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{{Short description|Video game genre}}
{{About|a type of online computer game|the first game called "MUD" or "Multi-User Dungeon"|MUD1}}
{{redirect|MCCP|the class of chemical compounds|Chlorinated paraffins}}
{{use mdy dates|date=November 2021}}
[[File:Actsmudgnome.png|thumb|upright=1.35|A screenshot of a MUD]]
{{VG Role-playing}}
 
A '''MUDmulti-user dungeon''' ('''MUD''', {{IPAc-en|m|ʌ|d}}; originally '''multi-user dungeon'''), withalso laterknown variantsas a '''multi-user dimension''' andor '''multi-user ___domain'''),{{R|bartle-acronym|hahn-acronym}} is a [[Multiplayer video game|multiplayer]] [[Time-keeping systems in games#Real-time|real-time]] [[virtual world]], usually [[Text-based game|text-based]] or [[storyboard|storyboarded]]ed. 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, and [[non-player character]]s, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a [[natural language]], as well as using a character typically called an [[Avatar (computing)|avatar]].<ref name=":022">{{Cite book |last=Salamone |first=Frank A. |title=Encyclopedia of Religious Rites, Rituals, and Festivals |publisher=[[Routledge]] |year=2004 |isbn=0-415-94180-6 |editor-last=Levinson |editor-first=David |___location=New York |pages=300}}</ref>
 
Traditional MUDs implement a [[role-playing video game]] set in a [[fantasy]] world populated by [[List of species in fantasy fiction|fictional races and monsters]], with players choosing [[character class|classes]] in order to gain specific skills or powers. The objective of this sort of game is to slay [[monster]]s, 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.
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Most MUDs are run as hobbies and are free to play; some may accept donations or allow players to [[Virtual Asset Sales|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 game]]s (MMORPGs) like ''[[EverQuest]]'' and ''[[Ultima Online]]'', and related [[virtual world]] genres such as the social virtual worlds exemplified by ''[[Second Life]]'', can be traced directly back to the MUD genre.{{R|castronova-mmorpg|stuart-mmorpg}} Indeed, before the invention of the term MMORPG, games of this style were simply called [[#Graphical MUDs|graphical MUD]]s. A number of influential MMORPG designers began as [[:Category:MUD developers|MUD developers]] and/or players{{R|taylor}} (such as [[Raph Koster]], [[Brad McQuaid]],{{R|guru3d}} [[Matt Firor]], and [[Brian Green (game developer)|Brian Green]]{{R|greenmud}}) or were involved with early MUDs (like [[Mark Jacobs (video game designer)|Mark Jacobs]] and [[J. Todd Coleman]]).
 
==Early history==
[[File:ADVENT -- Will Crowther's original version.png|thumb|[[Will Crowther]]'s ''Adventure'']]
 
=== Origins ===
[[File:ADVENT -- Will Crowther's original version.png|thumb|[[Will Crowther]]'s ''Adventure'']]
''[[Colossal Cave Adventure]]'', created in 1975 by [[Will Crowther]] on a [[Digital Equipment Corporation|DEC]] [[PDP-10]] computer, was the first widely played [[adventure game]]. The game was significantly expanded in 1976 by [[Don Woods (programmer)|Don Woods]]. Also called ''Adventure'', it contained many D&D features and references, including a computer controlled [[dungeon master]].{{R|montfort|livinginternet}}
 
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=== Wider access and early derivatives ===
 
''MUD'', better known as ''Essex MUD'' and ''MUD1'' in later years, ran on the [[University of Essex]] network, and became more widely accessible when a guest account was set up that allowed users on [[JANET]] (a British academic [[X.25]] computer network) to connect on weekends and between the hours of 2 AM and 8 AM on weekdays.{{R|wisner1}} It became the first Internet multiplayer online role-playing game in 1980 and started the online gaming industry as a whole<ref>{{Cite web |last1=Hosch |first1=William L. |last2=Ray |first2=Michael |date=2023-05-09 |title=Online gaming |url=https://www.britannica.com/technology/online-gaming |access-date=2023-05-19 |publisher=[[Encyclopedia Britannica]] |language=en}}</ref> when the university connected its internal network to [[ARPANet]].{{R|dogarpa}}
[[File:MUD1 screenshot.gif|thumb|"You haven't lived until you've died in MUD." – The ''[[MUD1]]'' slogan]]
 
''MUD'', better known as ''Essex MUD'' and ''MUD1'' in later years, ran on the [[University of Essex]] network, and became more widely accessible when a guest account was set up that allowed users on [[JANET]] (a British academic [[X.25]] computer network) to connect on weekends and between the hours of 2 AM and 8 AM on weekdays.{{R|wisner1}} It became the first Internet multiplayer online role-playing game in 1980 and started the online gaming industry as a whole<ref>{{Cite web |last=Hosch |first=William L. |last2=Ray |first2=Michael |date=2023-05-09 |title=Online gaming |url=https://www.britannica.com/technology/online-gaming |access-date=2023-05-19 |publisher=[[Encyclopedia Britannica]] |language=en}}</ref> when the university connected its internal network to [[ARPANet]].{{R|dogarpa}}
 
The original ''MUD'' game was closed down in late 1987,{{R|bartle-mud1-1987}} reportedly under pressure from [[CompuServe]], to whom Richard Bartle had licensed the game. This left ''[[MIST (MUD)|MIST]]'', a derivative of ''MUD1'' with similar gameplay, as the only remaining MUD running on the University of Essex 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.{{R|escape-from-the-dungeon}}
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| title-link = MMOs from the Inside Out }}</ref> 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 Entertainment|Interplay Productions]].{{R|klietz}}<ref>{{harvnb|Bartle|2003|p=13}}, "Around the same time that Roy Trubshaw began work on what was to become MUD1, Alan Klietz wrote Sceptre of Goth on the CDC Cyber run by MECC (the Minnesota Educational Computer Consortium)."</ref>
 
In 1984, Mark Peterson wrote ''The Realm of Angmar'', beginning as a [[clone (computer and video games)|clone]] of ''Scepter of Goth''. In 1994, Peterson rewrote ''The Realm of Angmar'', adapting it to [[MS-DOS]] (the basis for many dial-in [[Bulletin board system|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|date=January 2009}}
 
In 1984, [[Mark Jacobs (video game designer)|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 game|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 1990s, although ''[[Dragon's Gate]]'' was later brought to [[America Online|AOL]] before it was finally released on its own. Dragon's Gate was closed on February 10, 2007.{{R|dragonsgate}}
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The popularity of MUDs of the University of Essex tradition escalated in the United States 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|BBSs]] 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.{{R|mudsociety}}
 
''[[Avalon: The Legend Lives]]'' was published by Yehuda Simmons in 1989. It was the first [[Persistent world|persistent game world]] of its kind without the traditional hourly resets<ref>{{cite web|last1=Bartle|first1=Richard|title=Richard A. Bartle: Reviews - UK|url=http://mud.co.uk/richard/imucg4.htm|quote=When you leave the game, objects can be kept for when you restart (eg. that weapon you commissioned from a smith), and you restart in the room from which you quit. This means some objects can be kept unavailable for long periods if their owner isn't playing. There are no resets.|access-date=June 7, 2015|archive-date=December 28, 2015|archive-url=https://web.archive.org/web/20151228220559/http://mud.co.uk/richard/imucg4.htm|url-status=live}}</ref> and points-based puzzle solving progression systems.<ref>{{cite web|last1=Bartle|first1=Richard|title=Reviews – UK|url=http://mud.co.uk/richard/imucg4.htm|website=www.mud.co.uk|quote=Experience is obtained by visiting new places, wandering around exploring, and even by simply chatting. This contrasts with the usual MUA scheme where points are obtained for finding treasure or performing specific tasks.|access-date=June 7, 2015|archive-date=December 28, 2015|archive-url=https://web.archive.org/web/20151228220559/http://mud.co.uk/richard/imucg4.htm|url-status=live}}</ref> Avalon introduced equilibrium and balance (cooldowns), skill-based player vs player combat and concepts such as player-run governments and player housing.<ref>{{cite web|last1=Bartle|first1=Richard|title=Reviews – UK|url=http://mud.co.uk/richard/imucg4.htm|website=www.mud.co.uk|quote=Almost anything can be bought, including houses, shops, taverns, animals, weapons, food and drink. Personae may use certain skills to create objects, eg. potions, which can be sold to other players for use on their adventures.|access-date=June 7, 2015|archive-date=December 28, 2015|archive-url=https://web.archive.org/web/20151228220559/http://mud.co.uk/richard/imucg4.htm|url-status=live}}</ref>
 
=== Later history ===
In 2004, significant usages of MUDs included "online gaming, education,...socializing", and religious [[Ritual|ritualsritual]]s or other religious activities.<ref name=":022" />
 
==Popular variants==
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===TinyMUD===
''Monster'' was a multi-user adventure game created by [[Richard Skrenta]] for the [[VAX]] and written in [[OpenVMS|VMS]] Pascal. It was publicly released in November 1988.{{R|monster-release|monster-home}} ''Monster'' was disk-based and modifications to the game were immediate. ''Monster'' pioneered the approach of allowing players to [[online creation|build the game world]], setting new puzzles or creating dungeons for other players to explore.{{R|monster-introduction}} Monster, which comprised about 60,000 lines of code, had a lot ofmany features which appeared to be designed to allow ''[[Colossal Cave Adventure]]'' to work in it. Though there never were many network-accessible Monster servers, it inspired [[James Aspnes]] to create a stripped-down version of ''Monster'' which he called TinyMUD.{{R|mud-info}}
 
TinyMUD, written in C and released in late 1989, spawned [[TinyMUD family tree|a number of descendants]], including [[TinyMUCK]] and [[TinyMUSH]]. TinyMUCK version 2 contained a full programming language named [[MUF (programming language)|MUF]] (Multi-User [[Forth (programming language)|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"; this, along with the eventual popularity of acronyms other than MUD (such as MUCK, MUSH, MUSE, and so on) for this kind of server, led to the eventual adoption of the term [[MU*]] to refer to the [[TinyMUD family tree|TinyMUD family]].{{R|bartle-acronym|hahn-acronym}} UberMUD, UnterMUD, and [[MOO]] were inspired by TinyMUD but are not direct descendants.{{R|burka-mudline-tinymud}}
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===LPMud===
[[File:Genesis LPMud Login.png|thumb|right|The login screen from ''[[Genesis LPMud|Genesis]]'', the first LPMud]]
{{Main|LPMud}}
In 1989, LPMud was developed by [[Lars Pensjö]] (hence the '''LP''' in LPMud). Pensjö had been an avid player of [[TinyMUD]] and [[AberMUD]] and wanted to create a world with the flexibility of TinyMUD and the gameplay of AberMUD. In order to accomplish this he wrote what is nowadays known as a [[virtual machine]], which he called the LPMud driver, that ran the C-like [[LPC (programming language)|LPC programming language]] used to create the game world.{{R|dog-lpmud}} Pensjö's interest in LPMud eventually waned and development was carried on by others such as [[Jörn Rennecke|Jörn "Amylaar" Rennecke]], [[Felix Croes|Felix "Dworkin" Croes]], Tim "Beek" Hollebeek and Lars Düning. During the early 1990s, LPMud was one of the most popular MUD codebases.{{R|livinginternet-lpmud}} [[LPMud family tree|Descendants of the original LPMud]] include [[MudOS]], [[Dworkin's Game Driver|DGD]], [[SWLPC (programming language)|SWLPC]], [[FluffOS]], and the Pike programming language, the latter the work of long-time LPMud developer Fredrik "Profezzorn" Hübinette.
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==Gameplay==
[[File:God Wars II screenshot of dungeon with MUSHclient pluginFurcShot2007.png|thumb|rightupright=1.3|GameplayGame sceneinterface fromof ''God Wars II[[Furcadia]]'']]
The typical MUD will describe to the player the room or area they are standing in, listing the objects, players and [[non-player characters]] (NPCs) in the area, as well as all of the exits. To carry out a task the player would enter a text command such as '''take apple''' or '''attack dragon'''. Movement around the game environment is generally accomplished by entering the direction (or an abbreviation of it) in which the player wishes to move, for example typing '''north''' or just '''n''' would cause the player to exit the current area via the path to the north.<ref name="movement">Basic movement commands: [http://evermore.de/index.php?id=87 The Lands of Evermore Manual] {{Webarchive|url=https://web.archive.org/web/20130420225439/http://evermore.de/index.php?id=87 |date=2013-04-20 }}</ref>
 
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===Player versus player MUDs===
{{Further|Player versus player}}
[[File:Genocide screenshot.png|thumb|right|A screenshot from ''[[Genocide (online game)|Genocide]]'' showing its War Complex]]
Most MUDs restrict player versus player combat, often abbreviated as PK (Player Killing). This is accomplished through hard coded restrictions and various forms of social intervention. MUDs without these restrictions are commonly known as '''PK MUDs'''. Taking this a step further are MUDs devoted ''solely'' to this sort of conflict, called '''pure PK''' MUDs, the first of which was ''[[Genocide (online game)|Genocide]]'' in 1992.{{R|reesegeno}} ''Genocide''{{'s}} ideas were influential in the evolution of [[player versus player]] online gaming.{{R|shahromine-geno}}
 
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===Educational MUDs===
Taking advantage of the flexibility of MUD server software, some MUDs are designed for educational purposes rather than gaming or chat. ''[[MicroMUSE]]'' is considered by author Lauren P. Burka to have been the first educational MUD,{{R|burka-mudline-micromuse}} but it can be argued{{weasel inline|date=January 2020}} that its evolution into this role was not complete until 1994,{{R|micromuse-charter}} which would make the first of many educational [[MOO]]s, ''[[Diversity University]]'' in 1993, also the first educational MUD. The MUD medium lends itself naturally to [[Constructionism (learning theory)|constructionist learning]] pedagogical approaches. The Mud Institute (TMI) was an LPMud opened in February 1992 as a gathering place for people interested in developing LPMud and teaching LPC after it became clear that Lars Pensjö had lost interest in the project. TMI focussed on both the LPMud driver and library, the driver evolving into MudOS, the TMI Mudlib was never officially released, but was influential in the development of other libraries.
{{Further|:Category:Educational MUDs}}
Taking advantage of the flexibility of MUD server software, some MUDs are designed for educational purposes rather than gaming or chat. ''[[MicroMUSE]]'' is considered by some{{who|date=January 2020}} to have been the first educational MUD,{{R|burka-mudline-micromuse}} but it can be argued{{weasel inline|date=January 2020}} that its evolution into this role was not complete until 1994,{{R|micromuse-charter}} which would make the first of many educational [[MOO]]s, ''[[Diversity University]]'' in 1993, also the first educational MUD. The MUD medium lends itself naturally to [[Constructionism (learning theory)|constructionist learning]] pedagogical approaches. The Mud Institute (TMI) was an LPMud opened in February 1992 as a gathering place for people interested in developing LPMud and teaching LPC after it became clear that Lars Pensjö had lost interest in the project. TMI focussed on both the LPMud driver and library, the driver evolving into MudOS, the TMI Mudlib was never officially released, but was influential in the development of other libraries.
 
===Graphical MUDs===
{{Further|MMORPG|:Category:Graphical MUDs}}
A '''graphical MUD''' is a MUD that uses [[computer graphics]] to represent parts of the virtual world and its visitors.{{R|bartle-textgraph}} A prominent early graphical MUD was ''[[Habitat (video game)|Habitat]]'', written by [[Randy Farmer]] and [[Chip Morningstar]] for [[Lucasfilm]] in 1985.{{R|castronova-habitat}} Some graphical MUDs require players to download a special client and the game's artwork, while others provide a rich experience by being website-based. Graphical MUDs range from simply enhancing the [[user interface]] (e.g. Wolfery provides an option to set the room picture, but otherwise remains a text-based interaction) to simulating 3D worlds with visual spatial relationships and customized [[avatar (computing)|avatar]] appearances (e.g. [[Ultima Online]] provides a rich point-and-click experience).
[[Image:Yserbiusfight.JPG|right|thumb|A combat in ''[[The Shadow of Yserbius]]'', an early graphical MUD]]
A '''graphical MUD''' is a MUD that uses [[computer graphics]] to represent parts of the virtual world and its visitors.{{R|bartle-textgraph}} A prominent early graphical MUD was ''[[Habitat (video game)|Habitat]]'', written by [[Randy Farmer]] and [[Chip Morningstar]] for [[Lucasfilm]] in 1985.{{R|castronova-habitat}} 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 (computing)|avatar]] appearances.
 
Games such as ''[[Meridian 59]]'', ''[[EverQuest]]'', ''[[Ultima Online]]'' and ''[[Dark Age of Camelot]]'' were routinely called graphical MUDs in their earlier years.{{R|meridian59-mud|bmcquaid|dog-daoc-mud|king}} ''[[RuneScape]]'' was actually originally intended to be a ''text-based'' MUD, but graphics were added very early in development.{{R|runescapeqa|warcryrunescape}} However, with the increase in computing power and Internet connectivity during the late 1990s, and the shift of online gaming to the mass market, the term "graphical MUD" fell out of favor, being replaced by MMORPG ([[Massivelymassively multiplayer online role-playing game|MMORPG]] (Massively Multiplayer Online Role-Playing Game) a term coined by [[Richard Garriott]] in 1997.{{R|mmorpg-coinage}}
 
== Development ==
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== Community ==
 
MUD history has been preserved primarily through community sites and blogs and not through mainstream sources with journalistic repute.<ref name="Engadget: MUD history"/> As of the late 1990s, a website called The Mud Connector has served as a central and curated repository for active MUDs.<ref name="ywwr"/><ref name="pantuso"/><ref name="condon"/> In 1995, ''The Independent'' reported that over 60,000 people regularly played about 600 MUDs, up from 170 MUDs three years prior. ''The Independent'' also noted distinct patterns of socialization within MUD communities.<ref name="godlovitch"/>
 
In 2004, MUDs were relatively popular in the [[United States]] and mostly text-based.<ref name=":022" />
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"[[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 [[Bartle Test|styles of play]] that can be roughly categorized. Achievers focus on concrete measurements of success such as [[Experience point|experience points, levels]], and wealth; Explorers investigate every nook and cranny of the game, and evaluate different [[Game mechanics|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 the other characters or otherwise thwarting their play. Few players play only one way, or play one way all the time; most exhibit a diverse style.{{R|bartle-taxonomy}} According to [[Richard Bartle]], "People go there as part of a hero's journey&mdash;a means of self-discovery".{{R|stuart-bartle-herojourney}}
 
Research has suggested that various factors combine in MUDs to provide users with a sense of ''presence'' rather than simply communication.{{R|towell}}
 
==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.{{R|hahn-verb}} A '''mudder''' is, naturally, one who MUDs.{{R|internetculture-mudder}} [[Compound (linguistics)|Compound words]] and [[Portmanteau word|portmanteaux]] such as '''mudlist''', '''[[Cybersex|mudsex]]''', and '''[[mudflation]]'''<ref>{{Cite web |last1=Chester |first1=Chris |title=Curing mudflation before it starts |work=[[Engadget]] |date=2008-05-05 |url=https://www.engadget.com/2008/05/05/curing-mudflation-before-it-starts/ |language=en |access-date=2019-11-27 |df=mdy-all |archive-date=November 27, 2019 |archive-url=https://web.archive.org/web/20191127230026/https://www.engadget.com/2008/05/05/curing-mudflation-before-it-starts/ |url-status=live }}</ref> are also regularly coined. [[Pun]]s on the "wet dirt" meaning of "mud" are endemic, as with, for example, the names of the [[ROM (MUD)|ROM]] ('''R'''ivers '''o'''f '''M'''UD), [[TinyMUCK|MUCK]], [[MUSH]], and [[CoffeeMUD]] codebases and the MUD ''Muddy Waters''.
 
==See also==
* [[MUD trees]]
* [[Chronology of MUDs]]
* [[Bartle Test]]
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* [[Cyberformance]]
* [[Digital architecture]]
 
 
==References==
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| isbn = 978-0-7645-7003-2
| pages = 138
| quote = The MUD Connector at <nowiki>http://www.mudconnect.com</nowiki> has just about everything you could possibly need to get on a MUD. It has MUD-related links to FAQs, newsgroups and clients; as well as player discussions and forums about different MUDs. This site also has a listing of over 500 MUDs, with pretty useful descriptions of what you can expect to find on most games. You can even click on the MUD or home page you'd like to see and link right to it. If you're shopping for a new MUD and aren't sure what you're looking for, this is the place to park it. We're talking big time bookmark material here.
}}</ref>
<ref name="pantuso">{{cite book
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}}</ref>
<ref name="livinginternet">{{cite web
| last = Stewart
| first = William
| url = http://www.livinginternet.com/d/di_major.htm
| title = Summary MUD History
| work = Living Internet
| quote = Containing many of the features of a D&D game, it added an interesting twist -- the dungeon master, the person who set-up and ran a D&D world, was played by the Adventure computer program itself.
| access-date = July 10, 2008
}}</ref>
| archive-date = July 25, 2008
| archive-url = https://web.archive.org/web/20080725090054/http://www.livinginternet.com/d/di_major.htm
| url-status = live
}}</ref>
<ref name="zork">{{cite web | last1 = Anderson | first1 = Tim | author-link1 = Tim Anderson (Zork) | last2 = Galley | first2 = Stu | author-link2 = Stu Galley | url = http://www.csd.uwo.ca/Infocom/Articles/NZT/zorkhist.html | title = The History of Zork | quote = Zork was too much of a nonsense word, not descriptive of the game, etc., etc., etc. Silly as it sounds, we eventually started calling it Dungeon. (Dave admits to suggesting the new name, but that's only a minor sin.) When Bob the lunatic released his FORTRAN version to the DEC users' group, that was the name he used. | url-status = dead | archive-url = https://web.archive.org/web/20090116035446/http://www.csd.uwo.ca/Infocom/Articles/NZT/zorkhist.html | archive-date = 2009-01-16 }}</ref>
<ref name="bartle-history-email">{{cite web
| last = Bartle
| first = Richard
| author-link = Richard Bartle
| url = http://www.mud.co.uk/richard/mudhist.htm
| title = Early MUD History
| year = 1990
| quote = The program was also becoming unmanageable, as it was written in assembler. Hence, he rewrote everything in BCPL, starting late 1979 and working up to about Easter 1980. The finished product was the heart of the system which many people came to believe was the "original" MUD. In fact, it was version 3.
| access-date = August 7, 2008
}}</ref>
| archive-date = March 24, 2023
| archive-url = https://web.archive.org/web/20230324174755/http://www.mud.co.uk/richard/mudhist.htm
| url-status = live
}}</ref>
<ref name="shahrominemud1">{{harvnb|Shah|Romine|1995|p=7}}, "The acknowledged original game known as 'MUD' was developed in 1978 for the old DEC-10 mainframe system at Essex University by Roy Trubshaw and Richard Bartle."</ref>
<ref name="wired-dragon">{{cite magazine
| last1 = Kelly
| first1 = Kevin
| author-link1 = Kevin Kelly (editor)
| last2 = Rheingold
| first2 = Howard
| author-link2 = Howard Rheingold
| year = 1993
| title = The Dragon Ate My Homework
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| url = https://www.wired.com/wired/archive/1.03/muds.html
| quote = In 1980, Roy Traubshaw, a British fan of the fantasy role-playing board game Dungeons and Dragons, wrote an electronic version of that game during his final undergraduate year at Essex College. The following year, his classmate Richard Bartle took over the game, expanding the number of potential players and their options for action. He called the game MUD (for Multi-User Dungeons), and put it onto the Internet.
| access-date = March 8, 2017
}}</ref>
| archive-date = October 25, 2012
| archive-url = https://web.archive.org/web/20121025101648/http://www.wired.com/wired/archive/1.03/muds.html
| url-status = live
}}</ref>
<ref name="bartle-mud1-1987">{{cite web
| last = Bartle | first = Richard | author-link = Richard Bartle
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}}</ref>
<ref name="wisner1">{{cite web
| last = Wisner
| first = Bill
| url = http://groups.google.com/group/alt.mud/msg/a0c1c5d5c4a66eba
| title = A brief history of MUDs
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| date = 1990-06-29
| quote = The point of the game was to gain points until you achieved the rank of wizard, at which point you became immortal and gained certain powers over mortals. Points were scored by killing things or dropping treasure into a swamp. The game gained some popularity in Britain when a guest account was set up that allowed users on JANET (the British academic network) to play during the small hours of the morning each day.
| access-date = January 8, 2009
}}</ref>
| archive-date = April 24, 2010
| archive-url = https://web.archive.org/web/20100424014453/http://groups.google.com/group/alt.mud/msg/a0c1c5d5c4a66eba?
| url-status = live
}}</ref>
<ref name="wisner2">{{cite web
| last = Wisner
| first = Bill
| url = http://groups.google.com/group/rec.games.mud/msg/6ac0255fe640074e
| title = A brief (and very incomplete) history of MUDs
Line 370 ⟶ 389:
| date = 1990-06-29
| quote = Milieu was originally written for a CDC Cyber owned by the Minnesota Educational Computer Consortium. High school students from around the state were given access to the machine for educational purposes; they often ended up writing chat programs and games instead. I am uncertain of the precise time frame, but I believe Milieu probably predates MUD.
| access-date = August 7, 2008
}}</ref>
| archive-date = November 9, 2012
| archive-url = https://web.archive.org/web/20121109203047/http://groups.google.com/group/rec.games.mud/msg/6ac0255fe640074e
| url-status = live
}}</ref>
<ref name="escape-from-the-dungeon">{{cite web
| last = Lawrie | first = Michael | author-link = Michael Lawrie
Line 434 ⟶ 457:
}}</ref>
<ref name="klietz">{{cite web
| last = Klietz
| first = Alan
| url = http://groups.google.com/group/rec.games.mud/msg/e423bcf6cf93d73b
| title = Scepter - the first MUD?
Line 440 ⟶ 464:
| access-date = 2010-04-26
| quote = As micros became cost effective, the MECC mainframe became obsolete and was shut down in 1983. Scepter then went commercial in a collaboration between several ex-MECC (and by then also post-highschool) game hackers. It was rewritten in C and ran on a PC XT running QNX. It supported 16 dialup users, and dialup installations were set up in 5 states and Canada. This exposed Scepter to a lot of budding MUD developers at a time when the Internet was just getting started.
| archive-date = December 7, 2008
}}</ref>
| archive-url = https://web.archive.org/web/20081207210649/http://groups.google.com/group/rec.games.mud/msg/e423bcf6cf93d73b
| url-status = live
}}</ref>
<ref name="dragonsgate">{{cite web
| last = Hyrup
| first = Darrin
| url = http://dragonsgate.yuku.com/forum/viewtopic/id/362
| title = The Future of Dragon's Gate
Line 448 ⟶ 476:
| access-date = 2010-04-26
| quote = So after more than 15 years of great memories, with a heavy heart, I am going to officially declare Dragon's Gate closed... at least for now.
| archive-date = July 18, 2011
}}</ref>
| archive-url = https://web.archive.org/web/20110718145959/http://dragonsgate.yuku.com/forum/viewtopic/id/362
| url-status = live
}}</ref>
<ref name="dogkesmai">{{cite book
| last1 = Mulligan | first1 = Jessica
Line 487 ⟶ 518:
}}</ref>
<ref name="monster-home">{{cite web
| last = Skrenta
| first = Richard
| author-link = Richard Skrenta
| url = http://www.skrenta.com/monster/
| title = VMS Monster
| work = Skrentablog
| date = 2002-01-20
| access-date = 2010-11-01
| archive-date = February 2, 2006
}}</ref>
| archive-url = https://web.archive.org/web/20060202010149/http://www.skrenta.com/monster/
| url-status = live
}}</ref>
<ref name="monster-introduction">{{cite web
| last = Skrenta | first = Richard | author-link = Richard Skrenta
Line 511 ⟶ 547:
}}</ref>
<ref name="burka-mudline-tinymud">{{cite web
| last = Burka
| first = Lauren P.
| url = http://www.linnaean.org/~lpb/muddex/mudline.html
| title = The MUDline
Line 517 ⟶ 554:
| access-date = 2010-04-26
| quote = August 19, 1989. Jim Aspnes announces the availability of TinyMUD to a few friends. Its port, 4201, is Aspnes' office number. TinyMUD is written in C for Unix, and was originally conceived as a front-end for IRC.
| archive-date = January 2, 2005
}}</ref>
| archive-url = https://web.archive.org/web/20050102183913/http://www.linnaean.org/~lpb/muddex/mudline.html
| url-status = live
}}</ref>
<ref name="dog-lpmud">{{cite book
| last1 = Mulligan | first1 = Jessica
Line 526 ⟶ 566:
| isbn = 978-1-59273-000-1
| pages = [https://archive.org/details/developingonline0000mull/page/451 451]
| quote = 1989 [...] Lars Penjske creates ''LPMud'' and opens ''Genesis''. ''"Having fun playing ''TinyMUD'' and ''AberMUD'', Lars Penjske decides to write a server to combine the extensibility of ''TinyMUD'' with the adventures of ''AberMUD''. Out of this inspiration, he designed ''LPC'' as a special MUD language to make extending the game simple. Lars says, '...I didn't think I would be able to design a good adventure. By allowing wizards coding rights, I thought others could help me with this.' The first running code was developed in a week on Unix System V using IPC, not BSD sockets. Early object-oriented features only existed accidentally by way of the nature of MUDs manipulating objects. As Lars learned C++, he gradually extended those features. The result is that the whole LPMud was developed from a small prototype, gradually extended with features."'' &mdash;'''George Reese's''' ''LPMud Timeline''
}}</ref>
<ref name="livinginternet-lpmud">{{cite web
Line 576 ⟶ 616:
|archive-url=https://web.archive.org/web/20070927213317/http://www.gignews.com/goddess/dunin.htm
|archive-date=2007-09-27
|quote=Simutronics was originally the brain-child of David Whatley. As a teenager, he'd been big into the old BBS days and had even written some Fantasy Game BBS software that he sold all over the world, and he did this all from his parents' home. He’dHe'd also gotten involved as a player in some of the early multiplayer games that were out there such as Sceptre and Island of Kesmai, and, like many others who play these games, he thought to himself, "I can do this too." So in 1987, at the age of 21, he founded Simutronics Corporation with Tom and Susan Zelinski.
|url-status=dead
}}</ref>
<ref name="dunin-simutronics">{{cite web
| last = Dunin
| first = Elonka
| author-link = Elonka Dunin
| url = http://elonka.com/SimuTimeline.html
| title = Simutronics Timeline
| year = 2008
| quote = December, 1996 - GemStone III and DragonRealms are the top two titles (hours/month) in industry
| access-date = January 15, 2009
}}</ref>
| archive-date = October 7, 2008
| archive-url = https://web.archive.org/web/20081007091220/http://www.elonka.com/SimuTimeline.html
| url-status = live
}}</ref>
<ref name="reesegeno">{{cite web
|last=Reese
Line 600 ⟶ 646:
<ref name="shahromine-geno">{{harvnb|Shah|Romine|1995|pp=98–99}}, "Some Muds are completely dependant on player-killing, and have wars that start every half-hour or so. These Muds are becoming more common, basing a lot of their ideas on the extremely popular LPmud known as Genocide."</ref>
<ref name="burka-mudline-micromuse">{{cite web
| last = Burka
| first = Lauren P.
| url = http://www.linnaean.org/~lpb/muddex/mudline.html
| title = The MUD Timeline
Line 606 ⟶ 653:
| access-date = 2010-04-22
| quote = Summer 1991. koosh (Nils McCarty) ports ''MicroMush'' to Chezmoto. The name is changed to ''MicroMuse'' at the suggestion of Wallace Feurzeig of BBN. ''MicroMuse'' evolves into the first educational Mud, with emphasis on K12 outreach.
| archive-date = January 2, 2005
}}</ref>
| archive-url = https://web.archive.org/web/20050102183913/http://www.linnaean.org/~lpb/muddex/mudline.html
| url-status = live
}}</ref>
<ref name="micromuse-charter">{{cite web
| url = http://underground.musenet.org:8080/~ender/charter.94
Line 653 ⟶ 703:
}}</ref>
<ref name="runescapeqa">{{cite web
| last = Dobson
| first = James
| url = http://www.gamasutra.com/php-bin/news_index.php?story=13769
| title = Q&A: Behind RuneScape's 1 Million Subscriber Success
Line 660 ⟶ 711:
| date = 2007-05-03
| quote = When I went to university, I discovered text-based MUDs, or multi-user dungeons. I loved the fact that these sorts of games had all these players playing at once - even when you were not playing, the world carried on without you. Because of this, I began creating my own text-based MUD, but I quickly realized that with so many of them out there, there was no way that mine would ever get noticed. So I began to search for a way to make mine stand out, and the obvious way, of course, was to add graphics. With my game, I was trying to emulate text MUDs at the time, purely as a hobby.
| archive-date = May 6, 2010
}}</ref><ref name="warcryrunescape">{{cite web
| archive-url = https://web.archive.org/web/20100506194632/http://www.gamasutra.com/php-bin/news_index.php?story=13769
| url-status = dead
}}</ref><ref name="warcryrunescape">{{cite web
| last = Funk
| first = John
Line 686 ⟶ 740:
}}</ref>
<ref name="stuart-bartle-herojourney">{{cite news
| last = Stuart
| first = Keith
| url = http://blogs.guardian.co.uk/games/archives/2007/07/17/id_close_world_of_warcraft_mud_creator_richard_bartle_on_the_state_of_virtual_worlds.html
| title = MUD, PLATO and the dawn of MMORPGs
| work = guardian.co.uk
| date = 2007-07-17
| ___location = London
| archive-date = July 6, 2008
}}</ref>
| access-date = July 8, 2008
| archive-url = https://web.archive.org/web/20080706112357/http://blogs.guardian.co.uk/games/archives/2007/07/17/id_close_world_of_warcraft_mud_creator_richard_bartle_on_the_state_of_virtual_worlds.html
| url-status = live
}}</ref>
<ref name="hahn-verb">{{cite book
| last = Hahn
Line 701 ⟶ 760:
| isbn = 978-0-07-882138-7
| pages = [https://archive.org/details/harleyhahnsinter00hahn/page/553 553]
| publisher = Osborne McGraw-Hill
| quote = The word "mud" is also used as a verb. For example, you might hear someone say, "I like to mud more than I like to sleep," or "I am a bit tired, as I was up all night mudding, so maybe you better go to class without me".
| url = https://archive.org/details/harleyhahnsinter00hahn/page/553
Line 762 ⟶ 822:
| archive-url = https://web.archive.org/web/20130518113754/http://www.fragment.nl/mirror/various/Towell_et_al.1997.Presence_in_MUDs.htm
| url-status = dead
| url-access = subscription
}}</ref>
<ref name="hansen">{{cite thesis
| last = Hansen
| first = Geir Harald
| url = http://geir-hansen.com/distributedworld.pdf
| title = A Distributed Persistent World Server using Dworkin's Generic Driver
Line 771 ⟶ 833:
| date = 2002-07-31
| access-date = 2010-04-14
| archive-date = May 13, 2011
}}</ref>
| archive-url = https://web.archive.org/web/20110513195857/http://geir-hansen.com/distributedworld.pdf
| url-status = live
}}</ref>
<ref name="boring">{{cite thesis
| last = Boring
| first = Erich
| url = http://sc.lib.muohio.edu/bitstream/handle/2374.MIA/248/fulltext.pdf?sequence=1
| title = PangaeaMud: An Online, Object-oriented Multiple User Interactive Geologic Database Tool
Line 780 ⟶ 846:
| date = 1993-12-03
| access-date = 2010-05-03
| archive-date = July 20, 2011
}}</ref>
| archive-url = https://web.archive.org/web/20110720011312/http://sc.lib.muohio.edu/bitstream/handle/2374.MIA/248/fulltext.pdf?sequence=1
| url-status = live
}}</ref>
<ref name="cruickshank">{{cite journal
| last1 = Cruickshank
| first1 = Don
| last2 = De Roure
| first2 = David
| title = A Portal for Interacting with Context-aware Ubiquitous Systems
| year = 2004
Line 790 ⟶ 861:
| url = http://eprints.ecs.soton.ac.uk/9975/
| access-date = 2010-10-14
| citeseerx = 10.1.1.1.8402}}</ref>
| archive-date = November 21, 2010
| archive-url = https://web.archive.org/web/20101121001440/http://eprints.ecs.soton.ac.uk/9975/
| url-status = live
}}</ref>
<ref name="turkle">{{cite book
| last = Turkle | first = Sherry | author-link = Sherry Turkle
Line 860 ⟶ 935:
| pmid = 21329337
| quote = Programs in LPC programming language were developed to perform the following tasks: First, each set of CVs was separated into single CVs, and each of them were plotted. An average CV from all the CVs in one set was calculated and plotted as well. All images belonging to one set of CVs were combined into short animated movies to visualize the changes over time. The graphs of the averaged CVs from all measurement points within a line scan were combined into an animation for demonstrating the systematic changes along each of the Pt stripes. After that, specific parameters were extracted from each CV (see below). These parameters and some derived values were tabulated and plotted versus the x-coordinate of the measurement point. Thus, different graphs for each line scan were created showing the changes in specific properties along the thickness of the Pt stripe. The combined tabulated data for each wafer was then used to plot a 3D image of several parameters vs substrate composition and nominal thickness. The LPC programs were compiled using LDMud (V3.3.719).
| hdl = 11336/105712
| hdl-access = free
}}</ref>
<ref name="taylor">{{cite book
Line 888 ⟶ 965:
 
{{refbegin}}
 
* {{cite book
| last = Bartle | first = Richard | author-link = Richard Bartle
Line 920 ⟶ 996:
* {{cite book | last = Cheong | first = Fah-Chun | year = 1996 | title = Internet Agents: Spiders, Wanderers, Brokers, and Bots | publisher = New Riders | isbn = 1-56205-463-5 }}
* {{cite web
| last = Burka
| first = Lauren P.
| url = http://www.linnaean.org/~lpb/muddex/mudline.html
| title = The MUDline
| work = The MUDdex
| year = 1995
}}
* {{cite web
| last = Koster
| first = Raph
| author-link = Raph Koster
| url = http://www.raphkoster.com/gaming/mudtimeline.shtml
| title = Online World Timeline
| work = Raph Koster's Website
| date = 2002-02-20
| access-date = June 27, 2006
}}
| archive-date = January 17, 2009
* {{cite web
| archive-url = https://web.archive.org/web/20090117223948/http://raphkoster.com/gaming/mudtimeline.shtml
| url-status = live
}}
* {{cite web
|last=Reese
|first=George
Line 942 ⟶ 1,025:
|archive-url=https://web.archive.org/web/20120226122409/http://www.rpgmud.com/lpmud_timeline.htm
|archive-date=2012-02-26
}}
* {{cite web
|last=Mitchell
|first=Don
Line 953 ⟶ 1,036:
|archive-date=2006-09-26
|url-status=dead
}}
*{{cite journal |last=Jøn |first=A. Asbjørn |date=2010 |title=The Development of MMORPG Culture and The Guild |url=https://www.researchgate.net/publication/283281457 |journal=Australian Folklore: A Yearly Journal of Folklore Studies |volume=25 |pages=97–112 |archive-date=December 30, 2022 |access-date=November 4, 2015 |archive-url=https://web.archive.org/web/20221230171253/https://www.researchgate.net/publication/283281457 |url-status=live }}
* {{Cite news
| last = McClellan
| first = Jim
| url = https://www.theguardian.com/Archive/Article/0,4273,3813540,00.html
| title = Mind game in the MUD
| journal = The Guardian
| date = 1999-01-28
}}
 
{{refend}}
 
Line 976 ⟶ 1,059:
* [http://mudseek.com MUDseek]: Google custom search engine indexing MUD and MUD-related web sites.
* [http://www.mudstats.com/ MUD Stats]: MUD statistics.
* {{curlie|Games/Online/MUDs|MUDs}}
* [http://mudbase.com MUDbase]
 
Line 984 ⟶ 1,066:
{{Authority control}}
 
[[Category:MUDsMulti-user dungeon| ]]
[[Category:MUD terminology| ]]
[[Category:Multiplayer online games]]
[[Category:Telnet]]
[[Category:Video game genres]]
[[Category:1990s fads and trends]]
[[Category:2000s fads and trends]]
[[Category:Internet memes introduced in the 1990s]]
[[Category:Internet memes introduced in the 2000s]]
[[Category:Internet memes introduced in 2004]]
[[Category:Internet memes introduced in 2008]]