MUD
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A MUD (Multi-User Dungeon), pronounced /ˈmʌd/, is a Multiplayer real-time Virtual world described primarily in text. MUDs combine elements of Role-playing games, Hack and slash, Player versus player, Interactive fiction, and Online chat. Players can read or view descriptions of rooms, objects, other players, Non-player characters, and actions performed in the virtual world. Players typically interact with each other and the world by typing commands that resemble a Natural language.
Traditional MUDs implement a computer role-playing game set in a Fantasy world populated by fictional races and monsters, with players being able to choose from a number of classes in order to gain specific skills or powers. The object of this sort of game is to slay Monsters, explore a fantasy world, complete quests, go on adventures, create a story by Roleplaying, and advance the created character. Many MUDs were fashioned around the dice-rolling rules of the Dungeons & Dragons series of games.
Such fantasy settings for MUDs are common, while many others have Science fiction settings or are based on popular books, movies, animations, history, and so on. Not all MUDs are games; some are designed for educational purposes, while others are purely chat environments, and the flexible nature of many MUD servers leads to their occasional use in areas ranging from Computer science research to Geoinformatics.[1][2] MUDs have attracted the interest of academic scholars from many fields, including Communications, Sociology, Law, and Synthetic economies.[3][4][5]
Most MUDs are run as hobbies and are free to players; some may accept donations or allow players to purchase virtual items, while others charge a monthly subscription fee. MUDs can be accessed via standard Telnet clients, or specialized MUD clients which are designed to improve the user experience. Numerous games are listed at various web portals, such as The Mud Connector.
The history of modern Massively Multiplayer Online Role-Playing Games (MMORPGs) like World of Warcraft, and related Virtual world genres such as the social virtual worlds exemplified by Second Life, traces directly back to the MUD genre.[5][6] Indeed, before the invention of the term MMORPG, games of this style were simply called graphical MUDs. A number of influential MMORPG designers, such as Raph Koster, Brad McQuaid,[7] Matt Firor, Mark Jacobs, Brian Green,[8] and J. Todd Coleman, began as MUD developers and/or players.
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Origins


Adventure, created in 1975 by Will Crowther on a DEC PDP-10 computer, was the first widely used Adventure game. The game was significantly expanded in 1976 by Don Woods. Adventure contained many D&D features and references, including a computer controlled Dungeon master.[9][10]
Inspired by Adventure, a group of students at MIT wrote a game called Zork in the summer of 1977 for the PDP-10 minicomputer which became quite popular on the ARPANET. Zork was Ported under the name Dungeon to FORTRAN by a programmer working at DEC in 1978.[11]
In 1978 Roy Trubshaw, a student at Essex University in the UK, started working on a multi-user adventure game in the MACRO-10 assembly language for a DEC PDP-10. He named the game MUD (Multi-User Dungeon), in tribute to the Dungeon variant of Zork, which Trubshaw had greatly enjoyed playing.[12] Trubshaw converted MUD to BCPL (the predecessor of C), before handing over development to Richard Bartle, a fellow student at Essex University, in 1980.[13][14]
MUD, better known as Essex MUD and MUD1 in later years, ran on the Essex University network until late 1987,[15] becoming the first Internet multiplayer online role-playing game in 1980, when Essex University connected its internal network to ARPANet.[16] The game revolved around gaining points till one achieved the wizard rank, giving the player immortality and certain powers over mortals. The game became more widely accessible when a guest account was set up that allowed users on JANET (a British academic computer network) to connect on weekends and between the hours of 2 AM and 8 AM on weekdays.[17] MUD1 was reportedly closed down when Richard Bartle licensed MUD1 to CompuServe, and was getting pressure from them to close Essex MUD. This left MIST, a derivative of MUD1 with similar gameplay, as the only remaining MUD running on the Essex University network, becoming one of the first of its kind to attain broad popularity. MIST ran until the machine that hosted it, a PDP-10, was superseded in early 1991.[18]
During the Christmas of 1985, Neil Newell, an avid MUD1 player, started programming his own MUD called SHADES because MUD1 was closed down during the holidays. Starting out as a hobby, SHADES became accessible in the UK as a commercial MUD via British Telecom's Prestel and Micronet networks.[19] A scandal on SHADES led to the closure of Micronet, as described in Indra Sinha's net-memoir, The Cybergypsies.[20]
In 1985 Pip Cordrey gathered some people on a BBS he ran to create a MUD1 clone that would run on a home computer. The Tolkienesque MUD went live in 1986 and was named MirrorWorld.[21]
1985 also saw the creation of Gods by Ben Laurie, a MUD1 clone that included Online creation in its endgame. Gods became a commercial MUD in 1988.[22]
In 1985 CompuNet started a project named Multi-User Galaxy Game as a Science Fiction alternative to MUD1 which ran on their system at the time. When one of the two programmers left CompuNet, the remaining programmer, Alan Lenton, decided to rewrite the game from scratch and named it Federation II (at the time no Federation I existed). The MUD was officially launched in 1989.[23] Federation II was later picked up by AOL, where it became known simply as "Federation: Adult Space Fantasy". Federation later left AOL to run on its own after AOL began offering unlimited service.
In 1978, around the same time Roy Trubshaw wrote MUD, Alan E. Klietz wrote a game called Milieu using Multi-Pascal on a CDC Cyber 6600 series mainframe which was operated by the Minnesota Educational Computing Consortium.[24] Klietz ported Milieu to an IBM XT in 1983, naming the new port Scepter of Goth. Scepter supported 10 to 16 simultaneous users, typically connecting in by modem. It was one of the first commercial MUDs; franchises were sold to a number of locations. Scepter was first owned and run by GamBit (of Minneapolis, Minnesota), founded by Bob Alberti. GamBit's assets were later sold to Interplay Productions. Interplay eventually went bankrupt.[25]
In 1984, Mark Peterson wrote The Realm of Angmar, beginning as a clone of Scepter of Goth. In 1994, Peterson rewrote The Realm of Angmar, adapting it to MS-DOS (the basis for many dial-in BBS systems), and renamed it Swords of Chaos. For a few years this was a very popular form of MUD, hosted on a number of BBS systems, until widespread Internet access eliminated most BBSes. [citation needed]
In 1984, Mark Jacobs created and deployed a commercial gaming site, Gamers World. The site featured two games coded and designed by Jacobs, a MUD called Aradath (which was later renamed, upgraded and ported to GEnie as Dragon's Gate) and a 4X science-fiction game called Galaxy, which was also ported to GEnie. At its peak, the site had about 100 monthly subscribers to both Aradath and Galaxy. GEnie was shut down in the late 1980s, although Dragon's Gate was later brought to America Online before it was finally released on its own. Dragon's Gate was closed on February 10, 2007.[26]
In the summer of 1980 University of Virginia classmates John Taylor and Kelton Flinn wrote Dungeons of Kesmai, a six player game inspired by Dungeons & Dragons which used Roguelike ASCII graphics. They founded the Kesmai company in 1982 and in 1985 an enhanced version of Dungeons of Kesmai, Island of Kesmai, was launched on CompuServe. Later, its 2-D graphical descendant Legends of Kesmai was launched on AOL in 1996. The games were retired commercially in 2000.[27][28][29]
The popularity of MUDs of the Essex University tradition escalated in the USA during the late 1980s when affordable Personal computers with 300 to 2400 bit/s Modems enabled role-players to log into multi-line Bulletin Board Systems and Online service providers such as CompuServe. During this time it was sometimes said that MUD stands for "Multi Undergraduate Destroyer" due to their popularity among college students and the amount of time devoted to them.[30]
Spread
AberMUD
TinyMUD
TinyMUD, written in C and released in late 1989, spawned a number of descendants, including TinyMUCK and TinyMUSH. TinyMUCK version 2 contained a full programming language named MUF (Multi-User Forth), while MUSH greatly expanded the command interface. To distance itself from the combat-oriented traditional MUDs it was said that the "D" in TinyMUD stood for Multi-User "Domain" or "Dimension", which led to the eventual adoption of the term MU* to refer to the TinyMUD family.[36][37] UberMUD, UnterMUD, and MOO were inspired by TinyMUD but are not direct descendants.[38]
LPMud

DikuMUD
Simutronics
Style
While there have been many variations in overall focus, Gameplay and features in MUDs, some distinct sub-groups have formed that can be used to help categorize different Game mechanics, game genres and Non-game uses.Hack and Slash MUDs
Player versus player MUDs

Roleplaying MUDs
Social MUDs
Talkers
Educational MUDs
Graphical MUDs
Games such as Meridian 59, EverQuest, Ultima Online and Dark Age of Camelot were routinely called graphical MUDs in their earlier years.[52][53][54] RuneScape was actually originally intended to be a text-based MUD, but graphics were added very early in development.[55][56] However, with the increase in computing power and Internet connectivity during the late nineties, and the shift of online gaming to the mass market, the term "graphical MUD" fell out of favor, being replaced by MMORPG, Massively Multiplayer Online Role-Playing Game, a term coined by Richard Garriott in 1997.[57]
Psychology and engagement
Sherry Turkle developed a theory that the constant use (and in many cases, overuse) of MUDs allows users to develop different personalities in their environments. She uses examples, dating back to the text-based MUDs of the mid-1990s, showing college students who simultaneously live different lives through characters in separate MUDs, up to three at a time, all while doing schoolwork. The students claimed that it was a way to "shut off" their own lives for a while and become part of another reality. Turkle claims that this could present a psychological problem of identity for today's youths.[3]"A Story About A Tree" is a short essay written by Raph Koster regarding the death of a LegendMUD player named Karyn, raising the subject of inter-human relationships in virtual worlds.
Observations of MUD-play show styles of play that can be roughly categorized. Achievers focus on concrete measurements of success such as experience points, levels, and wealth; Explorers investigate every nook and cranny of the game, and evaluate different game mechanical options; Socializers devote most of their energy to interacting with other players; and then there are Killers who focus on interacting negatively with other players, if permitted, killing their characters or otherwise thwarting their play. Few players play only one way, or play one way all the time; most exhibit a diverse style.[58] According to Richard Bartle, "People go there as part of a hero's journey — a means of self-discovery".[59]
Research has suggested that various factors combine in MUDs to provide users with a sense of presence rather than simply communication.[60]
Grammatical usage and derived terms
As a noun, the word MUD is variously written MUD, Mud, and mud, depending on speaker and context. It is also used as a verb, with to mud meaning to play or interact with a MUD and mudding referring to the act of doing so.[61] A mudder is, naturally, one who MUDs.[62] Compound words and portmanteaux such as mudlist, mudsex, and Mudflation are also regularly coined. Puns on the "wet dirt" meaning of "mud" are endemic, as with, for example, the names of the ROM (Rivers of MUD), MUCK and MUSH codebases.See also
- MUD trees
- List of MUDs
- Bartle Test
- MUD client
- Online text-based role-playing game
- Cyberformance
- Digital architecture
References
Further reading
- Bartle, Richard (2003). Designing Virtual Worlds. New Riders . ISBN 0-1310-1816-7.
- Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. . ISBN 0-471-11633-5.
- Busey, Andrew (1995). Secrets of the MUD Wizards. SAMS Publishing . ISBN 0-672-30723-5.
- Carton, Sean (1995). Internet Virtual Worlds Quick Tour. Ventana Press . ISBN 1566042224.
- Burka, Lauren P. (1995). "The MUDline". The MUDdex . http://www.linnaean.org/~lpb/muddex/mudline.html.
- Koster, Raph (2002-02-20). "Online World Timeline". Raph Koster's Website . http://www.raphkoster.com/gaming/mudtimeline.shtml.
- Reese, George (1996-03-11). "The LPMud Timeline" . http://www.rpgmud.com/lpmud_timeline.htm.
- Mitchell, Don (1995-03-23). "From MUDs To Virtual Worlds". Microsoft Social Computing Group . Archived from the original on 2006-09-26. http://web.archive.org/web/20060926063650/research.microsoft.com/vwg/papers/3DVW.htm.
External links
Source code repositories
- Erwin S. Andreasen: Home of the 16k MUD competition, and other resources.
- MudBytes.net: MUD code repository and discussion.
Resources
- The Mud Connector: Extensive mud portal with hundreds of mud listings
- Top Mud Sites: MUD listings, reviews, discussion forum and rankings by category.
- MUDseek: Google custom search engine indexing MUD and MUD-related web sites.
- FindMUD: MUD listings and codebase downloads.
- MUD Stats: MUD statistics.
- MUDs on Living Internet
- MUDs at the Open Directory Project
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