<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>gaming on Tom Hickerson's Site</title><link>https://tomhickerson.com/en/tags/gaming/</link><description>Recent content in gaming on Tom Hickerson's Site</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><copyright>Copyright 2023-2026</copyright><lastBuildDate>Fri, 01 Sep 2017 00:00:00 +0000</lastBuildDate><atom:link href="https://tomhickerson.com/en/tags/gaming/index.xml" rel="self" type="application/rss+xml"/><item><title>Why MUD?</title><link>https://tomhickerson.com/en/archives/en/2017/2017-09-01-why-mud/</link><pubDate>Fri, 01 Sep 2017 00:00:00 +0000</pubDate><guid>https://tomhickerson.com/en/archives/en/2017/2017-09-01-why-mud/</guid><description>&amp;ldquo;Do I contradict myself? Very well, then I contradict myself, I am large, I contain multitudes.&amp;rdquo;
Walt Whitman
To the uninitiated, MUD stands for Multi-User Dungeon. Those of us who were born in the 70s and actually had a computer in the house started off early, with Zork, or Colossal Cave, playing on a text screen for hours on end. The next logical step was connecting the computers and going head-to-head; when modems and networked LANs became popular, so did Richard Bartle&amp;rsquo;s MUD1, or, in my own case, the Scepter of Goth.</description></item><item><title>Your load is too heavy: Zork deep reading</title><link>https://tomhickerson.com/en/archives/en/2017/2017-08-31-zarf-updates-your-load-is-too-heavy-zork-deep-reading/</link><pubDate>Thu, 31 Aug 2017 00:00:00 +0000</pubDate><guid>https://tomhickerson.com/en/archives/en/2017/2017-08-31-zarf-updates-your-load-is-too-heavy-zork-deep-reading/</guid><description>Looking back at the Zork I code, and what accounted for handling inventory back and the day. Interesting and frustrating all at the same time&amp;hellip;
tags: history
Zarf Updates: Your load is too heavy: Zork deep reading</description></item></channel></rss>