!). This time round I have a review of SHADES, information on the MOSAIC system, and news...

Adventure '89

On Saturday the 21st of October Surrey was invaded by screaming hordes of MUG players. Why? Because ADVENTURE '89 was being held that day at Tilgates (MIRRORWORLD H.Q.). Sponsored by MirrorWorld and Micronet just about everyone was there. The day started at about 10.00am in a large tent (or Marquee if you prefer), filled with computers and terminals all whizzing away and doing their bit to keep the place warm despite the weather outside. Several seminars were held during the day, one of the most interesting being Pippin's MOSAIC talk - see below for a quick resume on the Mosaic principle.

The event was well attended (at least there seemed to be plelnty of people trying out all the games on show - and that's what counts!), and there seemed to be quite a lot of interest, not only in the established games, but also in the new games on show.

The Mosaic system - the future for MUGs?

The basis of current adventures and MUG's is the location. Everything is based around the fact that players move from one explicit 'cell' to another. Certain comlnands can only be carried out if the relevant objects are in the same location, whether that location is as small as a cupboard or as large as a vast extending plain. Whilst this is easy to deal with for both player and writer, it does have a few problems. Firstly it is unrealistic, for obvious reasons, commands generally either only effect a single location, or affect the entire game. Secondly it means large amounts of text have to be written for the game, as ideally each location should have it's own unique and atmospheric description.

With a Mosaic system, the game is no longer split into individual cells, but instead is treated as one very large area (or alternatively, lots of very little ones, depending on your point of view). Positions are recorded by co-ordinates and actions are limited by distances and other physical restrictions. Thus, in a traditional game a player will only be able to see those objects in the same location as he is, whilst with Mosaic objects will be visible depending on their size and dlstance from the player - the bigger the object the further away you can see it. Unless of course it is hidden behind another object secause locations no longer 'exist' players will move about upon features, if you are standing on a hill, you WILL be standing on a hill, rather than standing in location 573, and stepping over a cliff would result in a fall until you found something else to stand on (or more likely, squelch on). Not only should this form of system make games more realistic, but it also means that games (especially comhat) should become more tactical. If a low-level player with a poleaxe attacks a high-level player with only a dagger, then the low-level player should be expected to win, as the high-level will be unable to get near enough to use his weapon.

I'll be continuing with some of the Mosaic ideas next issue, including the history of Mosaic and what is happening with it. If you are interested in the Mosaic system, then contact the originator, Pippin on MirrorWorld.

A new dungeon for MirrorWorld

MirrorWorld should soon have an extra 60 or so locations in the shape of a dungeon, complete with firebrands and lots of doors. The area will be in a fairly obvious place, and should have lots of puzzles.

News...news...!

The MirrorWorld Mail system now has a vast news section under the name of Newsbytes(tm). The full service contains news compiled from around the world (and was voted 'Best online news service'). Updated weekly, those items considered to be of most interest to players are put online. Approximately 250Kb of information is available in about 130 articles divided into a number of sections available sections are IBM, Apple, Unix, General, Business and Telecom news, Trends and Technology, and Government and Courts). The only one possible drawback is that there is so much information available, reading it all will be hard work.

Shades

Yes, here it is, the first of the pocket reviews. I hope to be writing these fairly frequently (depending on how much else has happened...) about the available MUG's.

Shades is one of the most popular games around (if not the most popular), judging by number of players and their fanatacism. Personas are daring adventurers wandering around a magical land seeking fame and fortune. Access to the land is gained by travelling through a cave system (which can be an experience in itself!). The game has a fairly comprehensive help system for new players (or old ones with very bad memories). Typing HELP TOPICS lists available subjects, of which there are plenty.

A fair amount of treasure can be collected by just wandering around, which means that new players can quickly advance a level or so before beginning to explore the game more fully. Treasure is dropped in the Mad King's Room, part of the castle complex, and also a good place to ambush other players. If the drawbridge to the castle is raised, then head SW from the Moats Bank and type CRANK BAR to lower it.

The location descriptions are atmospheric, and also vital to moving about the game as there is no Exits command (at least, not for mortals). There do seem to be a few inconsistancies in the descriptions (North of the drawbridge you are told the castle is East of you when it is to the West), but nothing drastic. Some of the puzzles seem to be aimed directly at new players. At one stage there is a sandpit with a large 'X' marked on it. Digging there reveals a dagger and you are told, '... "Take this Treasure and drop it in the Mad Kings Room, which may be found to the East of the Castle Courtyard." ...'

As a game, Shades seems to play well. I found that type-ahead (entering several commands in a row without waiting for each one to happen) didn't work properly for me, but this might just have been due to line noise rather than the game design. I will certainly continue to log-on to look around (and try and increase my pathetic score a bit), although I do have one or two reservations about the game...

Firstly the lack of an EXITS command - whilst not a crime in itself, as the majority of users will be calling at A rate or worse, new players will need to wander around in verbose mode even when they are fairly used to the game: thus leading to large bills. Some way of quickly (and cheaply!) checking possible exits would be useful.

Secondly the game uses an ID number system whereby to log-on you use a number rather than a name (you are told the ID number for a persona when you first create it). Whilst this does improve security (as anyone who wanted to play your persona would have to know your ID number, which (I hope) is in no way related to the persona name: an almost impossible task) I dislike ID number systems as it is all to easy to forget your number.

*NEW* NEW* NEW*

Shades will not always be available on the 0342 number for a while, as Hazeii (and Third Millenium Systems) will occasionally be running a version of TRASH - their latest game. In Trash players wander around disposing of rubbish and gathering useful objects.

When I dialled up the system seemed to be behaving rather strangely (I couldn't actually pick up any objects for instance, and moving about the game seemed rather strange). However, from the little I saw of Trash, it should be a good humourous game, and I hope to bring more details as soon as I can find them out.

An apology...

You know you've made it when you have to start apologising to people, and here is my first (hopefully not of many...).

Apparently MUSE were not too pleased at my reference to 'Essex MUD ' last issue, and have pointed out that MUD was in fact a tradename (although how long before it becomes a generic term is anyone's guess!). So from now on I shall refer to 'Essex Mist' - hope this doesn't confuse anyone...

Into the Crypt - a run-down of the numbers from last issue.

MirrorWorld/Quest/Mail (0883) 844044 ** Free to play. (0883) 844164

Gods/Zone/BB (01) 994 9119 ** Log in as GUEST to have a look around.

Shades (0342) 810 905 ** Free to play (Shades test port)

Essex Mist Available via PSS ** Free to play, but only after 2am.

Space (and time) has run out once more, and so I had better bring my part of this issue's Forbidden Realms to an end. Next issue? Well, more on Mosaic, a look at Gods, and more (and more) news - see you in February...

BLANE BRAMBLE


Richard A. Bartle (richard@mud.co.uk)
21st January 1999: cpdec89.htm