some of my first hacks were done on the old ad&d games for the commodore 64. i'd edit the various objects so i had +5 on everything

i've played any number of fantasy type computer games over the years. one of my favorites was 'Island of Kesmai' which could be found on compuserve and later on Genie. i also played 'Dragon's Gate', a text only game, but multiplayer and tons of fun. later, i got into ultima online, which i hated and it only lasted a month, and asheron's call, which was pretty good and lasted about a year on and off. in the early 90's when we first found the 'internet', i also found MUD's.
but, i got quite fed up with rpg fantasy genre. they kept making the same old mistakes. so, i wrote my own. this was also a MUD. i rented web server space on a MUD hosting site and had two coders working the code for us. i was the designer/admin and they coded. this was all done through telnet when 'broadband' was still pretty much unheard of and computers were running MUCH slower. we had very limited space on the server and our code had to be quite compact. thankfully, i had two geniuses hacking the code and we innovated some pretty fancy stuff in a very small space.
we used a system of double ascii character mapping. yup. we had a map. you used two characters as one space on the map. so, something like [] was a wall. a door was |- , or, if it was open it would be |/ . and not only did we have a map, but we had a 3d map. our world was the first truly 3d mud ever. the gentlemen doing the code made a 3d array with zones. we could collapse and expand any zone based on if anyone was nearby. thus, folks walking around wouldnt use much ram, which we also had a limit on. they'd see only what they needed to see and the rest would stay zipped up till needed.
our map not only used ascii graphics, but it also used color. so, a gray [] wall space might be stone, while a brown [] wall space might be wood. a stairs going up was an up arrow, while a stairs going down would be a down arrow. the view was an overhead view. so, a room might look like this:
[][][][][][] a = john
[] . . . . .[]
[] . . . . .[]
[] .a. . . . /
[] . . . . .[]
[] . . . . .[]
[][][][][][]
creatures and people were represented with letters and numbers on the map. this is partially why we used a double character system. you didnt want the symbol for the person or creature to obscure the map symbols completely. the 'a' represents the person 'john'. the list of names of 'mobs' (mobiles, which meant any real or imaginary person or creature), were listed on the top right, off the map. so, you'd see 'a' enter the room and know it was 'john'. anyone who's played 'Hack' or one of those type games knows what i'm talking about here
we also had real time landscape editing. we could make or change or delete terrain as we saw fit, on the fly! i could make a grayscale image the size of our world and load it into the program and the program would translate the values of gray as terrain types and alter the entire world in a few seconds.
we had a creature editor which was quite innovative. i could create new creatures, editing in any parts i wanted the critter to have. if i wanted a flying monkey, i could make a flying monkey and it could fly in our 3d world.
we had true line of sight viewing. you could only see the map parts that the person in that position on the map would be able to normally see.
and one of my personal favorites was, i could edit the ai and the creature generation. i always hated that rpg's always spawned the same critters in the exact same locations. this was just TOO predictable for me and one the reasons i decided to write my own. so, i could edit critters with an ai. the system was dynamic, not static. critters could move around on their own without someone being nearby. they coudl and would spawn even if no one was around. critters could interact with other critters regardless of players. i had a system of hidden levels that could move critters around on a fixed basis or random. i had critters that would attack anything, others that would run at the first glance of humans, others that were harmless until attacked and so on. and, they spawned by intelligent spawning rules, not the overly predictable normal rpg type thing.
hehe, ok, so you found one of my passions and i'm now writing a book on the forum here. we had a lot of fun doing this thing. the coders were brilliant. one guy went on to teach microsoft programmers to program better. the other went on to college at Harvey Mudd univ. he was 14 when he started working with us and did almost all of the major coding. the old adage of if you dont like it, do it yourself fully applied and we took full advantage of it. i've only mentioned some of the major points we actually did and not even some that were planned. i had quite a universe worked out. i think i even have the thing around here somewhere on an old 2.1 gig harddrive, though, i'd be hard pressed to run it now. it was on a linux partition i used back then
so, world of warcraft... i've heard any number of things about it. quite buggy at first and servers were jammed, but i also heard they've fixed a lot of that. i'll be interested in any reviews you might want to post, doug.
dungeon siege... was that the one where they built the code with the idea of modding things? or was that the glitzy, hi-res one? there were a couple i played around with, but they all had the same basic mechanical mistakes and i eventually dropped them. you could mod in both of the ones i'm thinking of, but their universes were flawed, so i gave them up.
and if you like massive multplayer online games, you might check out World War II Online. that was one of the best combat games i've ever played. just one small example... i was playing on the allied side. we were trying to capture a town. it took hours, but we finally got it! the enemy counter-attacked and the battle went on for hours more! i finally had to go offline and didnt get back on till the next day. the battle over that town was STILL going on the next day when i logged in!! that just floored me!
WWII online had some big plans. i only played during the beta, so i dont know how much they ever implemented. heck, i dont know if they're still going or not, but if they are, it might be interesting to see how far they got.
at any rate, doug, watch out for all the 'addict' signs, loss of income due to playing, divorce, losing weight because you forget to eat, loss of sleep and sleep schedules altered severely and so on and so forth
and good luck
Craig