The future of MUDzilla is bright indeed! At the basic level, participation in a MUDzilla simulation is a
text-based, command-driven experience, much like UNIX-based
Multi-user Dialogs (MUDs)
available today. The primary driving force behind such a simple access method is content.
Unlike arcade-style simulation environments, a text-based system must rely solely on the imaginations of both
the simulation designers and the participants. We feel that regardless of a participant's access method,
be it colorful graphics or plain text, there is no substitute for meaningful content within a
simulation environment. In other words, your story takes prescendent over the method of its telling.
If graphics, animation, and sound are necessary to promote the content of a simulation, MUDzilla
will support it using the world wide web as the primary simulation interface. From a design standpoint,
there is really little difference from sending simulation participants plain text and sending them
audio and video clips. Given enough evloution, MUDzilla will become the precursor to a fully-functional
Another feature of MUDzilla is the ability to link many simulations together to form so-called
SuperMUDzillas! A global INTERNET provides geographic independence to its users, given a local
access point. SuperMUDzillas build on this notion, allowing simulation designers to balance the
load placed on a simulation's network where bandwidth is widely variable, ranging from 1200 baud modems
all the way up to multi-gigabit fiber optics. In such an environment, a simulation can evolve completely
independent of any outside force. Eventually, it will simulate anything!
November, 2000. Launch of the MUDzilla website.
July, 2000. The development of MUDilla is relocated from Michigan (USA) to
Los Angeles, California, where, we believe, there exist many more potential customers for MUDzilla.
January, 2000. Acquisition of a Hewlett-Packard NetServer, a server hardware
platform upon which we believe we can open our first MUDzilla simulation.
The project will enter beta testing soon. We will make a free copy of our
software available on
this website at that time. We will also begin taking orders for our
Service Provider Program, where you may contract with us to manage the hardware
and software of MUDzilla, leaving you to manage the content
of your simulation. This program is ideal for simulation admnistrators who find
it difficult to meet the
system requirements for MUDzilla.
We have a list of things we know we want to do, but are not crucial to the initial
release of MUDzilla. These items include:
1. Speech Recognition. As a simulation designer, you will one day have the
power to create whole universes unto yourself simply by telling MUDzilla
what you want to simulate. Speech recognition software is available today,
although we expect another period of development to pass before such systems
are ready for seamless integration into a simulation environment.
2. Linux. To widen MUDzilla's appeal, we will be porting our development
environment to Kylix,
an open-source equivalent to Inprise Delphi
for Linux, and due to be released sometime in the Fall of 2000.
3. Macromedia. Macromedia Flash has become
a standard for streaming multimedia content over the world wide web. A number of us are becoming
familiar with this product in conjunction with the development of MUDzilla. We envision a
synthesis between MUDzilla, and Macromedia Generator,
allowng us to dispense dynamic multimedia content to simulation participants.
4. SuperMUDzilla. We see a time when we will be forming strategic relationships with other
MUDzilla administrators in an effort to link many simulations together into one large, distributed
SuperMUDzilla, where the underlying story is sure to be unique!
The Long Haul
What follows are a list of possible futures for MUDzilla, all of which we will
be studying closely as MUDzilla evolves:
1. Neural Networks. Actually, neural nets are part of MUDzilla today, but we
think it will take a while to teach a simulation enough about itself to become self-aware
to the point of what we would call conciousness. By mimicking the functions
of organic neurons, computer scientists have long predicted it would be possible for computers to
learn as humans do. Many of us have had exposure to artificial intelligence systems, and
we forcast software that will not only simulate anything, but learn anything as well.
2. Virtual Reality. Armed with a tactile body suit, and appropriate eyeware, a
simulation participant is ready for anything. The kind of realism available within
a virtual reality system boggles the mind. To MUDzilla, however, even virtual
reality is just another kind of output; the underlying mechanism of orderly dissemination
of simulation content remains constant.
3. Biosysthesis. Recent breakthroughs in this field include the merging of organic cells
and computer chips, the first true cyborgs. No longer in the realm of distant science fiction,
biosynthesis, when combined with MUDzilla, could very well lead us to a whole new
participant interface. Imagine joining your mind to a simulation. No sweaty tactile
suits, no finite holodecks, just your thoughts, and those of the other simulation participants.
And we think it a small leap from there to actually transferring one's mind
into a simulation, rendering the physical body moot. The ethical issues alone will keep us all
very busy for a long time!