
Roguelike Radio Episode 141: MUDs
Nov 21, 2017
Richard Bartle, co-creator of the first MUD and virtual world pioneer. Pier Donini, longtime MUME builder who models deep Tolkien-style worlds. Cat Rambo, developer of the roleplay-required Armageddon and community leader. They trade stories about building and sustaining text worlds. They dive into roleplay enforcement, immersive mechanics, player-driven narratives, and why text sparks imagination.
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MUDs Originated As Alternative Social Worlds
- Richard Bartle explains MUDs began as a reaction to an unsatisfactory real world, leading him and Roy Trubshaw to build an alternate space for people to be themselves.
- They released code freely, spawning dozens of variants and seeding the design DNA of modern MMOs like EverQuest and Ultima Online.
From Typo Fixer To Roleplay-Required Designer
- Cat Rambo recounts moving from D&D groups to Dark Castle then Armageddon, where she progressed from typo-fixer to head designer for a roleplay-required MUD.
- Armageddon enforced deep roleplay, attracted committed storytellers, and deliberately fostered a welcoming space for women.
Use Curated Community Content To Retain Players
- To retain players, emphasize community-created content and curate it so quality and style are consistent across the world.
- Community authorship increases player investment and converts players into designers and long-term contributors.
