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Old 12-28-2007, 12:32 AM   #12
shadowfyr
Senior Member
 
Join Date: Oct 2002
Posts: 310
shadowfyr will become famous soon enough
Re: MUD History 101

Yeah. The problems with LP where:

1. Language wasn't very straight forward.
2. Setup could be a serious pain.
3. It didn't port to DOS worth beans, without rewriting a mess of stuff that used names that where invalid in DOS.
3a. This is still partly true even now, when there are a few like Dead Souls, which run under XP (but fail on 9x).
4. Security was a joke, even if you added more, since there was no *clear* separation from the core library and the rest of the code.
5. It did almost nothing, and provided barely any sort of "world" to start with, expecting the user to code damn near everything from scratch, including any improvement in the game mechanics.

Put simply, it LP based muds where like being handed a AMD 64 system, an AppleDOS manual, with an MS-DOS 1.0 disk, and a 500 page book on bios calls and opcodes. Oh, and a copy of Logo Turtle, just to show what you can do, if you wrote anything with it. Ok, ok, its not **that** bad, but almost. lol Smaug and others did the one thing that LPMUD failed at, which was to provide a clear, reasonably complete, and stable, starting point. Unfortunately, they did so by, in many ways, locking you into premade game mechanics, pre-written protocols, etc., which took recoding the engine to change or add significant improvements too, rather than just coding them "in" the library. I am not sure the trade off what really *worth* the gains, since now *everyone* that makes a new one goes that route, and none of them provide easy modification or extensibility of the core features (unless you are one of those nuts that thinks doing "'shutdown now' + 'edit somefile.c' + 'make blah' + 'run blah mymud.cfg'" every time you want to add something is a) normal or b) not going to be somehow noticed by the players. lol
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