Drug Addiction Integrated Into Achaea MUD 78
An anonymous reader writes "The text-based MUD Achaea, one of Iron Realms Entertainment's games, has introduced an addictive drug called gleam into its world, during a plot involving a wide-ranging crime ring. On discovery, a number of players, eager for a new experience, took enough gleam to become immediate addicts, leading to head-twitching, speed-talking druggies polluting the land here and there. Several player cities have already outlawed the drug, and there are some very sorry addicts going through a painful withdrawal that can last up to 25 hours of playing time. It'll be interesting to see if anyone considers the tangible benefit (increased dexterity) that one gets worth the heavy cost of the drug on both the character's bank account and on the player's psyche. At least one real-life recovering addict has used the in-game forums to loudly object to the introduction of gleam."
Sweet (Score:5, Funny)
Re:Sweet (Score:4, Funny)
-- Enditallnow
Re:Sweet (Score:1)
Wait, that was GLINT. Nevermind...
Re:Sweet (Score:2)
Flamebait here. (Score:5, Interesting)
I am, frankly, sick and tired of reading advertisements for Achaea on
Achaea uses the same questionable advertising style on many forums. It is one of the few apparently commercially successful text-based game companies of the time, but this is entirely unnecessary.
Please, do not post this crap anymore.
How metaphorical (Score:2, Insightful)
Like the woman that had her kids taken way because she wouldn't stop playing everquest.
I hope my city illegalizes RPGs
Uhhhhh, no. (Score:5, Insightful)
So many of the world's problems could be solved if we could separate the intellectual wheat from the chaff, so to speak: those people who can't differentiate fantasy from reality, or who are prone to getting hooked on whatever "big thing" that comes along, be it drugs, alcohol, pornography, roleplaying games, or tax legislation.
Those people who can't handle reality should be pulled out of it and treated like the children they are. They're giving the rest of us a bad name. If they can't tell fantasy from reality, we shouldn't let them watch television. And if they're terminally gullible, they probably shouldn't be allowed to vote; politicians can be tricky.
I'd vote technocrat, only I've got nobody to vote for.
Re:Uhhhhh, no. (Score:4, Insightful)
So many of the world's problems could be solved if we could separate the intellectual wheat from the chaff, so to speak
I say:
And how do you do that exactly, seperate those who can't differentiate between fantasy or reality, or who get hooked on things. IQ Tests maybe? Or do YOU get to decide who's wheat and who's chaff?
technocrat, no. Despot, yes.
Re:Uhhhhh, no. (Score:3, Funny)
Well everyone rolls a 2D6 minus ( time_appeared_on_jerry_springer*10), below 4, and we ship 'em of.
Re:Uhhhhh, no. (Score:2, Interesting)
(Yes, brothers, cherish the <blockquote>)
IQ tests wouldn't quite be right for this; one can be slow to put facts together, yet still able to pull the right facts out
Re:Uhhhhh, no. (Score:1)
sorry... I was using plain old text. my bad for not making use of it! :)
I agree that IQ tests aren't the answer. It was more like.. "what is your solution? Any of these dumb ones?". Which is not the nicest way of putting it.
I had to think about that one a wee bit. Was I attacking the person and not the idea? I don't think so. I dislike your idea. You said you were describing a technocrat and I was suggesting you were actually describing a despot.
Re:Uhhhhh, no. (Score:4, Insightful)
Funny, since that's a pretty accurate description of a lot of drugs that have been banned for similar reason.
Re:Uhhhhh, no. (Score:2)
Re:Uhhhhh, no. (Score:2)
Re:Uhhhhh, no. (Score:2)
Huffing gas isn't something you should do very often due to potential danger, but i would assume it's entertaining for those who do it and it's definitely social, since most of the time you hear about people doing it in groups. And fistfights seem to be quite entertaining, or people wouldn't pay to see them. Mowing a lawn is a social thing too, it helps you get along with pesky neighbors and/or see them depending on the height of the lawn, and some do find
Re:Uhhhhh, no. (Score:2)
I didn't disagree with that. My contention was that there are lots of things that aren't entertaining and social. As a nitpick, the fact that watching fistfights is entertaining and social doesn't work as proof that getting in fistfights is entertaining and social.
And if you are trolling slashdot, isn't moderation your enemy?
Re:Uhhhhh, no. (Score:2)
And when I troll on slashdot, the fun is in getting people, including moderators, to believe it's a legit post.
(this stream of comments isn't intended as a troll, but that was a convenient example
Re:Uhhhhh, no. (Score:2)
Re:Uhhhhh, no. (Score:2)
Re:Uhhhhh, no. (Score:1)
(I was wondering when someone would notice that!)
No, just someone who's observed that when a government, be it at the federal, state, or county level, begins to run short of cash, it looks at trying to squeeze more from the people long before it tries to figure out where the waste is occurring. It's like riding in a leaky dirigible: they reason that if they can keep pumping in more gas (hydrogen, helium, or whatever) than is leaking ou
System Dynamics (Score:4, Interesting)
It could be a good experiment this!
Players (Score:2, Interesting)
Then again, maybe the effects outweigh the sideeffects for enough players...
Re:System Dynamics (Score:1)
Bliss like Yoda makes you talk.
Seriously, it is good to see that these text based MUDs are still around. There is an allure to MUDs like being wrapped up in a good novel. The sense of community is unmatched, even by many MMORGs.
Anyone can log into by just telnetting to 208.185.247.26, or use their java client at http://www.achaea.com/javaclient/javaclientplain.h tml. I suggest everyone try it at least once! (you'll be hooked, just like on Bliss)
Re:System Dynamics (Score:3, Insightful)
In a related story (Score:1, Funny)
He's protesting? (Score:5, Interesting)
That's odd. It seems to me that looking at the effects of a drug on a fake world to see what might happen is a very interesting sociological experiment. It's hard to produce real-world effects in a static model, if only for the fact that people tend to do unpredictable things. But stick a drug with real effects (and benefits and detriments, just like a real drug) into a world run by diverse peoples, and you just might see a mirroring of real-world behavior regarding it.
It's interesting that cities have banned the drug; I would've thought something like that wouldn't be controlled at a governmental level in a MUD. I wonder if the drug actually forces the user to do things he/she wouldn't want to do, such as kill somebody or steal from them in order to get enough money to buy more gleam. If that's the case, it's more understandable why cities would want to keep it away from their walls. I'm also assuming that this MUD is PK-able?
I think this is cool. But then again, I've always preferred that art imitate life.
Re:He's protesting? (Score:2)
another everquest rip off (Score:2, Funny)
already been done... (Score:5, Interesting)
The really evil twist is as follows... for every additional drink of SotS you take, you get the same ability boost... but the mandatory interval between your doses of "antidote" shortens by a day... so after 2 drinks of SotS, you need to drink the antidote at least once every 27 days... after 3 doses, you need to take the antidote on a 26 day cycle... etc etc...
This effect is cumulative, and (to date) there is no cure. However... the allure of the benefits that this potion can bring has driven a lot of people to become completely dependent on the antidote - having to log in every few days to make sure they get their fix and their character stays alive(!)
Of course, most people think: "Hey, I can handle one drink... the consequences aren't so bad..." - but once you're on the slippery slope to addiction.... ;)
Re:already been done... (Score:2)
Rob
A Tale in the Desert's take on drug addiction (Score:5, Informative)
This waypoint time is very precious! There is just one way to get more, aside from taking a break from play: you can drink "Speed of the Serpent", which instantly gives you 24 hours of waypoint time. There's a catch: from that point forward, you must drink some cabbage juice (super-easy to get) at least once every 30 real-life days. If you forget (the game even reminds you), or fail to log in during that time, you die: game over, account cancelled, no refunds.
You can do additional shots of Speed of the Serpent for additional 24 hour awards, but then the every-30-day rule changes to every-29-days, then every-28-days, etc.
What's interesting is that the player is the one "addicted", not the character!
We've had about 20 deaths.
Addictive tool for Powergamers? (Score:5, Interesting)
If use of gleam can raise a character's dexterity, and if long time players have amassed a sizable pile of treasure they have no other use for, will some players see gleam as a way to make their characters even stronger?
I can almost imagine gleam use/addiction being a status symbol of some sort ... for those characters that can easily afford it. Or maybe gleam is a means to try and bleed some extra cash out of characters with too much coin.
Either way, I'm glad I don't play this game.
-- V
Re:Addictive tool for Powergamers? (Score:1, Funny)
Cocaine is God's way of telling you that you make too much money.
Sounds intrestting (Score:5, Informative)
I however find them usually poorly done in gameplay. It is like all those potions in baldurs gate. Protection against gold, protection against heat, protection against electricity, protection against undead on a friday except on a full moon.
WHO HAS THE TIME!!!!
Geez I am playing a fantasy role of a babarian. Not a bloody chemist. Just sell all those bloody things and spend it on simple healing stuff or even better. Heavy hitters. Who cares is a monster has some weird special attack when one hit puts it down.
I am currently playing Star Wars Galaxies and it got a shitload of drugs/buffs/foods/drinks all wich boost some stat some with some negative after effects. Problem? there are so many that people only bother with 1 or 2 of them. Maybe a 3rd on occasion and all the rest is ignored.
Why? Well I doubt it is an objection to the idea of drugs but more likely that people don't just want to bother. First you got to find a buyer. Then find the money to buy it. Then find the right time to use it. Most of the stuff has short duration and is expensive so you only want to use it when you really need it. Plus the better stuff has after effects so you want to make sure you don't get the downer in the middle of battle.
So drugs in this game are not very intrestting.
It would be intresting to see how a drug would do that has some real and easy to exploit advantages. Say that all your stats go up for a full day but that also has some major side effects like addiction and perhaps overtime less effectivness (so you need more and more just to get the same buzz) and perhaps mental problems like your avatar walking away from battle to look at the pretty colors. Make it illegal in game too so that both imperials and rebels will be looking for it and the components needed.
Then again the real study of addiction is those games themselves. I know SWG is crap with an endless list of bugs and constantly newly introduced bugs, the latest is that mission payouts are not shared out amount the group anymore and sometimes not even being payed out to the mission owner, and yet I keep playing. It is nice weather outside and yet I am inside playing a game that is more an exercise in frustation then fun. At least real world drug addicts can consider themselves cool rebels without a cause. I am just a nerd.
Re:Sounds intrestting (Score:2)
Protection from gold? Gah! What kind of sick, twisted alchemist would come up with that particular concoction? (Probably one who had too much contact with your average everyday adventurer, I guess...)
Re:Sounds intrestting (Score:2)
WHO HAS THE TIME!!!!
The malicious immorts on a mud will code drugs and withdrawels, but give enough of a "boost" to lure others to use them.
The really malicious immorts on a mud will code diseases. Just wait until your barbarian gets a nasty cold. ;)
Is this new? (Score:3, Funny)
SirElfZer: Gleam is a danger to our children in this text based society. Chemical dependency wastes out currency and poisons our soul.
SirEflZer: Merchants caught selling it will have their licenses revoked and will be banished to the northern caves.
* Wild Dog bites SirElfZer for -4 hit points *
SirElfZer: QUICK! Someone get me a potion!
Fallout (Score:5, Interesting)
--trb
Re:Fallout (Score:3, Interesting)
The fact that a player is protesting this mechanic is the only thing 'new' here imo.
Of course, previous games with drugs were played in tight-knit groups or by individuals, so those not wanting to see/experience drugs simply didn't.
In a persistent world, that's not really an option.
Re:Fallout (Score:2)
MUDs are old and only have a cult following. A new MUD feature is really not
Re:Fallout (Score:2, Interesting)
an addiction.
So besides obvious:
Beer / Booze / Jet (form of speed) / Mentats
we also could get addicted to just Coca Cola, Nuke Cola.
Out of more wierd addictions are ones related to healing.
In Fallout you can become radiated by walking around nuclear
silos, nuclear blast sites, nuclear waste or nuclear reactors.
The game however provides you a variaty of anti-rad pills and
potions. A heavy use of such pills can leave you addicted
to them.
Furt
Re:Fallout (Score:2)
Re:Fallout (Score:2)
Not sure about superstims, but they're pretty nasty as it is (They fully restore your HP immediately, but you lose a portion of the gain a while later. I used them through a hard fight, and a little while later dropped dead from the delayed HP loss).
Most of the addictions aren't too bad. Just about every Fallout character I've made has suffered through Buffout, Mentat, Rad-X, and Rad-away withdrawal. The only drug that's really dangerous is Jet. Just
Dune (Score:4, Interesting)
Neocron (Score:1)
http://www.neocron.com
Re:A $10,000 MUD?! (Score:1)
Re:A $10,000 MUD?! (Score:1)
It's not that it's such a great engine at all, it's because of the business model they use to squeeze money out of players. They sell things called credits [achaea.com] for real money. You can exchange these credits for the in-game stuff, such as new skills, houses, pets, special artifact items etc.
40 of those credits cost $20 and you can't really get much for 40 credits. Therefore, some people buy hundrends and some even thous
Re:A $10,000 MUD?! (Score:1)
http://www.ironrealms.com has the actual language programming guide, and its not like any MUD engine I've seen.
Please feel free to correct me on this.
Its $10k because (a) it works, (b) it works well, and (c) it works well in a commercial environment. (d), funnily enough, it doesn't have any "you can't use this for commercial gain" in its licence, quite obvious if you've bought it. Thats not the whole licence as I'm not really going to repeat everything tha
Re:A $10,000 MUD?! (Score:1)
Nothing new (Score:3, Insightful)
MUDs (Score:3, Informative)
MUDs, wherefrom the MMORPGs truly spring, have had addictive substances for quite a while now.
I think BatMUD [bat.org] has had tobacco addiction for as long as I can remember. Which would be something like since 1994-6 or something. Quite likely also earlier than that.
I recall an old text MUD doing something similar.. (Score:3, Informative)
I recall bumping into another character in a town, and everything he said came out on my end as garbled, and he would 'stagger around' i.e. he'd try to go north and would go east instead, etc. The effects would wear off in time. I don't think they had any sort of addiction built into the system.
Re:I recall an old text MUD doing something simila (Score:1)
Drunk code has been standard on Diku-based MUDs for ages now, especially the garbled text.
Uh, euphoria, duh. (Score:2, Insightful)
Re:Uh, euphoria, duh. (Score:3, Insightful)
No, just like it can't model long-term damage to a body from running around, jumping off of walls etc.
At best it can highlight the fact that some drugs when used in excess do have determential effects which might not be worth it.
Been there, done that (Score:3, Informative)