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 (in writing, these social MUDs are sometimes referred to as `MU*', with `MUD' implicitly reserved for the more game-oriented ones). 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].


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