The Jargon File: MUD Hat

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. 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.

muddie /n./

Syn. mudhead. More common in Great Britain, possibly because system administrators there like to mutter "bloody muddies" when annoyed at the species.

mudhead /n./

Commonly used to refer to a MUD player who eats, sleeps, and breathes MUD. Mudheads have been known to fail their degrees, drop out, etc., with the consolation, however, that they made wizard level. When encountered in person, on a MUD, or in a chat system, all a mudhead will talk about is three topics: the tactic, character, or wizard that is supposedly always unfairly stopping him/her from becoming a wizard or beating a favorite MUD; why the specific game he/she has experience with is so much better than any other; and the MUD he or she is writing or going to write because his/her design ideas are so much better than in any existing MUD. See also wannabee.

To the anthropologically literate, this term may recall the Zuni/Hopi legend of the mudheads or `koyemshi', mythical half-formed children of an unnatural union. Figures representing them act as clowns in Zuni sacred ceremonies. Others may recall the `High School Madness' sequence from the Firesign Theater album "Don't Crush That Dwarf, Hand Me the Pliers", in which there is a character named "Mudhead".


Richard A. Bartle (richard@mud.co.uk)
21st January 1999: jf_mud.htm