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- ASTERIX
- Most people know that the original
MUD was developed by Roy Trubshaw and yourself at Essex
University, during 1979-80. How did you and Roy first meet?
- RICHARD
- "Most people" have never heard
of MUD!
Roy and I first met when I went to sign up for Essex
University's Computer Society ("CompSoc" -- not to be
confused with "ComSoc," the Communist Society). This
was within days of my arrival at Essex, although he was just
another face at the time. I didn't get introduced to him properly
until I was waiting in line for tickets to a free Lindisfarne
concert (!), when he gave me his opinion on a game I'd written a
couple of years earlier ("The Solo Dungeon," one of
those paper-programmed games where you read a paragraph and it
tells you a new one to go to based on your decisions -- I really
must do a WWW version of it someday). He said it was definitely
programmable, but that he had this idea for another
fantasy-oriented game...
- ASTERIX
- How did the computer department at
Essex Univerity react to their nice expensive mainframe being
used to run MUD?
- RICHARD
- They were great. Their Computer Manager,
one Charles Bowman, was of the opinion that if the DEC-10 was
lying idle then there was no harm in letting people hack about on
it, and that it might actually lead to more computer-literate
students. This is indeed what happened: we could play with the
DEC-10 as much as we liked, within reason, so long as we did so
out of prime time. It cost the University nothing, and gained
them goodwill from the students while advancing their expertise.
Whether this kind of magnanimity would prevail in today's
academic climate is, however, another matter.
- ASTERIX
- If development of MUD had halted with
MUD1 at Essex University, what would you be doing now?
- RICHARD
- Who knows? If I'd kept on my original
career path, I'd still be a University lecturer, although
probably not in a senior position because I used to spend too
much time teaching students, preparing material, running classes
and debugging their programs, when I should have been jumping on
a research bandwagon, writing banal papers using as much
neo-jargon as I could, while politicking within the Computing
Department as much as possible to ensure that the only
administration I had to do involved little work but lots of
power, and that anyone who was attracting larger research grants
than myself got insignificant amounts of kudos from it.
- ASTERIX
- How did the formation of MUSE come
about?
- RICHARD
- One of our players, Jeremy San, was
writing a book about the Sinclair QL, and enthused to his editor,
Simon Dally, about MUD. Simon played it, saw its potential, and
approached me with regards to setting up a company to market it.
I'd been thinking of doing something similar myself, but with no
business experience had no idea what was involved. That's how
come I ended up with only 15% of it (although it's now 45% -- Roy
Trubshaw has 45% too, and Simon's ex-employers have a totally
unjustified 10%).
- ASTERIX
- MUD1 survives to the present day, under
the name British Legends on Compuserve. How did the Compuserve
deal happen?
- RICHARD
- Simon Dally did most of the background
work. We knew that CompuServe was the dominant marketplace in the
USA, and that they had DEC-10s, so in about 1985 we approached
them and flew out to Columbus. CompuServe exhibited their usual
attitude of "it's only our magnanimity that allows your game
on our system, and we deserve far more than the meagre 90% of the
income your game generates that we will be keeping, and although
we have computers coming out of our ears we can't allow you to
use more than 0.45% of a CPU's cycles per player, oh and we've
modified the operating system so that programs that work
perfectly well on a variety of sites will not function here until
you perform major surgery on them, and while you're at it we
insist you use our libraries even though your own are smaller,
faster and much more appropriate, and don't expect us to
publicise your game because it's a game and that will put off our
corporate customers who will think we're a games system"
attitude for which they are justly famous.
- ASTERIX
- There are probably not many people in
the world who can claim to be fulltime MUD programmers. How do
you describe what you do to people with no experience of MUDs?
- RICHARD
- I just tell them I write computer games.
If they say "Oh really?," I reply, "Well someone
has to." If they ask what kind of computer game, I tell them
multi-player games played over telephone lines, then I increase
the detail and technical explanation until their eyes glaze over.
- ASTERIX
- What games, other than MUD, have you
played seriously in the past? How much influence did they have on
the design of MUD?
- RICHARD
- I have played many, many games. I come
from a game-playing family. Just look at the entire catalogue of
Waddingtons in the 1970s, you'll see what kind of thing we used
to spend our time on. As I got older, I started playing games by
post -- Diplomacy and Railway Rivals, mainly -- in fact I still
play RR by post to this day. In the mid-70s, though, I read a
magazine article about this amazing game called "Dungeons
and Dragons," and our small gaming group clubbed together to
raise the enormous six pounds necessary to buy it mail-order.
From then on, we played a LOT of D&D. Its influence on MUD,
though, was minimal: the atmosphere of The Land owes more to
Tolkien than Gygax and Arneson, and I'd designed several
story-telling games myself which would now be classified as
"role-playing," although they were single-player only,
for my own amusement.
- ASTERIX
- What books do you enjoy reading?
- RICHARD
- Science fiction and fantasy, when I get
the time.
- ASTERIX
- Describe a typical day in your life
as a MUD programmer.
- RICHARD
- Log on, read my mail, reply to my mail,
react to anything awful which has happened to the game while I
slept, fix any minor bugs which have been reported, then get on
with the main task of the day. These are prioritised as: bank any
cheques received in the post; pay any bills that absolutely have
to be paid; perform any administrative tasks required by
officials (tax forms etc.); do any programming asked for by Mike
(a/k/a Stripe), the guy who's writing the MUD client software; do
any tasks requested by people at Engage (a/k/a Interplay Online);
choose the next task from my list of things I have promised
Jessica at Engage that I'll do; fix minor bugs; fix major bugs.
Today, for example, I've read my mail, and am currently replying
to it while I'm compiling some changes I've made (I'm about a
quarter of the way through implementing TOUR 6,
"commands," which Jessica asked me to do when I was in
California last week). Stuck to my PC is a yellow sticker telling
me that I need to do last month's Income Tax and National
Insurance admin, which I'll either do late today (if I reach a
convenient point to break off programming) or tomorrow (when it
really has to be done, because it's Father's Day coming up which
will clog up the postal service for the remainder of the week). I
also have a pile of yellow stickers telling me the
ideas/suggestions/bugs that merit attention sometime soon, but I
doubt I'll give them any today...
- ASTERIX
- Describe your MUD development system.
- RICHARD
- At the moment it's just a 486/66 running
SCO Unix, with a couple of hard drives and 8mb of RAM. I have a
P90 sitting next door to it, but I don't use that for MUD
programming.
- ASTERIX
- After working on MUD all day, what do
you do to relax?
- RICHARD
- I have children: I work on MUD all day to
relax! It's when I stop that life gets stressful!
- ASTERIX
- What sorts of new areas might we see
added to The Land in the future?
- RICHARD
- I'll be putting in the temple itself,
which will complete the northern section, and then I have two
other areas written. These are linked to one another, and are set
in a sort of foggy Victorian London kind of environment which you
reach by going through the wardrobe.
- ASTERIX
- Many Internet MUDs now feature 'bots
-- programs which connect to the game masquerading as normal
players, but which are actually under computer rather than human
control. Are you aware of any experiments along these lines with
MUD2, and what advice would you give to someone writing such a
program?
- RICHARD
- Most bots are variations of specific
prototypes, so I guess people would be able to take one of those
and modify it for MUD2. The only experiments I'm aware of are my
own, though; I designed a program some time ago to play MUD2,
since my PhD was in AI/multi-agent planning and it's something
that interests me. I have something lying around which will log
me into a chosen MUD2 and handle the i/o, but that's all it does.
I did some work on it earlier this year, come to think of it, but
it's the kind of thing that needs a lot of work to be any use.
Engage would have to sanction it before I could do more than just
tinker with it, and they probably have other priorities for my
time at the moment.
- ASTERIX
- MUD's mobiles have become quite adept
at looking after themselves over the years, but experienced
players can easily anticipate their moves. What scope is there
for making mobiles more intelligent in the future?
- RICHARD
- I can make them as intelligent as
necessary; they did used to be more intelligent, but I had to
dampen them down because they were a lot more capable than many
of the players! If people have specific requests for making
mobiles behave more intelligently, I'll be glad to consider them,
though. I'm interested in variety over predictability when it
comes to mobile behaviour, so the more things they can choose to
do, the better!
- ASTERIX
- How much work would it take to allow
MUD's mobiles to respond sensibly to simple questions from
players?
- RICHARD
- Using what scale of measurement?
"More than it would to add a new set of rooms, but not as
much as it would to add an entire database?" The question is
not how long it would take, but where Engage's priorities lie. At
the moment, they want more rooms so that MUD doesn't feel crowded
when there are 50 people in it, so that's what I'm doing. If they
ever want me to add talking mobiles, or if they give me a free
hand to choose what to do, then I'll add them.
- ASTERIX
- Some time ago, you mentioned you had
plans for an offline program that wizards could use to help them
design blanks. Any news on this?
- RICHARD
- Not yet, no. Engage were going to
commission someone to write one, perhaps even me, but at the
moment they have other things they'd rather spend their money on.
The sheer scope of blanks is now more apparent to them, too,
after I spent 6 months working on the "blank book." The
recent over-enthusiasm of certain wizzes in their creation of
blanks has obviously set the project back somewhat, as well.
- ASTERIX
- You've said in the past that the most
important attribute for a MUD player aiming for wizard is a sense
of humour. What other qualities would you rate as important?
- RICHARD
- I wouldn't: it's up to the individual MUD
how it wants to develop. See my forthcoming paper in the
"Journal of MUD Research" (which is at
http://journal.tinymush.org/~jomr) for a discussion of the
different player types, and choose your important attributes
accordingly.
- ASTERIX
- 10 or 15 years ago, most if not all
MUD players were very computer literate -- they had to be, just
to successfully connect to the MUD computer! Do you see much
difference in playing style between those players, and the
players of today?
- RICHARD
- Yes, but not because of the fact that
they were computer-literate, just general changes of attitudes in
society over the past 18 years.
- ASTERIX
- Most MUD2 devotees would agree that
the typical Internet MUD doesn't come close to offering the same
atmosphere or depth as MUD2. Is this a consequence of allowing
too many people input into the game design, or simply a
limitation of the programming languages used to implement such
games?
- RICHARD
- Well I have to speak generally here, of
course; individual games may be a lot different. The lack of an
overall editor (person, not program) will certainly put strains
on a MUD's atmosphere, and despite what people may believe, not
everyone can write decent room descriptions. There are some
stylistic tricks which can be used that most authors don't even
consider, e.g. using short, sharp room descriptions to up the
pace in an area of danger, followed by a long
"breather" description to indicate that the immediate
danger is over and the next is about to start. MUD2 uses time as
a metaphor for danger, too, so the older something is, the more
distant from the present, then the greater the challenge it
presents. That foggy Victorian area I mentioned earlier, for
example, is more dangerous than the cottage, but less than, say,
the tin mines. Unless these things are spelled out to authors,
they won't use the same rules, and overall atmosphere suffers.
Weak programming languages (or programmers) limit depth, but
that's not where most of the atmosphere comes from early on. It
makes a game more believable, but by the time players start
exploring a MUD's depth they're probably hooked on it anyway.
- ASTERIX
- What do you think will be the next
big step forward in the MUD genre?
- RICHARD
- I don't care, so long as the steps are
forward!
- ASTERIX
- Given unlimited resources and time,
what are the most significant enhancements you would make to
MUD2?
- RICHARD
- I'd make the mobiles able to talk, and
get someone to write a graphical front-end with illustrations of
every object and room and full sound effects.
- ASTERIX
- With the announcement that AOL and
Prodigy have signed up to run MUD2 (along with other Engage
online games), MUD's userbase looks set to grow substantially.
How well do you think MUD will cope with 40-50 players in a game,
rather than 10-15?
- RICHARD
- I've no idea until we get a flood test,
however I should think that the first few times it happens MUD2
will cope very badly indeed! There's always some system limit
which needs to be changed that we never find out about until we
can test it.
- ASTERIX
- Rumour has it you've written a novel!
What's it about, and when can we buy it?
- RICHARD
- It's a fantasy novel written like it was
cyberpunk. Spells are made up from sequences of gestures, strung
together to create an overall effect. The overall setting is a
renaissance-level world in social terms, but the codification of
magic has brought about an early industrial revolution. The novel
concerns two women, one of whom developed a major aid to creating
long spells, and the other of whom (unknowingly) represented it
as being her own idea, taking all the credit. The former has done
some more research, and come to the conclusion that the
underlying theory of how magic works is flawed, but the
consequences of anyone else finding this out are unthinkably bad.
The brunt of the novel is her attempt to get rid of magic in its
entirety, so that no individual can use it to master the cosmos.
As for when you can read it, well I've had about 9 rejection
letters so far, which would seem to indicate that the most likely
answer is "never."
- ASTERIX
- Finally, what would be an appropriate
epitaph for your gravestone?
- RICHARD
- Since I'm an atheist, and have no belief
whatsoever in life after death, I couldn't care less -- it's not
like it'll have any impact on me, since by definition I will be
completely extinguished. I guess if someone twisted my arm and
forced me to provide an epitaph, it would be "Don't
forget." Sound advice...
- ASTERIX
- Our thanks to Richard for taking time out to be interviewed!
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