Edit: it appears the server is called "2b2t" .. searching for it brings up a ton of interesting stuff:
https://www.reddit.com/r/Minecraft/comments/xcpit/exploring_...
https://www.reddit.com/r/Minecraft/comments/xodzv/exploring_...
The ultimate Minecraft "abandoned virtual world" is the Minecraft Geologic Survey, by Leonard Richardson of the New York Public Library (assisted by the wonderful Joe Hills). The survey archived over 170,000 Minecraft maps (2TB!) from various public fileservers.
A[1] map called "The Reef" (which is available at the link above) was created from those maps, by using the Python libraries from MCEdit to select a heuristically "interesting" chunk[2] from each map and grouping them (approximately) by ground height and other features into a single map. Each chunk has a chest added with a single book inside it, containing the bibliographic reference.
Joe Hills introduces the map with Richardson in this video: https://www.youtube.com/watch?v=gpkdtv68DYU
If you found the Reef interesting, you may also like the "Sign Dungeon" ( https://www.youtube.com/watch?v=sPNysdgIbQY ), which was created from all of the written signs from the same MCGS archive, again filtered by a heuristic which is discussed in the video.
[1] Actually several maps of various sizes.
[2] Minecraft stores the world data in 16x16 block wide, 256 block tall "chunks" ( http://minecraft.gamepedia.com/Chunks )
It took me a few tries before I managed to sneak out of the "spawn zone" without getting killed or starving to death. Then I traveled for hours until I finally found and area where no-one had built. And made a nice base there.
Last time I went on there, you spawned atop an uneven cobble floor, those huge cobble walls surrounding you.
Exiting the cube is hazardous. It's dark, twisty, and full of deep pits that open up just around corners as you try to escape.
I'm assuming you used an offline version.
It seemed to follow exactly the path second life went, except with the diminished number of people that were on the internet at the time: very high initial interested (the "wow - 3d internet factor") and very little engagement after that.
I really thought 3d web would be a thing. :)
[2] https://osantana.me/vintage/borolandia/artigo03/index.html (article in portuguese, pics of a brazilian AW server back from 2000)
It was basically the 3D equivalent of Geocities. You could wander for hours, looking at the cool little houses and weird displays people had built. You could even do simple scripting with keyframes for animating objects by toggling their visibility. :)
It was so cool, and I even ended up buying a little AWLD stock. The market imploded of course, and the people running it apparently did some scummy things (see Shamus Young's accounting here: http://www.shamusyoung.com/twentysidedtale/?p=13720 ).
The only thing really missing was modeling; to solve this, you'd run across giant prefab yards, and then write down model names. Mars had a sort of boneyard for this purpose.
They also did kinda-cool tie-ins with other media, like a world for The 13th Floor and the X-Files movie. I miss that sense of "Oh man, this is the future!".
Perhaps once VR goes fully retail we'll see world creators like this become popular.
Some thoughts:
Looking at the pictures in [1], I was reminded that people designed and built all this stuff. Spent months of their lives and used their creativity. I wonder how they feel? Maybe like the designers of the Athens [2] and Sochi [3] Olympic sites.
Also, back in 2003 Cyan Worlds (the developers of Myst) created an online world called Uru Live [4]. They closed it due to lack of demand and (IIRC) scaling problems, but at some point it seems to have been brought back to life by a community effort [5]. So, abandoned worlds don't have to stay that way and the work of their designers doesn't have to be wasted.
The first time I recall encountering the concept of virtual world architecture was in Greg Egan's book Permutation City [6]. Anyone know of anything earlier?
Finally, it would be cool if virtual worlds could be linked by gateways, with some way for player metadata to migrate across the gateways.
[1] https://news.ycombinator.com/item?id=10079400
[2] http://www.theguardian.com/sport/gallery/2014/aug/13/abandon...
[3] http://weburbanist.com/2014/09/09/post-olympic-abandonment-s...
Snow Crash was published in 1992 and popularized the term "avatar". https://en.wikipedia.org/wiki/Snow_Crash Its virtual spaces were pretty elaborate.
Gibson's cyberspace (at least in Neuromancer) is just a 3D grid containing basic shapes. His later works do describe more elaborate worlds, but as far as I remember they are copies of the real world (eg. Chia's virtual copy of Venice in Idoru or the world inside the Aleph in Mona Lisa Overdrive).
The Street in Snow Crash is nearer to what I was thinking of.
Edid: The Virtual Venice belonged to Chia in Idoru [1], not Marly in Count Zero as I originally said.
i think it depends on what was actually spent - time of the lives and creativity or corporate/government money. Don't know about universities or Athens, while the recipients of $50B spent on Sochi do seem to feel very good.
Many of the MUDs I played on are sadly long gone, but a few are still around. I still have characters on a couple of them that I connect to every so often, like maybe once a year or so.
The connected player base is just a fraction of what it once was. Which always struck me as odd, seeing as how there are massively more people using the Internet now than there were in the 90s. Even accounting for cultural changes and technology moving on, it always struck me as there should be enough new people interested in the old ways to keep the population level, but alas that doesn't seem to be the case.
I'll go walking around the old worlds, remembering the epic battles involving dozens of players and hundreds of NPCs. These days, most spaces are almost completely abandoned. If you've ever seen the music video for Sting's song Fields of Gold [0], it captures the mood of walking around the old rooms perfectly. It seems like just yesterday we were all having a grand time RPing, but everyone's gone now.
I stopped playing a lot in the late 90s/early 2000s when I left for college. I would still connect occasionally, but I just didn't have the time to devote to it like I did when I was a teenager. In that time, Warcraft and Second Life sucked most of the people I played with away, and I could just never get into either. They're kind of overload for me, and, frankly, just not very interesting. For some reason, my brain just works best with the simple text that MUDs provided.
Walking around the old worlds is sad, true. Nostalgic. But also some happiness. I'm glad I got to be part of that era, and glad for the friendships I made.
Some have specialized clients they recommend; I'm a big fan of just using TinyFugue [0] in a shell window, but that's just me. :)
MUD Connector [1] is a great place to start, as it has a few thousand listed with average sizes, themes, reviews, etc. All searchable, so you can find what appeals to you.
As a very general rule, start with the bigger more active ones. The smaller ones can be very fun and you can make great, close friendships with other players, but they also can tend to get kind of insular and hard for a new player to penetrate.
[0] http://tinyfugue.sourceforge.net/ (it's also in most package managers and in homebrew for Mac)
If there's anything that future VR platform developers can learn from SL is this: engage your users, own up to mistakes, and be willing to break things that depended on kludges to fix things. If you do that you'll be light years ahead of the competition.
[1] telnet: aardmud.org 23 [2] http://www.aardwolf.com/stats.html
So while you used to have to grind through most of these regions, players now end up leveling much faster and only seeing a few of them.
There's this, which I don't think is what I was thinking of:
The abandoned college campuses of Second Life
http://fusion.net/story/181901/we-took-a-tour-of-the-abandon...