About a decade back I wrote a short (by the standards of my current writing style) post celebrating the approximate fifteen year anniversary of TorilMUD. The trigger event to get me to write that post was the 30th anniversary of MUD1 (which is now 40 I suppose). MUD1 gets a lot of deserved credit for its position in the history of online games, but I felt that TorilMUD had been a bit overlooked.
So I wrote about how I ended up playing TorilMUD, called Sojourn MUD back in 1993, the little bit of the history and evolution of the game I could recall, its revival nearly fifteen years back, and the influence it had on EverQuest.
The influence on EverQuest is hard to overstate. It is often said that EverQuest was the graphical translation of the DikuMUD model, but it was specifically a translation, often down to the level of item names and stats, of the mechanics of TorilMUD. That was because a number of the key EverQuest developers, including Brad McQuaid, were TorilMUD players.
That post, a decade back, got me thinking about TorilMUD and led to a number of follow on posts. I explored some of the EverQuest influencing things like how vendors worked (including how stuff you sold went back up for sale), how class roles evolved from TorilMUD through to WoW, how game information was treated, and how the inability of a commercial game to depend on crashes led to the epic mob camps of early EverQuest.
That post also led to a series of posts about TorilMUD itself, including how the in-game economy used to work, how questing was in the game, dealing with never raising the level cap, the idea of greater challenges, and my recently completed Leuthilspar Tales series of posts about the life and times of the Elves of Evermeet. (I wanted to get that last zone post done before I wrote this.)
By the time the twenty year anniversary rolled around I had a series of posts to which I could link, along with some tales about how people still play and a run through the zone credits.
So what do I write at the twenty-five year mark?
TorilMUD remains up and running and people are logged in and playing. Again, that includes many of the same people I met along the way over the years, including at least one from twenty-five years back. (Mori, who rescued me back in the Faerie Forest.) But development and change continues. It one of my recent research explorations I ended up in over my head against a pair of very angry bugbears and died.
Back in the day, death was a chore. The whole thing about having to go find your corpse to retrieve your gear in EverQuest, that was a mechanic lifted directly from TorilMUD. Experience and possible level loss on death as well.
That was removed from EverQuest years ago as a mechanic too punishing on players. TorilMUD has caught up, and now death does not have nearly the sting. Text from the game as I died:
When you die, you are transported to Kelemvor’s realm on the Fugue Plane
with all of your equipment. As you are technically dead, you can’t do much
on the Fugue Plane. From there, you have two choices:
1) Wait for another player to resurrect you.
2) Enter a portal that allows you re-enter the game at your guild master.
However you choose to enter the game, there are two penalties for dying:
* Equipment damage. Your worn equipment will take damage that costs money
to repair. See “HELP REPAIR” for details.
* Death Fatigue. Your stats will be negatively impact for a short time after
death. See “HELP DEATH FATIGUE” for details.
You don’t lose any experience when you die, and your equipment always stays
with you. The manner in which you enter the game will determine how much damage
your equipment takes and how long you will be under the fatigue effects.
Typically, powerful spells such as resurrect will lower the penalties
significantly, while entering the game on your own will incur the highest cost,
but it the most convenient.
As with many modern MMOs, the penalty is now in the form of equipment damage and resurrection sickness.
They have also added in a maps function to the game. It still isn’t a replacement for the world view of my aging collection of ZMud maps, but it can help you if you’re lost.
And even as I was preparing to write this piece, TorilMUD added yet more content. The zone count went up again with the addition of Bahamut.
From the update post:
For many years, Tiamat, the Queen of Evil Dragons, has reigned supreme as the pinnacle of epic foes on TorilMUD. Today, a new challenger approaches.
The God of Dragons. The Justice Bringer. The Angel of the Seven Heavens. The Platinum Dragon. These are just some of Bahamut’s many titles.
Bahamut is the king of the good dragons, and the eternal rival of his sister, Tiamat. He can be found on Lunia, the first layer of Celestia, where he guards an enormous treasure trove. A mysterious dragonspawn has also been spotted lurking in the shadows of an old forest, with needs as dark as the most vile desires.
Bahamut is the second epic zone added to Toril and is intended for 20-30 players. It will present a challenge every bit as difficult as Tiamat, with rewards to match.
I went on a Tiamat run at one point years ago. It took a lot of planning and coordination and whole day’s commitment and we never even got to her. I spent most of the day dead. But for the dedicated player, challenges still remain.
I think I am past those days myself. When I drop in to do research and say hello… when ZMud is being cooperative… I sometimes get carried along for a zone run. It is an interesting reminder of how things once were. But my ability to mentally parse… or even read… so much scrolling text on screen has faded.
But while I have grown tired, the game still seems strong, with updates coming regularly, a dedicate development team tending to its needs, and a collection of regulars who still log in every day to hang out and run zones.