It doesn't. Thank you so much for explaining all that. You really know your mud 
history!! On Dec 14, 2022 1:56 AM, Travis Siegel <[email protected]> wrote:
>
> Well, you see, in the beginning, there was Diku mud.  It was released, 
> and became very popular.  It also got changed because it was opensource 
> (well, not really, because opensource wasn't really a thing back then, 
> just folks willing to share their code to have the most exposure 
> possible), that lead to all kinds of clones (so to speak).  To my 
> knowledge, diku was the original mud that provided a complete world 
> classes, areas, levels, and the like, basically, an entire mud for 
> basically no work by the folks hosting said mud. 
>
> Well, it worked, but folks wanted more features, more areas, more 
> classes, and so on, so various other versions of diku mud were 
> released.  Circlemud being the most popular, followed by so many clones, 
> I doubt even the internet archive has copies of all of them, godwars, 
> rom, tartarus, envy, smaug,  and so on.  The problem (as I see it) with 
> all of these variants, is that for the most part, what changes is the 
> areas, and (sometimes) the list of commands, but the basic game play 
> hasn't changed, and indeed, the starting areas don't change a whole lot 
> from mud to mud.  After you get used to one, you can play any of them.  
> Nothing wrong with that, it's just not my thing. 
>
> I much prefer a challenge, and logging into hundreds of muds over the 
> years, just to have 90 percent of them be practically identical clones 
> of one another turned me off completely to those kinds of muds.  Plus, 
> until you customize the prompts, there's way too much spam for your 
> average screen reader user, especially during combat. 
>
> Of course, all muds suffer from that in one way or another, but if your 
> prompt takes 3 seconds to finish talking, because there's so much 
> information in it, and it shows up every second or so, you can see why 
> screen reader users are at a great disadvantage. 
>
> LPC style muds are a completely different concept. 
>
> (well, that's not entirely fair, let me back up a moment). 
>
> From the admin perspective, diku style muds were great, because they 
> basically were a game ready to run.  All you needed to do was install 
> the software, select your port, and poof, entire game ready to go. 
>
> Nothing wrong with that. 
>
> the problem is that most admins were in such a hurry to get their games 
> up and running, that they did next to nothing to make their game 
> different from every other clone out there. 
>
> And, to be fair, changing a diku style mud isn't easy, it requires an 
> entire recompile of the game, so if an admin doesn't like the experience 
> formula, they can change it, but then they have to recompile the whole 
> game to make the change. 
>
> Want to add a new class, other than the basic four (thief, mage, 
> fighter, cleric), then you need to make the changes, and recompile the 
> whole game. 
>
> It's no wonder folks didn't want to mess with the internals, plus it 
> took a certain amount of programming knowledge to make such changes, and 
> (for the most part) game admins aren't programmers, they just want to 
> run a fun and entertaining game, so I don't blame them at all. 
>
> Now, later revisions of the various clones introduced methods for 
> dealing with most (if not all) of these issues.  I.E. area editing was 
> added to some of the clones via OLC (OnLine Creation) commands.  Those 
> allowed reloading of the various areas without having to recompile the 
> mud.  But, you still had to restart the mud after a recompile (then they 
> added the copyover command to solve that problem), folks could remain 
> connected to the mud while effectively rebooting the game to add the 
> latest changes, and so on. 
>
> Then LPC showed up. 
>
> LPC isn't really a mud type, it's really a programming language, but 
> it's used in muds by having a driver program which remains the same, 
> then pieces of code this driver runs. 
>
> Those pieces can change, be reloaded, removed, added to, and in fact, 
> practically rebuild from scratch the entire mud all without ever needing 
> to shutdown.  Entire areas/commands/worlds can be built and added to the 
> running game without having to reboot the mud at all. 
>
> The thing was though, for the most part, LPC muds were distributed with 
> a basic library of commands and small areas demonstrating the 
> capabilities of the server. 
>
> Then, admins would have to build their worlds (muds) using the LPC 
> command set. 
>
> But, because there were only demos of how things worked, this meant that 
> each and every LPC mud was totally unique, because there weren't any 
> prebuilt areas, monsters objects and the like you could just hook up, 
> and slap a new name on it, and poof, you have a mud game. 
>
> It took a real investment of time and effort to make an LPC mud into a 
> full blown game. 
>
> And, also, because of that, you could be pretty sure that no LPC mud was 
> going to be a clone of another LPC mud, because they all had to build 
> their own world. 
>
> Now, that's changed too, and now you have LPC distributions that contain 
> entire systems ready to go, such as discworld, nightmare, and others, 
> but for the most part, even today, LPC muds are pretty much built to be 
> unique, and that's a lot better in my opinion. 
>
> Of course, LPC muds also didn't (originally) have the massive spam traps 
> for their default command lines, which made them way more screen reader 
> friendly. 
>
> These days though, there's plenty of muds that aren't based on either 
> one of these systems, though generally, even those tend to mimic one or 
> the other of the base Diku or LPC muds, simply because they were first, 
> and folks tend to stick with what works. 
>
>
> When you log into a mud, that initial screen you see, (you know, the one 
> with all the spammy ascii graphics?) If you read it carefully enough, 
> you'll see the mudbase, and if it says diku circle or someother variant 
> thereof, you can be pretty sure there's going to be serious spam in your 
> future if you don't modify your basic prompt pronto after logging in. 
>
> So, that (not in a nutshell) is the reason I'm not a fan of diku style muds. 
>
> This brief history lesson leaves out a *lot* of details, but it should 
> be sufficient to get the main points across. 
>
>  You may want to google diku or lpc for further details on the various 
> systems if you're still curious after this entirely too long message. 
>
> Hope that doesn't confuse you too much. 
>
>
> On 12/13/2022 10:36 PM, Heather Seaman wrote: 
> > What are Diku-style muds and circle muds? Which type would a mud like Alter 
> > Aeon or Ardwolf be under? Or are those in yet another catagory altogether? 
> > Thanks for responding to a curious reader. On Dec 13, 2022 2:16 AM, Travis 
> > Siegel <[email protected]> wrote: 
> >> Not a fan of diku style muds.  Smaug is too close to circle to make me 
> >> happy.  Got tired of those kinds of muds way back in the 90s.  I got to 
> >> the point where I could hit level 10 in less than an hour on any of 
> >> those mud versions.  Decided they were no challenge, plus I don't 
> >> particularly care for their interface.  I much prefer LPC muds, where 
> >> each one is unique.  Sure, sometimes I don't like those interfaces 
> >> either, (or the mud content, or the game play, or whatever), but I've 
> >> found over the years that non diku style muds contain way more 
> >> entertainment for me overall, so that's primarily what I stick to these 
> >> days. 
> >> 
> >> 
> >> On 12/12/2022 11:20 PM, Jude DaShiell wrote: 
> >>> Has anyone else tried this one yet?  One of the ports for it is 4000. 
> >>> 
> >>> 
> >>> 
> >>> Jude <jdashiel at panix dot com> "There are four boxes to be used in 
> >>> defense of liberty: 
> >>>     soap, ballot, jury, and ammo. Please use in that order." 
> >>> -Ed Howdershelt (Author, 1940) 
> >>> 
> >>> . 
> >>> 
> >>> 
> >>> 
> >>> 
> >>> 
> >> 
> >>  
> >> 
> >> 


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