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Think text-based World of Warcraft. In fact the heritage is the inverse: from MUDs we got MMORPGs

Coming from LP-mud love, I found it very noticeable how similar the text of actions was between MUDs and EverQuest. The text box of actions and world answers read very mud-like.
I can see the similarities; even today, the combat systems of MMORPGs are basically "perform action on enemy", where action is on a timer. A big difference is positioning and faster gameplay though. Even though I just went through the t2t tutorial and found that the game progresses faster than I can read. I think for my own sanity I'd prefer it to be turn based / adventure style, like 'press a button to continue', but that's not ideal for multiplayer.
>I found it very noticeable how similar the text of actions was between MUDs and EverQuest

This was discussed in the recently posted Everquest article: https://www.filfre.net/2025/07/everquest/

From Wikipedia (https://en.wikipedia.org/wiki/EverQuest#History):

>The design and concept of EverQuest is heavily indebted to text-based MUDs, in particular DikuMUD ... John Smedley, Brad McQuaid, Steve Clover and Bill Trost, who jointly are credited with creating the world of EverQuest, have repeatedly pointed to their shared experiences playing MUDs such as Sojourn and TorilMUD as the inspiration for the game

There was even some kind of brouhaha with people claiming EQ was literally graphics on top of an uncredited MUD codebase.

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