What are Doors?
Bulletin board systems can link their users to online games, called "Doors". Most
doors are in text, though some feature ANSI graphics and animation, and some even
include more elaborate graphics and music. A neat thing about doors is that most
of them are multi-player games, where BBS users can compete or cooperate with
each other. (This was, of course, VERY exciting back in the 80's when almost nobody
had internet access!)
Most doors can handle only one user at a time. Remember that back in BBS days,
a server could only accept one caller at a time unless it had multiple modems
installed! Some "multi-node" doors can handle multiple players at the same time
- chatting, or dueling, or teaming up against the world. Each BBS caller generally
had a daily time limit - 30 or 60 minutes, say - in order to let other users log
on. The BBS would disconnect them at the end of that time. Most doors limit the
amount of stuff a player can do in one day, so that even a large, complex door
gets played in 5-to-50-minute chunks.
Most doors were distributed as Shareware. Sysops could download a limited version
of the game for free, but would have to pay $10 or $20 or $50 dollars to get the
full version. The unregistered version might have an annoying delay at startup,
or limit the power-levels that users can reach, or disable all sorts of features.
Some Favorite Doors
Here are some doors that I particularly like:
Operation: Overkill - My favorite door of all, an RPG set in a futuristic
wasteland. It reminds me a little bit of the Fallout series of games. I love
exploring grid-based map, and saving up water crystals to buy a newer, better
next weapon.
Legend of the Red Dragon (LORD) - This came out after I left the BBS
scene, but it's a superb game. Unlike most doors, it's extensible - so instead
of just spawning imitators, it gave rise to various add-ons. Maybe I'll write
more on this one after I figure out what's going on.
Usurper - Another fairly recent door; provides a somewhat Shadowrun-ish
blend of trolls and elves and guns and magic and sex and drugs. There are computer
NPCs, which is a neat idea (and makes the game feel less empty to the first
few players)
Trade Wars - A classic, which people still play (a lot). Fly around
space, buying and selling goods. After a while, you can construct new planets,
fight aliens, and have huge wars with other players. I remember seeing a Trade
Wars client, way back when, that would auto-trade between two star systems;
clients have come a long way since then. (Creating "bots" to play door games
is sometimes as fun as playing the games themselves)
Barren Realms Elite - A conquest game, which is now played on inter-bbs
leagues(!), making for some very large-scale war indeed. Rather simple, with
very short turns.
Thieves Guild - More info when (if) find it again
If you've played BBS doors before, I'm sure you have plenty of favorites. I
don't have the space here to talk about all the doors. Maybe I'll put some sort
of top-100 list up at some point.
Breeds of door
Many doors fall into one of a few categories. That's partly because the really
successful doors spawned a host of imitators. There are a lot of Trade
Wars clones out there, for instance. Some types of doors you'll see over and
over are:
Empire building - Games like Global War, Barren Realms Elite. The focus
is on expanding and improving your kingdom, and on fighting other players (and
forming alliances).
Duel games - Direct combat with other players. Typically, one player
is logged in, and the opponents read the combat results when they next log on.
(Some newer games, like LORD, allow direct PvP combat). Games like Food Fight,
Air Combat, and The Pit are focused on duels.
RPGs - Role-playing games generally feature exploration, scumming for
experience and gold, and stat increases. Games like Operation Overkill and Dungeon
Master fit this description. Most RPGs do include duels versus other players,
so there's a very fine line between the categories "duelling game" and an "RPG".
Trade games - Most of these are based on Trade Wars 2002, one of the
best (and most popular) doors ever written.
Trivia quiz doors - Easy to program, but hard to make really fun.
Text adventures - Some puzzle-driven adventure games ("Interactive
Fiction", if you prefer) in the style of classics like Zork. And some menu-driven,
"Choose Your Own Adventure" style games.
There are thousands of doors out there. Most are not especially good. Doors
are reasonably easy to program, and many of the doors produced are amateurish,
or derivative, or buggy. However, there are some true gems out there. And I
think that even lackluster doors are worth preserving for historic interest
and for nostalgia value.
More Door Thoughts
What makes some doors fun, and others simply dull? Perhaps it's a matter of
having just the right amount of interaction between users. Interaction with
users is central to why doors are fun, and most full-featured doors do include
their own mail and message systems. But you don't want TOO MUCH interaction.
Otherwise, the first user to log on has nothing to do, and a newbie has no hope
of doing anything but getting pounded by veterans. I think Trade Wars strikes
a happy medium - you can always make some money by trading, but (especially
in the mid-to-late game) you have to pay close attention to what other players
are doing, and be ready to counter their schemes.
Doors are a lot like MUDs. MUDs grew up around Unix systems on university campuses,
and doors grew up on BBSes in people's basements, but many people played both
MUDs and doors. Most doors are much simpler than even a simple MUD system like
DikuMUD. I think doors would make great mini-games for a modern MUD, since MUDding
can get monotonous (though still addictive) after a while. The "chunked" gameplay
of most doors (only a certain number of minutes or turns allowed per day) has
the great side effect that players can be competitive without spending a lot
of time online. Most MUDs are largely a contest of committment - the top players
spend hours online every day, and a casual player - even a skilled one - has
NO HOPE of topping the player ladders.
Notes on Inner Workings
To run a door, the BBS program first writes out a a "drop file" (such as Door.sys,
a common format); this file tells the door who is playing. Drop files are a
somewhat awkward way for the BBS to communicate with the door, but they do reduce
the need for a lot of command-line arguments). There are many, many drop file
formats out there. Most BBS systems can write several, and most doors can read
several, and if you're unlucky enough not to have a match, there are conversion
tools.
One tricky thing about doors is that the program can access the modem in two
ways - it can access the modem's COM port directly, or it can use interrupt
14h (the FOSSIL interface). Older doors written before 1991 tend to access the
COM port directly, while later doors generally support FOSSIL. FOSSIL was created,
in part, to free door authors from worrying about differences between modems.
If you want to run doors on a Windows system, you probably want to use TCP/IP
connections instead of a modem. To do this, you need a FOSSIL driver (such as
NetFoss), or a COM-port redirector (like NetSerial, depending on how
the door works. (A full-featured DOS emulator would probably include such functionality,
but I'm not aware of any such things...yet!)
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