An explanation of terminology
So, you ask, what is the difference between a MUD and a MOO? A MUSH and a
MUX? Before I go into specifics, a quick disclaimer. I'm going to offer some
generalizations based on personal experience. Almost all of what I'll be
saying here is incorrect in some instances, but I think most are broadly true.
Broadly speaking, a MUSH/MUCK/MUD/whatever is a text based multi-player
enviroment, divided into "rooms," and populated by players and objects, which
you can interact with in a variety of ways, from speaking with them, to picking
them up, to killing them. It's rather like Zork, but with a bunch of other
people playing at the same time. If none of that helps, all I can suggest is
that you telnet to one and look around.
- MUD
- MUD's (Multi-User Dungeon, Multi-User Dimension) were the systems
that started it all. They grew out of a desire for multi-user "dungeon
gaming," which means that most of them are very combat oriented. The typical
MUD will have little or no distinction between in character and out of
character interaction, little role-playing, a lot of coded
commands, and a lot of fighting and levelling. There are usually three
levels of playing, with normal characters, Immortals, and Wizards (sometimes
apparantly also called Imps, I'm not sure why), in ascending order of power
within the MUD. Applications are rarely required for characters. (Note: I
have little experience with MUD's, take this with a grain of salt).
- MUSH
- MUSH's, aka Multi-User Shared Hallucination and a host of other
acronyms, are something of an opposite from MUD's. They are almost invariably
non-combat oriented, and often heavily role-playing and in-character biased.
White Wolf and other similarly 'soft' table top role playing games have a lot
of presence in the MUSH world, albeit usually with modifications to make them
more playable online. Wizards, the powers that be on a MUSH, and Admins, their
assistants, are often both system maitenance and administrators of in character
interaction, though there are certainly MUSH's with a more consent oriented
enviroment. MUSH's are unlikely to have coded commands to
the same extent that a MUD will, relying instead on arbitration or consent to
determine the effects of actions. MUSH's are popular, but have, in my opinion,
a poor code base to work from, leading to somewhat clumsy commands.
- MUX
- Largely similar to MUSH's, MUX's (no acronym that I'm aware of),
have a slightly larger native code base, but seem to have similar biases in
terms of actual play.
- MOO
- MOO's are object oriented, and have a C++-like internal
code. Most MOO's are educational or social, but you'll
occaisionally see a role-playing one.
- MUCK
- MUCK's (no acronym that I know of), are something of the MU*'s of choice for those who want something between the
entirely combat driven MUD's and the extremely character driven MUSH's/MUX's.
Several popular Anime oriented systems are MUCK's, and in these, in character
or out of character interaction is equally permissable, and consent oriented
game-play alternates between social interaction. In terms of code, the native
base of MUCK's is extremely small, making commands which would be primitives
on other systems coded commands on MUCK's. This can be
both very nice, allowing full featured commands that MUSH's, for example, do
not have, and very irritating, as each command takes its own protocol for help,
switches, etc.
Coded commands: By this, I mean commands not native to
the MU*'s native code, but which the average player does not have to do any
coding for -- they are created by the Wizards/Imps/Immortals.
MU*'s: A generic term for MUD's/MUSH's/MUX's/MOO's/etc. A
play on symbols for the Unix generic string symbol, "*," which can mean any
number of letters.
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