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1 definition found
 for Multi-User Dimension
From The Free On-line Dictionary of Computing (18 March 2015) :

  Multi-User Dimension
  Multi-User Dungeon
  
      (MUD) (Or Multi-User Domain, originally "Multi-User
     Dungeon") A class of multi-player interactive game, accessible
     via the Internet or a modem.  A MUD is like a real-time
     chat forum with structure; it has multiple "locations" like
     an adventure game and may include combat, traps, puzzles,
     magic and a simple economic system.  A MUD where characters
     can build more structure onto the database that represents the
     existing world is sometimes known as a "{MUSH".  Most MUDs
     allow you to log in as a guest to look around before you
     create your own character.
  
     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 1979.  It
     was a game similar to the classic Colossal Cave adventure,
     except that it allowed multiple people to play at the same
     time and interact with each other.  Descendants of that game
     still exist today and are sometimes generically called
     BartleMUDs.  There is a widespread myth 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 PD 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 have been spotty and
     difficult to get in the UK, 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 US; 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 emphasise social
     interaction, puzzles, and cooperative world-building as
     opposed to combat and competition.  In 1991, over 50% of MUD
     sites are of a third major variety, LPMUD, which synthesises
     the combat/puzzle aspects of AberMUD and older systems with
     the extensibility of TinyMud.  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.  There is now a move afoot to deprecate the term
     MUD itself, as newer designs exhibit an exploding variety of
     names corresponding to the different simulation styles being
     explored.
  
     UMN MUD Gopher page
     (gopher://spinaltap.micro.umn.edu/11/fun/Games/MUDs/Links).
  
     U Pennsylvania MUD Web page
     http://cis.upenn.edu/~lwl/mudinfo.html)">(http://cis.upenn.edu/~lwl/mudinfo.html).
  
     See also bonk/oif, FOD, link-dead, mudhead, MOO,
     MUCK, MUG, MUSE, chat.
  
     Usenet newsgroups: news:rec.games.mud.announce,
     news:rec.games.mud.admin, news:rec.games.mud.diku,
     news:rec.games.mud.lp, news:rec.games.mud.misc,
     news:rec.games.mud.tiny.
  
     (1994-08-10)
  

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