- Nov 14, 2003
- 9,811
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Long before Ultima Online or Everquest, there were MUDS. Text based, some supported hundreds of players at the same time, with multiple classes, races, zones and such.
One particular MUD had me addicted for several years. ArcticMud, it's still around although I don't play it anymore for various reasons.
The reason I bring it up is because compared to all of the commercial MMOs on the market it was much more hardcore.
Some aspects of the game:
-When you die, you drop everything you are carrying, including money, and worn equipment, and you lose a large amount of xp, which can and does result in level loss. You can't store items in a bank either, only money can be placed in the bank.
-PvP is allowed, and you can pretty much kill other players anywhere in the game. The only exceptions are the Inns where you enter and leave the game, and a few scatter areas. Even in these "safe" rooms you can still be attacked and killed if you recently participated in PvP or stealing from a player.
-Rooms exist which are known as "deathtraps". You step inside such a room, and you instantly die. There are always warnings if you look for them, but careless players tend to die in them. Since entering the room results in instant death, it's impossible to recover gear lost in such a room.
-The best equipment is limited, and the very best is limited to only 1 item existing. If someone else has "the shield of huma" for example, you couldn never get one... unless you kill that player and take it from him.
Compared to current games, like world of warcraft, swg, or everquest, this is super hardcore. Even shadowbane, which was supposed to be based around pvp, you kept your equipted items when you died, losing only gold and unequipped gear.
Could a commercial MMO as hardcore as an old MUD like that ever succeed?
One particular MUD had me addicted for several years. ArcticMud, it's still around although I don't play it anymore for various reasons.
The reason I bring it up is because compared to all of the commercial MMOs on the market it was much more hardcore.
Some aspects of the game:
-When you die, you drop everything you are carrying, including money, and worn equipment, and you lose a large amount of xp, which can and does result in level loss. You can't store items in a bank either, only money can be placed in the bank.
-PvP is allowed, and you can pretty much kill other players anywhere in the game. The only exceptions are the Inns where you enter and leave the game, and a few scatter areas. Even in these "safe" rooms you can still be attacked and killed if you recently participated in PvP or stealing from a player.
-Rooms exist which are known as "deathtraps". You step inside such a room, and you instantly die. There are always warnings if you look for them, but careless players tend to die in them. Since entering the room results in instant death, it's impossible to recover gear lost in such a room.
-The best equipment is limited, and the very best is limited to only 1 item existing. If someone else has "the shield of huma" for example, you couldn never get one... unless you kill that player and take it from him.
Compared to current games, like world of warcraft, swg, or everquest, this is super hardcore. Even shadowbane, which was supposed to be based around pvp, you kept your equipted items when you died, losing only gold and unequipped gear.
Could a commercial MMO as hardcore as an old MUD like that ever succeed?
