MUD

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This article is about a type of online computer game. For other uses of the word "mud," see mud

In computer gaming, a MUD (Multi-User Dungeon or Domain or Dimension) is a multi-player computer game that combines elements of role-playing games, hack and slash style computer games and social instant messaging chat rooms. Typically running on a bulletin board system or internet server, the game is usually text driven, where players read descriptions of rooms, objects, events, other characters, and computer-controlled creatures or non-player characters (NPCs) in a virtual world. Players usually interact with each other and the surroundings by typing commands that resemble a natural language, usually English.

Traditional MUDs implement a fantasy world populated by elves, goblins, and other mythical or fantasy-based races with players being able to take on any number of classes, including warriors, mages, priests, thieves, druids, etc., in order to gain specific skills or powers. The object of the game is to slay monsters, explore a rich fantasy world, to complete quests, go on adventures and create a story by roleplaying. MUDs are typically fashioned around the dice rolling rules of the Dungeons & Dragons (D&D) series of games .

MUDs often have a fantasy setting, while many others are set in science fiction-based universe or themed on popular books, movies, animations, history, etc. Still others, especially those which are often referred to as MOOs, are used in distance education or to allow for virtual conferences. MUDs have also attracted the interest of academic scholars from many fields, including communications, sociology, law, and synthetic economies.

Most MUDs are run as hobbies and are free to players; some may accept donations or allow players to "purchase" in-game items. There are also many professionally developed MUDs which charge a monthly subscription fee.

Contents

History

Image:Mud logon.png

Prehistory

The first games which were recognisably MUDs appeared in 1977 on the PLATO system. In Europe at around the same time, MUD development was centered around academic networks, particularly at the University of Essex where they were played by many people, both internal and external to the University. In this context, it has been said that MUD stands for "Multi-Undergrad Destroyer" due to their popularity among college students and the amount of time devoted to the MUD by the student. The popularity of MUDs of the Essex University tradition escalated in the USA during the 1980s, when - relatively speaking - cheap, home personal computers with 300 to 2400 baud modems enabled role players to log into multi-line BBSes and online service providers such as Compuserve.

MUD the game

The first known MUD was created in 1978 by Roy Trubshaw and Richard Bartle at Essex University on a DEC PDP-10 in the UK, using initially MACRO-10 (an assembly language) and, later, rewritten in BCPL; also used was a database description language, MUDDL <ref name="bartle-history-email">Early MUD History.</ref>. They chose the acronym MUD to stand for Multi-User Dungeon<ref name="wired-article">The Dragon Ate My Homework</ref>, in reference to another PDP-10 game called Dungeon (or DUNGEN due to the six character filename limit), which was later commercially released by Infocom under the original development code name ZorkTemplate:Citation needed. Zork in turn was inspired by an older text-adventure game known as Colossal Cave Adventure or ADVENTTemplate:Citation needed. The classic game MIST (also part of Essex University MUD) which could be played from any computer connected to JANET (a European academic network predating the internet), became one of the first of its kind to attain broad popularity<ref name="escape-from-the-dunegon">Escape from the Dungeon</ref>.

Oubliette, written by Jim Schwaiger, and published on the PLATO system predated MUD1 by about a year. It was so difficult that one could not play it alone: in order for players to survive, they had to run in groups. Whilst Oubliette was a multi-player game there was no persistence to the game world. Following it, also on PLATO, was a game called Moria written in 1977, copyright 1978. Again, players could run in parties but in this game and it was also possible to effectively play while only running one character. They were graphical in nature and very advanced for their time, but were proprietary programs that were unable to spread beyond PLATO. Textual worlds, which typically ran on Unix, VMS, or DOS, were now far more accessible to the public.

Another early MUD was Avatar, written in 1979 by Bruce Maggs and Andrew Shapira, both high school students using the PLATO system at the University of Illinois. This MUD was 2.5-D game running on 512x512 plasma panels of the PLATO system, and groups of up to 15 players could enter the dungeon simultaneously and fight monsters as a team.

Commercialisation and spread

In the early 1980s Alan E. Klietz wrote a game called Milieu using Multi-Pascal on a CDC Cyber, which was used by high school students in Minnesota for educational purposes. Klietz ported Milieu to an IBM XT in 1983, naming the new port Scepter of Goth (also spelled Sceptre of Goth). Scepter supported 10 to 16 simultaneous users, typically connecting in by modem. It was one of the first commercial MUDs, as franchises were sold to a number of locations. Scepter (as well as unfinished advanced MUD by Klietz called ScreenPlay) was first owned and run by GamBit (of Minneapolis, Minnesota), founded by Bob Alberti. GamBit's assets, including Scepter and ScreenPlay, were then sold to InterPlay (of Fairfax, Virginia). InterPlay eventually went bankrupt, making Scepter no longer available. In 1984, Mark Peterson wrote The Realm of Angmar, beginning as a clone of Sceptre of Goth.

These text-adventure games (both single and multi-player) drew inspiration from the paper-and-pencil based role-playing games (RPGs) such as Dungeons & Dragons which were approaching their peak popularity at this time, especially with the release of Advanced Dungeons & Dragons (AD&D) in 1977.

This strong bond between RPGs and MUDs continued through the years with the release of dozens of AD&D modules and series of related books and stories (e.g., Forgotten Realms and Dragonlance). Influences also came from the gamebooks such as Fighting Fantasy, Choose Your Own Adventure, and Lone Wolf; and also other RPGs such as Vampire: The Masquerade and Middle-Earth Role Playing.

Other MUDs that appeared around 1985 included Mirrorworld, run by Pip Cordrey and developed and written by Tim Rogers, Lorenzo Wood and Nathaniel Billington; and SHADES. SHADES was a commercial MUD accessible in the UK via the Prestel system. Mirrorworld was the first MUD to feature rolling resets.

Another popular MUD was AberMUD written in 1988 by Alan Cox, also known as Anarchy, named after the University of Wales Aberystwyth. Avalon, the Legend Lives, started in 1989, was the first MUD to combine a consistent fantasy story-line with a commercial venture.

Monster was a multi-user adventure game created by Richard Skrenta for the VAX and written in VMS Pascal. It was publicly released in November 1988<ref name='monster-release'>[1]</ref>. Monster was disk-based and modifications to the game were immediate. Monster pioneered the approach of allowing players to build the game world, setting new puzzles or creating dungeons for other players to explore<ref name="monster-architecture">[2]</ref>. Monster was the inspiration for TinyMUD<ref name="monster-inspiration">[3]</ref>.

TinyMUD and diversification

In 1989, TinyMUD began to allow players to easily participate in creating the online environment, as well as playing in it. The TinyMUD code spawned a number of descendants, including TinyMUCK and TinyMUSH, which added more sophisticated programmability. (TinyMUCK versions 2 and higher contain a full programming language named MUF, or Multi-User Forth, while MUSH greatly expanded the variety of commands and functions available and allowed them to apply to all objects.) Some use the term MU* to refer to TinyMUD, MUCK, MUSH, MUSE, MUX, and their kin; others simply allow the term MUD to apply universally. MUVE is a recent coinage, intended to stand for Multi-User Virtual Environment. UberMUD, UnterMUD, and MOO are some other MUD servers that were at least partially inspired by TinyMUD but are not direct descendants.

Also in 1989, and inspired by TinyMUD and AberMUD, LPMud was developed as a more game-oriented MUD that allowed participants to program the behavior of its "monsters".

In 1991, the release of DikuMUD, which was inspired by AberMUD, lead to a virtual explosion of hack-n-slash MUDs based upon its code. DikuMUD inspired several derivative codebases as well, including CircleMUD, Merc, ROM, NiMUD and SMAUG.

In 1994, Mark 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 BBSs.

Though seeing some decline in the past few years due to the advent of graphical MUDs (MMORPGs)and other networked games, the MUD scene is still very much alive on the Internet, and can be accessed via standard telnet clients, or specialized MUD clients (which give a more pleasant user experience). These games are still listed at various web portals (see external links).

Variations on MUDs

Graphical MUDs

Main article: MMORPG

A graphical MUD is a MUD that uses computer graphics to represent parts of the virtual world and its visitors. A prominent early graphical MUD was Habitat, written by Randy Farmer and Chip Morningstar for Lucasfilm in 1985. Graphical MUDs require players to download a special client and the game's artwork. They range from simply enhancing the user interface to simulating 3D worlds with visual spatial relationships and customized avatar appearances.

After the increase in computing power and Internet connectivity during the late nineties graphical MUDs became better known as MMORPGs (massively multiplayer online role-playing games). Unlike earlier MUDs, most MMORPGs are commercial ventures. See list of MMORPGs for examples of this type of game.

Talkers and spods

Main article: Talker

A lesser known variant is the talker, typically based on ew-too or NUTS, with plenty of derived codebases. The early talkers were essentially MUDs, with most of the complex game machinery stripped away, leaving just the communication level commands - hence the name "talker". People who use these tend to be called spods.

The spod tends to be something of a long-term fanatic. Where many mudders may move on after a year or two, people who use talkers typically have been doing so for a decade or more. Talkers are significantly easier to run than an average MUD, since they don't incorporate very much artificial intelligence, and they are usually much more user friendly, since there is not often much fighting as a focus. Whole families of husbands, wives, children, and siblings have been known to spod in certain circles.

They also use very little network traffic, and use simple protocols, making them ideal for setting up quietly at work. Talker applications predate MUDs by many years, although some of the early ones were used to play Dungeons & Dragons over computer networks. Talkers and some other MUDs use InterMUD to chat with users on completely separate MUDs.

The spod has earned a place in the Jargon File here.

RPIMUDs

A lesser known type of MUDs are RPIMUDs, Role-Play Intensive Multi-User Dungeons. RPIMUDs gear toward realistic enforced roleplay which is often blended in with fantasy themes. In general, the objective of the game is not goal based hack-and-slash, but to collaborate with fellow players to create complex and multi-layered storylines in a cohesive gameworld.

The majority of RPIMUDs are levelless and classless, focusing instead on skills, crafts, as well as role-playing against the world or environment, often going as far as to request their players to engage in role-play with inanimate creatures and objects. Such dedication to role-playing, in addition to creating a vivid experience for other players, is often rewarded by staff members who invisibly monitor the game.

Out-of-character communications are mostly restricted if present at all. This contrasts with other forms of mud role-playing styles such as storytelling and freestyle mushes in which role-play is conducted between players and OOC communications are more important.

A community portal dedicated to RPIMUDs can be found at [4].

Complex combat MUDs

A Complex combat MUD is a MUD with a more complicated battle system (hence the name). Generally, it means that a game does not have an automated fighting system - rather, there is a system of balances and timers which require constant user input to function. When coupled with an affliction or stancing system or some other sort of tactical fighting mechanism, this is a very engaging and exciting way of doing combat.

Another distinguishing feature of complex combat MUDs is that they sometimes allow client-side triggers and scripting (often considered an unfair advantage in other games), since the game mechanics ensure that writing a script to handle fighting would be extremely difficult, but some more basic scripts make fighting more exciting for both participants, and add an extra dimension to combat.

Psychology of MUDs

Dr. Sherry Turkle, Ph.D. of Sociology of Science at MIT, developed a theory in her book "Life on the Screen" that the constant use (and in many cases, overuse) of MUDs allows users to develop different personalities in their environments. She uses examples, which date back to the text-base MUDs of the mid-1990's, 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, one that Turkle claims could present a psychological problem of identity for today's youths.

Turkle also explores the ideas of the use of bots in MUDs. She references the Turing Test developed by Alan Turing, stating that bots could be considered truly intelligent if they were able to convince a human user speaking to the bot that the bot was actually human. Turkle presents the troubling ideas of sexual deviancy involved with this, that someone posing as a bot could "trick" someone into believing that they were a bot and allowing them to engage in sexual activity online. Turkle wonders aloud if this could be considered at the worst rape and at the very least an invasion of privacy.

See also

References

<references />

External links

MUD rankings and listings

MUD history and studies

MUDs of historical interest

Snippet and source code repositories

  • Mud Magic.com: MUD software downloads, discussion, game listings, and documentations.
  • ftp.game.org: Hierarchal archive of MUD source code

Other resources

Life on the Screen: Sherry Turklecs:MUD da:MUD de:Multi User Dungeon et:MUD es:MUD eo:MUD fr:Multi-user dungeon ko:머드 게임 it:MUD nl:MUD (computergames) no:MUD pl:MUD pt:Multi-user dungeon ru:MUD fi:MUD sv:MUD tr:MUD zh:MUD