MUDs
Multi-User Domains
This nOde
last updated September 23rd,
2001
and is permanently morphing...
(5 Ben (Reed)/5 Aj (Cane) - 213/260 - 12.19.8.10.13)

MUD
MUD (mud, M`U-D') noun
Acronym for Multi-User Dungeon.
A
virtual
environment on the
Internet
in which multiple users simultaneously participate in a role-playing game
and interact with each other in real
time.
Also called multi-user simulation environment.
![]() |
MUD, acronym for Multi-User Dungeon,
an elaborate type of role-playing computer game on the Internet. Participants
in a MUD, which is modeled on the game
Dungeons
and Dragons, pretend to be in a situation or environment, such as a battle
or newly discovered jungle; each MUD has its own rules and each participant
plays a specific role or character in the scenario. As the use of MUDs has expanded
into other contexts, including education, the acronym has
evolved
to Multi-User
Dimensions
and Multi-User Domains. People who participate in MUDs are called mudders.
![]() |
In 1979, the same year that Vinge wrote "True Names,"
two students at Britain's University of Essex named Roy Trubshaw and Richard
Bartle built a
network
gaming system taht allowed different people on different computers to occupy
the same
database
at the same
time.
They called their text-based world the Multi-User Dungeon, or MUD for short,
and it transported players logged into the university network into an Adventure-like
gamespace known simply as "the Land." As with Adventure, the computer
screen served as an evocative textual window onto a world full of spells,
treasures, and neomedieval combat. After reading the description
of your
immediate
surroundings (and any objects you might pick up, buy, or steal), you would
type the direction you wanted to
go,
and the screen text would change, providing you a description of your new
location. But you would also encounter some rather spunky dwarves
and warriors as well, characters animated by
real
human beings hunched over keyboards somewhere on the Essex network.
When two characters crossed paths, they read each other's descriptions,
after which they might strike up a keyboard-clattering chat or start swining
battleaxes over loot. And thus it was the Trubshaw and Bartle brought
roleplaying games online, giving birth to the cyberspace
doppelganger
eventually known as the
avatar:
digital
doubles that embody the user's point of view and that also represent him
or her to the other denizens of the digital environs.
- Erik Davis - _Techgnosis: Myth,
Magic
& Mysticism In The Age Of
Information_
p. 219
For many VR wireheads and interactive
game
hackers,
the only appeal of text-based MUDs is how little bandwidth they require. Compared
to the future's glittering, sensually enveloping theme-parks, today's text-based
MUDs seem like raggedy-assed
gypsy
camps in the arid outback of simulation.
But MUDs take on a more fantastic
light
when they're seen, not as baby steps on the golden road of total immersive
VR, but as the apotheosis of writing. Most computer-literate high-brows
have pegged
hypertext—the
permutation of narrative as nonlinear webs of linked textual objects that
can be read in countless paths—as the likely site for the emergence of
computer "literature". But MUDs create nonlinear texts in many ways more
marvelous than the precious literary experiments beloved by Robert Coover.
MUDs make text interactive, spontaneous, and collaborative;
writers cobble together a collective hallucination (the rooms, object and characters),
breed narratives of love and war, and jam like improv poets with their chat.
Spaces proliferate like a
Shangri
La
dreamt
by the nomad philosopher Gilles Deleuze:
Borgesian
libraries,
nests of Chinese boxes, orchards exfoliating from the patterns in Persian carpets.
By materializing the postmodern truism that everything is a text, MUDs not only
practice theory, but paradoxically reboot a very old paradigm: that the
world around you is a book, a plenitude of living signs.
![]() |
Besides providing ideal fantastic
maps,
SF
and fantasy work in MUDspace because the magic and future science of these genres
bend the same rules of
reality
that MUD code does. In MUDs, you can communicate telepathically,
shape-shift,
teleport,
create little machine selves, and conjure birds and pleasure domes out of thin
air. As Vernor Vinge recognized in the novella
_True
Names_, which placed his (pre-
_Neuromancer_
)
vision of cyberspace in a world of
D&D
medievalism, magical imagery functions as paradoxically pragmatic metaphors
for the odd laws that rule the
digital
astral
planes of VR.
![]() |
![]() |
Even the binding spells wielded
by 13-year-old necromancers in combat MUDs express of that virtual fact
that changing
language
changes the world, for the world itself is made of language. And both poets
and programmers have the power.
- Erik Davis - _It's A Mud,
Mud, Mud, Mud World_