Multi-User Dungeon
AKA "MUD1"
United Kingdom
Independently developed
Written in 1978 for a DEC PDP-10 at the University of Essex
Date Started: 12 June 2026
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MUD Day is Saturday, 20 June 2026!
I will be in the game from at least 18:00–22:00 UTC.
See the bottom of this entry for further instructions and matters of etiquette.
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In some ways, the entire history of CRPGs can be seen as an attempt to mimic the narrative flexibility of a tabletop RPG session. If we were to judge CRPGs solely against this aspiration, however, we must regard them as a dismal failure. Fifty-one years after the first "
pedit5" player fought a goblin in a hallway, the average CPRG player still can't smash a window, light a fire as a distraction, or trick a bandit by pointing behind him. Not only can the most powerful character in
Skyrim not make his own bid for the throne, he can't even speak his own dialogue to his wife. If he could, she wouldn't be able to respond.
CRPGs have always worked within these limitations by adapting only certain aspects of the tabletop experience. In the early days, some games focused on logistics and combat. They let the player imagine his own game world, motivations, and dialogue, stuck him in a wireframe dungeon, and simply tried to replicate the mechanics of tabletop combat. These games, for whatever reasons, are the ones that were affixed with the "RPG" label. A second effort, just as valid, involved minimizing the mechanical content and emphasizing the narrative content and flexible role-playing through verb-noun commands. Its flagship product was William Crowther's
Adventure (1976), later called
Colossal Cave Adventure, the inspiration for
Zork (1977) and an entire line of adventure games, both text-based and graphical. Although we later regarded them as a different genre, the intention of the creators was no different than that of the creators of
Wizardry or
Ultima. Here's a quote from Dave Lebling, one of
Zork's creators, in the
December 2015 U.S. Gamer:
The kind of D&D I played was sort of a slight twist on regular
D&D, which at that point was still in the boxes. It was the old,
old, old D&D. The dungeon master who ran our group way downplayed
the number parts. It was all about storytelling for him, because he
loved to just talk and evoke the environment you were in and all that,
instead of, oh, well, you have a +1 and he's got a -2 . . .
All that numeric stuff really pushes you away from the story and
into the nerdiness, if nothing else. I mean, it's nerdy enough without
the numbers, but it gets even nerdier with it. That was a good D&D
sort of background in terms of trying to create a story, instead of
trying to just be obsessive about the numbers.
If history had gone another way, we would regard Zork, Spellbreaker, and King's Quest as "CRPGs" and everything this blog has been covering for the last 16 years as something else. "Battle simulators," maybe. Quest for Glory would be regarded as an "RPG-battle simulator hybrid." This blog would be the "Battle Simulator Addict."
Although later commercialized by Infocom,
Zork began as a team effort on the PDP-10 mainframe system at the Massachusetts Institute of Technology. Before TSR, owners of
Dungeons & Dragons, threatened the creators with legal action, there was a period in which the game was called
Dungeon. It was this version that made its way over ARPANET and various other file-sharing networks to University of Essex student Roy Trubshaw. An instant fan, he started building his own adventure game in 1978. Because he envisioned it as a game in which multiple players could interact in a
Dungeon-style game world, he called it
Multi-User Dungeon (MUD, later MUD1 to differentiate it from other games of the same style). He was joined in 1979 by Richard Bartle, who took over as the primary developer of the game when Trubshaw graduated in 1980. That same year, the University of Essex connected directly to ARPANET, and
Multi-User Dungeon was playable by a global audience (for more on the birth of MUD, I recommend Jimmy Maher's
excellent article on the subject).
MUD retained Zork's well-written and evocative descriptions of places, inventory puzzles, and a general "main quest" to collect as much treasure as possible (oddly dumped into a swamp instead of stored carefully in a trophy case). But it also added elements more suited to CRPGs, including experience and leveling. The multi-player aspect ensured that each player faced a world of human-controlled NPCs whom he could fight, engage in alliances, and rob.
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| Starting out in MUD. |
The official MUD was available in several places in subsequent years. It ran on the University of Essex's system, accessible via ARPANET and later dial-up modems, from 1979 to 1987. A version was licensed to the British CompuNet service from 1984 to 1987, and an authorized version was hosted for a time at the Dundee College of Technology. CompuServe bought the rights to the game in 1987, renamed it British Legends, and hosted it until 1999. This version was subsequently rewritten in C++ by Viktor Toth and made available online starting in 2000. (During this time, "MUD" changed from a single game to a genre with many descendants; we'll cover that next time.) That brings us to the present.
The game begins with a quick character creation process. The player gives himself a name and designates a sex, and then the modern incarnation, at least, emails a password that will work until the player does something to kill his character permanently. The character has attributes (strength, stamina, and dexterity), and the game tracks a score based on his various accomplishments.
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| My mess of a partial map. |
Exploration in MUD takes place in a world called The Land, not as interesting as Zork,
but realistic in its general design—except that dozens of adventurers
are for some reason tromping through its fields and forests. Every
player begins in the safety of the Elizabethan Tearoom but is flung into
the world when he exits the room to the west. From wherever he lands,
he can explore a world bounded by dense forest to the north, a wall to
the east, more dense forest to the south, and an ocean to the west (the
ocean is not actually a boundary, as we'll see). Within this world are a
mine, a railway connecting the mine to a jetty, a crumbling ruin, a
mausoleum, a misty graveyard, a cottage with almost 20 rooms, a hut, a
cave, and various other features. Because the scale is inconsistent and directionality is not always reciprocal (i.e., you may leave one area to the east and arrive at the next via the north) or even two-way, the game is difficult to map. I did it (using Trizbort), but the resulting mess makes me think that the map is better thought of in figurative terms than literal ones. Indeed, if you Google MULTI-USER DUNGEON and MAP, you are less likely to find a neat arrangement of blocks a la Shay Addams's Quest for Clues and more likely to find the conceptual map created by Trubshaw and Bartle and published by Bartle in the September 1984 Micro Adventurer. It was this map that alerted me to additional explorable space beyond the western jetty.
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| The map referred to in the preceding paragraph. |
Descriptions of these locations are generally well-written and evocative, which is slightly ironic because when many people are playing, so many messages are flying by that it's hard to remember where you are at all, let alone read the description. Some examples:
- Study: This is the old study used by the gravedigger who once owned this cottage, where he read up on his craft. It is decorated in sombre colours, and the windows are small and dirty. On the south wall is a large bookcase reaching up to the ceiling, made of an enchanted oak.
- Sundial in pine forest: This is part of a large pine forest. To the northeast, the forest opens up onto a magical glade, but in the other directions is more forest, some of it too dense to allow passage. Before you stands an old, stone sundial, overgrown with ivy. The sundial has no gnomon, so cannot tell the time.
- Waterfall: Before you is an awe-inspiring sight; a waterfall plummets over a cliff and explodes in a dazzling crescendo of rainbow colour on the menacing rocks below.
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| To the west is more game to explore. |
Navigation in this world is with commands of a few words. Directions are simple: N, E, W, S, NE, NW, etc. If you get lost, OUT will move you, screen by screen, back to the Elizabethan Tearoom. SWAMP will move you, screen by screen, to the swamp. Other commands will be familiar to players of text adventures: GET, DROP, INVENTORY, LOOK, OPEN, UNLOCK, and so forth. The game deliberately hides some commands for puzzle-related reasons. For most commands, you only have to type as many letters as are necessary to distinguish a unique keyword: DR(op), L(ook), I(nventory), and so forth.
Of course, many of the commands are used to solve puzzles. Twenty years ago, on a blog called "kfsone's pittance," Richard Bartle offered: "The mausoleum is the only place in MUD1 (or MUD2) that has actual puzzles in it. I put it in specifically because people wanted puzzles and I didn't, so I showed them what a pain the world would be if it were all puzzles by giving them the mausoleum." There are indeed a bunch of puzzles—or perhaps, more properly, "riddles"—in the Mausoleum, each one written on the wall next to a tomb:
- MUD's rats reproduce fast! They reach sexual maturity in 35 days and give birth to 14 pups every 21 days. If you took one newborn rat home with you, how many rats would you have after 98 days?
- In what year was the following phrase first documented: tent all all all all tent (& / pospos)?
- K rymsramo vkx k uajcan dkcmocmf tcov ovuaa xvadvauqx dycmocmf ko k oyrw. Wamakov co kua acfvo jaooaux. Tvko kua ovaz?
- Find Milne [NDDL XKXAYB DX NK TAH JIWCO RZBS AZ B JASVKUFH JL VD] [ZLNZ HELAMH NN ZS TOB DIUGM LBHS AL B FAQNGQXT HZ RZ]
- Leave the Mausoleum by way of the cricket chirps: 19.64/s, 0.36/s, 19.64/s, 19.64/s, 0.36/s, 3.57/s. Where are we?
- For your birthday, I can make you the 52607th Duke, the 31870th Queen, the 1835th King, or what numbered prince?
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| The mausoleum riddles. |
Typing the literal answer gets the associated tomb to open up, with some kind of treasure or encounter on the other side. I solved three of these but have no idea on the rest. [Ed. We later learned that these mausoleum riddles have changed a number of times over the years.]
But of course there are other puzzles in the game—those that involve the intuitive use of objects and the parser to produce results, just as in any text adventure. Some of the many that I annotated while exploring the land:
- How can I see in the dark, for all the many places that require you to see in the dark?
- How do I get across the ocean to the other island or to the shipwreck seen from the shore?
- How can I pry up the golden bolt in the railway track?
- How can I get a piece of valuable ore out of the mine's walls?
- How can I survive the trip to the bottom of the cliff at Lover's Leap?
- How can I unchain a sacrificial blade from an altar?
- How do I get the ruby out from the eye socket of an idol?
And this is in addition to all of the "what am I supposed to do at the . . . " questions that could be ended with a variety of locations (e.g., "sundial," "shrine," "badger's sett") and "what am I supposed to do with the . . ." questions that could be ended with a variety of objects and creatures.
I have solved a number of these puzzles, and more besides, but I guess I won't be offering the solutions in my blog entries. It's against the etiquette of the game. While I normally don't shy away from spoilers for old games, here for the first time I'm entering a shared space, and I feel I must bow to the old adage of "When in Rome . . . " I suspect that somewhere out there in Internetland is a detailed spoiler site, but if so, it's not on the surface web. It's somewhat impressive that this information hasn't been widely spoiled on some GameFAQs site after nearly 50 years.
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| It was worth a try. |
While we're talking about shared space, I should make it clear that these puzzles exist for every person simultaneously, and most of them can only be solved by one person. If someone else gets to the Mausoleum before you and opens all the doors, tough luck. If you need the axe to break down the door to the Royal Bedchamber but someone else got to it first, you'd better find some other place to explore. Resets of the game world do happen, specifically:
- When enough treasure has been dumped into the swamp that there's hardly any left.
- When someone with administrative power commands it.
- When nobody has logged in for a few minutes.
The third stipulation means that they happen relatively often these days, but it might be that they don't happen at all during the Saturday afternoon that many of us are playing.
For these reasons, many players eschew the puzzles and focus on the social interaction and player-versus-player combat. Talking with other players is a bit like having a conversation in the early days of chat rooms. Everyone is talking at once, some of them sending direct messages, some shouting to everyone playing the game. You talk to a particular person with the syntax:
TELL Chester, Hello! How are you?
Or you can just shout to everyone:
SHOUT I don't know how to play this game!
You can FOLLOW a specific user if you want to see how they do things. You can HUG, KISS, and TICKLE people, which seems to confer points to their score. You can GIVE them things and also try to STEAL from them. Of course, you can also ATTACK or KILL them. I'm told that it's against etiquette to attack anyone more than two levels below yours, but I don't think anything in the game prohibits it.
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| A brief conversation with another player. She probably would have been creeped out if I'd TICKLED her. |
Other players aren't the only ones you can attack. There are a handful of monsters in the game, including a zombie, an ogre, a dryad, a giant spider, one or more vipers, and a bunch of rats. Most of these enemies won't attack unless you instigate it. I had more success when I started combat than when the enemy did; I think it may be because when the player starts it, he can specify a weapon (ATTACK RAT WITH AXE), whereas the game doesn't always seem to assume the player is using a chosen weapon when he's just defending himself. I'm not entirely sure.
Once combat begins, it proceeds in rounds, sometimes dozens of them, as the game describes the action: "You narrowly side-step a limp slash by the zombie"; "You hit out at the rat with a mighty punch!"; "The savageness of a blow by the ogre sends you sideways." The underlying rolls aren't really transparent, but they seem to take into consideration your weapon, level, strength, and dexterity. Your stamina is your hit point reservoir, and you die if it reaches 0. You can FLEE combat to avoid this, but the action causes you to leave your entire inventory behind, and you lose points. To recover your stamina, you need to SLEEP and hope no one kills you in your slumber or leave the world entirely and don't log in for a while (you restore one stamina point per minute).
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| A very long, and ultimately fruitless, battle with an eagle. |
Equipment-wise, you don't have much to help you in this game. There are sticks all over the place, and that's the best weapon that most players will get. Once you reach the third level, you can use an axe in combat, but as far as I know, there's only one of these in the game. I never found anything that seemed like a traditional RPG weapon or piece of armor, but that doesn't mean they don't exist.
The overall goal of the game is to amass as many points as possible—or, more specifically, to amass as many points as necessary to reach the rank of wizard (i.e., "make wiz"), which essentially makes you invisible and gives you some administrative control over the game world. The three major ways to gain points are:
- Drop treasures into the swamp; the value of this is commensurate with the value of the treasure. I think the most I got was around 100 points, but there could be more valuable treasures than I've found. You can check the value of your carried treasure with the VALUE command.
- Kill Enemies, which give you a handful of points (e.g., 8 for the rats).
- Kill other players, which gives you 1/24 of their score.
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| I gain points, and level up, by setting a dryad on fire. |
Certain point thresholds are accompanied by title upgrades: "novice" to "warrior" at 400, to "hero" at 800, to "champion" at 1,600, and so forth. Leveling up is accompanied by increases in the game's attributes. "Wizard" or "witch" (for female characters) is at a distant 102,400 points. I managed to achieve about 1/100 of that score in a few hours of gameplay in which I explored mostly alone and wasn't attacked by any other players. I think a truly dedicated player, creeping online in the dead of night like me, taking advantage of frequent resets when no one else is online, and just dropping treasure after treasure in the swamp, might be able to make it to the top in a week or two of furtive playing. Obviously, it would have been much harder when players were always attacking and the treasure wasn't all yours.
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| My best score as of this entry. Shortly after this, I had to flee from a dwarf and got knocked down to about 1,260 points. |
There are spells in the game, but not in the traditional RPG sense. They're all focused on interaction with other players. Each has a percentage chance of working based on the character level. SUMMON, when successful, will make a player drop his entire inventory and teleport to you. FORCE makes another player do a particular command. WHERE tells you a player's location. You can change a player's sex with CHANGE, put him to sleep with SLEEP, and DEAFEN, DUMB, BLIND, CRIPPLE, and (mercifully) CURE him. WISH, which works 100% of the time, lets you ask a boon from any player with the rank of wizard. That doesn't mean they'll grant it 100% of the time.
There are a lot of things I don't understand. Rules seem to change on the fly, I suppose based on a wizard who activates one of the game's switches. Creatures go from docile to hostile. Fighting between players is disallowed and then suddenly allowed. A B-52 bomber flies overhead and drops a payload (not kidding). You occasionally run into a beggar; sometimes KICKing him gets you points, and sometimes it provokes a tough combat.
There are two types of death in the game: One from battle, which is permanent (you have to create a new character), and one from environmental damage, which is temporary (you have to leave the game for a while). Environmental deaths include jumping off a cliff without a parachute, slipping on rocks, entering the gassy marsh with a lit torch, and a variety of other mishaps.
Having played for about six hours now, and having mapped a decent portion of the game, I can't help but feel there are depths to it that the casual player doesn't experience. There are strange messages, entrances to the underworld where dangerous enemies await, and an entire continent across the sea that I still don't know how to get to. I feel a bit like the Man in Black in Westworld, insisting that there's a deeper level, a greater meaning. The distressing thing is, I'm not sure experienced MUD players will even tell me whether I'm right or wrong.
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| What is this "emerald and red" message about? |
That will suffice for a long introduction. I'll have more after "MUD Day" on Saturday, 20 June, when I will be playing the game at least between 18:00 and 22:00 UTC (14:00–18:00 EDT, 11:00-15:00 PDT, 20:00–00:00 CEST, etc.). I hope many of you will join me to help me experience the game in proper multi-player mode. If you do decide to join.
- There are instructions here.
- To abide by game etiquette, no attacking players more than two levels beneath you.
- I'm told it's against the rules to play two characters simultaneously.
- And no verbal abuse.
Whether online or for my next entry, I'll see you soon!
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06/2682026
It's funny how meaningless the names of all these genres are. Many games involve an adventure of some sort but are not called adventure games; and one might expect an "action adventure" to be a cross between an "action game" and an "adventure game", but that's not what the term generally means. In practically any game you play a role, even when it isn't called a roleplaying game. A more recent term for text adventures is "interactive fiction" but technically any game with plot is a fiction that is interactive, and most aren't called IF.
ReplyDeleteOne of the clearer names out there is "roguelike", but even that assumes you know it's named after a specific 1980 game instead of the D&D character class, the X-Men character, or dozens of other things named "rogue".
I suppose naming stuff is hard.
I've stopped caring about genre definitions a long time ago. It's always (well, often) the same pattern: Someone comes up with a term that may or may not be good, different people apply it to different things and, in the process, the meaning changes and it gets used in a way that may not make a lot of sense. And that's not even taking into account genres evolving and hybridizing. I remember when "RTS" was used by many to refer to all strategy games, even turn-based ones. Around the mid 2000s I think.
DeletePeople say FPS (for first -person shooter) instead of Doom-alike. Rogue did well to get immortalised.
DeleteBut back in the day, I don't think 'multi-user dungeon' was a readily-available concept... so I'm not blaming anyonr for claiming the acronym.
For a long time in the mid to late 1990s, they were known as some variant of "Doom clone". I'm not sure when that changed to "first-person shooter", but I'm old and stubborn, so I still go with the former. :D
DeleteI remember many games being sold as "arcade action" or "arcade adventure" despite not being arcade games or even home ports of arcade games. It's an old problem. ;)
Delete"Doom clones" stopped being used since Quake, as Quake radically changed the aiming scheme to what is now considered default.
DeleteQuake itself didn't have WASD and Mouse Look as a control scheme at launch. It was Thresh who popularized that and eventually it became an option in Quake without having to mess with developer controls. But I do think that is the point when Soon Come stopped being used
DeleteSoon Come=Doom Clone. Sigh.
DeleteThe absolute earliest reference I’ve ever been able to find is the July 1994 issue of PC Gamer (US) in their second issue. Given the production schedule of a print magazine, spring 1994 is probably when it started to go around. It was a lot slower to catch on at CGW where it doesn’t turn up until Jan. 1996. Personally, I don’t even remember what I called an FPS back then. I think Doom was just the generic point of reference for a really long time.
DeleteEveryone I used to know called what we call FPS now "shooters", because "first-person" shooters were the only ones around for a while. The distinction between first-person shooters and third-person shooters is a later one.
DeleteThen again, _shooters_ like Contra, Gradius, Duck Hunt and Space Invaders predate the entire FPS genre. By several years, at least.
DeleteAll those genre names you mention come from the same logic as "rougelike", or "doom clone" like thekelvingreen mentioned, though.
DeleteCRPGs aren't called CRPGs because "they're games where you play a role", they're called that because "they're like tabletop RPGs, but on a computer". Adventure games are called that because "they're like the game Crowther called Adventure". (In the early days, the entire "genre" was indeed just referred to as a game called "Adventure". So just like we say Dungeons and Dragons is a game and Curse of Strahd is an adventure, people also used to say that Adventure was a "game" and Zork was an "adventure").
The only genre definition thing that gets me is the usage of "Roguelike" to refer to games that aren't turn-based and/or aren't meaningfully randomized; I think of things like Hades as "Sparkling procedurally-generated games"
DeleteDuerer:
ReplyDeleteYES. Youngsters are having a hard time to understand what the term "RPG" really means. To us, nerdified in the late 70s, early 80s, this is pretty much self explanatory, however, later generation kids treat RPGs as "tactical battle simulators", or worse, any game with "skill trees".
I guess the real meat of an RPG is the freedom of choice. Hence the original p&p RPGs (with a good DM) are absolutely unmatched. Lots of organic choices (and lots of consequences) create a very personal game session.
Today's game design gives us the ILLUSION of choice, that gets more and more streamlined.
Early games (e.g. text adventures) had usually one path to success, but many non-critical options down the road. Point and click games significantly lowered the optional part, and now we have "totally linear cinematic adventures".
Same with RPGs. MUDs even allowed us to break dungeon walls at will (several decades before Minecraft!), Wizardries game us tons of character options, Ultimas game us extreme world interaction, etc, etc - but Bioware games gave us premade companions, Bethesda games gave us only tree critical path to beat (Ken Rolston's trinity of melee fighter, sorcerer and alchemist), Asian RPGs simplified character build to grinding, and nowadays... we have absolutely meaningless skill trees.
Mind you, this is not a bad thing. Simple games are good and we need simple games. The problem is that young, aspiring game designers have absolutely no clue what an RPG (or an adventure game, or a puzzle game) really is,
It is up to us, old farts, to educate them.
Why it is so important? Because without this, the chance to create specialized, niche games gets slimmer and slimmer -- all games will be based on a generic "commercial gameplay template".
Please.
DeleteThe CRPG genre was railroaded towards "tactical battle simulator" by none other than GoldBox series, where non-combat aspects of RPG's were rudimentary. If anything, the genre largely ignored varieties in gameplay for a long time, since an overwhelming majority of games revolved around a party, and where the said party was presumed to have all specialists to solve all problems.
As far as skill trees go - skill trees were a breath of fresh air after a long time of minimal choice at leveling.
I can't agree that the Gold Box series was primarily or even significantly responsible for the 1980s and early 1990s conception of what a "CRPG" is. Those games at least had plots, special encounters, and occasional role-playing choices. Honestly, combat was emphasized right out of the gate with Wizardry and later Dungeon Master.
DeleteI have hard time agreeing that we can speak of series that spawned 11 games between 1988 and 1992 as of anything but "significantly responsible for for the 1980s and early 1990s conception of what a "CRPG" is" - at the very least, let's agree that "tactical battle simulation" subgenre has always been there, has always been popular, and was actually quite well implemented. No need for (that other person) to go on a rant about "kids these days".
DeleteNot to downplay the importance of the Gold Box series, but personally I feel like Ultima was more responsible for defining what a CRPG could be though the 1980s.
DeleteEven if we limit ourselves to the "tactical battle simulators", several games came before the Gold Box series. I'm specifically thinking of Ultima IV & V, plus the earlier SSI games like Wizard's Crown and Eternal Dagger. Although that is evidence to RandomGamer's point that the tactical battle simulators have always been around - likely due to the early influence of wargaming on D&D.
I would agree with our host that the combat emphasis of CRPGs was already very well established by the time Pool of Radiance rolled around, since yeah, it was predated by no less than four or five Wizardry games, five Ultima games, the aforementioned earlier SSI games, the Phantasie trilogy, Dungeon Master, the first wave of Japanese console RPGs, two or three Bard's Tale games, and at least one and maybe two Might and Magic games (PoR and MM2 came out within a couple months of each other and I don't remember which one was first).
DeleteGold Box's contributions to the genre were mostly polish rather than direction, IMO; I can't think of much they did that actually strongly influenced other titles in the genre going forward, outside of those also carrying the Dungeons and Dragons brand (but, please, feel free to correct me).
There is currently a discussion on the AdvGamer blog regarding the differences between RPGs and adventure games, which started from the debate whether Disco Elysium can be considered an RPG or not - largely because it doesn't have combat.
ReplyDeleteChet, I'd be interested in having you weigh in on this; as I understand it, the first of your current four criteria require combat for a game to qualify as an RPG.
https://advgamer.blogspot.com/2026/06/discussion-point-disco-elysium.html
Not quite. The first point in my definition says: "Throughout the game, the character must become stronger, more resilient, and more capable of overcoming the game's challenges, including combat." If the game doesn't include combat, it still meets this point if the character gets better at overcoming other challenges. I'm open to the possibility of an RPG without combat.
DeleteI think Harley-Davidson: The Road to Sturgis is a combatless CRPG by your definition; at the beginning and several times afterwards you get to assign points to various skills that do make a difference to gameplay.
DeleteSo the most prominent games we have with "no combat" are: 1) an urban detective story, and 2) a game about a historically-violent rally attended by outlaw motorcycle gangs. What's next? A "no combat" game set in the World War I trenches?
DeleteWhat's next? Surprisingly: a 2003 MMORPG set in Ancient Egypt, that predates World of Warcraft and is still running. https://en.wikipedia.org/wiki/ATITD
DeleteI read the Wikipedia article for the game, but it doesn't sound like it would meet my definition of an RPG. It sounds like characters advance in "rank" but not in skill, unless there are aspects of the game that aren't reported in the article.
Delete"More than one player has wondered (correctly) if this game is a sociology experiment in progress." It's the interpolated "correctly" that gets me here.
@CRPG Addict, you may be surprised, but Colony Ship RPG can be finished without a single combat (and, AFAIR, so can be Age of Decadence), so you can add "generational colony ship" (and, I believe, "post-apocalyptic techno-magic Roman Empire") to the list.
DeleteWell, that makes more sense. Violence on an intergenerational colony ship is definitely something you'd want to suppress.
DeleteNearly forgot Inspector Schmidt: A Bavarian Tale, set in 1860es Bavaria with some supernatural elements.
DeleteGreat game, by the way, even though its graphic requirements are brutal.
I'll add that while there is indeed some combat in Disco Elysium (IIRC, there's one unavoidable fight scene on the critical path; there might be others that can come up based on your actions), it's very much "puzzle combat" more similar to something like the insult-based dueling in Monkey Island than a traditional RPG combat, even though success and failure are still governed by dice rolls
DeleteAh, this one is actually for Chet: there's Omen Exitio: Plague, which is, for all practical purposes, a "choose your own adventure with stats where you level up and can create different builds". However, it is still largely a chose-your-own-adventure, even if there are multiple endings involved.
DeleteWould it qualify?
It is a fast game, taking maybe 5-7 hrs start to finish.
Sure, I guess. It sounds like it meets my definitions. Honestly, I'm inclined to keep things inclusive unless it becomes a problem.
Delete"It is common in blog articles for expository images to accompany the text that surrounds them."
ReplyDeleteTee-he! Good one, Chet :)
I have to stop using placeholder text. I almost never remember to replace it.
DeleteWait, I also thought that this was meant to be intentionally humorous.
DeleteAnd I thought I just didn't get it.
DeleteUnintentionally great joke! It's what my former Chinese students would have called a "cold joke".
DeleteI love the rat riddle.
ReplyDeletere: the type-of-RPG split
ReplyDeleteWhat's interesting is how you can see that split in the tabletop campaigns themselves. Tomb of Horrors I've already encountered two games that match (and there's a future adventure game I'll eventually get to that adapts the campaign 1-1) whereas lots of the other campaigns from that time really did feel like a way to dispense a series of combats (more like traditional CRPGs).
We now also have the document for the Mirkwood Tales campaign which both Crowther (Adventure) and Lebling (Zork) played in, and it certainly feels a little more on the exploration side than other tabletop-campaigns I've read from this time.
https://archive.org/details/mirkwood-tales/mode/2up
I don't think I every played a MUD like this, but in college I was really into MUSHes for a year (Multi-user Shared Hallucinations). Though most of them involved you having some stats and creating some description, I remember the ones I was involved with also allowing virtually everyone to create their own rooms, allowing everyone to create scenes, adventures, etc.
ReplyDelete>What is this "emerald and red" message about?
ReplyDeleteMaybe a hint that the golden statute's eyes are valuable red emeralds which you can remove somehow?
Also that whole things sounds like a great allusion to the classic D&D cover.
DeleteOh interesting, I've been playing on and off since the initial announcement, and judging from this article I feel I've explored more than you, but I've never seen that room in the last image (though I've found something clearly relating).
ReplyDeleteI'm looking forward to seeing how this goes with a bunch of people all exploring (though admittedly I get a bit apprehensive when I run into another player as-is).
I become invested in the game and I'm a little concerned there'll be a bunch of players who're only there for MUD day and turn it into a battle royale because they don't actually lose anything from getting characters killed if they weren't going to play it again anyway.
I see from the screenshot you've solved the rat riddle in the mausoleum. I'm a little annoyed that's the solution because that's the first thing I tried, except I typed it as a number instead of a word and that didn't count, then I got messages on my screen (I assume from a hidden wizard) telling me it was harder than I think.
Incidentally, I originally played via PuTTY, but new messages interrupted actions I was typing, making it harder to play. Another player recommended the WizTerm program available on the BL site, and while it's maybe a little vibrantly coloured it does seem to be a better option.
Yeah, I've had the interrupt problem, too. I'll probably try WizTerm for Saturday, but I find that if you just ignore the interrupts, finish your sentence, and hit ENTER, it usually works.
DeleteYou're right that there's a danger of people taking it trivially. That's why I took a lot of time ahead of the day to explore and understand the game.
Delete"If history had gone another way, we would regard Zork, Spellbreaker, and King's Quest as "CRPGs" and everything this blog has been covering for the last 16 years as something else. "Battle simulators," maybe. Quest for Glory would be regarded as an "RPG-battle simulator hybrid." This blog would be the "Battle Simulator Addict."
ReplyDeleteEither 4th or 5th edition D&D (maybe both) broke down the game into 3 "pillars": combat, exploration, and social interaction. (In-character social interaction, that is.)
The early editions if D&D actually devoted most of the rules to exploration, with combat a distant second. Nowadays that's reversed. I think CRPG's do a decent job of modeling both the "exploration" and "combat" pillars. Adventure games focus on the "exploration" part.
The three pillars are from 5th edition. I find it ironic that they claim the game has three important parts, then write rules almost exclusively for one part (i.e. combat). Out-of-combat rules for both 4th and 5th are mostly "roll some skill and make something up".
DeleteRegarding video games, some adventure games do a decent job at social interaction, by way of dialog trees and dialog mazes. Generally, LucasArts adventures do this and Sierra adventures don't. Most RPGs don't either, until we get to the age of Planescape Torment.
That map is beautiful.
ReplyDeleteI mean the graph.
"The dungeon master who ran our group way downplayed the number parts. It was all about storytelling for him, because he loved to just talk and evoke the environment you were in and all that, instead of, oh, well, you have a +1 and he's got a -2 . . ."
That's the way I remember it, though much later (mid 90s). There were of course the TTRPGs that emphasised this as part of the ruleset, like the World of Darkness games, but we didn't play these very much. But we played the more numbers-based RPGs like Arkania and Shadowrun the same way. I guess that people, at all times, have adapted TTRPGs to fit what they liked best.
If dying in battle erases your character but dying from environmental damage places you in purgatory, it seems like the most sensible thing to do when a fight isn't going your way is to hurl yourself into the sea.
ReplyDeleteWhen you're in combat, the only option you have (other than to retaliate with a weapon if you're the defender or just wait and see who wins), is to flee in a direction, which costs you points.
DeleteIt more serves to make it so exploration isn't overly punishing, as it's quite easy to die to environmental hazards. I've carried a lit torch into flammable/explosive locations more times than I care to admit, and there're plenty of other ways to die that are far less 'the player did something obviously stupid in retrospect'.
Didn't know that interesting Lebling quote. Regarding the joint roots and common/overlapping traits of (some) 'CRPGs' and 'adventure games': I guess it's a coincidence, but as I see Radiant also already mentioned, the current most recent entry over at the Adventurers Guild is a discussion on whether Disco Elysium is an adventure game.
ReplyDeleteUnfortunately won't be able to join on Saturday, but look forward to reading about the experience(s) - have fun everyone!
Sadly the same goes for me but I wish you guys a lot of fun, too.
Delete"MUD's rats reproduce fast! They reach sexual maturity in 35 days and give birth to 14 pups every 21 days. If you took one newborn rat home with you, how many rats would you have after 98 days?"
ReplyDeleteJust a wild guess I had while reading the entry.
ROT13: Fgvyy bar, hayrff gurl ercebqhpr nfrkhnyyl?
Yes.
DeleteOkay, this game is harsh. Killing my character, okay. But making me go through email registration each time? No thanks. :P
ReplyDeleteHello! I have been reading your blog for, gosh, 10 years? I don't know why I have not commented before but I tend to lurk on blogs. I was spurred to comment because I joined in on the play event for MUD(same name as here) and I had a great time! It was definitely not a success for me game wise but I had a blast playing! I think my best run was around 200 points but I was done in a couple times by the damned rats in the basement of the cottage. Do they spawn endlessly? I had a good fight run at one point but every time that I checked, there were always four of the buggers no matter how many I killed.
ReplyDeleteSome highlights: stealing an epee off a sleeping player, then dropping it and all other gear fleeing from said rats(You then immediately found it and shouted why would anyone drop one). Finding a raft on the beach then setting sail in the ocean before drowning in a storm one move later, much to the detriment of my pirate career, then going right back to collect my gear and raft only to have the exact outcome! You mentioned what a nice goat I had at one point and I never figured out what he(she?) was good for. I think the poor animal ended up in the basement with the horde of rats...
Thank you for hosting the game. I never knew MUD was a thing but now that I do, I may check in every so often to test my luck!
Oh hey, YOU'RE the one who picked up the violin bow I dropped! It meant I was stuck in a single room underground with no escape until you died at sea and it washed ashore. Good times.
DeleteYes, I definitely grabbed that...twice? Why would that lock you in a room? What a great game!
DeleteNera'g gurl fcnjarq ol hfvat gur enggyr lbh svaq hcfgnvef?
DeleteI noticed too late on my lonely trial last year.
Hi, Denerik! It was good to see you yesterday, and I'm grateful for your comments. Coincidentally, I also had the experience of snatching something from a sleeping (or at least idle) player last night, and it was a bit of a thrill. Thank you for clearing up the mystery of the epee; since you stole it, I suppose you don't know where it came from originally. I've never seen it in game, nor the saber that I also had for a while.
DeleteI'll have another entry out later this week!
I was the "sleeping" player (restech), got dropped out of telnet and then couldn't reconnect for a while (the exorcise did not work), so good you folks stolen it. As for where it's from, I got it from Morpheus in the morning, I have never seen it in the game before, maybe some wizard only thing.
Deleterkj, if you get this, would you mind emailing me offline to discuss what we were trying to accomplish in the swamp? I've been back there a few times, and I still don't quite understand the process.
DeleteI wasn't able to take part in today's festivities, but I have fond memories of MUDs from back in the day. One of my college roommates ran a MUD called HeroMUD (it was an LPMud, if I remember correctly) off of University of Michigan College of Engineering servers back in the early 1990s. It kept being shut down whenever the powers that be noticed it running.
ReplyDeleteIt was superhero themed, with Star Wars crossover stuff. Each player had a superhero power (based on Spiderman, Wolverine, Hulk, Green Lantern, Jedi, etc.). It's been a long time, so I don't remember everything, but I remember if you died, your shade would be generated, and a high-level player (a "Death") would recover your shade. Or if you lost your connection, you'd be replaced by a statue until you got back online.
Lots of fun back in the day!
I couldn't make it in time for the game, but I will diligently read the resulting entry as usual.
ReplyDeleteBeing far too much of a late-comer for the internet, but familiar with text-based games : I tried MUD briefly and was very surprised.
ReplyDeleteI expected "MMO with a text interface" and encountered more of a "text adventure game with online features".
It's really Zork modded with chatrooms and limited user interaction. I wonder when the shift to "world simulation with various activities" happened, probably between this and Ultima Online.
The popular (but slightly later coming) DikuMUD family of games is basically all combat and no puzzles, making it a MMO with text interface.
DeletePossibly other branches of MUD as well. Wikipedia has a chronology at https://en.wikipedia.org/wiki/List_of_MUDs
Thank you very much! I looked at the DikiMUD pages, and it indeed seems to be a lot closer to this modern type of gameplay. Playing it will unfortunately have to wait for vacation epilogue ^^.
DeleteI wish I could have made it to MUD Day, hope everyone had fun!
ReplyDeleteThe weirdest thing about this MUD is combat for me. AFAIU only your first hit is using weapon (if you do kill X with Y). If you are attacked you need to do RETALIATE with Y to use weapon for a single hit, then it goes back to brawl, but I'd love someone to confirm.
ReplyDeleteI was curious about that. I noticed that if I typed something like ATTACK RAT WITH AXE, it would often die instantly, but if it didn't, I'd be stuck in combat for a couple of minutes.
DeleteAnd I've never gotten RETALIATE to work successfully. The game just tells me that I need to specify a weapon, even if I specify a weapon.
Deleteneed to omit "with", funny parser, from my console logs:
Delete*Your dreadful follow-up clout at the beggar is effortlessly avoided.
*retaliate axe
The furiosity of a thump from the beggar sends you reeling.
But courageously you recover, and hurl yourself into the engagement.
You retaliate with your axe!
I think the problem is that you can't retaliate if you initiated the fight in the first place.
DeleteI wonder if I would have had better luck against those blasted rats if I had known to attack with the epee...
Delete'With' worked fine for me, I was using "ret w axe" or "ret with ls" with no issues.
DeleteWhat confused me initially was how I could attack with a brand but couldn't retaliate with one; I suppose there are some makeshift weapons you can attack with, but only some weapons that work for retaliation.
@Denerik there is certain animal that helps with rats :)
Delete@Kalieum I think Chester is right - you can only use weapon a single time during a combat - you either open with it, or you retaliate if you got attacked, but later on it's a brawl.
I agree that's how it seems to work, but my experience is that you additionally specifically can't retaliate with a brand; you get the message "you must retaliate with a weapon" (different to "you have already retaliated this combat"). This gave me a lot of trouble early on where whether I could defeat a rat was entirely dependent on whether it or I attacked first.
DeleteTwo of my favourite game-analysis blogs finally converge!
ReplyDeleteAs an additional resource to the the Digital Antiquarian, I present Aaron Reed's MUD entry as part of his 50 Years of Text Games project:
https://if50.substack.com/p/1980-mud
The project is completed (and collected into a physical and digital book with further resources) but many of the entries are still online.
Aaron's project focuses on the text game experience, and so his analysis and history might provide some extra details or nuance on that front specifically.
The home of the project is here: https://if50.textories.com/
(As a separate comment to my text game history)
ReplyDeleteChet, I think your Westworld note is fascinating, and a great example of the approach you bring to this entire process. You usually take these games and ostensible setting on its own terms, taking it seriously or as much as possible in-universe.
(I recall how the Xeen Might and Magic games grated with their often fourth-wall breaking comedy. Or how you noted in the Yendorial Tales summary that a merchant referred to Enhance +3 in-universe.)
I feel like I understand and even duplicate that approach, and that the effort to make connections and understand the meanings in a game is part of the appeal. A puzzle or pursuit of a hint is not unlike some kinds of poetry or other art, in that regard, waiting for the circuit to complete in the reader / viewer / player.
In some respects, it makes the 'battle simulator' note particularly interesting: all of these stats and game mechanics are compelling but can also become a distraction or draw focus away from an experience that allows that circuit to complete. (If that makes sense).
I'm thinking of how D&D became so mechanics and battle-focused that 4th edition explicitly grouped classes based on how they supported the battle, (controller, striker, etc) and how this rankled because it was so clearly a mechanistic experience instead of one in which the gameplay somehow contributed to verisimilitude.
The furthest extent of this would be a board game like "Sorry!" where there's really no narrative whatsoever, just mechanics. Many board games often feel like the narratives are a thin tissue wrapped around very specific mechanics, as well.
This isn't to suggest that game mechanics are bad because they pull away from story (that's a very big debate in TTRPG world that I have no interest in touching) and in fact, I think there's a sweet spot where they both enhance each other.
Baldur's Gate 1 has mechanics that allow for emergent story moments to occur alongside the scripted or story-forward moments, for example.
Those moments that are specific to you and your playthrough, because of how you approached the puzzle / challenge / etc, while still connecting to the overall world the designers presented, that feels like something unique and special about CRPGs. Arguably, that framing is a sort of ur-judgement one can apply to most elements of the GIMLET, as well!
Here's to more circuits completing and RPG sweet spots found!
Great comment. It's funny, because while a good story is fundamental to my enjoyment of a CRPG, I still don't consider it definitional to a CRPG.
DeleteFor a lot of these older games, I simply dismiss early on any idea that they're going to offer a rewarding story experience. If it's clearly a framing story, or clearly something the authors didn't take seriously, I'll just forget about it and try to enjoy the mechanics.
Modern games are harder. There's always a bit of tension at the beginning during which I try to determine how much time to invest in the narrative (Do I read all the books? Do I pay attention to the NPCs? Do I take notes?) because I don't know if it my effort will really pay off. I've heard from people who insist that it does in Elden Ring, for example, but it never did for me. I'm 2/3 of the way through Tainted Grail: The Fall of Avalon, and I still don't know what to make of the narrative or whether it's going to pay off.
The modern game issue is similar to what you've described as the 'cabbage problem' of something like Skyrim. It's one thing in a wireframe Wizardry (for example) to quaff 7 potions in a row, but another in a game that otherwise tries to create an immersive experience involving physics.
DeleteEven Arena provides an interesting example. (And later, Daggerfall) with cities that are full of people, but generated randomly so at that point that you aren't expected to talk to *everybody.*
But, you CAN try to talk to everybody. So there's that tension between fiction-context and gameplay experience.
This bit caught my attention:
> while a good story is fundamental to my enjoyment of a CRPG, I still don't consider it definitional to a CRPG.
I understand what you mean, because the mechanics themselves can be fun, and there is an enjoyable gamplay loop within those mechanics. More like puzzle solving.
It might be that 'story' or at least context is also part of the overall aesthetic measured by the GIMLET, in the sense of... does the economy (contexts of scarcity and abundance) contribute to a meaningful engagement with the challenges and choices? Does the combat (contexts of threat and victory) contribute to the same? Etc. Etc.
I'm not sure if that's making sense; I'm not arguing against the GIMLET or suggesting that it's relatavised by describing story/context as the medium in which it is being measured...
Moreso, as a writer, gamer, theatre maker, (and very, very nascent game designer) I'm philosophizing in real time my own thoughts around how story/context/meaning sits within the CRPG experience.
A whole different line of inquiry came up as you noted the tension of CRPGs to "mimic the narrative flexibility of a tabletop RPG session" and especially related to the text adventure experience.
ReplyDeleteIt did remind me of one of the appeals of jumping into D&D as a kid; I was of an age, young enough that CRPGs already existed (late 80's, early 90's) and so playing a TTRPG came with it quite intentionally the appeal of being able to try *anything.*
What I wanted to note here is that the text adventure experience (which is still going strong in hobbyist communities) can offer a 'more convincing illusion' of that freedom, even if the actual gameplay is limited to the verbs and nouns provided by the game, and the singular solutions to the puzzles.
By virtue of having the player read and then co-imagine the experience, they are inherently evoking a very powerful 'reality simulator' in their minds that even today's best graphics can't touch.
And when the player tries something and the game responds with something like: 'you try but you can't pick that up' or 'it didn't quite work the way you expected,' that response feels quite different from hitting the edge of a map or seeing your character be unable to jump over a 2 foot high wall, simply because the designers didn't program it. It creates something like a softer experience of the gameplay edges.
It doesn't feel like you simply can't do it because there isn't a button mapped to it; in fact, you can try anything because you can type anything.
Anyway. Drifting away from the point of CRPGs but these aesthetic notes struck me and might be germane to the appeal of the CRPG / MUD interaction!