Zmud$500681$ - Definition. Was ist Zmud$500681$
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Was (wer) ist Zmud$500681$ - definition

VIDEO GAME GENRE
Pike (programming language); Multi-User Dimension (MUD); Multi-user dimension; Multi-User Dungeon; Multi-user dungeon; Hypertext group games; MCCP; MUD client; Mud client; Lima Mudlib; CD lib; Genesis Mudlib; CD gamedriver and mudlib; CD LPMud Driver; CD mudlib; CD library; CD driver; CD gamedriver; CDLIB; CDlib; CD-lib; MUDs; M.U.D; ZMUD; Muds; TinyMUD; MUD Client Protocol; CD LPMud driver; Scepter of Goth; Sceptre of Goth; Mudders; Boldhome; Mudlib; Comparison of MUD clients; MXP (computing); TinyFugue; TinyHELL; Tinymud; Multi User Dungeon; Pike programming language; MUD eXtension Protocol; Multi-User Domain; Multi User Domain; Multi User Dimension; Mud Extension Protocol; Mud Client Compression Protocol; TinTin++; Tintin++; Tinyfugue; Scepter of goth; Tt++; MUSHclient; Multi User Dungeons and Dragons; MUD client support table; Multi User Dungeons and Dragrons (MUDD); WinTin++; Multi-User Dungeons; Comparison of mud clients; MUD Client; Mushclient; Graphical MUD; Educational MUD; Educational MUDs; Fredrik Hübinette; Fredrik Hubinette; Educational MU*; RPIMUD; Roleplay Intensive MUD; Roleplaying Intensive MUD; Rpimud; Mudder (MUD); Nick Gammon; ΜLPC; Micro LPC; Multi User Dungeons and Dragons (MUDD); Multi-user dungeons; Multi User Dungeons & Dragons; Multi-User Dungeon (video game); MUD (video game); Multiuser dungeon; MUDD; TinyTalk
  • [[Will Crowther]]'s ''Adventure''
  • Genesis]]'', the first LPMud
  • Genocide]]'' showing its War Complex
  • Gameplay scene from ''God Wars II''
  • "You haven't lived until you've died in MUD." – The ''[[MUD1]]'' slogan

Multi-User Dimension         
<games> (MUD) (Or Multi-User Domain, originally "Multi-User Dungeon") A class of multi-player interactive game, accessible via the Internet or a modem. A MUD is like a real-time chat forum with structure; it has multiple "locations" like an adventure game and may include combat, traps, puzzles, magic and a simple economic system. A MUD where characters can build more structure onto the database that represents the existing world is sometimes known as a "MUSH". Most MUDs allow you to log in as a guest to look around before you create your own character. 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 1979. It was a game similar to the classic Colossal Cave adventure, except that it allowed multiple people to play at the same time and interact with each other. Descendants of that game still exist today and are sometimes generically called BartleMUDs. There is a widespread myth 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 PD 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 have been spotty and difficult to get in the UK, 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 US; 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 emphasise social interaction, puzzles, and cooperative world-building as opposed to combat and competition. In 1991, over 50% of MUD sites are of a third major variety, LPMUD, which synthesises the combat/puzzle aspects of AberMUD and older systems with the extensibility of TinyMud. 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. There is now a move afoot to deprecate the term MUD itself, as newer designs exhibit an exploding variety of names corresponding to the different simulation styles being explored. {UMN MUD Gopher page (gopher://spinaltap.micro.umn.edu/11/fun/Games/MUDs/Links)}. {U Pennsylvania MUD Web page (http://cis.upenn.edu/Multi-User Dimensionlwl/mudinfo.html)}. See also bonk/oif, FOD, link-dead, mudhead, MOO, MUCK, MUG, MUSE, chat. Usenet newsgroups: news:rec.games.mud.announce, news:rec.games.mud.admin, news:rec.games.mud.diku, news:rec.games.mud.lp, news:rec.games.mud.misc, news:rec.games.mud.tiny. (1994-08-10)
Multi-User Dungeon         

Wikipedia

MUD

A MUD (; originally multi-user dungeon, with later variants multi-user dimension and multi-user domain) is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, non-player characters, and actions performed in the virtual world. Players typically interact with each other and the world by typing commands that resemble a natural language.

Traditional MUDs implement a role-playing video game set in a fantasy world populated by fictional races and monsters, with players choosing classes in order to gain specific skills or powers. The objective of this sort of game is to slay monsters, explore a fantasy world, complete quests, go on adventures, create a story by roleplaying, and advance the created character. Many MUDs were fashioned around the dice-rolling rules of the Dungeons & Dragons series of games.

Such fantasy settings for MUDs are common, while many others have science fiction settings or are based on popular books, movies, animations, periods of history, worlds populated by anthropomorphic animals, and so on. Not all MUDs are games; some are designed for educational purposes, while others are purely chat environments, and the flexible nature of many MUD servers leads to their occasional use in areas ranging from computer science research to geoinformatics to medical informatics to analytical chemistry. MUDs have attracted the interest of academic scholars from many fields, including communications, sociology, law, and economics. At one time, there was interest from the United States military in using them for teleconferencing.

Most MUDs are run as hobbies and are free to play; some may accept donations or allow players to purchase virtual items, while others charge a monthly subscription fee. MUDs can be accessed via standard telnet clients, or specialized MUD clients, which are designed to improve the user experience. Numerous games are listed at various web portals, such as The Mud Connector.

The history of modern massively multiplayer online role-playing games (MMORPGs) like EverQuest and Ultima Online, and related virtual world genres such as the social virtual worlds exemplified by Second Life, can be traced directly back to the MUD genre. Indeed, before the invention of the term MMORPG, games of this style were simply called graphical MUDs. A number of influential MMORPG designers began as MUD developers and/or players (such as Raph Koster, Brad McQuaid, Matt Firor, and Brian Green) or were involved with early MUDs (like Mark Jacobs and J. Todd Coleman).