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Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 6:22 am
by EdEown
Hey again :P

I know waht MUD is. It is text base online game. Something like Ogame or Travian and stuf like that. MMORPG game is online game with graphics like
Guild Wars or World of Warcraft.

I want to know is the writen code of MUD simular to MMORPG? Because they should be, the diffrence is only that MUD does not use graphic while MMORPG is using it. If you have code from Ogame for example and use that same code together with graphic would it be possble ? :shock2:

Thanks :D

Re: Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 6:43 am
by Milch
I dont know exactly what a MUD is - but from the games you named, all of them are not realtime.
WoW,Guildwars -> realtime
Ogame,Travian -> not realtime
So it isnt possible.

Re: Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 1:05 pm
by Master Jake
MUD stands for Multi-User Dungeon, which is basically a text-based multi-player RPG game that is generally played through a MUD client (or defaults to Telnet).

I used to play them... a lot. Check out this article for a more descriptive analysis of a multi-user dungeon.

(read article)

Re: Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 1:36 pm
by Bakkon

Re: Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 2:03 pm
by Lord Pingas
I think there would be difference compared to a text based RPG and a graphics RPG...
You got to deal with you all your rendering which is obviously a pain in the ass when writing a game engine. You would have to write a level editor to put the graphics where you want unless you want to do it the "hard" way and write it all in a .txt file. And many other things :P

Re: Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 2:36 pm
by short
Lord Pingas wrote:I think there would be difference compared to a text based RPG and a graphics RPG...
You got to deal with you all your rendering which is obviously a pain in the ass when writing a game engine. You would have to write a level editor to put the graphics where you want unless you want to do it the "hard" way and write it all in a .txt file. And many other things :P
There is definitely a difference, I spent some time developing for an open-source server emulator for WoW. I did it for the learning experience, because, I was interested in how modern day mmo's were written. My point is, you spend all your time passing information, nothing about graphics. Most of that is handled via client. So, if you were willing to redo all the code from turn based to real-time, I think it could work. You would just have to update your clients with graphics, and your server to handle said client with new graphics.

Would I do it that way though? Probably not. Huge pain in the ass in my opinion, but I do think it is possible.

Re: Difference between MUD and MMORPG

Posted: Tue Jan 05, 2010 6:11 pm
by Joeyotrevor
In MUDs, you pretty much send everything you want the client to see on their screen to the client, stuff like room descriptions, notifications, etc. In a graphical networked game, you send the client data like player positions which the client keeps track of to draw models/sprites.

Re: Difference between MUD and MMORPG

Posted: Wed Jan 06, 2010 6:09 pm
by eatcomics
Ask MarauderIIC, he has some experience coding MUDs or an MUD... IDK which :D