Sojourn (online game)

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Sojourn
Developer(s) Kris Kortright, Tim Devlin, John Bashaw, project community
Engine Sequent
Platform(s) Platform independent
Release date(s) 1992
Genre(s) Dungeons & Dragons MUD
Mode(s) Multiplayer
Distribution Online

Sojourn was a MUD founded in 1993. During its lifespan, it was regarded as a leading source of innovation and content creation.[1] At its height, it was extremely popular and content-rich.[2] It was based on the Sequent derivative of the DikuMUD codebase.

Game characteristics[edit]

Sojourn was set in the Forgotten Realms campaign setting for the Dungeons & Dragons role-playing game.[2]

History[edit]

Kris Kortright, a developer from the MUD Black Knights Realm, founded Sojourn[3] in 1993, along with Tim Devlin and John Bashaw. Sojourn was based on the Sequent codebase, the Epic spell system, and areas from Black Knights Realm. The City of Waterdeep was the first zone built entirely for Sojourn. Brad McQuaid was an avid player of Sojourn. Seeing the commercial potential of virtual worlds in the course of his MUD career, he went on to create EverQuest.[4] With Kris’ permission, used it as the model for the city of Freeport in EverQuest.[5]

In 1996, due to creative differences between developers, Sojourn was forked into two projects, TorilMUD and Duris: Land of Bloodlust.[2]

References[edit]

  1. ^ Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. p. 93. ISBN 0-471-11633-5. "Memorization lives on, however, in Sojourn DikuMud, now the leader in advanced code and new Zone creation." 
  2. ^ a b c Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura (1996). Yahoo! Wild Web Rides. IDG Books Worldwide Inc. p. 145. ISBN 0-7645-7003-X. "Once upon a time, boys and girls, there was a gargantuan MUD named Sojourn. It had over 400 players at peak times, and some of the most highly modified code in the land. Following faithfully in the wake of TSR's Forgotten Realms (AD&D), the MUD enjoyed an enormous wealth of areas, characters, and ideas from that role-playing game. But gods are vain and so are coders. Having different opinions on the future direction of Sojourn, they took the code and went their separate ways. The world was split into two main offshoots: Duris and Toril." 
  3. ^ Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. p. 35. ISBN 0-471-11633-5. "This code is moving into a new version named Copper III, which should be present on the given Mudlist. When this Mud went down in mid-1993, a different Mud spawned from it into what was known to many as Black Knights Realm [...] The creators of this world would move on later to form [...] Sojourn." 
  4. ^ Nelson, Mike (2002-07-02). "Interview: Brad McQuaid". The guru of 3D. Retrieved 2007-03-03. 
  5. ^ Olivetti, Justin (2011-04-19). "The Game Archaeologist plays with MUDs: The games". Massively. Retrieved 2011-04-25.