MUD /muhd/ N. [acronym, Multi-User Dungeon; Alt.

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MUD /muhd/ n.

[acronym, Multi-User Dungeon; alt.
Multi-User Dimension] 1. A class of virtual reality
experiments accessible via the Internet. These are real-time chat
forums with structure; they have multiple `locations' like an
adventure game, and may include combat, traps, puzzles, magic, a
simple economic system, and the capability for characters to build
more structure onto the database that represents the existing
world. 2. vi. To play a MUD. The acronym MUD is often lowercased
and/or verbed; thus, one may speak of `going mudding', etc.

Historically, MUDs (and their more recent progeny with names of MU-
form) derive from a hack by Richard Bartle and Roy Trubshaw on the
University of Essex's DEC-10 in the early 1980s; descendants of
that game still exist today and are sometimes generically called
BartleMUDs. There is a widespread myth (repeated,
unfortunately, by earlier versions of this lexicon) that the name
MUD was trademarked to the commercial MUD run by Bartle on British
Telecom (the motto: "You haven't lived 'til you've
died on MUD!"); however, this is false -- Richard Bartle
explicitly placed `MUD' in the public domain in 1985. BT was upset
at this, as they had already printed trademark claims on some maps
and posters, which were released and created the myth.

Students on the European academic networks quickly improved on the
MUD concept, spawning several new MUDs (VAXMUD, AberMUD, LPMUD).
Many of these had associated bulletin-board systems for social
interaction. Because these had an image as `research' they
often survived administrative hostility to BBSs in general. This,
together with the fact that Usenet feeds were often spotty and
difficult to get in the U.K., made the MUDs major foci of hackish
social interaction there.

AberMUD and other variants crossed the Atlantic around 1988 and
quickly gained popularity in the U.S.; they became nuclei for large
hacker communities with only loose ties to traditional hackerdom
(some observers see parallels with the growth of Usenet in the
early 1980s). The second wave of MUDs (TinyMUD and variants)
tended to emphasize social interaction, puzzles, and cooperative
world-building as opposed to combat and competition (in writing,
these social MUDs are sometimes referred to as `MU*', with `MUD'
implicitly reserved for the more game-oriented ones). By 1991,
over 50% of MUD sites were of a third major variety, LPMUD, which
synthesizes the combat/puzzle aspects of AberMUD and older systems
with the extensibility of TinyMud. In 1996 the cutting edge of the
technology is Pavel Curtis's MOO, even more extensible using a
built-in object-oriented language. The trend toward greater
programmability and flexibility will doubtless continue.

The state of the art in MUD design is still moving very rapidly,
with new simulation designs appearing (seemingly) every month.
Around 1991 there was an unsuccessful movement to deprecate the
term MUD itself, as newer designs exhibit an exploding variety
of names corresponding to the different simulation styles being
explored. It survived. See also bonk/oif, FOD,
link-dead, mudhead, talk mode

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