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#11
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/thank
/ponder Quote:
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#12
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Was the chessboard from Sojourn or some other MUD? I remember finding a chessboard and fighting pieces on a MUD when visiting my older brother. Then seeing it in BB (and eventually TD).
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#13
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If you think corpse runs or losing experience is tough imagine getting this experience back in the early 80s: [You must be logged in to view images. Log in or Register.] Lol yeah tough shit and also you're about to be eaten by a grue. Hope your torch lasts through the maze har har har. You can play Zork here http://www.web-adventures.org/games.html | |||
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#14
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I seem to remember that there was trouble between Verant (or was it still 989 studios?) and DIKU authors at some point and Verant invited them over to their office to check the EQ source code out and see that there was no bits of DIKU in it. IIRC the DIKU guys left satisfied with what they saw (still probably bitter they weren't part of the team heh).
Now, on the plagiarism. There's the software, and the content - two different things. There's little doubt that the software, client and server alike, were written by Brad and friends from scratch. Trying to convert a text/telnet based MUD to a real-time 3D/UDP game would have been an absurd decision that noone in their right mind would have made. The little DIKU code that actually could have been reused would have probably been easier to simply rewrite from scratch, granting you true code ownership (from legal standpoint, as well as from the technical one - you don't really own code that you don't fully understand/control). The fact they ported over some CONTENT (races/classes/basic world layout and stuff like that...) well, I wouldn't call it plagiarism, rather a tribute and recognition of the fact that it was good. Just like Sojourn didn't plagiarize Tolkien or whoever invented the halflings. Besides, the true challenge back then was probably the technical part - 3D performance, seamlessly managing thousands of clients on the same server... remember the hardware we had back then? lol! Interesting write-up nonetheless. I was too young to play MUDs when they were still a thing but I did play the EotL MUD a little bit... over a 2400 bps dial-up modem. Good times. | ||
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#15
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Quote:
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I mean if I was making a world I would definitely be putting barbarians somewhere cold and trolls right in the swamp and of course the elves live in the forest. (Yes you could put barbarians in the jungle but then they would be called 'savages'. Don't ask me, it's just the way it is.) And the classes, well those are all tropes too, the warrior, the wizard, etc. Everyone was copying from everyone else those heady days. It was like a pandora's box was opened. All of a sudden fantasy has become cool in the past few decades with Tolkien and D&D becoming popular and computer fantasy games and people were miniature gaming with 40k and things like that, and everyone was generating content and ideas as fast as they could. Remember that was right before the apex of Fantasy Frenzy which hit in 2001 with the first LOTR movie being released and really kept up for like decade. I don't think it would have been feasible to release a fantasy product back around then without stepping on some one else's ideas. | ||||
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#16
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[You must be logged in to view images. Log in or Register.] | |||
Last edited by Jibartik; 10-15-2020 at 03:02 PM..
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#17
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That game's community was really pissed about it at the time, and they kinda had a point. Stuff like conjurer/magician being a class based on a permanent elemental pet chosen from one of the four elements, and mostly just damage spells besides, is not some kind of fantasy stereotype. All the classes are that similar, with just a few differences because EQ chose to use mana instead of memorized spell slots, and has a 3D graphical environment allowing for things like snares. While Sojourn is based heavily on AD&D, it also deviates from that ruleset in a number of ways to accomodate a level cap of 50 and a style of game where you can't "rest for the night." Everquest didn't copy D&D tropes, it copied Sojourn. | |||
Last edited by greatdane; 10-15-2020 at 06:37 PM..
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#18
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Here's an excerpt from a newbie guide for Sojourn, circa 1998. Much of this is clearly inspired by D&D, but a lot of it was unique to that game:
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MUDs change a lot more than commercial games, so classes and races have been added/removed a number of times throughout the history of Sojourn. That's what they looked like at the time when Everquest was being designed. I have no idea what they might be today. | |||
Last edited by greatdane; 10-15-2020 at 07:35 PM..
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#19
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dark elves need daytime blindness! iksars should get a nighttime debuff
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#20
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