mud

 

Since it’s a four part story, here are links to the other parts.
The Prehistoric Times of Social Media (Part 1 of 4)
The Prehistoric Times of Social Media: Cybercrime (Part 3 of 4)
The Prehistoric Times of Social Media: Crime and Punishment (Part 4 of 4)

 
This is the sequel to “The Prehistoric Times of Social Media” post. Quick recap: in the previous post I elaborated why social media is not a new phenomenon and in fact, was already alive and kicking back in the mid 80s in various forms, notably BBSs (Bulletin Board Systems) and MUDs (Multi User Domains). MUDs are the prehistoric ancestors of massively multiplayer online role-playing game (MMORPGs) like World of Warcarft, in the sense that every user created a fantasy character, fought monsters, gained experience, solved quests, cast spells, etc – all in order to advance in levels and become more powerful. However, MUDs had a huge advantage over modern games: once a user got to a certain point (level 20) he would become a “Wizard”, the MUD equivalent of an administrator. Then he would be allowed to program his own realm in the MUD universe with any theme or concept he had in mind.

 
This background, while interesting in its own right (I hope?), was necessary in order to share this story.

 
Just like many modern gamers are obsessed – even addicted – to these games (I even dedicated a post on how to break this addiction). I became obsessed with becoming a MUD wizard. I just had to! There was something almost magical in becoming one. Whereas previously you were just a player – as a wizard you could do anything: teleport anywhere you wanted, become invisible, pull pranks (well, you weren’t supposed to), be invulnerable. Since I spent so much time in the game, gaining these… super powers.. would’ve felt almost real. I planned to be a kind and benevolent wizard. Create easy and imaginative areas that would be fun and reward players.

 
Since I was living in Israel at the time, playing MUDs was a major problem. The internet connection of the entire country was flaky and unreliable. Often the connection would just die for a while. Could be a few minutes, could be a few hours. But it happened a lot. Therefore, playing the game was not easy.

 
Some MUDs required a LOT of effort in order to reach “wizardhood”, in particular, the one I describe. I had to skip class a few times. Quite often I used to spend the entire night playing. Unlike today, I had to physically go to a local university and connect from there (I still remember the expression of the night guard who caught me one night… utter shock. He just looked at me and went away). There was even one missile attack sent by Saddam Hussein during the first gulf war… instead of sitting home with a gas mask, I was at the university, trying to kill monsters. Death by biological and chemical weapons? Ha, worth the risk if it means I become a wizard.

 
Because of the unreliable connection, death was a sad fact of life. I always became furious when in the midst of a terrible combat, the connection died, and when it returned a few minutes afterwards, I found myself as a ghost hovering above the body of Thor (my character). Yes, MUDs had an amusing concept of ghosts.. it was necessary to go to a location and pray in order to be resurrected. Every death resulted in a major setback and it particularly frustrated me since often it was not my fault at all!

 
A friend and I came up with a solution: we will establish an Israeli MUD! We sent a proposal to the person in charge of the internet connection in Israel at the time. He got so angry at us for even coming up with this suggestion, that he blocked port 2000 – the port used for MUD connection – for the entire country. Imagine a single person pulling off something like this now… Of course, we easily found a way around this limitation and continued playing, but till this day, there has never been an Israeli MUD to my knowledge.

 
So I continued playing, often dying for reasons out of my control. And time went by.

 
As you probably know, in Israel military service is compulsory. By the age of 18, everyone must enlist for 3 years (men) and 2 years (women). I became increasingly nervous that despite my best efforts, I will be drafted and still not become a wizard.

 
Therefore, I decided to take action. Desperate times call for desperate measures.

 
I decided to pull a sting.

 
It was dangerous and risky, but I just couldn’t accept my dream not turning to a reality.