For my fieldwork, I chose the text-based MUD (Multi-User Dungeon/Dimension) based on Terry Pratchett’s Discworld novel series, aptly named the Discworld MUD (
http://discworld.atuin.net). I had some experience with this MUD in high school, where I played for a year or two, and tried out several different character classes. This allowed me to dive back into the game without too much difficulty, circumventing the newbie area. Part of the reason I picked this is because it had been established long before WoW ever existed (even before EverQuest). This means that the mechanics are based on other MUDs, which, in turn, are based on single-player text adventures. So, while it shares some of the features and mechanics of all MMOs—including WoW—it has fewer similarities than it has differences.
The primary difference stems from the presentation. WoW depicts a world similar to our own, i.e. 3-dimensional, human-scaled, with the ability to navigate around like we do in real life. In contrast, MUDs are all presented via text description, and broken up into discrete areas, called ‘rooms’ (regardless of their actual type), between which the player moves. The entire GUI in WoW is replicated in text, including character statistics, skills, appearance, and inventory. In essence, the player is reading an interactive story. The only way to interact with this ‘story’ is through a command-line parser (again, similar to single-player text adventures) at the bottom of the screen. An interesting note about MUDs is that they’re client-independent. While WoW requires the Blizzard client to play, MUDs can be played over a simple telnet client. However, the appearance of paragraphs upon paragraphs of text every time you move into a new room is daunting, forcing you to get some sort of MUD-specific client to color code the information so you can focus on the important things.
I found it relatively easy to get back into the MUD mode, and quickly remembered most of the parser commands that I had learned back in high school. It might not be so easy for most, though—these commands are more like simplistic computer code than English. Something as easy as giving a voucher for a talking-stick got me stuck toward the beginning of the game: I tried “give voucher to shopkeeper” and “ask shopkeeper about voucher”, to no avail. I read the voucher more closely and discovered I had to use the “exchange” command. So, much of the frustration in the game comes from not being able to see the whole picture and having the agency to accomplish something simply because of the limitation of the parser.
Mechanics are a small part of the game experience with respect to WoW, but it’s worth pointing out that the gameplay works very differently in terms of leveling. Yes, there are different guilds that the player can join, effectively making them a different class, but there are also location-based skills (as in, an assassin trained in a certain city might learn different skills than an assassin trained in a different city). This really added to the immersion and gave more weight to my choice of character.
Finally, the social community was very different from WoW. Because of the talking-stick, everyone in the game (around 100 simultaneously on average) can chat together, in guild chat, or in chat based on location. Discworld’s equivalent to WoW’s local chat only extends to the room, so having the talking-stick helped me feel less isolated. At thousands of rooms in the world, on average you won’t find anyone around. However, over the talking-stick, I found the community to be tight-knit, if a little smaller than when I played in high school.
I noticed several changes and refinements since I had played in high school. Parser expansions, reworking of zones, and gameplay changes all probably stemmed from the explosion of graphical MMOs in the mid-‘00s and reflect the changing expectations of players. Still, it was fundamentally the same experience as I remembered, and it was great to re-learn something not heavily based on WoW.