A New Generation Of MOOs 32
eric.costello writes "MUDs (Multi-User Dimensions) are to Ultima and Everquest as MOOs (Mud, Object Orientated) are to... The Game Neverending? There's a great interview up at Mindjack with the makers of the upcoming web-based MMOG." The article states that "EverQuest puts you in someone else's world, but in a MOO, the world was yours to help create," and this seems to be a big part of what The Game Neverending is trying to promote.
Appropriate SOVIET RUSSIA reference (Score:2, Funny)
If the game allows you to mold the game to your liking, is the game the final product or the path leading to it?
Re:Appropriate SOVIET RUSSIA reference (Score:5, Insightful)
It reminds me of a quote from Walt, about Disneyland:
Disneyland will never be completed. It will continue to grow as long as there is imagination left in the world.
In other words, the point of a MOO isn't to finish it, but to create it, and to continue having that outlet.
Re:Appropriate SOVIET RUSSIA reference (Score:2)
Theme parks (Score:3, Insightful)
But I think the similarity is really just in the fact that, given the heterogenaity
Re:Theme parks (Score:2)
Daniel
Re:Theme parks (Score:2)
Yeah, likewise. Can't say I blame, him, though. Would you stick around? The threads attached to his articles were just big flame-fests...
May I be the first to say... (Score:2, Funny)
MOO... (Score:1)
If such a thing exists, then there likely also has been a thought to making a MOO (Orion) of the MOO (text) of the MOO (Orion).
Such a game, would no doubt, involve a cow. At the very least, many of the players would no doubt make cow sounds.
The end result of this would be: MOOing in the MOO based on the MOO of MOO.
You've fried my brain... (Score:1)
I havn't had my morning coffee yet, and you throw *that* at me. I can't believe someone would be so cruel.
Re:Get the terminology straight... (Score:2)
MOOs (Score:1)
"Hmm... I'll just let the players build it! I can call it a 'feature'! And if it sucks, it's their fault! Woo-hoo!"
I have to disagree (Score:4, Insightful)
Finally, it may well be that the developers are not good at world design...but I'd say that it's better that they recognize that and let someone else do the world design than try to do it themselves. Quite a few commercial game developers that can code but not design good games have taken this route. It produces bad games...that cannot be fixed.
I always thought that (Score:2)
Re:I always thought that (Score:2)
Game Neverending (Score:3, Funny)
this is the game that never ends.....
it just goes on and on my friends...
Re:Game Neverending (Score:2)
some peoples started playing it, not knowing what it was...
and they'll continue playing it forever just because...
Re:Game Neverending (Score:2)
It just goes on and on my friends...
What about the code? (Score:3, Interesting)
Re:What about the code? (Score:5, Interesting)
Yeah, it sounds stupid. You have to have been there.
The thing I like most about MOO, though, is that it is just an engine. You can do just about anything with it. For example, many MOOs double as Web servers, processing game data into HTML. Some also speak IRC -- a bot coded in MOO can be a bridge between a MOO and an IRC channel. Many MOOs also generate colored text on the terminal by generating the ANSI escape sequences from MOO code. Picture a scripting language sitting on top of a network interface. The server provides a basic framework, but all the real behaviors are programmed in the scripting language and part of the "database". (A MOO database is a collection of MOO objects, with inheritance, properties, and program code. It's not a relational database.) In a MOO, an object in the game world sense is the same as an object in the programming sense. A "verb" is the term for a function -- you can pass in args like you would in most any language, but these also have an additional layer to allow a verb to also be a command a player types in. Some verbs are only callable as commands, others are only callable as functions -- and some are both! Since new script can be compiled in on the fly, you can change a MOO around significantly without ever having to restart it. (Of course, you can also have MOO code that generates and executes other MOO code.)
The language has some interesting strengths and some key weaknesses. It'll teach you some bad software engineering habits if you let it. On the other hand, its huge flexibility is a good teacher. And it's definitely a wonderful geek toy.
MUDs to Everquest? (Score:2)
Man, it's a shame a certain kat from a #td channel isn't around, she spent about 3 hours insulting me because I claimed that Everquest was a natural evolution of MUDs. That psycho spent her entire life on ECrack, so I wasn't that surprised that she had gone a bit soft, but the rabid energy and complete narrow-mindedness with which she defended her point of view was seriously disturbing
Re:MUDs to Everquest? (Score:1)
Re:MUDs to Everquest? (Score:2)
Re:MUDs to Everquest? (Score:1)
Where are the MUSHes? (Score:2, Insightful)
Re:Where are the MUSHes? (Score:1)
Okay, maybe it's just a changing demographic. There seemed to be no shortage of sci-fi muds and mushs (particularly of the fantasy kind). But I do agree with you, where has the role playing gone?
One of my favorite quotes of the pre-web days was how Muds were to IRC what herion is to marijuana.
Re:Where are the MUSHes? (Score:1)
Screenshots? (Score:1)