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.
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.
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 The Masquerade and Middle-Earth Role Playing.
Other MUDs that appeared around 1985 included Mirrorworld, run by Pip Cordre 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 1988Monster 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 exploreTinyMUD[http://www.linnaean.org/~lpb/muddex/mud-answers3.html#note1" target="_blank" >*.
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.
MUDs 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).
Online graphics-based games (MMORPGs) such as World of Warcraft (Blizzard Entertainment ) and Dark Age of Camelot (Mythic Entertainment), plus graphics-based social avatar worlds such as There (Makena Technologies, Inc.) and SecondLife (Linden Research, Inc.), are (arguably) analogous to MUDs, and are sometimes referred to as "graphical MUDs" (see next section) or "next-generation MUDs".
Similarities include the basic goals and objectives of the games (where games are present) and the sociality of the environments (the tendency to associate in or form social groups). One difference (among many) is that the majority of MMORPGs and social avatar worlds are commercial ventures. (See: The Business of Social Avatar Virtual Worlds)
Are users leaving MUDs and migrating to the next-generation virtual worlds? Since usage statistics are typically available from the corporations running MMORPGs and social avatar worlds we know quite a bit about their populations (MMOGChart.com). But, due to the scattered and independent nature of MUDs -- independently run by individuals all over the world, hosting populations of 6 to 600, privately and publically -- it is a challenge to study or survey levels of use of MUDs as a whole from year to year. Therefore, it is unknown whether the population of text-based MUDs has been impacted by graphics-based games and graphics-based social avatar virtual worlds.
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.
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".
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.
People who use these tend to be called spods, and have earned a place in the Jargon File here.
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 *.
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 accessible for participants, and add an extra dimension to combat.
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.
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