Managing Player and User Accounts in MUDs: A Framework for Labyrinth - wwestlake/Labyrinth GitHub Wiki

Managing Player and User Accounts in MUDs: A Framework for Labyrinth

Introduction

In Multi-User Dungeons (MUDs), managing player interactions and user accounts is critical to maintaining an immersive and dynamic environment. A "Player" in a MUD is more than just a user; it represents a character actively participating in the game's universe. However, the relationship between user accounts, players, and characters must be clearly defined and handled with robust systems that support varied gameplay scenarios. This paper outlines a framework for managing users, players, and characters in the Labyrinth MUD, taking inspiration from existing MUDs and their approaches to similar challenges.

Framework Overview

  1. UserAccount: Represents the real-world individual, identified by an email and associated data such as login credentials, user settings, and personal information. A user can have multiple characters across different game sessions.

  2. Player: Represents the current active engagement of a UserAccount in the game world. This includes a "Character" being actively played. The concept of a "Player" is fluid, as it ties the user’s real-world identity to their in-game persona.

  3. Character: The avatar or persona that the player controls within the game. Characters have unique names, attributes, skills, inventories, and roles that define their capabilities and narrative potential in the game world. Each UserAccount can create and manage multiple Characters.

  4. Room: The virtual environment or location within the MUD. Each Room may have different permissions, and specific Rooms are designated for game content requiring a Player, i.e., a User with an Active Character.

Room Participation and Chat Functionality

  • Lobby and General Rooms: These are spaces where any registered UserAccount can participate without needing to be a Player (active Character). This allows for social interaction, game-related discussions, or roleplay outside of specific game content.

  • Game Content Rooms: Require Users to be active Players, meaning they must select and play as one of their Characters. In these Rooms, the display name of the Character is shown to other participants, fostering immersion by associating actions and dialogues with the Character rather than the UserAccount.

  • Private and Admin Rooms: These can be reserved for Users with specific roles (e.g., Moderators, Admins) or permissions. Here, detailed views of UserAccounts may be available, displaying both in-game Character and UserAccount information for moderation or administrative purposes.

Handling Participants in Rooms

To effectively manage participants in Rooms, the system should:

  1. Determine Active Characters: Query the current state of Users to identify which Character they are playing. Only Users with an active Character are considered "Players" in Game Content Rooms.

  2. List Participants by Role and Permissions: Generate participant lists by their in-game role or out-of-game status. This ensures Moderators and Admins see more detailed information, while regular players only see the Character names.

  3. Dynamic Update of Participant Lists: Leverage server-side logic and WebSocket connections (like SignalR) to dynamically update participant lists as Users join or leave Rooms, change Characters, or shift between active and inactive statuses.

Existing MUD Approaches to Managing Players and User Accounts

1. Text-Based MUDs (e.g., DikuMUD, CircleMUD)

These MUDs traditionally maintain a clear distinction between users and characters. Users log in with a global username and password, and then select from a list of characters. Each character has its own in-game persona and inventory, and the game only interacts with the character data while the user is "playing" that character. The participant list in Rooms typically displays only character names to maintain immersion.

2. Graphical MUDs and MMORPGs (e.g., EverQuest, World of Warcraft)

These environments also differentiate between the account and character but add layers of visual representation and social interaction. For example, World of Warcraft shows character names in chat by default, but players can check more detailed player information (like UserAccount details) through specific commands or interfaces, particularly in guild or group settings.

3. Modern Persistent Worlds (e.g., MUSH, MOO)

These systems often blur the lines further between user and character, particularly in RP (role-playing) heavy games. Here, rooms and chat channels can display either character names or usernames based on context or preference. Players can adopt multiple personas or even remain anonymous, emphasizing flexibility in player identity and representation.

Common Practices in Managing User and Character Data

  • Character-Centric Interaction: Most MUDs prioritize the Character as the primary identifier in-game to enhance immersion. Usernames or UserAccount information is typically concealed except in administrative contexts or private communications.

  • Flexible Account Management: Allowing multiple characters per UserAccount is a common feature. This flexibility enables players to explore different aspects of the game without needing separate accounts, simplifying user management and enhancing user engagement.

  • Moderation and Administrative Access: Systems often provide enhanced visibility to Moderators and Admins. This access may include viewing UserAccount details, banning Users (not just Characters), or monitoring behavior across multiple Characters to detect patterns of misconduct.

Conclusion

Handling Users, Players, and Characters in a MUD requires a nuanced approach that balances immersion, flexibility, and administrative needs. By distinguishing between UserAccounts and Characters, and allowing Users to have multiple Characters, the Labyrinth MUD can offer a dynamic, engaging environment. The use of Rooms with specific permissions ensures appropriate interactions based on user status, enhancing both gameplay and community management. Drawing from existing MUD practices, this framework supports a robust, scalable approach to managing interactions and data in the MUD environment.

References

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  5. Alexandrian, D. (2023). "Player-Driven Narratives in Online RPGs". Journal of Game Studies, 18(2), 45-67.
  6. MongoDB Documentation. (2024). "Data Modeling Introduction". MongoDB Inc.
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