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Issue #2 -- December 2001 -- 44 Pages

[Click on article titles to see a summary]

Contents


COLUMNS


Mire Consequences


  • By Melissa Cameron

    Most of us have had, at some point in our careers as mud-aholics, a mentor of some kind. Someone who took us by the hand and taught us some of the finer points of the game. Even if it was only a crude, "Hey, idjit! Try at least carrying a few healing potions if you are going to attack that mob that is 20 levels too high for you", you grabbed on to every bit of advice you could, and asked for more.

    This article has some good advice to help you help newbies.



  • By Tina Provo

    Inter-organization activities are an excellent method to provide group activity and boost organization pride and spirit. Inter-organization events foster greater cooperation and camaraderie between the organizations. Though sometimes pitting organization versus organization, more often than not the events bring together the skills of each organiation into teams that compete against each other. So how does one set up such events?

    Find out how in this article.



  • By Anthony Haslage (Ntanel Stormblade)

    News and commentary from the MudWorld site.


Architects Advice


  • By Eric L. Rhea

    In the online worlds of today, there are guilds, clans, and other social classification that work together to accomplish objectives otherwise unattainable by both the common and the casual player. These might range from an undertaking as complicated as opening up a new region for exploration to a campaign where the more dominating foe n the world state is taken down.

    It is within this world that the potential exists for players who cannot be directly involved, either because of time or other select constraints, with the larger guilds may have a voice, may reap the fruits of their labors, and just as well suffer the consequences of actions poorly planned. Let us call the method that activates this potential the Virtual Investment Strategy (VIS).



  • By Michelle Thompson (Neranz Laverani)

    Static areas are a builder's bane. The areas on a lot of codebases do not change with time. Players are good at learning areas much more quickly than builders can build them. Once players learn all of the areas they begin to feel unchallenged. They spend more time hanging about and less time adventuring. If new areas are not introduced soon enough, these feelings eventually drive experienced players to other MUDs. Short of adding a new area, what can a builder do to combat feelings of tediousness? Builders can introduce challenge into static areas by creating the illusion of the passage of time...


Coder's Compendium


  • By Richard Woolcock

    There are many styles of programming, and many opinions about how software should be implemented. However most people agree that some sort of consistent style should be adhered to. The intended purpose of this article is to help you select such a style for yourself.



  • By Derek Snider (Thoric)

    "There is no such this as bug-free code".

    Make sure to say this out loud a few times if you think your MUD is completely bug-free.

    Now that you've joined the rest of us who now that there are bugs in our code, we can continue.

    If you have a bunch of people working on a project, whether it is completely custom code or working off of an existing code base, you are guaranteed to make some mistakes here and there. Even the best of us make an oversight now and then.

    Find out common errors, methods of tracking down and eliminating bugs, as well as a guide on using GDB.


Newbie Zone

In Character


FEATURES


  • By Jim Neary

    A fantasy story of the battle between a good and an evil brother.

    The first four chapters.



  • By Jacob Thomas

    The first chapter in a fantasy adventure.



  • By Michael Tresca

    So you think you're ready to MUD, but there's a million to choose from. Which is best for you?

    This acticle helps you find the find the good MUDs from the sea of poorly designed MUDs.



DEPARTMENTS


  • By Derek Snider

    I didn't realize what I was getting myself into when I started this magazine.

    Much like any other hobby (such as running a MUD), real life”can get in the way. This fact is compounded when you have several people involved, and gets even worse around the holiday season.

    It was my full intention to have this issue out the door by the end of November, in plenty of time for Christmas.

    Some of the submissions were late, a couple didn't come in at all, and we didn’t quite place all the advertising we had hoped.

    Fortunately we got some unexpected submissions that will give you some pleasurable and informative reading.

    As support increases, things will improve and turn this magazine into what I hope will become an important asset to the MUD community.

    In fact, I have a feeling that this coming new year may breathe some new life into the world of text gaming, and Internet communities as a whole.

    Multiplayer interactivity brought a huge resurrection to the world of text adventure games. If not for MUDs (and the multiplayer BBS text games of the late 1980's), the art of completely text-based adventure games may have been lost.

    There is always a fear that the next big thing” will completely wipe out the older technology that the radio would kill the publications market… that the television would kill the radiobroadcasting industry…etc, etc…you know the story.

    Yes, new technologies may steal”some of your audience away from you, but they never seem to eradicate all the needs the older technology fulfills – you just can’t beat a book for being able to leisurely read at your own pace, put it down and pick it back up whenever you choose… and you certainly can’t watch a TV as safely and as easily as you can listen to the radio in your car, or while walking down the street.

    My prediction is that while the Internet provided people the ability to burst out from the tight confines of their local BBS, limited to what their SysOp provided them with, and set out to explore the seemingly infinite span of websites, FTP sites, MUDs, chats, mailing lists and newsgroups, sometime soon these people will want to reunite with their old friends because while they were meeting all kinds of new people from across the globe, they lost track of their old pals from home.

    Sure your MUD lost a huge pile of players to one of the many MMORPGs that popped up recently… but there’s a good chance that some of those players who left will come back soon, and might just bring a crop of new players home.


    See you in the spring.



  • By Laura Ellis

    Text MUDs are going the way of the dinosaur. At least, thats what some of my friends try to tell me.

    There was a group of us. I had been playing this MUD for a year and a half and really enjoyed it, so I invited my friends to check it out. It seemed so perfect for awhile. We played Dungeons and Dragons together on the weekends, and played a mud during the week. We hung out, had barbeques, and our kids got along great. Occasionally, we’d go on a bender and play Diablo or Baldhurs Gate for awhile, but we always returned to the MUD. We ran the big mobs, we all were in the same organization, life was good.

    Funny things started happening though, they would disappear on me for days at a time and look sheepish when I would say that I had missed them and ask if everything was okay. They'd make excuses when I’d try and schedule a run, looking at the floor and shuffling their feet while stammering out their lies. I finally realized, they were cheating on me! I was broken hearted... they had found Everquest.

    I didn’t understand. Everyone knows that the movie is never as good as the book. I remember seeing The Hobbit and how upset I was at it. It took years to banish the images of the characters from my eyes after the cartoonists got it all wrong. They were nothing like I had imagined them. Tolkien had painted such a vivid world within my mind with his words, and some shmuck with no soul attempted, and failed, to capture that with ink.

    My friends conversations began to consist only of Everquest things, our D&D sessions began to suffer, the DM grumpy that the players would keep interrupting our attempts to save the world from the Huge Evil Bad Guy with their discussions. I began to feel like an outsider, but I desperately clung to my arguments and my MUD, feeling shocked and hurt that they could betray me thus, but eventually, my friends drifted away.

    A few months later, Doug, another good friend and coworker that I had been trying to convert to MUDding began to exhibit strange symptoms. Dark shadows under his eyes, a funny twitch when I would ask why I hadn't seen him online. The shmuck had been playing that game as well! I couldn’t stand to lose another. He taunted me, telling me to, “Put away the washboard and join the twenty-first century”. He began to cajole me with visions of swimming in water, chasing orcs, of seeing the sky overhead as you roamed about the lands. Finally caving in to the peer pressure, I agreed to check it out.

    He agreed to give me a tour. We logged in, and I was amazed. Trees, the sky, and pools of water that you could look down into and even drown in. Mana-suckers surrounded by spheres of light as they cast their spells. It was really cool looking!

    However, after five minutes, I was bored out of my mind. The graphics were great, but they grew old after awhile. Where was the mental challenge? It was mindless pap with no real substance. Oh look, it’s another tree. Yay, another corpse. Whee, look at the other players casting spells. Yawn.

    I argued with Doug. I didn't understand how someone as intelligent and creative as he could be satisfied with such a shallow relationship. I felt he had been suckered by the strumpets flashy looks, and as a friend, it was obvious to me that he deserved so much more. He was adamant about it though, and bitterly, I resigned myself to the fact that he had found another.

    I buried myself in the MUD, consoling myself with the fact that I could still talk to him at work, while I rebuilt and expanded an old area and tried to make the MUD better. He agreed not to taunt me about my MUD and I agreed not to nag at him that he had sold himself so cheaply.

    Months passed, and I decided to write an article for The MUD Companion. I thought perhaps it would be interesting to get different perspectives on text and graphic based games. I gingerly broached the topic with Doug, asking if he would be willing to give me his thoughts on the idea. He replied with, “Oh that? I quit that about a month and a half after I started. I rejoiced! It seems that he wasn’t challenged by it. He wanted something more than just pretty looks and was indeed worthy of the high esteem in which I held him.

    Text MUDS going the way of the dinosaur? No, I don't think so. It’s possible to be distracted by pretty looks and graphics, but as long as there are intelligent people out there who are willing to use their minds and harness their own creativity to share with others, the text MUD will live on.



  • By Emile Néron & Jean-Francois Soucy