Federation later left AOL to run on its own after AOL began offering unlimited service.In 1978, around the same time Roy Trubshaw wrote MUD, Alan E.1985 saw the origin of a number of projects inspired by the original MUD.
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.
In 1978 Roy Trubshaw, a student at Essex University in the UK, started working on a multi-user adventure game in the MACRO-10 assembly language for a DEC PDP-10.
He named the game MUD (Multi-User Dungeon), in tribute to the Dungeon variant of Zork, which Trubshaw had greatly enjoyed playing.
Neil Newell, an avid MUD1 player, started programming his own MUD called SHADES during Christmas 1985, because MUD1 was closed down during the holidays.
Starting out as a hobby, SHADES became accessible in the UK as a commercial MUD via British Telecom's Prestel and Micronet networks.At the same time, Compunet started a project named Multi-User Galaxy Game as a Science Fiction alternative to MUD1, a copy of which they were running on their system at the time.When one of the two programmers left Compu Net, the remaining programmer, Alan Lenton, decided to rewrite the game from scratch and named it Federation II (at the time no Federation I existed). Federation II was later picked up by AOL, where it became known simply as "Federation: Adult Space Fantasy".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.By 1978-79, PLATO MUDs were heavily in use on various PLATO systems, and exhibited a marked increase in sophistication in terms of 3D graphics, storytelling, user involvement, team play, and depth of objects and monsters in the dungeons.