<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>What They Are and Whence They Came on Designing Virtual Worlds</title><link>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/</link><description>Recent content in What They Are and Whence They Came on Designing Virtual Worlds</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Thu, 24 Sep 2026 01:39:40 +0800</lastBuildDate><atom:link href="https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/index.xml" rel="self" type="application/rss+xml"/><item><title>The First Age: 1978–1985</title><link>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-04-the-first-age-1978-1985/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-04-the-first-age-1978-1985/</guid><description>&lt;p&gt;Virtual worlds are often called MUDs because MUD was the name of the first one to prosper. Although earlier games had been written that might today be described as virtual worlds, they were seeds that fell on stony ground. MUD, by contrast, grew to produce seeds of its own.&lt;/p&gt;&#10;&lt;p&gt;MUD was programmed in MACRO-10 assembler on a DecSystem-10 mainframe at Essex University, England, in the fall of 1978. Its author was a talented Computer Science undergraduate, Roy Trubshaw. Version I was a simple test program to establish the basic principles by which a shared world could be maintained. When it worked, Roy immediately started on version II, a text-based virtual world that would be instantly recognizable as such even today. It was also written in MACRO-10, a decision that led to its becoming increasingly unwieldy as more and more features were added. Because of this, in the fall of 1979 Roy made the decision to begin work on version III of the game. He split it in two: The game engine was written in BCPL (the fore-runner of C); the game world was written in a language of his own devising, MUDDL (Multi-User Dungeon Definition Language). The idea was that multiple worlds could be constructed in MUDDL but would run on the same, unmodified engine (which was effectively an interpreter).&lt;/p&gt;</description></item><item><title>The Second Age: 1985–1989</title><link>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-05-the-second-age-1985-1989/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-05-the-second-age-1985-1989/</guid><description>&lt;p&gt;The first such virtual worlds to appear were Neil Newell’s Shades, Ben Laurie’s Gods, and AMP &lt;sup id="fnref:1"&gt;&lt;a href="#fn:1" class="footnote-ref" role="doc-noteref"&gt;1&lt;/a&gt;&lt;/sup&gt;. They were followed shortly by Pip Cordrey, et al’s very active MirrorWorld. As these games were all derived from MUD, they became collectively referred to as “MUDs” or, occasionally, “MUGs” (Multi-User Games). The original MUD was dubbed MUD1 (even though it was in its third version) to disambiguate it from the class of MUDs. This marked the beginning of the second age of virtual worlds.&lt;/p&gt;</description></item><item><title>The Third Age: 1989–1995</title><link>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-06-the-third-age-1989-1995/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-06-the-third-age-1989-1995/</guid><description>&lt;p&gt;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.&lt;/p&gt;&#10;&lt;p&gt;TinyMUD, by Jim Aspnes at Carnegie Mellon University, arrived in 1989. It had two main ancestors: AberMUD, and a VAX VMS game called Monster that had been released a year earlier. Monster (by Rich Skrenta at Northwestern University) was unusual in that it was written independently of the general MUD1 hierarchy. Its main innovation was the facility to create elements of the virtual world from within the world itself. This was something that had been removed from MUD1 in the switch from version II to version III.&lt;/p&gt;</description></item><item><title>The Fourth Age: 1995–1997</title><link>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-07-the-fourth-age-1995-1997/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-07-the-fourth-age-1995-1997/</guid><description>&lt;p&gt;MUDs might very well have been called SOGs had things turned out differently.&lt;/p&gt;&#10;&lt;p&gt;Around the same time that Roy Trubshaw began work on what was to become MUD1, Alan Klietz wrote Sceptre of Goth on the CDC Cyber run by MECC (the Minnesota Educational Computer Consortium). The game (also known as Empire and The Phoenix) was based on an earlier MECC game called Milieu. It was developed completely independently; its mechanics owed more to Dungeons &amp;amp; Dragons than did MUD1’s, particularly in its use of character classes.&lt;/p&gt;</description></item><item><title>The Fifth Age: 1997–Present</title><link>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-08-the-fifth-age-1997-present/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.vgbaike.com/dvw/en/book/01-introduction-to-virtual-worlds/01-03-what-they-are-and-whence-they-came/01-08-the-fifth-age-1997-present/</guid><description>&lt;p&gt;There had been graphical virtual worlds before.&lt;/p&gt;&#10;&lt;p&gt;The seminal PLATO (Programmed Logic for Automatic Teaching Operations) system went live at the University of Illinois way back in 1961, and many games were written to take advantage of both its network connectivity and graphics-capable plasma display units. Some of these laid down principles that would greatly influence the development of later computer games; some came close to being virtual worlds; some actually were virtual worlds.&lt;/p&gt;</description></item></channel></rss>