In this thread, I want to discuss my view on MUDs, RPGs, DnD, and MMORPGs, and how much each iteration departs from the original goal of having an immersive, interactive (and collective) adventure. Granted, the genres each developed their own directions and strong and weak points, but I think it is fair to say it all started out with that goal initially.
History and connections of the genres
I came across a video a long time ago, I forgot which one, and I can't find it anymore, or I might be misremembering. I think it was a history of CRPGs (classical RPGs), and it said they all originated in DnD, and that that one had its roots in some even earlier, more chess-like game that also had something like character sheets. I'm too young to have lived that era for myself, so I have to trust what others say. It did seem plausible though.
DnD
To me, while DnD is more or less the root of RPGs, it is not the essence of them. To me, the essence of all these is to have a interactive, immersive adventure (as opposed to a novel, where you have more immersion but no interactivity). DnD is one possible tabletop implementation of what an interactive adventure could be like. Its task is to present a coherent ruleset so that players can suspend their disbelief and have predictable outcomes / rules for actions in the adventure world they go to. But it does not have to be DnD specifically. Since DnD sessions are operated by a human Dungeon Master, he can freely interpret any queries that players make, and adapt on the fly, allowing for great creativity and deep storytelling, because he can make use of novel-like techniques and devices to convey mood, emotions, and other complex things, giving life to the world. DnD's mechanics and design choices heavily inspired modern games, and I think it became a self-perpetuating thing where people mostly don't question it anymore, because they do not even know its origins anymore.
In DnD, you are thrown into an adventure world with your friends, and have to embark on a quest, and carefully prepare for your adventure, strategise, and cooperate, because once you die, chances are, your friends cannot revive you and you stay dead forever. If you encounter battles, you need to make use of all possible advantages to make sure you come out alive. This makes combat an easy but effective thrilling device. Unlike adventure novels, in DnD, it is not that rare for the main character to actually die mid-way, so the plot may actually turn out to be disappointing compared to a novel. But it is highly immersive.
MUDs
Then come the MUDs: MUDs try to computerise the DnD experience, being (semi) turn-based and using text prompts to allow somewhat complex queries. They are the closest to DnD on a computer, IMO. As far as I know, basically all MUDs are entirely text-based, or at most have ASCII graphics, which get served by the server into a terminal. However, since a MUD needs to replace the DM with code, it fundamentally has several massive shortcomings:
- no adaptivity to weird prompts by players, so only a limited set of well-defined keywords can be used as commands, limiting the creativity of the players by quite a bit,
- no or very few novel-like devices for storytelling and worldbuilding are possible, because it just is technically infeasible to build a satisfying story teller, and you cannot create meaningful personalities and backgrounds to characters (NPCs) with depth anywhere close to what a novel can do,
- there no longer is a single party of a handful of friends; people can come and go, so there is less inherent social cohesion and commitment, which also affects immersion,
- you lose the mandatory collective story, and the game mostly centers around you building your own character at your own pace. All immersion and adventure has to now come from your interaction with other players
However, MUDs also have a strong suit that DnD does not have: it can accurately track loads of game state, and perform a more detailed and complex simulation of things. Sadly, though, since MUDs basically died around the time computers got more powerful, I don't think anyone really ever made one that leverages the massive amounts of computation and storage that computers have nowadays to make a rich world simulation. For example, as far as I know, MUDs fundamentally operate at room-level granularity, instead of a big tile-based world. This is probably due to lack of hardware capabilities at the time, as the server had to host hundreds or thousands of rooms simultaneously, and keep track of all the characters and NPCs and items, etc. on probably the order of a few dozen megabytes or something. Probably less, for most of them.
RPGs
I think RPGs attempted to go with the times and make the transition to 2D realtime graphics with mouse & keyboard controls. Some earlier ones are still turnbased and tile-based, but most of them migrated away from that. With the transition away from turn-based action, the complexity of user interactions also diminished by a lot, since commands need to be responsive enough to act out in real time. Most RPGs are single-player, and usually feature a hand-crafted campaign and world. They ditched the social aspect of DnD but delivered on polishing the accessibility of the genre by improving the user experience. A few really good RPGs managed to deliver a deep immersive adventure world. However, in contrast to how MUDs died out, RPGs simply degenerated into the lowest common denominator over time: grinding through tons of enemies, acquiring items and money and leveling up. RPGs usually also do not have perma death (either respawning you as a feature, or simply forcing you to load from a checkpoint), which also relativises all threats in the world, taking away thrill and immersion. I don't know whether MUDs also had guaranteed respawns or not, but at least they could not have had reloads.
MMORPGs
MMORPGs tried to have RPG-like player experience for a MUD, I guess. Especially the smooth real-time interactions and graphics. But that also meant that they also adopted the more constrained controls. All actions are either WASD movement or point and click, and a hotkey bar. This means actions have little nuances and everything you can target with an action needs to be easily clickable. In a MUD, you can refer to even things that are not explicitly represented on screen by name as target for your commands. For example I tried out one MUD and it let me cast “glow” on my sword or on other items. I don't think I ever saw an MMO where you could cast an ability on an item. Additionally, since MMOs are multi-player, like MUDs, you do not have a proper collective story anymore. MMOs usually don't have perma death, which also fundamentally takes away thrill and severity of things in the world, which also reduces immersion (probably to not have people rage-quit and to keep paying). MMOs got even worse than RPGs along the path of degenerating into grind fests, although RPGs seem to be catching up, recently. Just like with MUDs, there is no longer really an adventure, as there is no shared story progress, and it's not that much of a social experience either, because everyone mostly focuses on building his own character. But there is also no longer any immersion, either, because there are no real threats due to lack of permadeath, and the adventure is also very lackluster, because most of the time, you just grind for hours, to unlock the next area, at which you also grind for hours or days or weeks, eventually.
What is missing for going back to (collective) interactive, immersive adventures?
Creativity of interactions I think design-wise, MUDs are the closest to DnD in their creativity of choices they offer. I think this is what makes DnD great in the first place. All the other genres lost quite a bit of that, and dumbed the entire genre down to combat and character (= stat sheet) progression (and of course, the workification of games in the case of MMORPGs). Allowing for meaningful and complex choices is definitely important to allow for a satisfying user interaction with the adventure. However, there is also a thing such as too much complexity in the interactions that are available:
The realism trap IMO, the further the genres developed, the more they lost the immersiveness. Some genres like the open world survival games, or even minecraft at its extreme, promised immersion by ramping up realism: either the graphical realism was dialled up, or one could interact with even the terrain and reshape it, etc. Hunger, thirst, tiredness systems, crafting and mining, reshaping terrain, building houses and structures from fundamental blocks, etc. But I would argue that this is not what causes immersion. In an immersive novel, where do people dig holes into a mountain to build a shelter? Where do they reshape the terrain? When is such a thing meaningful to the adventure and immersion? Trying to pull off too much realism will also create too high expectations from players for situations that by design cannot be made realistic, or they would hurt the gameplay. Inconsistent levels of realism across features or aspects of the game will actually break immersion, because inconsistencies in rules or behaviour will break the suspension of disbelief. The player wants to believe, and all you have to do is not upset the player's expectations by suggesting things that you don't consistently deliver across the board.
Meaning and stakes The most immersive thing is when there are stakes to everything, to every character, to every choice, to items, to locations. Stake can mean costs, but also danger, or necessity, or difficulty. Stake to an enemy could be the risk of perma death, or maybe that it destroys crops or something. Stake to locations could be regional availability limitations of resources, and difficulty of travel between places (don't add instant travel, unless it in itself also has stakes and costs): this could be that you add a stamina system for movement, which makes it especially taxing on rough terrain, and maybe wearing armor will be particularly draining or slow you down, but if you travel without protective gear, you will be at greater risk for perma death, etc. Stake to items could be durability levels, and that you don't find crafted items dropping from monsters, and that NPC traders don't have magical infinite item supplies, but rather, that everything needs to be crafted by someone, and that if a high-level crafter perma-dies, this might set back the entire playerbase's technology level. To make playstyle choices meaningful, do not force combat prowess as a necessity: for example, if monsters dropped some kind of soul crystal or something, which could be converted into XP on consumption, you could have a currency that lets even crafters level up without having to be combatants, and together with consumable / degrading items and no infinite supply of items from NPCs, both the hunter and the crafter become vital characters, and if either one dies, the other one suffers, too.
The social aspect & economy Force players to interact with each other. Don't do party finders and automated markets. It's tedious to cooperate, but shared tedium is what creates meaningful shared experiences, and also makes the enjoyable parts more special and rewarding. Additionally, add permadeath or something, which makes it hard or impossible to play egoistically. If you do not cooperate, you die, and you start over with nothing. I already outlined a few options for that above. Of course, given enough effort, it should technically be possible to play the game alone, as you start out with few players, and you don't want to create a catch-22 situation where you can't play unless others already play, and then it becomes an entry barrier to new players. Whenever possible, try to find a design solution that favours collective progression/regression over personal progression: for example, if the highest tiered crafter dies, everyone gets thrown back to a lower tech level until someone reaches that level again. Maybe territories need to be claimed from the wilderness, and settlements need to be carved out through monster eradication missions, but can also be overrun and destroyed again. And add a difficulty progression that makes it hard for individuals to progress to a higher difficulty level without a group: for example, add polynomial or exponential difficulty increases to zones that are further away from the starting area, so that the weakest creature in the next zone is so much stronger than the strongest creature in the previous zone that the difficulty gap forces you to carefully probe into the new territory using a strong team, until you reach the required strength to solo it.
The take-away is: to achieve immersion and a social experience, you need to design every part of the game to encourage or demand social interaction, while also adding stakes to everything so that everything seems emotionally relevant, either because of danger, or because of necessity, or hardship/tedium, etc. Keep things meaningful by preventing them from becoming devalued and too easily replaceable, be it items, characters, or locations. Add harsh dangers that require preparation and careful strategising and cooperation to mitigate, and don't pander to the player too much all the time.
Maybe someone else has more to add to all this, and I'm sure I missed or some parts or expressed some poorly. But this has to suffice for today.
P.S.: This discussion also goes somewhat into the depth of all these things.