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- 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, unorthodox 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 thing 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!
- ASTERIX
- Thanks to Richard for taking the time to answer our questions;
we hope you found the answers as interesting as we did.
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