What is a MUD anyway? William Astle May 27, 2006 The term MUD is an acronym for Multi-User Dungeon or Domain or Dimension according to Wikipedia. This is all well and good, but what, exactly, does that mean? Well, historically, a MUD has been a combination of a realtime chat room and a roleplaying game with the computer as the dungeonmaster or controller. One could say it's a primitive form of artificial reality, one which relies on the imagination. On the other hand, MUDs have evolved significantly since the early days. There are still the classic text based games, which I will refer to as classic MUDs. But now we see a move toward having specific client software to connect to the game where the client software takes care of all the messy details of rendering the current game state to the player while the server merely takes care of arbitrating the game. Even so, these are still recognizable as MUDs when the fancy skins are removed. But all this does not help us define just what a MUD is. MUDs have several points which define them. These are described below. Multiplayer. A MUD must be multiplayer over a network. Most notably, a MUD will be played over the Internet. This says nothing about how players come to connect to the game, only that the game must be multiplayer. Simulation. All MUDs are simulations of a sort. That is, they try to define a reality that all the action takes place in. This reality does not have to be particularly elegant nor does it need to be a simulation in the classic sense where the entirety of the reality is simulated right down to how different objects interact with each other. In fact, MUDs are generally not total simulations but rather provide only enough to allow the player's imagination to supply the actual simulation. There simply is not enough computing power for a full scale simulation to be feasable anyway. Classic MUDs use text to describe what is going on while graphical MUDs attempt to depict the action graphically but they may also use text descriptions. Centralized. All MUDs have the concept of a server to which the players connect. This server may be a single machine somewhere running a MUD daemon or it might be a server farm running highly specialized software. Either way, there is a central point of authority that defines the game and all players must be connected to that central authority. This gives the server absolute control over the game dynamics. Roleplaying. There is an element of roleplaying to MUDs. They are not intended to merely be a substitute for reality. In general, players will not be playing as their own selves but rather take on a role that they portray while playing the game. Thus, a MUD has the concept of characters that are controlled by the players. This concept applies more in meatspace than in the game implementation itself but any implementation that prevents free-form roleplaying will generally not be considered a MUD. Interactivity. Every MUD has a level of interactivity that goes outside the world that is being simulated. Players can generally chat with each other over public or private channels even while not being in the same location in the game. This emphasizes the fact that it is a game rather than a replacement for life. In fact, one could liken private one-on-one chats and other mostly private communication channels with telepathy as that's how it would appear in real life if people could simply send messages to each other without the benefit of some sort of technology such as the telephone. Realtime. The simulation in the game progresses in realtime. That is, time continues whether the player is connected or not. It also continues regardless of whether a player is thinking or not. This is contrasted with the concept of turns that often appears in single player computer games. Thus, while one player plots his move, all other players may continue to play unimpeded. Note that this does not necessarily imply that time passes at the same rate in the game as in real life, merely that time passes no matter what is going on. NPC. Non player characters are characters that populate the simulated world. These characters allow players to interact with them in various ways from fighting with them to commerce. Sometimes, a rudimentary AI will be present that will allow players to carry on some level of conversation with the NPC. NPCs are a staple of MUDs as without them, the worlds would be baren and uninteresting, no matter how well the simulation is implemented. One can apply all the analogies one wants, but in the end, pretty much anything that has the preceding conditions met is a MUD, or at least similar enough that it might as well be considered a sibling or descendant. There is a great deal of room for variation, even within these concepts. This allows for an amazing variety of types from the classic MUD to the massively multiplayer online roleplaying games with fancy graphical interfaces. No doubt in the future MUDs will look quite a bit different than they do today as computing and networking technology advances.