For the last couple of years I’ve been on a journey to explain how video games are made. I want to show folks how to make games, so more stories are shared.
As a gaming hobbyist, understanding how games are made has always been fascinating to me, and I’ve studied each successive “generation” of development and design. As I began outlining the historical influences and patterns, I realized how much I appreciate computer text games, with or without network play.
Here is my perspective: I know how to write really well. I also know how to create pixel art, layer it, build objects to walk around it, create new sounds and music to play over it, and even a fair amount of server management for online play. I have amazing free and open source toolkits such as Godot, Love, and Tiled.
Noice! ![]()
However, there is something about a text game that hits all the buttons for me (presumably on a typing keyboard!
). While writing description text for a game may be a very intensive task, it unlocks capabilities I lack with the other layers of the game experience.
Simply: the game is played in your mind, and words are the game pieces we use.
Then we get to MUDs, text-based virtual worlds where players interact with the words of the world and each other.
I find the MUD experience as compelling and interesting today as I did a couple of decades ago, perhaps especially due to the full-sensory experience modern video games produce.
It’s similar to movies based on written material; a movie is an amazing experience, yet it will never be able to replicate my internal experience of reading it.
So while modern video game design and technology remains interesting to me, I find myself drawn to exploring all aspects of MUDs, including coding and hosting one (or more)! ![]()
Quick outline of research:
- Contemporary tools for MUDs
- Listing of active MUDs
- General information