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}.

[glossary]
[Reference(s) to this entry by made by: {avatar}{bamf}{bonk/oif}{bot}{FOD}{frob}{IRC}{jack in}{link-dead}{MUD}{mudhead}{netlag}{spod}{talk mode}{teledildonics}{toad}{virtual reality}]