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Mob (computer Gaming)
A mob, short for mobile or mobile object, is a computer-controlled non-player character (NPC) in a video game such as an MMORPG or MUD. Depending on the context, every and any such character in a game may be considered to be a "mob", or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack. In most modern graphical games, "mob" may be used to specifically refer to generic monstrous NPCs that a player is expected to hunt and kill, excluding NPCs that engage in dialog, sell items, or NPCs which cannot be attacked. "Named mobs" are distinguished by having a proper name rather than being referred to by a general type ("a goblin", "a citizen", etc.). Most mobs are those capable of no complex behaviors beyond generic programming of attacking or moving around. Purpose of mobs Defeating mobs may be required to gather experience points, money, items, or to complete quests. Combat between player characters (PCs) and mobs is called player versus environment (P ...
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Non-player Character
A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In traditional tabletop role-playing games such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player characters might be alli ...
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MUD1
''Multi-User Dungeon'', or ''MUD'' (referred to as ''MUD1'', to distinguish it from its successor, ''MUD2'', and the Multi-user dungeon, MUD genre in general), is the first Multi-user dungeon, MUD. History MUD was created in 1978 by Roy Trubshaw and Richard Bartle at the University of Essex on a Digital Equipment Corporation, DEC PDP-10.Sloane, Sarah (2000) ''Digital Fictions: Storytelling in a Material World'', Ablex Publishing Corporation, , p. 168Slator, Brian M. et al "From Dungeons to Classrooms: The Evolution of MUDs as Learning Environments", in Jain, Lakhmi C., Tedman, Raymond A. & Tedman, Debra K. (eds.) (2007) ''Evolution of Teaching and Learning Paradigms in Intelligent Environment'', Springer, , p. 121-2 Trubshaw named the game ''Multi-User Dungeon'', in tribute to the ''Dungeon'' variant of ''Zork'', which Trubshaw had greatly enjoyed playing. ''Zork'' in turn was inspired by an older Interactive fiction, text-adventure game known as ''Colossal Cave Adventure'' or ...
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Massively Multiplayer Online Role-playing Games
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Global revenues for MMORPGs exceeded half a billion dollars in 2005, and the western world's revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. ''World of Warcraft'', a popular MMORPG, had over 10 mi ...
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Designing Virtual Worlds
''Designing Virtual Worlds'' is a book about the practice of virtual world development by Richard Bartle. It has been noted as an authoritative source regarding the history of world-based online games. College courses have been taught using it. In 2021, the author made the book freely available under a Creative Commons license on his website. Contents ''Designing Virtual Worlds'' argues that the fundamentals of player relationships to the virtual world and each other are independent of technical issues and are characterized by a blending of online and offline identity. According to the book, it is the designer's role to know what will provide players with a positive game experience, the purpose of virtual worlds is the player's exploration of self, as well as for its expansion of the earlier 4-type Bartle gamer style taxonomy into an 8-type model. The book also focuses on the practicalities of its subject. Reception It has been called "the bible of MMORPG A massively mult ...
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EverQuest
''EverQuest'' is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows. It was released by Sony Online Entertainment in March 1999 in North America, and by Ubi Soft in Europe in April 2000. A dedicated version for Mac OS X was released in June 2003, which operated for ten years before being shut down in November 2013. In June 2000, Verant Interactive was absorbed into Sony Online Entertainment, who took over full development and publishing duties of the title. Later, in February 2015, SOE's parent corporation, Sony Computer Entertainment, sold the studio to investment company Columbus Nova and it was rebranded as Daybreak Game Company, which continues to develop and publish ''EverQuest''. It was the first commercially successful MMORPG to employ a 3D game engine, and its success was on an unprecedented scale. ''EverQuest'' has had a wide influence on subsequent releases within the mar ...
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Identifier (computer Languages)
In computer programming languages, an identifier is a Lexical analysis#Token, lexical token (also called a symbol, but not to be confused with the symbol (programming), symbol primitive data type) that names the language's entities. Some of the kinds of entities an identifier might denote include Variable (computer science), variables, data types, Label (computer science), labels, subroutines, and Modular programming, modules. Lexical form Which character sequences constitute identifiers depends on the lexical grammar of the language. A common rule is alphanumeric sequences, with underscore also allowed (in some languages, _ is not allowed), and with the condition that it can not begin with a numerical digit (to simplify Lexical analysis, lexing by avoiding confusing with integer literals) – so foo, foo1, foo_bar, _foo are allowed, but 1foo is not – this is the definition used in earlier versions of C (programming language), C and C++, Python (programming language), Python ...
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DikuMUD
DikuMUD is a multiplayer text-based role-playing game, which is a type of multi-user domain (MUD). It was written in 1990 and 1991 by Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Stærfeldt at DIKU (''Datalogisk Institut Københavns Universitet'')—the department of computer science at the University of Copenhagen in Copenhagen, Denmark. Commonly referred to as simply "Diku", the game was greatly inspired by AberMUD, though Diku became one of the first multi-user games to become popular as a freely-available program for its gameplay and similarity to ''Dungeons & Dragons''. The gameplay style of the great preponderance of DikuMUDs is hack and slash, which is seen proudly as emblematic of what DikuMUD stands for. Diku's source code was first released in 1990. Development and history DikuMUD was created by the University of Copenhagen's Department of Computer Science among a group of student friends: Katja Nyboe, Tom Madsen, Hans Henrik Staer ...
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Source Code
In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only understands machine code, source code must be Translator (computing), translated before a computer can Execution (computing), execute it. The translation process can be implemented three ways. Source code can be converted into machine code by a compiler or an assembler (computing), assembler. The resulting executable is machine code ready for the computer. Alternatively, source code can be executed without conversion via an interpreter (computing), interpreter. An interpreter loads the source code into memory. It simultaneously translates and executes each statement (computer science), statement. A method that combines compilation and interpretation is to first produce bytecode. Bytecode is an intermediate representation of source code tha ...
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Richard Bartle
Richard Allan Bartle (born 10 January 1960) is a British writer, professor and game researcher in the massively multiplayer online game industry. He co-created ''MUD1'' (the first MUD) in 1978, and is the author of the 2003 book ''Designing Virtual Worlds''. Life and career In 1988, Bartle received a PhD in artificial intelligence from the University of Essex, where as an undergraduate, he created ''MUD1'' with Roy Trubshaw in 1978. He lectured at Essex until 1987, when he left to work full-time on ''MUD'' (known as '' MUD2'' in its present version). Several years later he returned to the university as a part-time professor and principal teaching fellow in the Department of Computing and Electronic Systems, supervising courses on computer game design as part of the department's degree course on computer game development. He retired from teaching at the end of April 2025 and is now Emeritus Professor. He is a Fellow of the Royal Society of Arts. In 2003, he wrote ''Designing ...
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Video Game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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Player Versus Environment
Player versus environment (PvE, also known as player versus monster (PvM) and commonly misinterpreted as player versus entity) is a term used for both single player and online games, particularly MMORPGs, CORPGs, MUDs, other online role-playing video games and survival games to refer to fighting computer-controlled enemies - in contrast to PvP (player versus player) which is fighting other players in the game. In survival games a large part may be fighting the elements, controlling hunger and thirst, learning to adapt to the environment and exploration. Usually a PvE mode can be played alone, with human companions or with AI companions. The PvE mode may contain a storyline that is narrated as the player progresses through missions. It may also contain missions that may be done in any order. Examples ''Guild Wars'' narrates its story by displaying in-game cut scenes and dialogue with non-playable characters (NPCs). To enhance replayability, missions can often be completed many ...
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