Once upon a time, massively multiplayers were pretty much entirely a culture steeped in open source. This is back in the MUD days, when great worldbuilding meant concise yet interesting blocks of text, and the term ‘massively multiplayer’ was still waiting to be invented by some overzealous marketing droid.
Success was defined by reaching 100 simultaneous users. Wild success was reaching 200. The developers actually feared wild success – we were usually running on the back end of university email mainframes and whatnot, often without the IT department’s permission, and wild success meant they might notice, and pull the plug on your world. There were many, many stories of MUDs who encountered a service interruption of that sort, and who lost their entire player base in the 2 week period it took to find a new internet-connected mainframe to call home.
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