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==References== {{Reflist|40em|refs= <ref name="Engadget: MUD history">{{cite web|url=https://www.engadget.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/ |access-date=March 8, 2016 |title=MUD history dissolving into the waters of time |last1=Brennan |first1=Seraphina |date=January 6, 2009 |work=[[Massively (blog)|Massively]] |archive-url=https://web.archive.org/web/20160426044535/http://www.engadget.com/2009/01/06/mud-history-dissolving-into-the-waters-of-time/ |archive-date=April 26, 2016 |url-status=live }}</ref> <ref name="ywwr">{{cite book | last1 = Towers | first1 = J. Tarin | last2 = Badertscher | first2 = Ken | last3 = Cunningham | first3 = Wayne | last4 = Buskirk | first4 = Laura | title = Yahoo! Wild Web Rides | publisher = IDG Books Worldwide Inc. | year = 1996 | isbn = 978-0-7645-7003-2 | pages = 138 | quote = The MUD Connector at http://www.mudconnect.com has just about everything you could possibly need to get on a MUD. It has MUD-related links to FAQs, newsgroups and clients; as well as player discussions and forums about different MUDs. This site also has a listing of over 500 MUDs, with pretty useful descriptions of what you can expect to find on most games. You can even click on the MUD or home page you'd like to see and link right to it. If you're shopping for a new MUD and aren't sure what you're looking for, this is the place to park it. We're talking big time bookmark material here. }}</ref> <ref name="pantuso">{{cite book | last = Pantuso | first = Joe | title = The Complete Internet Gamer | publisher = [[John Wiley & Sons]] | year = 1996 | isbn = 978-0471137870 | pages = 115 | quote = The Mud Connector has, at the time of this writing, links to 205 active Muds. The Muds are reviewed periodically, so there are few dead links. What sets this site apart from some of the other Mud link connections listed here is that each link includes the name of the Mud, the kind of code it is based on (nice for developers), the telnet address written out, an active hyperlink to the telnet site and Web home page if one exists, and a short but useful description of the Mud. The list is alphabetized and broken into four sections for easy loading. There are also forms for submitting your Mud to the list. There is even a page for dead links in case you want to see what has gone before. }}</ref> <ref name="condon">{{cite book | last1 = Condon | first1 = William | last2 = Butler | first2 = Wayne | title = Writing the Information Superhighway | publisher = Longman | year = 1997 | isbn = 978-0205195756 | pages = [https://archive.org/details/writinginformati00cond/page/306 306] | quote = "The Mud Connector" is a complete on-line service designed to provide the most up-to-date listings of registered Multiuser on-line games. Every entry lists the site of the game, the base code used, descriptions of the game as submitted by the administrators, links to WWW homepages (when available), and Telnet links to the game. | url = https://archive.org/details/writinginformati00cond/page/306 }}</ref> <ref name="BartleAdventure89">{{cite web | last = Bartle | first = Richard | title = Adventure 89 review Pip Cordrey | url = http://mud.co.uk/richard/cnfdec89.htm }}</ref> <ref name="bartle-acronym">{{harvnb|Bartle|2003|pp=9–10, 741}}, [pp. 9-10] "''TinyMUD'' was deliberately intended to be distanced from the prevailing hack-and-slay ''AberMUD'' style, and the 'D' in its name was said to stand for 'Dimension' (or, occasionally, 'Domain') rather than 'Dungeon;' this is the ultimate cause of the MUD/MU* distinction that was to arise some years later." [pp. 741] "The 'D' in MUD stands for 'Dungeon' [...] because the version of ZORK Roy played was a Fortran port called DUNGEN."</ref> <ref name="hahn-acronym">{{cite book | last = Hahn | first = Harley | title = The Internet Complete Reference | edition = 2nd | publisher = Osborne McGraw-Hill | year = 1996 | isbn = 978-0-07-882138-7 | pages = [https://archive.org/details/harleyhahnsinter00hahn/page/553 553] | quote = [...] muds had evolved to the point where the original name was too confining, and people started to say that "MUD" stood for the more generic "Multi-User Dimension" or "Multi-User Domain". | url = https://archive.org/details/harleyhahnsinter00hahn/page/553 }}</ref> <ref name="bartle-textgraph">{{harvnb|Bartle|2003|p=3}}, "Confusingly, although the term MUD applies to virtual worlds in general, the term MU* does not—it's used strictly for text-based worlds. The introduction of computer graphics into the mix therefore caused a second spate of naming, in order to make a distinction between ''graphical MUDs'' and ''text MUDs''."</ref> <ref name="castronova-mmorpg">{{cite book | last = Castronova | first = Edward | author-link = Edward Castronova | title = Synthetic Worlds: The Business and Culture of Online Games | publisher = University Of Chicago Press | year = 2006 | isbn = 978-0-226-09627-8 | pages = [https://archive.org/details/syntheticworlds00edwa/page/10 10, 291] | quote = [pp. 10] The ancestors of MMORPGS were text-based multiuser domains (MUDs) [...] [pp. 291] Indeed, MUDs generate perhaps the one historical connection between game-based VR and the traditional program [...] | url = https://archive.org/details/syntheticworlds00edwa/page/10 }}</ref> <ref name="castronova-habitat">{{cite book | last = Castronova | first = Edward | author-link = Edward Castronova | title = Synthetic Worlds: The Business and Culture of Online Games | publisher = University Of Chicago Press | year = 2006 | isbn = 978-0-226-09627-8 | pages = [https://archive.org/details/syntheticworlds00edwa/page/291 291] | quote = [...] established ''Habitat'' as a result. This is described as a 2D graphical MUD, and while we now know that ''Habitat'' was the first of many massively multiuser graphical chat spaces, we also know that the connection is not direct. [...] Its owners and makers (particularly F. Randy Farmer and Chip Morningstar) [...] | url = https://archive.org/details/syntheticworlds00edwa/page/291 }}</ref> <ref name="stuart-mmorpg">{{cite news | last = Stuart | first = Keith | url = https://www.theguardian.com/technology/gamesblog/2007/jul/19/mudvsplatowh | title = MUD, PLATO and the dawn of MMORPGs | date = 2007-07-19 | quote = The thing is, though, that even if the likes of Oubliette did count as a virtual world, they had pretty well zero effect on the development of today's virtual worlds. Follow the audit trail back from World of Warcraft, and you wind up at MUD. | location=London | work=The Guardian }}</ref> <ref name="guru3d">{{cite web |last = Nelson |first = Mike |url = http://www.guru3d.com/gamereviews/brad-mcquaid-interview/index1.shtml |title = Interview: Brad McQuaid |work = The guru of 3D |date = 2002-07-02 |access-date = 2007-03-03 |url-status = dead |archive-url = https://web.archive.org/web/20070310223420/http://www.guru3d.com/gamereviews/brad-mcquaid-interview/index1.shtml |archive-date = 2007-03-10 }}</ref> <ref name="greenmud">{{cite web | last = Carter | first = Randolph | url = http://grindingtovalhalla.wordpress.com/2009/04/23/psychochild/ | title = Psychochild | work = Grinding to Valhalla | date = 2009-04-23 | access-date = 2010-04-19 | quote = The MUDs I played extensively: Genocide (where I first used the name "Psychochild"), Highlands, Farside, Kerovnia, and Astaria. }}</ref> <ref name="montfort">{{cite book | last = Montfort | first = Nick | author-link = Nick Montfort | title = Twisty Little Passages: An Approach to Interactive Fiction | publisher = [[MIT Press]] | year = 2003 | isbn = 978-3-540-63293-1 | url = https://books.google.com/books?id=XiJFORKEm0oC }}</ref> <ref name="livinginternet">{{cite web | last = Stewart | first = William | url = http://www.livinginternet.com/d/di_major.htm | title = Summary MUD History | work = Living Internet | quote = Containing many of the features of a D&D game, it added an interesting twist -- the dungeon master, the person who set-up and ran a D&D world, was played by the Adventure computer program itself. | access-date = July 10, 2008 | archive-date = July 25, 2008 | archive-url = https://web.archive.org/web/20080725090054/http://www.livinginternet.com/d/di_major.htm | url-status = live }}</ref> <ref name="zork">{{cite web | last1 = Anderson | first1 = Tim | author-link1 = Tim Anderson (Zork) | last2 = Galley | first2 = Stu | author-link2 = Stu Galley | url = http://www.csd.uwo.ca/Infocom/Articles/NZT/zorkhist.html | title = The History of Zork | quote = Zork was too much of a nonsense word, not descriptive of the game, etc., etc., etc. Silly as it sounds, we eventually started calling it Dungeon. (Dave admits to suggesting the new name, but that's only a minor sin.) When Bob the lunatic released his FORTRAN version to the DEC users' group, that was the name he used. | url-status = dead | archive-url = https://web.archive.org/web/20090116035446/http://www.csd.uwo.ca/Infocom/Articles/NZT/zorkhist.html | archive-date = 2009-01-16 }}</ref> <ref name="bartle-history-email">{{cite web | last = Bartle | first = Richard | author-link = Richard Bartle | url = http://www.mud.co.uk/richard/mudhist.htm | title = Early MUD History | year = 1990 | quote = The program was also becoming unmanageable, as it was written in assembler. Hence, he rewrote everything in BCPL, starting late 1979 and working up to about Easter 1980. The finished product was the heart of the system which many people came to believe was the "original" MUD. In fact, it was version 3. | access-date = August 7, 2008 | archive-date = March 24, 2023 | archive-url = https://web.archive.org/web/20230324174755/http://www.mud.co.uk/richard/mudhist.htm | url-status = live }}</ref> <ref name="shahrominemud1">{{harvnb|Shah|Romine|1995|p=7}}, "The acknowledged original game known as 'MUD' was developed in 1978 for the old DEC-10 mainframe system at Essex University by Roy Trubshaw and Richard Bartle."</ref> <ref name="wired-dragon">{{cite magazine | last1 = Kelly | first1 = Kevin | author-link1 = Kevin Kelly (editor) | last2 = Rheingold | first2 = Howard | author-link2 = Howard Rheingold | year = 1993 | title = The Dragon Ate My Homework | magazine = [[Wired (magazine)|Wired]] | volume = 1 | issue = 3 | url = https://www.wired.com/wired/archive/1.03/muds.html | quote = In 1980, Roy Traubshaw, a British fan of the fantasy role-playing board game Dungeons and Dragons, wrote an electronic version of that game during his final undergraduate year at Essex College. The following year, his classmate Richard Bartle took over the game, expanding the number of potential players and their options for action. He called the game MUD (for Multi-User Dungeons), and put it onto the Internet. | access-date = March 8, 2017 | archive-date = October 25, 2012 | archive-url = https://web.archive.org/web/20121025101648/http://www.wired.com/wired/archive/1.03/muds.html | url-status = live }}</ref> <ref name="bartle-mud1-1987">{{cite web | last = Bartle | first = Richard | author-link = Richard Bartle | url = http://www.mud.co.uk/richard/incarns.htm | title = Incarnations of MUD | quote = This is the "classic" MUD, played by many people both internal and external to the University. Although eventually available only during night-time due to the effects of its popularity on the system, its impact on on-line gaming has been immense. I eventually closed it down on 30/9/87 upon leaving Essex University to work for MUSE full time. }}</ref> <ref name="dogarpa">{{cite book | last1 = Mulligan | first1 = Jessica | last2 = Patrovsky | first2 = Bridgette | year = 2003 | title = Developing Online Games: An Insider's Guide | url = https://archive.org/details/developingonline0000mull | url-access = registration | publisher = New Riders | pages = [https://archive.org/details/developingonline0000mull/page/444 444] | quote = 1980 [...] Final version of ''MUD1'' completed by Richard Bartle. Essex goes on the ARPANet, resulting in Internet MUDs! | isbn = 978-1-59273-000-1 }}</ref> <ref name="wisner1">{{cite web | last = Wisner | first = Bill | url = http://groups.google.com/group/alt.mud/msg/a0c1c5d5c4a66eba | title = A brief history of MUDs | work = alt.mud | date = 1990-06-29 | quote = The point of the game was to gain points until you achieved the rank of wizard, at which point you became immortal and gained certain powers over mortals. Points were scored by killing things or dropping treasure into a swamp. The game gained some popularity in Britain when a guest account was set up that allowed users on JANET (the British academic network) to play during the small hours of the morning each day. | access-date = January 8, 2009 | archive-date = April 24, 2010 | archive-url = https://web.archive.org/web/20100424014453/http://groups.google.com/group/alt.mud/msg/a0c1c5d5c4a66eba? | url-status = live }}</ref> <ref name="wisner2">{{cite web | last = Wisner | first = Bill | url = http://groups.google.com/group/rec.games.mud/msg/6ac0255fe640074e | title = A brief (and very incomplete) history of MUDs | work = alt.mud | date = 1990-06-29 | quote = Milieu was originally written for a CDC Cyber owned by the Minnesota Educational Computer Consortium. High school students from around the state were given access to the machine for educational purposes; they often ended up writing chat programs and games instead. I am uncertain of the precise time frame, but I believe Milieu probably predates MUD. | access-date = August 7, 2008 | archive-date = November 9, 2012 | archive-url = https://web.archive.org/web/20121109203047/http://groups.google.com/group/rec.games.mud/msg/6ac0255fe640074e | url-status = live }}</ref> <ref name="escape-from-the-dungeon">{{cite web | last = Lawrie | first = Michael | author-link = Michael Lawrie | title = Escape from the Dungeon | year = 2003 | url = http://lorry.org/arch-wizard/history.html | quote = October of 1987 was chaos. The MUD account was deleted, but the guest account on Essex University remained open. I guess it wasn't causing any trouble so they simply left it. ROCK, UNI and MUD all ran from the MUD account so they had gone but... MIST ran from a student account and it was still playable. }}</ref> <ref name="shades">{{cite journal | author = Kate & Frobozz | url = http://games.world.co.uk/shades/inshades/history/Mags.htm | title = Micronet's Multi-user Game | year = 1986 | journal = Commodore Computing International | quote = Written by Neil Newell, originally as a hobby because he enjoyed playing- the original MUD so much on Essex University, SHADES has recently. been launched on Micronet, the computer network, which has a large Commodore user-base. | access-date = January 8, 2009 | archive-date = April 30, 2009 | archive-url = https://web.archive.org/web/20090430090107/http://games.world.co.uk/shades/inshades/history/Mags.htm | url-status = dead }}</ref> <ref name="sinha">{{cite book | last = Sinha | first = Indra | author-link = Indra Sinha | title = The Cybergypsies: a True Tale of Lust, War, and Betrayal on the Electronic Frontier | year = 1999 | publisher = [[Viking Press]] | isbn = 978-0-670-88630-2 }}</ref> <ref name="bartle-mudreport1">{{cite web |last=Bartle |first=Richard |author-link=Richard Bartle |url=http://ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt |title=Interactive Multi-User Computer Games |year=1990 |quote=Pip Cordrey used to run a BBS called 'Labbs', which had a section devoted to MUD1 in its early days. Six people from St. Paul's School worked on that section, and Cordrey organised them into a team to develop a MUA that would run on a home computer. The system was named MirrorWorld because it had rolling resets (as in the film "Westworld"). It went live in 1986. |url-status=live |archive-url=https://web.archive.org/web/20160202125649/http://ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt |archive-date=2016-02-02 }}</ref> <ref name="bartle-mudreport2">{{cite web |last=Bartle |first=Richard |author-link=Richard Bartle |url=http://ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt |title=Interactive Multi-User Computer Games |year=1990 |quote=Although the present system went live in October 1988, Gods began in 1985 as a non-commercial MUA; its author was inspired by MUD1 to write his own game, and was among the first people to do so. Gods was Shades' only rival to be the Prestel Micronet MUA. |url-status=live |archive-url=https://web.archive.org/web/20160202125649/http://ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt |archive-date=2016-02-02 }}</ref> <ref name="bartle-mudreport3">{{cite web |url=http://ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt |last=Bartle |first=Richard |author-link=Richard Bartle |title=Interactive Multi-User Computer Games |year=1990 |quote=The Multi-User Galaxy Game project was begun in 1985 by CompuNet as a SF alternative to MUD1, which then ran on the system. When the other programmer left CompuNet, Lenton rewrote the game from scratch as [[Federation II]]. It was officially launched on CompuNet in 1989; reported also to run on MicroLink, and on any other commercial system willing to take it. |url-status=live |archive-url=https://web.archive.org/web/20160202125649/http://ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt |archive-date=2016-02-02 }}</ref> <ref name="klietz">{{cite web | last = Klietz | first = Alan | url = http://groups.google.com/group/rec.games.mud/msg/e423bcf6cf93d73b | title = Scepter - the first MUD? | date = 1992-01-20 | access-date = 2010-04-26 | quote = As micros became cost effective, the MECC mainframe became obsolete and was shut down in 1983. Scepter then went commercial in a collaboration between several ex-MECC (and by then also post-highschool) game hackers. It was rewritten in C and ran on a PC XT running QNX. It supported 16 dialup users, and dialup installations were set up in 5 states and Canada. This exposed Scepter to a lot of budding MUD developers at a time when the Internet was just getting started. | archive-date = December 7, 2008 | archive-url = https://web.archive.org/web/20081207210649/http://groups.google.com/group/rec.games.mud/msg/e423bcf6cf93d73b | url-status = live }}</ref> <ref name="dragonsgate">{{cite web | last = Hyrup | first = Darrin | url = http://dragonsgate.yuku.com/forum/viewtopic/id/362 | title = The Future of Dragon's Gate | date = 2007-02-10 | access-date = 2010-04-26 | quote = So after more than 15 years of great memories, with a heavy heart, I am going to officially declare Dragon's Gate closed... at least for now. | archive-date = July 18, 2011 | archive-url = https://web.archive.org/web/20110718145959/http://dragonsgate.yuku.com/forum/viewtopic/id/362 | url-status = live }}</ref> <ref name="dogkesmai">{{cite book | last1 = Mulligan | first1 = Jessica | last2 = Patrovsky | first2 = Bridgette | year = 2003 | title = Developing Online Games: An Insider's Guide | url = https://archive.org/details/developingonline0000mull | url-access = registration | publisher = New Riders | isbn = 978-1-59273-000-1 | pages = [https://archive.org/details/developingonline0000mull/page/447 447], 463 | quote = 1985 [...] ''"My memory says that ''Island of Kesmai'' went live on CompuServe on December 15, 1985, after a very long internal test. The price was actually $6 an hour for 300 baud, $12 for 1200 baud. Serious players paid the bucks."'' '''—[[Kelton Flinn]]''' [...] 2000 [...] In May, Electronics Arts announces the shutdown of most of the Kesmai games, including Legends of Kesmai and Air Warrior Classic. }}</ref> <ref name="mudsociety">{{cite web | url = http://www.mud.co.uk/dvw/mudsasasociety.html | title = A Study of MUDs as a Society | year = 1998 | quote = Some would insist however that 'MUD' does in fact stand for Multi Undergraduate Destroyer, in recognition of the number of students who may have failed their classes due to too much time spent MUDding! }}</ref> <ref name="carroll">{{cite web | last = Carroll | first = Eddy | url = http://www.iol.ie/~ecarroll/mud/mr_5b#sect_5_4 | title = 5. Reviews -- Rest of the World | quote = Cox was a player of MUD1 who wrote AberMUD while a student at the University of Wales, Aberystwyth. | access-date = 2002-09-25 | archive-url = https://web.archive.org/web/20100423150558/http://www.iol.ie/~ecarroll/mud/mr_5b#sect_5_4 | archive-date = 2010-04-23 | url-status = dead }}</ref> <ref name="bartle-abermud">{{harvnb|Bartle|2003|p=741}}, "AberMUD spread across university computer science departments like a virus. Identical copies (or incarnations) appeared on thousands of Unix machines. It went through four versions in rapid succession, spawning several imitators. The three most important of these were TinyMUD, LPMUD, and DikuMUD."</ref> <ref name="monster-release">{{cite web | last = Skrenta | first = Richard | author-link = Richard Skrenta | url = http://groups.google.com/group/comp.sources.games/msg/c95f01a4febd9fb1 | title = monster - multiuser adventure game for VMS | work = comp.sources.games | date = 1988-11-30 | quote = Monster was written in VMS Pascal under VMS 4.6. | access-date = 2010-04-26 }}</ref> <ref name="monster-home">{{cite web | last = Skrenta | first = Richard | author-link = Richard Skrenta | url = http://www.skrenta.com/monster/ | title = VMS Monster | work = Skrentablog | date = 2002-01-20 | access-date = 2010-11-01 | archive-date = February 2, 2006 | archive-url = https://web.archive.org/web/20060202010149/http://www.skrenta.com/monster/ | url-status = live }}</ref> <ref name="monster-introduction">{{cite web | last = Skrenta | first = Richard | author-link = Richard Skrenta | url = http://www.skrenta.com/monster/final.html | title = An Introduction to Monster | date = 1997-01-13 | access-date = 2010-04-26 | quote = Monster allows players to do something that very few, if any, other games allow: the players themselves create the fantasy world as part of the game. Players can create objects, make locations, and set up puzzles for other players to solve. }}</ref> <ref name="mud-info">{{cite web | last = Aspnes | first = James | author-link = James Aspnes | url = http://groups.google.com/group/alt.mud/msg/1747c0abfca64367 | title = Monster | date = 1990-07-04 | work = alt.mud | quote = TinyMUD 1.0 was initially designed as a portable, stripped-down version of Monster (this was back in the days when TinyMUD was designed to be up and running in a week of coding and last for a month before everybody got bored of it.) }}</ref> <ref name="burka-mudline-tinymud">{{cite web | last = Burka | first = Lauren P. | url = http://www.linnaean.org/~lpb/muddex/mudline.html | title = The MUDline | year = 1995 | access-date = 2010-04-26 | quote = August 19, 1989. Jim Aspnes announces the availability of TinyMUD to a few friends. Its port, 4201, is Aspnes' office number. TinyMUD is written in C for Unix, and was originally conceived as a front-end for IRC. | archive-date = January 2, 2005 | archive-url = https://web.archive.org/web/20050102183913/http://www.linnaean.org/~lpb/muddex/mudline.html | url-status = live }}</ref> <ref name="dog-lpmud">{{cite book | last1 = Mulligan | first1 = Jessica | last2 = Patrovsky | first2 = Bridgette | year = 2003 | title = Developing Online Games: An Insider's Guide | url = https://archive.org/details/developingonline0000mull | url-access = registration | publisher = New Riders | isbn = 978-1-59273-000-1 | pages = [https://archive.org/details/developingonline0000mull/page/451 451] | quote = 1989 [...] Lars Penjske creates ''LPMud'' and opens ''Genesis''. ''"Having fun playing ''TinyMUD'' and ''AberMUD'', Lars Penjske decides to write a server to combine the extensibility of ''TinyMUD'' with the adventures of ''AberMUD''. Out of this inspiration, he designed ''LPC'' as a special MUD language to make extending the game simple. Lars says, '...I didn't think I would be able to design a good adventure. By allowing wizards coding rights, I thought others could help me with this.' The first running code was developed in a week on Unix System V using IPC, not BSD sockets. Early object-oriented features only existed accidentally by way of the nature of MUDs manipulating objects. As Lars learned C++, he gradually extended those features. The result is that the whole LPMud was developed from a small prototype, gradually extended with features."'' —'''George Reese's''' ''LPMud Timeline'' }}</ref> <ref name="livinginternet-lpmud">{{cite web | last = Stewart | first = William | url = http://www.livinginternet.com/d/di_major.htm | title = MUD History | year = 2002 | quote = The original LPMUD was written by Lars Pensjö and others, and became one of the most popular MUD's by the early 1990s. }}</ref> <ref name="verant-diku-persons">{{cite web |last1=Smedley |first1=John |author-link1=John Smedley (video games) |last2=McQuaid |first2=Brad |author-link2=Brad McQuaid |url=http://www.dikumud.com/img/persons.gif |title=Sworn Statement |publisher=DIKU MUD |date=2000-03-17 |access-date=2010-04-26 |url-status=dead |archive-url=https://web.archive.org/web/20110413185123/http://www.dikumud.com/img/persons.gif |archive-date=2011-04-13 }}</ref> <ref name="verant-diku-server">{{cite web |last1=McQuaid |first1=Brad |author-link1=Brad McQuaid |last2=Clover |first2=Steve |last3=Uzun |first3=Roger |url=http://www.dikumud.com/img/server.gif |title=Sworn Statement |publisher=DIKU MUD |date=2000-03-17 |access-date=2010-04-26 |url-status=dead |archive-url=https://web.archive.org/web/20110413185134/http://www.dikumud.com/img/server.gif |archive-date=2011-04-13 }}</ref> <ref name="cambron-dunin">{{cite web |last=Cambron |first=Melanie |url=http://www.gignews.com/goddess/dunin.htm |title=A chat with Elonka Dunin |year=2002 |archive-url=https://web.archive.org/web/20070927213317/http://www.gignews.com/goddess/dunin.htm |archive-date=2007-09-27 |quote=Simutronics was originally the brain-child of David Whatley. As a teenager, he'd been big into the old BBS days and had even written some Fantasy Game BBS software that he sold all over the world, and he did this all from his parents' home. He'd also gotten involved as a player in some of the early multiplayer games that were out there such as Sceptre and Island of Kesmai, and, like many others who play these games, he thought to himself, "I can do this too." So in 1987, at the age of 21, he founded Simutronics Corporation with Tom and Susan Zelinski. |url-status=dead }}</ref> <ref name="dunin-simutronics">{{cite web | last = Dunin | first = Elonka | author-link = Elonka Dunin | url = http://elonka.com/SimuTimeline.html | title = Simutronics Timeline | year = 2008 | quote = December, 1996 - GemStone III and DragonRealms are the top two titles (hours/month) in industry | access-date = January 15, 2009 | archive-date = October 7, 2008 | archive-url = https://web.archive.org/web/20081007091220/http://www.elonka.com/SimuTimeline.html | url-status = live }}</ref> <ref name="reesegeno">{{cite web |last=Reese |first=George |url=http://www.rpgmud.com/lpmud_timeline.htm |title=LPMud Timeline |date=1996-03-11 |access-date=2010-04-14 |quote=January 1992 ¶ _Genocide_ starts as the first MUD dedicated totally to inter-player conflict, which is a fancy way of saying that its theme is creatively player-killing. |url-status=dead |archive-url=https://web.archive.org/web/20120226122409/http://www.rpgmud.com/lpmud_timeline.htm |archive-date=2012-02-26 }}</ref> <ref name="shahromine-geno">{{harvnb|Shah|Romine|1995|pp=98–99}}, "Some Muds are completely dependant on player-killing, and have wars that start every half-hour or so. These Muds are becoming more common, basing a lot of their ideas on the extremely popular LPmud known as Genocide."</ref> <ref name="burka-mudline-micromuse">{{cite web | last = Burka | first = Lauren P. | url = http://www.linnaean.org/~lpb/muddex/mudline.html | title = The MUD Timeline | year = 1995 | access-date = 2010-04-22 | quote = Summer 1991. koosh (Nils McCarty) ports ''MicroMush'' to Chezmoto. The name is changed to ''MicroMuse'' at the suggestion of Wallace Feurzeig of BBN. ''MicroMuse'' evolves into the first educational Mud, with emphasis on K12 outreach. | archive-date = January 2, 2005 | archive-url = https://web.archive.org/web/20050102183913/http://www.linnaean.org/~lpb/muddex/mudline.html | url-status = live }}</ref> <ref name="micromuse-charter">{{cite web | url = http://underground.musenet.org:8080/~ender/charter.94 | title = MicroMUSE Charter | publisher = MuseNet | year = 1994 | access-date = 2010-04-22 | archive-date = June 15, 2011 | archive-url = https://web.archive.org/web/20110615000528/http://underground.musenet.org:8080/~ender/charter.94 | url-status = dead }}</ref> <ref name="meridian59-mud">{{cite book | last1 = Damer | first1 = Bruce | year = 1998 | title = Avatars!: exploring and building virtual worlds on the Internet | publisher = Peachpit Press | isbn = 978-0-201-68840-5 | pages = [https://archive.org/details/avatarsexploring00dame/page/383 383–384] | quote = Some people describe it as a MUD (Multi User Dungeon) with a 3D interface and role playing character. | url = https://archive.org/details/avatarsexploring00dame/page/383 }}</ref> <ref name="bmcquaid">{{cite web |url = http://rpgvaultarchive.ign.com/features/interviews/bmcquaid.shtml |title = Brad McQuaid Interview |last = Aihoshi |first = Richard |date = 2000-09-27 |publisher = RPG Vault |quote = Then, in 1996, I was hired by Sony Interactive Studios to create a graphical, commercial MUD. |url-status = dead |archive-url = https://web.archive.org/web/20070524092336/http://rpgvaultarchive.ign.com/features/interviews/bmcquaid.shtml |archive-date = 2007-05-24 }}</ref> <ref name="dog-daoc-mud">{{cite book | editor1-last = Mulligan | editor1-first = Jessica | editor2-last = Patrovsky | editor2-first = Bridgette | year = 2003 | title = Developing Online Games: An Insider's Guide | url = https://archive.org/details/developingonline0000mull | url-access = registration | publisher = New Riders | isbn = 978-1-59273-000-1 | last = Firor | first = Matt | author-link = Matt Firor | contribution = Post-Mortem: Mythic's ''Dark Age of Camelot'' | pages = [https://archive.org/details/developingonline0000mull/page/340 340] | quote = It made perfect sense for us to combine the two technologies and make a graphical MUD. }}</ref> <ref name="runescapeqa">{{cite web | last = Dobson | first = James | url = http://www.gamasutra.com/php-bin/news_index.php?story=13769 | title = Q&A: Behind RuneScape's 1 Million Subscriber Success | access-date = 2010-04-24 | work = Gamasutra | date = 2007-05-03 | quote = When I went to university, I discovered text-based MUDs, or multi-user dungeons. I loved the fact that these sorts of games had all these players playing at once - even when you were not playing, the world carried on without you. Because of this, I began creating my own text-based MUD, but I quickly realized that with so many of them out there, there was no way that mine would ever get noticed. So I began to search for a way to make mine stand out, and the obvious way, of course, was to add graphics. With my game, I was trying to emulate text MUDs at the time, purely as a hobby. | archive-date = May 6, 2010 | archive-url = https://web.archive.org/web/20100506194632/http://www.gamasutra.com/php-bin/news_index.php?story=13769 | url-status = dead }}</ref><ref name="warcryrunescape">{{cite web | last = Funk | first = John | url = http://www.warcry.com/articles/view/interviews/5080-WarCry-and-Jagex-Talk-RuneScape | title = WarCry and Jagex Talk RuneScape | publisher = WarCry Network | date = 2008-07-23 | access-date = 2009-01-06 | quote = Olifiers began with a brief history of Jagex and RuneScape: how Lead Developer Andrew Gower and his brother Paul founded the company in Cambridge in 2001, bringing their love for classic MUDs into the visual realm. The original RuneScape (now referred to as RuneScape Classic) was simply and exactly that: a 2D graphical interface placed on top of a MUD | archive-url = https://web.archive.org/web/20110728024909/http://www.warcry.com/articles/view/interviews/5080-WarCry-and-Jagex-Talk-RuneScape | archive-date = 2011-07-28 | url-status = dead }}</ref> <ref name="mmorpg-coinage">{{cite book | last1 = Safko | first1 = Ron | last2 = Brake | first2 = David | title = The Social Media Bible: Tactics, Tools, and Strategies for Business Success | publisher = Wiley | year = 2009 | isbn = 978-0-470-41155-1 | quote = Richard Garriott first coined the term ''MMORPG'' in 1997. | url = https://archive.org/details/socialmediabible00safk }}</ref> <ref name="stuart-bartle-herojourney">{{cite news | last = Stuart | first = Keith | url = http://blogs.guardian.co.uk/games/archives/2007/07/17/id_close_world_of_warcraft_mud_creator_richard_bartle_on_the_state_of_virtual_worlds.html | title = MUD, PLATO and the dawn of MMORPGs | work = guardian.co.uk | date = 2007-07-17 | location = London | archive-date = July 6, 2008 | access-date = July 8, 2008 | archive-url = https://web.archive.org/web/20080706112357/http://blogs.guardian.co.uk/games/archives/2007/07/17/id_close_world_of_warcraft_mud_creator_richard_bartle_on_the_state_of_virtual_worlds.html | url-status = live }}</ref> <ref name="hahn-verb">{{cite book | last = Hahn | first = Harley | title = The Internet Complete Reference | edition = 2nd | year = 1996 | isbn = 978-0-07-882138-7 | pages = [https://archive.org/details/harleyhahnsinter00hahn/page/553 553] | publisher = Osborne McGraw-Hill | quote = The word "mud" is also used as a verb. For example, you might hear someone say, "I like to mud more than I like to sleep," or "I am a bit tired, as I was up all night mudding, so maybe you better go to class without me". | url = https://archive.org/details/harleyhahnsinter00hahn/page/553 }}</ref> <ref name="internetculture-mudder">{{cite book | editor-last = Porter | editor-first = David | title = Internet Culture | publisher = Routledge | year = 1997 | isbn = 978-0-415-91684-4 | edition = pbk. | last = Ito | first = Mizuko | author-link = Mizuko Ito | contribution = Virtually Embodied: The Reality of Fantasy in a Multi-User Dungeon | pages = 93 | quote = Often MUD users (or MUDders, as they call themselves) [...] }}</ref> <ref name="bartle-taxonomy">{{cite journal |last=Bartle |first=Richard |author-link=Richard Bartle |title=Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs |url=http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html |journal=Journal of Virtual Environments |editor-last=Jacobson |editor-first=David |volume=1 |issue=1 |date=July 1997 |archive-url=https://web.archive.org/web/20071029080148/http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html |archive-date=2007-10-29 |access-date=2010-04-30 |url-status=dead }}</ref> <ref name="korchmar">{{cite book | last = Korchmar | first = Simon | title = Erlösmodelle in Massively Multiplayer online Games | publisher = [[:de:GRIN Verlag|GRIN Verlag]] | year = 2007 | isbn = 978-3-640-22276-6 | language = de |trans-title=Revenue Models in Massively Multiplayer online Games | pages = 10 | quote = Unzählige MUD-Nachfolger (wie etwa MOO, MUSH, MUCK, etc.) verwendeten ähnliche Systeme und Thematiken — v. A. aus Fantasy und Science Fiction — und verstärkten teilweise den Rollenspiel-Charakter bis hin zu den 'sogennanten Role Play Intensive MUD (RPIMUD)'. ["Countless MUD successors (such as MOO, MUSH, MUCK, etc.) used similar systems and themes from fantasy and science fiction, and increased degrees of role-playing focus up to the so-called 'Role Play Intensive MUD (RPIMUD)'"] }}</ref> <ref name="towell">{{cite journal | last1 = Towell | first1 = John | last2 = Towell | first2 = Elizabeth | title = Presence in Text-Based Networked Virtual Environments or "MUDS" | journal = Presence | year = 1997 | volume = 6 | issue = 5 | pages = 590–595 | doi = 10.1162/pres.1997.6.5.590 | s2cid = 46020475 | url = http://www.fragment.nl/mirror/various/Towell_et_al.1997.Presence_in_MUDs.htm | access-date = May 2, 2010 | archive-date = May 18, 2013 | archive-url = https://web.archive.org/web/20130518113754/http://www.fragment.nl/mirror/various/Towell_et_al.1997.Presence_in_MUDs.htm | url-status = dead | url-access = subscription }}</ref> <ref name="hansen">{{cite thesis | last = Hansen | first = Geir Harald | url = http://geir-hansen.com/distributedworld.pdf | title = A Distributed Persistent World Server using Dworkin's Generic Driver | degree = Cand. Scient. | publisher = University of Oslo | date = 2002-07-31 | access-date = 2010-04-14 | archive-date = May 13, 2011 | archive-url = https://web.archive.org/web/20110513195857/http://geir-hansen.com/distributedworld.pdf | url-status = live }}</ref> <ref name="boring">{{cite thesis | last = Boring | first = Erich | url = http://sc.lib.muohio.edu/bitstream/handle/2374.MIA/248/fulltext.pdf?sequence=1 | title = PangaeaMud: An Online, Object-oriented Multiple User Interactive Geologic Database Tool | degree = Master's | publisher = Miami University | date = 1993-12-03 | access-date = 2010-05-03 | archive-date = July 20, 2011 | archive-url = https://web.archive.org/web/20110720011312/http://sc.lib.muohio.edu/bitstream/handle/2374.MIA/248/fulltext.pdf?sequence=1 | url-status = live }}</ref> <ref name="cruickshank">{{cite journal | last1 = Cruickshank | first1 = Don | last2 = De Roure | first2 = David | title = A Portal for Interacting with Context-aware Ubiquitous Systems | year = 2004 | journal = Proceedings of First International Workshop on Advanced Context Modelling, Reasoning and Management | pages = 96–100 | url = http://eprints.ecs.soton.ac.uk/9975/ | access-date = 2010-10-14 | citeseerx = 10.1.1.1.8402 | archive-date = November 21, 2010 | archive-url = https://web.archive.org/web/20101121001440/http://eprints.ecs.soton.ac.uk/9975/ | url-status = live }}</ref> <ref name="turkle">{{cite book | last = Turkle | first = Sherry | author-link = Sherry Turkle | title = Life on the Screen: Identity in the Age of the Internet | publisher = [[Simon & Schuster]] | date = 1997-09-04 | edition = pbk. | isbn = 978-0-684-83348-4 | title-link = Life on the Screen: Identity in the Age of the Internet }}</ref> <ref name="grimmelmann">{{cite journal | last = Grimmelmann | first = James | title = Virtual Worlds as Comparative Law | journal = New York Law School Law Review | issue = 49 | date = 2004-12-08 | pages = 147–184 | url = http://www.nyls.edu/user_files/1/3/4/17/49/v49n1p147-184.pdf | access-date = 2010-05-06 | archive-date = June 19, 2010 | archive-url = https://web.archive.org/web/20100619110302/http://www.nyls.edu/user_files/1/3/4/17/49/v49n1p147-184.pdf | url-status = dead }}</ref> <ref name="cuciz">{{cite web | last = Cuciz | first = D. | title = The History of MUDs | publisher = GameSpy.com | year = 2004 | url = http://archive.gamespy.com/articles/january01/muds1/ | access-date = 2009-04-19 | archive-url = https://web.archive.org/web/20080324195532/http://archive.gamespy.com/articles/january01/muds1/ | archive-date = 2008-03-24 }}</ref> <ref name="king">{{cite magazine | last = King | first = Brad | title = Games Started Off Without a Bang | magazine = [[Wired News]] | date = 2002-07-15 | url = https://www.wired.com/gaming/gamingreviews/news/2002/07/53765 | access-date = 2010-09-09 }}</ref> <ref name="shefski">{{cite book | last = Shefski | first = William J. | title = Interactive Internet: The Insider's Guide to MUDs, MOOs, and IRC | publisher = [[Prima Games|Prima Publishing]] | year = 1995 | isbn = 978-1-55958-748-8 | pages = [https://archive.org/details/isbn_9781559587488/page/41 41] | url = https://archive.org/details/isbn_9781559587488/page/41 }}</ref> <ref name="schaefer">{{cite journal | last1 = Schaefer | first1 = Dominik | last2 = Mardare | first2 = Cezarina | last3 = Savan | first3 = Alan | last4 = Sanchez | first4 = Miguel D. | last5 = Mei | first5 = Bastian | last6 = Xia | first6 = Wei | last7 = Muhler | first7 = Martin | last8 = Ludwig | first8 = Alfred | last9 = Schuhmann | first9 = Wolfgang | title = High-Throughput Characterization of Pt Supported on Thin Film Oxide Material Libraries Applied in the Oxygen Reduction Reaction | journal = [[Analytical Chemistry (journal)|Analytical Chemistry]] | volume = 83 | issue = 6 | date = 2011-02-17 | pages = 1916–1923 | doi = 10.1021/ac102303u | pmid = 21329337 | quote = Programs in LPC programming language were developed to perform the following tasks: First, each set of CVs was separated into single CVs, and each of them were plotted. An average CV from all the CVs in one set was calculated and plotted as well. All images belonging to one set of CVs were combined into short animated movies to visualize the changes over time. The graphs of the averaged CVs from all measurement points within a line scan were combined into an animation for demonstrating the systematic changes along each of the Pt stripes. After that, specific parameters were extracted from each CV (see below). These parameters and some derived values were tabulated and plotted versus the x-coordinate of the measurement point. Thus, different graphs for each line scan were created showing the changes in specific properties along the thickness of the Pt stripe. The combined tabulated data for each wafer was then used to plot a 3D image of several parameters vs substrate composition and nominal thickness. The LPC programs were compiled using LDMud (V3.3.719). | hdl = 11336/105712 | hdl-access = free }}</ref> <ref name="taylor">{{cite book | last = Taylor | first = T.L. | author-link = T.L. Taylor | title = Play Between Worlds: Exploring Online Game Culture | publisher = The MIT Press | date = 2006-02-24 | isbn = 978-0262201636 | pages = [https://archive.org/details/playbetweenworld0000tayl/page/24 24] | url = https://archive.org/details/playbetweenworld0000tayl/page/24 }}</ref> <ref name="godlovitch">{{cite journal | last = Godlovitch | first = Ilsa | title = Jackal takes Dragonfly to be his bride | journal = The Independent | url = https://www.independent.co.uk/life-style/jackal-takes-dragonfly-to-be-his-bride-1598406.html | date = 1995-08-28 | access-date = 2016-05-02 }}</ref> <ref name="bartle-mudlib">{{harvnb|Bartle|2003|p=43}}, "Above this layer is what (for historical reasons) is known as the ''mudlib''<sup>58</sup>. [...] <sup>58</sup>For "mud library". ''MUD1'' had a mudlib, but it was an adaptation of the BCPL input/output library and therefore was at a lower level than today's mudlibs. The modern usage of the term was coined independently by ''LPMUD''."</ref> <ref name="busey">{{harvnb|Busey|1995|p=239}}, "''MUDLib'' is short for ''MUD library''. ... Files within a MUDLib are akin to books on the shelves of a library."</ref> <ref name="bartle-physics">{{harvnb|Bartle|2003|p=43}}, "The mudlib defines the physics of a virtual world, which will include things such as mass/weight, timers, movement and communication, along with higher concepts such as (in a game context) magic and combat mechanisms."</ref> }}
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