Research Paper Examples of MUD Storylines in the Wild - wwestlake/Labyrinth GitHub Wiki
Research Paper: Examples of MUD Storylines in the Wild
Introduction
Multi-User Dungeons (MUDs) are text-based online games that provide immersive experiences through narrative-driven gameplay. MUDs vary widely in their storytelling approaches, offering both linear and branching storylines, as well as player-driven narratives. This paper explores several examples of MUD storylines from different games, illustrating the diversity in narrative structures and the potential for dynamic storytelling.
Examples of MUD Storylines
1. Discworld MUD
Overview: The Discworld MUD is based on Terry Pratchett's Discworld series and features a richly detailed game world that mirrors the humor and creativity of the books. It offers both linear and branching storylines that engage players through familiar settings and characters.
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Linear Storyline Example:
- Quest: "The Genua Assassins' Guild"
- Plot: Players are tasked with infiltrating the Assassins' Guild in Genua to retrieve a stolen artifact. This quest involves a series of tasks such as gathering information, sneaking into the guild, and defeating a powerful assassin.
- Objective: Complete objectives in a set order to retrieve the artifact.
- Outcome: A linear progression with a single outcome upon successful completion of all tasks.
- Quest: "The Genua Assassins' Guild"
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Branching Storyline Example:
- Quest: "The Missing Wizards"
- Plot: Wizards have gone missing from Unseen University, and players are asked to investigate. Players gather clues and choose different paths, some leading to finding the wizards, others uncovering a hidden conspiracy.
- Objective: Follow different leads to reach various outcomes.
- Outcome: Multiple endings based on player choices, enhancing replayability and engagement.
- Quest: "The Missing Wizards"
2. Achaea, Dreams of Divine Lands
Overview: Achaea is renowned for its immersive storytelling and player-driven content, where player decisions significantly influence the game world.
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Linear Storyline Example:
- Quest: "The Bloodsworn and the Fallen"
- Plot: Players join the Bloodsworn order to prevent a demonic incursion. This quest involves gathering relics, defeating demons, and sealing a rift to the demonic realm.
- Objective: Complete tasks in a linear fashion to progress through the storyline.
- Outcome: A fixed ending where the rift is sealed and the player is rewarded.
- Quest: "The Bloodsworn and the Fallen"
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Branching Storyline Example:
- Quest: "The Shattered City of El'Jazira"
- Plot: Players assist in rebuilding El'Jazira, choosing which faction to support and handling political turmoil. Each choice influences the city's future and the storyline's direction.
- Objective: Navigate various paths and make decisions that lead to different outcomes.
- Outcome: Multiple endings based on player decisions, influencing the game world's political landscape.
- Quest: "The Shattered City of El'Jazira"
3. GemStone IV
Overview: GemStone IV offers a mix of developer-created and player-driven storylines with deep lore and world-building elements.
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Linear Storyline Example:
- Quest: "The Curse of the Gryphon"
- Plot: Players must lift a curse placed on the town of Gryphon by a vengeful sorcerer. This involves solving puzzles, gathering rare ingredients, and confronting the sorcerer.
- Objective: Follow a set sequence of objectives to lift the curse.
- Outcome: A linear quest with a fixed reward upon completion.
- Quest: "The Curse of the Gryphon"
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Branching Storyline Example:
- Quest: "The Veil of Shadows"
- Plot: An artifact known as the Veil of Shadows has resurfaced, with multiple factions vying for its control. Players navigate political intrigue and choose which faction to support.
- Objective: Make decisions that align with different factions, leading to various storyline paths.
- Outcome: Several possible endings that affect the game world and player character.
- Quest: "The Veil of Shadows"
4. Lusternia, Age of Ascension
Overview: Lusternia focuses on player-driven storylines and a dynamic game world that evolves with player actions.
- Emergent Storyline Example:
- Quest: "The War of Ascension"
- Plot: A great war breaks out among factions, and players choose sides, strategize in battles, and influence the war's outcome.
- Objective: Player actions directly impact the progression of the war.
- Outcome: An emergent storyline where the result of the war is determined by collective player decisions, creating a unique and evolving narrative.
- Quest: "The War of Ascension"
5. Threshold RPG
Overview: Threshold RPG emphasizes a rich role-playing environment where community and player interactions drive the narrative.
- Player-Created Content Example:
- Quest: "The Merchant's Guild Rivalry"
- Plot: Two merchant guilds vie for control over trade in the city. Players can support a guild, create their own faction, or mediate the conflict.
- Objective: Player-driven storyline with multiple outcomes based on alliances, strategies, and negotiations.
- Outcome: A unique narrative shaped by player actions and decisions, providing a distinct experience for each participant.
- Quest: "The Merchant's Guild Rivalry"
6. Avalon: The Legend Lives
Overview: Avalon offers both linear quests and complex branching narratives, providing a mix of developer-driven and player-influenced storylines.
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Linear Storyline Example:
- Quest: "The Siege of Mercinae"
- Plot: Players defend Mercinae from an invading force by participating in battles, devising strategies, and gathering resources.
- Objective: Complete tasks in a specific order to successfully defend the city.
- Outcome: A linear storyline with a fixed outcome based on successful task completion.
- Quest: "The Siege of Mercinae"
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Branching Storyline Example:
- Quest: "The Fate of the Elven Council"
- Plot: A power struggle within the Elven Council threatens the kingdom. Players choose factions, influence decisions, and determine the council's future.
- Objective: Navigate political intrigue and make choices that affect the storyline's direction.
- Outcome: Multiple possible endings based on player choices, impacting the kingdom in various ways.
- Quest: "The Fate of the Elven Council"
Conclusion
These examples from various MUDs demonstrate the diversity and complexity of storylines that can be implemented in a text-based game environment. From linear quests to player-driven and emergent narratives, MUDs offer a wide range of storytelling opportunities. The ability to mix developer-created content with player participation and dynamic storylines allows for rich, immersive experiences that keep players engaged and invested in the game world.
By examining these examples, we can see the potential for using MUDs as a platform for innovative and interactive storytelling, catering to different player preferences and enhancing the depth of the game environment.
References
- Bartle, R. A. (2003). "Designing Virtual Worlds". New Riders.
- Curtis, P. (1992). "Mudding: Social Phenomena in Text-Based Virtual Realities".
- Discworld MUD Documentation. (2024). "Quest Guide and Lore". Discworld MUD.
- Achaea Game Manual. (2024). "Storylines and Quests". Achaea, Dreams of Divine Lands.
- GemStone IV Archives. (2024). "Historical Quests and Storylines". GemStone IV.
- Lusternia Lore Compendium. (2024). "Factions and Wars". Lusternia, Age of Ascension.
- Threshold RPG Wiki. (2024). "Player-Created Storylines". Threshold RPG.
- Avalon Player's Guide. (2024). "Epic Quests and Political Intrigue". Avalon: The Legend Lives.