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 Pueblo/UE Client


What is it?

Perhaps you've heard of the Pueblo MUD client, originally developed by Chaco Communications, Inc? Well, this is the new and improved version.

Basically, Pueblo/UE is a client program that allows you to connect to and interact with all sorts of virtual worlds on the Internet; for example, MUDs, MUSHes, and MOOs. If you haven't even heard of those before, you should probably read the in-depth description further down. A couple of brief summaries that'll give you the basic idea, however: a world could be similar to either a multiplayer text adventure game, or a chathouse (like a chatroom, but a lot bigger, and you can move around in it) -- and frequently both.

Where can I get it?

The Pueblo/UE client software is stored and documented on its own separate website. You can find it here.

Why "UE"? Why is there no mention of "Mirality Systems" there?

The original name that I developed my software under was "Ultra Enterprises", or "UE" for short. In early 2002 (well after I started working on Pueblo) I decided to switch to "Mirality Systems" -- named after a MOO character I have used since 1998. I didn't really want to go through and change all the documentation as well; and besides, "Pueblo/MS" or even "Pueblo/MSI" would give people the wrong impression, I think :).

So what are those "MUD" things, anyway?

"MUD" stands for "Multi-User Dungeon" (or Domain, or Dimension, depending on who you ask); the variations have similar meanings ("MUSH" is "Multi-User Shared Hallucination", "MOO" is "MUD, Object Oriented", and so forth).

As for what they actually are, it's probably best to describe them by analogy; hopefully you've heard of one of these :).

  • IRC: Many worlds are social worlds, where the primary activity is talking to other users (or "players"). You can think of each world as separate IRC networks; you can talk to people in the same "room" as you, but (except in rare cases) you can't talk to people unless they're connected to the exact same server as you. On many worlds there are even broadcast mechanisms so that you can talk to people even when they're not in the same room as you.
  • Email: This is more of a secondary function in most worlds, and some (particularly RPG game style ones) actively discourage their use. Still, most worlds have some sort of mail system installed, which you can use to send messages to other players when they're not connected. Most social worlds also have mailing lists, which players can subscribe to and communicate in a shared forum without having to be simultaneously online. Be sure to read the help files on each world before you post, however -- most worlds frown on offtopic or spammy postings. (Some worlds thrive on offtopic posts, of course, and most other worlds have an offtopic or general-purpose list -- but even these will usually terminate spam posters with extreme prejudice.)
  • Text Adventure Games: When you connect to a world, things operate in much the same way as in a text adventure game; you see a description of the room you are in, what's in the room, and usually where you can go from there (the room's exits). The world then waits for you to enter a command, which may be to move yourself around, to interact with the contents of the room (such as picking up or looking at an item), to speak with anyone else in the room, or even something fancier, such as speaking or interacting with something not in your current room, sending or receiving mail, and even creating a new room yourself. Yes, that's right, many worlds (especially the social ones) will let you create your own rooms and objects, so that you can personalise your particular corner of the world.
  • Role Playing: After connecting, you are asked to log in; this gives you control over your "character" in the world. Your character has a description and some inventory; in social worlds it pretty much ends there -- it's fairly easy to modify your description whenever you want, and you can choose to act either in-character or just as your normal self. In RP worlds (which are mostly just social worlds with a strong theme) you are expected to keep a fairly constant description and act in-character most of the time. Finally, RPG worlds are much like computer RPG games; your character wanders around the world collecting equipment, learning spells, and beating up offending monsters -- and sometimes other players.

Of course, this description barely scratches the surface. The best way to get to know the various kinds of worlds is to try them out for yourself!

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Last Modified: 2006-07-09  03:30:12 UTC
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