MUD
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MUDs refer to Multi-User Dungeons that combines elements of role-playing games, hack and slash style computer games and social chat rooms. Typically running on a bulletin board system or Internet server, the game is usually text driven, where players read descriptions of rooms, objects, events, other characters, and computer-controlled creatures or non-player characters (NPCs) in a virtual world. Players usually interact with each other and the surroundings by typing commands that resemble a natural language, usually English.
History of MUDs
The first MUD appeared in 1979 and was designed by Trubshaw and Bartle. It was hosted in the UK, at Essex University. The original BBS gave birth to true multiplayer games that were actual online environments, not bulletin boards, which allowed people to log on and assume the persona of their character for awhile. Once a person logged in, they could move around the world and interact with other people who existed therein, as well as with mobile creatures (mobs) that were controlled by the computer itself. These mobs were controlled autonomously by programming code that would specify their reactions to situations that they encountered. The mobs would know whether to retaliate or run when attacked by a human player. Players could now also interact with each other instantly, by typing. This, as well as the ability to have players interact with items in the fantasy world created a feeling of realism. Items could be handed back and forth and a player could look at a list of items on their inventory list.
MUDs are widely considered to be the predecessor to MMORPGs. For more information on the history and incarnations of MUDs, take a look here.
MUDs today
Today, though declining in popularity, there still exists plenty of MUDs. Sites like The Mud Connector contain databases of MUDs, and some MUDs like Aardwolf and Medievia still have a decent playerbase and are continuously developed. Community sites such as Mu*Wiki have also been set up to facilitate "promotion and discussion of prose-based online multiplayer role-playing games that pre-date the big graphical MMOs."
In addition, the secondary market for MUDs is still going strong. For example, Zugg Software, which develops MUD client softwares, is still constantly developing new features and updating Chiara's MUD Client.
Revenue Model of MUDs
While the majority of MUDs are run as a hobby and are entirely free for players to play (for example Discworld mud), there are many MUDs that run on a revenue model of some sort (many similar to revenue models of MMOGs today). Muds like Medievia work similarly to MapleStory and Gunbound, where gameplay is free but where special exclusive items will be available to player who makes "donations". Other MUDs require a subscription to play, and muds like Elysium even allow players to purchase in-game credits online with real money.
Future of MUDs
While MMOGs become increasingly popoular and feature increasingly realistic graphics, MUDs are also introducing psuedo-graphical elements and advanced gameplay to make gameplay more exciting and enticing. The following screenshots demonstrate some features of dynamic gameplay (in this case sea battles) that utilises above-mentioned pusedo-graphical elements to make the experience on MUDs more real and involving. View more screenshots and examples at http://www.medievia.com/screenshots.html.
