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Designing a MUD

MUDs, or Multi-User Dungeons, are a great way to spend your time if you love to read, to play with numbers, and to explore a universe with your friends at your side. The great thing about them is they're incredibly refined, having set up the environment in which MMORPGs were birthed, years later. Even now, MUDs are still going strong with their own devoted community, so we thought we'd offer three tips for those who'd love to take up the developer's role and create a MUD of their own.

1) Avoid clichés.

You know that opening quest you're writing? Where they're headed into a basement to kill some rats? Don't do that. Whether you design AAA titles for a living or you're a coder for o2.co.uk, it's important to remember that the opening quest can set the scene for the whole game, and unless you're doing something new with it, it's easy to give a player the impression that this isn't anything special quite early on.

2) Encourage exploration.

Linear worlds are great, but that's not what MUDs are about. A MUD is designed to encourage you to explore as many areas as possible, soaking up the lore, the atmosphere and finding new places in which you can engage other players. When creating these areas, try and include bits of text that tempt someone into checking a deserted house, or an alleyway, or even over the next hill. A world is only as exciting as you make it.

3) Make it newb-friendly.

Sure, many players will be old hands when it comes to a new MUD, but don't make it so complex that those new to the genre will be put off immediately by complex stats, combat mechanics and lore. Take it easy, take it slow, and allow them to sink into a game they'll love for years.


Most of all - have fun. If what you're designing is making you unhappy, stop. If what you're designing keeps you excited and animated, you're on the right track. Sometimes it's a grind, but make sure it's a grind for the right reasons. Good luck with your MUD project.