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The Slow Death of Text-Based Gaming

The Triumphant Rule of Big Corporate Role Playing Games

By Jennifer Ruddock, published Sep 13, 2006
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I was introduced to multi-user text-based gaming via Telnet in 1993. As an 80s baby, I grew up on Zork and Super Mario Brothers. Interactive gaming was a completely new and novel concept for me, a live action marriage between the Choose-Your-Own-Adventure series and Dungeons and Dragons. The games were called Multi-User Dungeons (MUDs), and I was completely addicted from the first week. I played over a 1200 baud modem for six to eight hours at a clip before crashing, only to find myself dreaming in scrolling text. These games eventually spawned today’s household names: World of Warcraft, EverQuest, NeverWinter Nights, and dozens of others with big name gaming firms behind them. For those of us left behind in the Mom-and-Pop text-based shops, the evolution six or so years ago to both graphical and corporate has been slowly killing our way of gaming life. 

I took two or three years off from gaming after I graduated from college, preferring to use my time to meet and eventually marry my now husband. I returned to gaming on a whim. Bored one afternoon, I connected via AOL dial-up to the MUD Connector, a gaming directory, to try to find my old MUD stomping grounds. My initial search was fruitless, but I found HexOnyx instead. I connected and made friends with an immortal calling herself Albus. I have been there ever since. 

Where are the MUDs Now?
Flash forward from the late 90s to 2006 and you’ll find me presiding as Implementor over a superior game with a rapidly declining player base. As in the real world, MUDs often promote for the most ridiculous of reasons. I became the site manager and lead designer of Hexonyx.com, Hex’s web site. From there, I was promoted to Assistant Areas Head, and then, by virtue of attendance, Areas Head (meaning I'm in charge of all new area, monster, and equipment creation). Last year I was again promoted, this time to co-Implementor. Why? I’m always there and I’m willing to work. Just like in real life. 

The Slow Death of Text-Based Gaming

So what's killing online gaming? We have evolved into a minimum reward society. Why would you read a book when you can buy a movie?

Copyright: www.rpmud.com

Takeaways
  • MUDs made today's multibillion dollar online gaming arena possible.
  • Text-based gaming is being driven into exctinction by the very market it spawned.
  • While the genre will continue to grow, corporations are positioned to take both audience and profit.
Did You Know?
According to mmogchart.com, there were 10,000,000 Massive Multiplayer Online Role Playing Game players world wide in 2005, and their population is doubling every two years.
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Comments
Showing Comments 1 - 4 of 4
 
 
Thats horrible. Muds are the last true Role-play games. *weep*

Posted on 12/16/2006 at 10:12:00 AM

 
Cool stuff. I enjoyed reading about this, even if I'm too "old" for your good old days. - %

Posted on 09/15/2006 at 5:09:00 PM

 
I'm sad to learn of the lament of the MUD communities but single-player text adventure games are thriving. Malinche Entertainment, for example, publishes new text adventure games every year. www.malinche.net has free downloadable samples and lots of articles all about text gaming

Posted on 09/14/2006 at 6:09:00 AM

 
Don't forget mushes :)

Posted on 09/13/2006 at 2:09:00 PM

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