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by EvanKelly 1808 days ago
Perhaps it was just the time in my life that I played it, but the most immersive experience I had playing a game was a text based MUD called Achaea. I've tried to recapture that experience unsuccessfully.

The lack of focus on graphics meant that complexity of description and systems didn't need to have visual work to go along with it, which allowed for much more complex systems than I'd seen in any game at the time.

4 comments

Achaea was absolutely magical with everything being run by the players. It's still around, but I haven't played it since ca 2004.

Part of the immersion was how strict the RP was. You weren't even allowed to break character in the public chat. From the newbie guide:

In Achaea, you are playing the role of your character, not yourself. Your character is of the realm of Achaea and knows nothing about concepts like computers, the internet, the Boston Red Sox, or anything that does not exist in the world of Achaea. You must remain "in-character" (IC) just about everywhere. There are a few exceptions, such as in private conversation with someone else who does not mind if you go "out-of-character" (OOC). There can be administrative consequences for going OOC publicly, so be careful! If another adventurer warns you that you are exhibiting "insanity" or acting "insane", be aware that the word "insanity" in Achaea usually refers to OOC behaviour.

I have the same book regarding fiction books vs series or movies. The books have a lot more depth and are more creative in my experience.
I feel the same. I think with movies, we don’t have put in any effort at all. We just sit there and watch. With books, it is a lot more effort - not just reading, but imagining while reading.

Maybe that extra effort makes it more enjoyable and valuable?

Seems likely it simply makes it "stick" better, the same way writing down facts as you learn them helps vs simply sitting passively and soaking it in. The "(re)-creation" part taking place in your head helps to cement things.
Iron Realms did a good job with systems like that, as did other MUDs. When a fair amount of the game systems rely more on player construction and engagement to shape events, the world comes alive - the game becomes a framework for player interaction, whether by combat, dialogue, or politics.
Dwarf Fortress is another game which was built with that idea in mind, quickly developing all kinds of systems without worrying about having to visualise it all.