Networking and Online Games: Understanding and Engineering Multiplayer
Early Online and Multiplayer Games Figure 2.6 Screen shot of MUD 1, one of the early Multiuser Dungeons can add more structure to the world by adding more content to the world database. The open source nature of many MUDs spurred them on to become popular in academia. Early MUDs became a source of inspiration for later multiplayer network games, such as Everquest, and many MUDs still support a core group of dedicated players. The game was initially populated primarily by students at Essex, but as time wore on and we got more external lines to the DEC-10, outsiders joined in. Soon, the machine was swamped by games-players, but the University authorities were kind enough to allow people to log in from the outside solely to play MUD, as long as they did so between 2 am and 6 am in the morning (or 10 pm to 10 am weekends). Even at those hours, the game was always full to capacity . Richard Bartle, Early MUD history, 15 Nov 90. MUDs used a client server architecture, where the MUD administrator would run the server and MUD players would connect to the MUD server with a simple Telnet program, initially from a terminal (Figure 2.7). The disadvantage of Telnet was that it did not always do an effective job of wrapping lines text and incoming messages sometimes got printed in the middle of the commands the user was entering. In response to Telnet s shortcomings, there sprang up a range of specialised MUD client applications that addressed some of the interface issues that Telnet had, and also provide extra capabilities such as highlighting certain kinds of information, providing different fonts and other features. 2.2.3 Arcade Games Nolan Bushnell, an electrical engineer, was another person influenced by Spacewar, encountering it during the mid-1960s at a university campus in Utah. Apart from just
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