[MUD-Dev] Online Worlds Timeline Update

Koster Koster
Wed Feb 20 21:05:51 CET 2002


It's that time again. :) Here's the periodic posting of the Online
Worlds Timeline.

Major new additions this time around:

  *  Much new info on TradeWars, courtesy of John Pritchett
  *  Much new info on the early days of Kesmai, courtesy of Kelton
     Flinn
  *  Finishes off the year 2001 with a lot of game closures... :(
  *  The year 2002 now has entries
  *  Publication dates for numerous books including "True Names",
     "Johnny Mnemonic", Shockwave Rider, Neuromancer, Otherland, and
     Wyrm
  *  Release dates for films including eXistenZ, Lawnmower Man, and
     WarGames
  *  The usual tiny trickle of people from PLATO days with minor
     corrections

This will be live on the site tomorrow, but as usual I thought I'd
post it here for everyone.

------------
Online World Timeline

The following is a timeline for the development of virtual worlds. I
welcome more additions to the timeline. Check at the bottom of this
for a list of sources.

Last updated Febuary 20, 2002. 
-Raph Koster 

1937 

  -  J. R. R. Tolkien publishes The Hobbit. 

    - Dr Cat adds, "I personally would like to see Lord Dunsany
    mentioned to counter any notion that Tolkien invented swords and
    sorcery. Even if everyone including the D&D authors were
    obsessed with him (and of course everyone after the D&D authors
    was obsessed with D&D)."  1947

  - Vannevar Bush conceptualizes aspects of hypertext, the Internet,
  virtual spaces, and lots more. 1954-55

  - The three books of the Lord of the Rings are published in
  England.  This is their first publication. 1960

  - Ted Nelson gets the idea for hypertext as we know it now. He
  won't coin the word until 1963, and the word won't see print until
  1965. He works alone on the concept throughout the decade,
  choosing the term Xanadu for his project in 1967. 1961

  - University of Illinois introduces and patents PLATO, "Programmed
  Logic for Automatic Teaching Operations", a network running on the
  ILLIAC computer system.

  - "The nation's first computer-assisted program of
  instruction. PLATO, conceived by physics professor Chalmers
  Sherwin and developed under the direction of electrical
  engineering professor Don Bitzer, co-inventor of the plasma
  display panel, was the world's first time-shared computer-based
  education system" according to the UI website.

  - "The name PLATO was originally just a name, not an
  acronym. Someone invented the acronym sometime in the 1970's,
  which was never officially endorsed, but someone printed it
  anyway." - Eric Hagstrom 1962

  - Spacewar! on the PDP-1. It's 2 player. And it's graphical. And
  it is 9K.

1963 

  - Modem patented by BBN.

  - Concept of network connected by modems defined in a paper by
  Thomas Marill, Daniel Edwards, and Wallace Feurzig.

1964 

1965 

  - According to Richard J. Auld, the concept of the "FAQ" is
  developed on PLATO.

  - According to the Cyberpunk Timeline
  <http://heriot.brinkster.net/cns/tl.htm>, "MIT researcher Lawrence
  G.  Roberts & Thomas Merrill connected A TX-2 computer in
  Massachusetts to the Q-32 in Palo Alto, California with a low
  speed dial-up telephone line creating the first (however small)
  wide-area computer network ever built.  (Jan.)"

1966 

  - Ralph Baer conceptualizes the videogame.

  - Tolkien's Lord of the Rings is first published in the US.

1967 

1968 

  - By now they are up to PLATO IV, according to some sources.

  - "PLATO III yes, PLATO IV no. I started working at CERL in June
  1972.  At that time we were in transition from PLATO III to PLATO
  IV. The new mainframe for PLATO IV had been installed and quite a
  bit of system software had been written for it, but it was still
  at an early stage." - David Woolley

  - Baer files a videogame related patent. This is going to be the
  Odyssey.

1969 

  - Rick Blomme writes two-player Spacewar on PLATO. It works on the
  remote network, so it is now true network gaming.

  - "The reason Plato was such a good gaming platform in the 70's
  and early 80's is that it had graphics abilities superior to
  anything else available. 512x512 random access monochrome displays
  were simply incredible in a year when paper TTY's were still in
  use. Another significant factor was that everyone using the system
  had the same hardware capabilities, just as console systems do
  today. And response time, at least in the early years, was
  incredible...anything over 150ms was considered unacceptable
  anywhere on the net, and under 100ms was common." - Eric Hagstrom

  - "I think the cool thing to observe is that on PLATO programs
  would get deleted, and then some other person would go in and try
  to "out-do" the previous game, and so in the space of about 4
  years we probably went through 20 different variants of dnd and
  sorcery-like games. This was very healthy and kept people playing
  the games, which were always changing." - Don Gillies

  - ARPANet is founded.

  - The Cyberpunk Timeline puts this at August of 1968.

  - UNIX is written.

  - CompuServe is founded by John Goltz.

  - This seems awfully early? Source: "Hacking Into Computer
  Systems."

1970 

  - Dave Arneson starts the first "roleplaying game" campaign,
  called "Blackmoor."

  - (Arneson himself is not sure whether this occurred in 1970 or
  1971).  1971

  - Ted Nelson works with various guys individually. (1971-2: Ted
  invents/ discovers first "Model T" enfilade*), redesigns Xanadu
  around it.)

1972 

  - Plato reaches capacity for 1000 users.

    - Hunt the Wumpus is developed by Gregory Yob on a Time-Sharing
    System at the University of Massachusetts in Dartmouth. This is
    not an adventure game (it's a text-only maze game), but a
    precursor. (Hans Persson, Adventureland timeline)

  - Atari is founded by Nolan Bushnell.

  - The second edition of the Chainmail miniatures wargaming rules
  are published, including a "Fantasy Supplement." This ruleset will
  go on to inspire Dungeons and Dragons.

1973 

  - Airfight aka Dogfight (flight sim) on PLATO.

  - It may have existed earlier, but this is the first reference
  with a hard date that I can find.

  - "In "Dogfight," two players tried to shoot down each other's
  "airplane" -- a tiny spot on the screen -- and avoid being shot
  down. You could control the position of your own airplane using
  the various keys on the keyboard. (This, of course, was ten years
  before joysticks and computer mice became common.) Unfortunately,
  the person with the fastest connection to the main computer in
  Illinois usually won that game." - Guy Consolmagno, SJ.

  - The literal command line name appears to have been "airfight"
  (Antic)

  - ""airfight" was actually someones clone of "dogfight"...same
  concept, different authors. Before that, there was "moonwar", an
  where players took turns shooting lasers off walls and around
  moons trying to hit the other guy." - Eric Hagstrom

  - "Airfight and Dogfight were two entirely separate
  games. Dogfight was earlier -- it just had tiny airplane icons
  that you moved around on the screen in 2-dimensional
  space. Airfight came later and gave you a cockpit view, and is
  what apparently inspired Bruce Artwick's Flight Simulator, which
  later became Microsoft Flight Sim. I'm guessing Dogfight existed
  by 1973, Airfight maybe in 1975 or so." - David Woolley

  - "PLATO also had "airfight", a 3-D real-time flight simulator
  with 3-D views of horizon & airport & enemy (icon only). One of
  the authors was brand fortner. These authors went on to found the
  company that became microsoft flight simulator. I think 1973 is
  the right year for the existence of airfight - it was EARLIER than
  Empire. I think it's very important to realize that microsoft
  flight simulator came from plato, from the guys who wrote
  airfight. I cannot remember the name of the company they founded,
  but it was really successful for a few years before microsoft
  bought it in the mid 1980's." - Don Gillies

  - "Dogfight was a really stupid 2-d game with a top-view of 2
  planes.  It was perhaps the earliest PLATO game with a "BIG BOARD"
  page. Every user appeared on the page, you could "Challenge" a
  user, that user would be given the right to "Accept", then you'd
  go to this page where the 2 planes were displayed, top-view,
  travel allowed only in the cursor keys directions (cursor around
  the 's' key, dirs are e w q a z x c d), when you shoot ('s') a
  line shoots out in front of you. You Could only change direction
  in inertial ways, i think. Unsophisticated. Not real time. You
  could move faster by hitting keys faster. A good programmer could
  write this game in a few days. " - Don Gillies

  - Talk-O-Matic, a proto-IRC with handles and chat rooms, is on
  PLATO at this point (it may have existed earlier).

  - "One of the more popular activities was "Talk-O-Matic". Five
  people at a time could write messages, and read each other's
  messages, on the same screen. Today, Internet chat rooms work on
  the same principle. One of the remarkable new features of this
  page was that you could log in with an invented name, and pretend
  you were anyone you wanted -- any name, any age, any gender. One
  favorite trick was to log in using the name of someone else
  already logged into the page, simply to confuse everyone else. " -
  Guy Consolmagno, SJ.

  - "Term Talk on Plato, a 2-user chat, predates the five user
  Talkomatic, too. Term Talk also let you go into monitor mode,
  where one user saw everything the other user did on their
  screen. "- Dr Cat.

  - "Talkomatic, by David Woolley, predated term-talk. Check this
  link out: <http://www.thinkofit.com/drwool/dwconf.htm>." - Eric
  Hagstrom.

  - The "Hacking Into Computer Systems: A Beginner's Guide" doc
  reports PLATO hacked with the starship Enterprise attacking people
  on Airfight (who were expecting airplanes!)

  - Dungeons and Dragons is first sold by Arneson and Gary Gygax as
  typewritten rule sets.

1974 

  - The original Dungeons and Dragons set is published, though it
  had been well-distributed prior to this.

  - "The original '74 D&D set was the only version of D&D until 1977
  (although supplements were printed during that "in-between"
  time)." - Travis S. Casey

  - Somewhere in here, Mines of Moria (it had 248 mazes, according
  to Antic magazine in 1984) on PLATO.

  - Empire: multiplayer space empire game on PLATO supporting 32
  players.

  - "A game called "Empire" allowed you to play over weeks at a
  time, making moves every time you logged in, building up your
  resources in an interstellar empire that eventually would interact
  with other players' empires. But somehow it took so long to set up
  your own empire that most players lost interest before they ever
  encountered any other empire. " - Guy Consolmagno, SJ.

  - According to Antic Magazine in a 1984 article, it was in fact
  Star Trek based, with Romulans, Orions, Federation, and Kazars
  (formerly Klingons).

  - Not to be confused with Peter Langston's Empire, which is a
  different game.

  - "The description of Plato Empire in 1972 contains "making moves
  every time you logged in," which is misleading, that sounds more
  like the Unix army-tank-plane-boat kind of empire than the Plato
  spaceship empire. It was essentially almost the same as Nettrek in
  slow motion, with one animation frame every 2-10 seconds. Your
  spaceship would vanish if you logged off, though the planets and
  armies that were shared resources of your whole team would
  remain. And you could call the keystrokes that controlled your
  ship "moves" if you stretched it, but your ship would keep
  coasting and generating screen updates every ten seconds even if
  you didn't type anything. As for a game lasting weeks - I don't
  know if it sometimes stretched that long - when we logged on late
  one night at Purdue in the early 80s, we managed to conquer the
  galaxy three times in one night because nobody was on but us
  klingons, so a game certainly could be (and was) concluded in a
  couple of hours. I think maybe we won one last one after "You
  can't kill / brian / slib" showed up, but he called for help from
  other well known good players and slowed us down enough we
  couldn't take the whole galaxy any more. "Eventually interact with
  other players empires" sounds a lot like the text based Unix with
  land armies version as well - in Plato Empire they didn't interact
  on their own, only when you attack planets with your spaceship and
  beam armies up and then beam them down to an enemy planet. And
  there's no eventually about it, you'd be doing that within minutes
  of logging on unless you just wanted to dogfight enemy spaceships.
  Same with "took so long to set up your own Empire", that's the
  Unix Empire (which had many clones and descendants btw, a
  bewildering array). There was nothing to set up in Plato Empire,
  just log on and fly. " - Dr Cat.


  "Not sure about the earliest evolution of the original Empire, but
  the surviving version ("conquest") can be played through in a few
  hours.  Action stops if nobody is in the game, however, so games
  could last weeks in the sense that nobody is playing. The more
  popular Empire ("empire") is, as you say four teams of 15 players,
  with Klingons eventually being renamed Kazar for fear of copyright
  infringement. I've participated in wins that took less than 20
  minutes, but that was using the fact that all planets start in a
  weakened state when the universe is reset after a previous win." -
  Eric Hagstrom

  "I seriously doubt Empire existed at this early date, because
  PLATO IV terminals were still fairly scarce. You would have to
  check with the Empire authors, like Chuck Miller, but I suspect
  Empire started more like 1974 or so." - David Woolley

  "I believe david woolley, Empire is circa 1974. It is the only
  game on your list that existed already when i started using plato
  in July/August 1975." - Don Gillies (Based on these two notes, I
  have moved this entry to 1974 - RK).

    Don also provided a full description of Empire to settle some of
    the above arguments:

      Empire is the game to end all games.  It is played on roughly
      a 60x60 universe of "quadrants", you fly through a quadrant in
      about 10 seconds, in real-time. Your view is a 3x3 long-range
      scan. You screen replots to update your location every 10
      seconds, but you can hit a key to get an early partial update.

      The universe is laid out like a 5-spot dice, there are home
      planets in the four corners (Klingon, Orion, Federation,
      Romulan). Each home system has 3 planets and a sun. In the
      center of the dice-like universe is a system of about 6
      planets / suns.  Also, there are two "dead planetss" halfway
      between each home space.

      You have typical weapons (phasers, photon torpedos),
      long-range and short-range scans. Your ship is a 16x16 icon
      that looks like the real thing from startrek. You can fly or
      fire in any directgion, but the ship plots only in the cursor
      directions (d e w q a z x c) because its displayed with a
      limited set of loadable charsets.  Everything - phasers,
      movement, torpedo travel - is performed in discrete real
      time. There is no animation, but you can take an updated
      snapshot any time by hitting a keypress.

      Your goal is to drop armies on every planet in the
      universe. When this happens, the game ends and the team is
      declared the winner. If you get killed, you can go straight
      back into the game, which will place you someplace in your
      home space with few enemies.  You can pick up armies from your
      home planet, take them to another planet, bombard the planet
      to kill armies, then drop your armies to overtake the
      planet. If your homespace is taken over, you can bombard the
      planets and then attmpt a "coup" to reignite your home team
      armies. The coup can only be attempted about once per hour,
      and it often fails.

      Empire was a MIND BLOWING game. It had 3 million contact hours
      before 1980. Think about it. PLATO only had 1000
      terminals. So, there were only something like 9M contact hours
      in a PLATO-year.

    DND (Avatar) existed by now, according to Steve Gray, who was 11
    at the time and writing code for PLATO. DND was apparently the
    command line name, and Avatar the game name.

      "I think dnd and avatar were two different games on Plato. I
      personally played dnd sometime in the 1975 to 1977 time
      period, it was a 2D overhead view of a 3x3 sections of a
      dungeon map. Dungeon Of Death on the Commodore Pet (from
      Instant Software?) was a blatant clone of it. Avatar had a
      title screen with the cover art from Dragon Magazine number
      one for a title screen, probably traced somehow and converted
      into black and orange line art. (No white on Plato till they
      made a CRT version of the Plato terminal). Avatar's title
      screen said Copyright 1980 at one point, not sure if they
      started earlier. Several Plato hackers got together to make
      Avatar as a newer and cooler version of Oubliette. " - Dr Cat.

    Dr Cat says that Wizardry was directly based on Avatar, down to
    the spell names.

      ""dnd", by Flint and Dirk Pellett predates "avatar". So does
      "orthanc", by Paul Resch, Larry Kemp, and myself and done
      about the same time. Both have overhead 3x3 views. Orthanc
      allowed players to meet and talk in the dungeon, but otherwise
      was a single-player game. This is 1973." - Eric Hagstrom

    According to Peter Zelchenko, the original authors of DND were
    Gary Whisenhunt and Ray Wood, and Flint and Dirk Pellet were
    subsequent authors.

    "avatar" was the big hit, of course. Roger Uzan got hooked on it
    fairly recently, post-EQ launch. He tried to get me involved,
    but I burned out on it a decade ago....I'd rather play
    Everquest. There's still a loyal following to this day. 1979?" -
    Eric Hagstrom

    "I also played Avatar (which was a late arrival to CDC PLATO) in
    the mid to later 1980s. The people who wrote it were supposedly
    going to to come out with a PC version (and I dont think
    Wizardry was it)." - Mike Lindeland

    "I am friends with steve grey, i don't think he has the year
    right when he says that dnd appeared in 1974; i didn't see it
    until months after i arrived in 1975/6." - Don Gillies

    "Yes, it was a clone. I played a few hundred hours of DND on
    Plato in 1977 (in a bomb shelter in the Army no less) and when I
    got my first microcomputer in 1978 I wrote an 8k version of
    it. Also wrote a version of Empire (single player) called Trek-X
    the same year for the Pet. Both were published by Instant
    Software. So began the insanity. :)" - Gordon Walton

    "the very first graphical dungeon was probably Orthanc (Pedit5)
    on PLATO, written by Rusty Rutherford in late 1974, which would
    agree with the introduction of Gygax's first book." - Peter
    Zelchenko

    Notesfiles created on PLATO, the first BBSes, almost exactly
    like today's Usenet.

    Also, around now Xerox visits PLATO and they trade ideas,
    according to Doug Jones.

    "To me, saying notesfiles are "almost exactly" like today's
    Usenet is an insult to notesfiles or an unwarranted compliment
    to Usenet. Your mileage may vary. :X) Me, I would say "similar"
    or something. It is worth noting that the tin newsreader
    attempts to impose a notesfiles-like interface on the messy
    underlying structure that is Usenet, which can only imperfectly
    really be made to work that way - but it's better than nothing,
    and I use tin exclusively to read Usenet being an old-time Plato
    junkie." - Dr Cat.

    "Actually, the first version of PLATO Notes opened in August,
    1973.  Personal Notes (email) came along about a year later in
    1974. Group Notes, the new version of PLATO Notes that allowed
    anyone to create a notes file, came out in January 1976." -
    David Woolley

    Somewhere in here, DECWAR was created. It is Star Trek based
    also--perhaps a relationship to the Empire game on PLATO?

    "Sometime in the early-to-mid 70s there was a multi-player Space
    War game that ran on DEC VMS systems. I played that one for
    about an hour one day." - Chris Gray.

    "That was called 'Decwars'. Yes it ran on VAX/VMS. We used to
    play it on a pdp10. It used shared memory to communicate, not
    files - which was one of the ways the sysadmins could detect
    it. We generally played 5+ players per side. It had a lot of
    intelligent multiplayer design considerations." - S. Patrick
    Gallaty.

    The first first-person shooter? Dave Lebling and Greg Thompson
    write a multiplayer first person Maze for the Imlac PDS-1, with
    PDP-10 as a server. It supported up to 8 players, chat, and
    bots.

    "We wrote this in (umm) 1974. It was based on a single-player
    Maze-exploring game Greg brought with him to MIT from NASA. Maze
    was 3D first-person perspective with up to eight players, any of
    whom could be robotic. The graphics were a _bit_ less compelling
    than Quake. You could also chat with the other players. Mostly a
    shooter. You could design your own mazes and pick which one you
    wanted to fight in, so there could be some exploration. Shooting
    was a keystroke (no aiming, you just shot in the direction you
    were facing). Hits were handled on the server: if the requisite
    amount of time passed for the bullet to travel to the target
    passed, and he/it was still in line with it, he/it was
    hit. Movement, peeking around corners, and shooting were all
    done with the keyboard. We had mice on the Imlacs, but they were
    very flakey. I'm not completely sure Greg wrote the
    single-person exploration version. It may have been a freeware
    program for the Imlac, or written by someone else at
    NASA-Ames. He did most of the Imlac coding and I did the server
    on the PDP-10. A guy named Ken Herrenstein came in later and
    redid the client and server to optimize throughput (sending
    position diffs instead of whole positions, and other such
    stuff). As mentioned above, you shot in the direction you were
    facing.  You could then turn and run without affecting the path
    of the bullet (they were slow bullets). It was vector graphics,
    the look was sort of wire-framed, except the hidden lines (and
    hidden players) were removed, of course. You looked like your
    name floating in space (shades of EQ!), with little eyes visible
    if you were facing the viewer, an arrow showing which way you
    were facing otherwise. The later Alto and Mac versions did this
    part much more nicely!" - Dave Lebling

    Star Trader is written by Dave Kaufman.

    "People's Computer Company (PCC), a company that is still around
    today and who brought us Dr. Dobb's Journal among other things,
    publishes Volume 2, Number 3 of it's newsletter in January. In
    this publication is a BASIC source-code for Star Trader by Dave
    Kaufman. This game outlined the general details of a
    sector-based game with ports and a player moving between sectors
    trading three basic products (Fuel, Organics, Equipment) to earn
    credits." - John Pritchett's History of Tradewars 2002 

1975

  - A paper is published on "Teaching mathematics with games" on
  PLATO.  This is the only formal reference I can find to PLATO and
  games. PLATO eventually banned games.

  Bridge on PLATO.

    " When I was in college in the mid-1970's, the only form of
    computerized bridge play was on the nationwide PLATO
    network. After playing against humans at the local club, we
    would head for campus for late-night bridge on big monochrome
    terminals in the university PLATO lab. If we were lucky enough
    to find three other humans on the network, the game could be
    fairly challenging. Often, though, at least one of the four
    players would be the computer (called the PLATO "freak"), which
    was programmed with a bare minimum of bridge knowledge. PLATO's
    primitive bidding was random after the first round of the
    auction, and its defense and declarer play defied logic

  - the program always pulled trumps, always played second-hand low
  and third-hand high, etc." - Karen Walker

    "I was the main author of the bridge game (called "Contract").
    Martin Wolff wrote the bidding logic, and I did pretty much
    everything else.  Karen Walker says "PLATO's primitive bidding
    was random after the first round of the auction, and its defense
    and declarer play defied logic ..."  Well, it was indeed a
    pretty pathetic player, I have to admit. However, the bidding
    was deterministic, not random. It may have *seemed* random,
    though..."- David Woolley

    John Taylor reports that he was writing and playing multi-player
    games at the University of Virginia in this year.

    John Brunner's Shockwave Rider is published. 

1976 

  Will Crowther creates the first version of ADVENT in FORTRAN on a
  PDP-1 while working for Bolt, Beranek and Newman (BBN) in Boston.

  Hans Persson's Adventureland Timeline puts this at 1972, not
  1976./

  "Well, Will Crowther made the game up after we had been playing
  D&D for a few months. A new arrival on the ARPANET project was
  also a housemaster at Harvard at the time and D&D had pretty much
  just appeared. He dungeounmastered up a dungeon and a bunch of us
  from the project team got sucked into playing." - Sandy Morton in
  rec.arts.int-fiction

  "Since D&D had not been circulated in 1972, Crowther could not
  have written ADVENT then, if this memory is correct. Chapter two
  of Dibbell's _My Tiny Life_ states that ADVENT was written in
  1976, but I haven't found anything else to confirm that." - Travis
  Casey

  Don Woods put ADVENT on the PDP-10. This is the version everyone
  knows.

  Apple Computer is founded.

  Control Data Corporation buys the PLATO network.

1977

  PLATO is up to PLATO V by now.

  "PLATO V was really just a microprocessor terminal (also known as
  a PPT..I have a manual at home someplace) that coexisted with the
  older hardwired terminals. It had some download and standalone
  capabilties, but was mostly used in a dumb role along with the
  older hardwired terminals (PLATO IV's). The PLATO network did not
  radically change as in previous PLATO editions. There were also
  several CRT versions produced with similar and standalone
  (microTutor) capabilities. Eventually emulators were written for
  apples, pcs, and others -- once VGA became an accepted standard
  (most VGA cards could be tweaked to display 512x512) and all old
  terminals were eventually replaced over the next decade. I gave
  mine away to a collector when I moved to San Diego in 1993...too
  heavy for me to lug around any more." - Eric Hagstrom

  Lebling & Blank start work on Zork on the PDP-10, inspired by
  ADVENT. They form a startup with some friends, called Infocom.

  "The original Zork, started in 1977, was written by me, Marc Blank
  (note spelling), Tim Anderson, and Bruce Daniels. Infocom wasn't
  founded until 1979. One source for Zork is that I was in the game
  D&D group, which was mostly BBN people, that Wil Crowther was
  in. Not at the same time, though; I think I actually replaced him
  when we dropped out. Zork was "derived" from Advent in that we
  played Advent, liked it, wished it were better, and tried to do a
  "better" one. There was no code borrowed, or anything like that,
  and we didn't meet either Crowther or Woods until much later." -
  Dave Lebling

  A new version of Dungeons & Dragons with simplified rules, later
  to be called "Basic Dungeons & Dragons", is published. It contains
  the first known use of the term "role-playing game".

  The Advanced Dungeons & Dragons Monster Manual is published.

  Kelton Flinn works on "the text-based amoeboid-like ancestor" to
  Air Warrior called AIR between 1977 and 1979.

  "If Air Warrior was a primate swinging in the trees, "AIR" was the
  text-based amoeba crawling on the ocean floor. But it was
  quasi-real time, multi-player, and attempted to render 3-D on the
  terminal using ASCII graphics. It was an acquired taste." - Kelton
  Flinn

1978

  Roy Trubshaw begins MUD1 development. In the fall, he and Richard
  Bartle complete the first version, which runs on a PDP-10. The
  name, "multi user dungeon" refers to a variant of ADVENT known as
  DUNGEN.

  "I promised to get in touch with Roy Trubshaw and nail this "how
  did the D in MUD come to be there?" question once and for
  all. I've now done so, and having exchanged a few emails and
  jogged each other's memories, here's the Authorised Version:

    The D came first.

    As Roy says, "We wanted to call it something and DUNGEN was the
    best adventure game that we had played up until then. (I was
    never really very keen on Haunt!)". The D has always stood for
    "Dungeon" and the fact that the acronym was also a word was a
    secondary (though not unimportant) consideration. He didn't
    start with an acronym and work backwards; he wanted to write
    something that was like a multi-user DUNGEoN.

    It wasn't the case that Roy thought Adventure games would be
    called "Dungeons", because even then they were being referred to
    in the context of ADVENTure. He might have named it after that
    program if it had been better than DUNGEoN, but it wasn't.

    The "MUDD" title in the listing I have from 1979 was because
    someone else (Keith Rautenbach, an undergraduate in the year
    above Roy) went through commenting the code and put in two Ds,
    probably because he thought it was a reference to Dungeons &
    Dragons. It never was, and the file that refers to "MUDD" is
    itself called MUD.MAC (.MAC for the MACRO-10 assembly
    language). My recollection of a gathering in Roy's flat where we
    discussed the name was false. We did have such a meeting, but we
    were talking about the map for the BCPL version of the game. Roy
    wasn't staying on campus in his second year, and another person
    at the meeting (Brian Mallett) didn't come to Essex University
    until Roy was in his 3rd year and I was in my second. Roy also
    mentioned that he'd recently written something on this subject
    to Jerry Pournelle, who in a small part of a longer report on
    2001's AAAS meeting
    (http://www.byte.com/column/BYT20010228S0009) had put
    "multi-user 'dungeons'" as an expansion of MUDs. Here's what Roy
    wrote to him: "A totally minor quibble in a very interesting and
    succinct report on the AAAS meeting: MUD does stand for
    Multi-User Dungeon. There is no need to stick quotes around
    Dungeon.

    I might have named it MUA after ADVENT(ure) [a text adventure
    popular on DEC-10s around the world] but a game called Dungeon
    appeared and saved me from trying to find a way to say MUA
    without sounding silly. There was also some slight influence
    from TSR's Dungeons and Dragons." Dr Pournelle replied:

      "Well, clearly you have a right to say it, but I used the
      quote marks because the guys at the conference clearly implied
      them after I asked. For some odd reason science people looking
      for grants aren't interested in being associated with dungeons
      with or without quote marks!" Some things never change
      (sigh)."- Richard Bartle

  Alan Klietz writes Sceptre of Goth, also a mud system. These two
  developments were completely independent. Lauren Burka puts this
  date at 1979. Sceptre of Goth was also known as Empire for a while
  but is not generally referred to that way because of the numerous
  other games with the same name.

  AD&D Player Handbook published.

  Interestingly, according to Lauren Burka, early mud developers
  never played the game.

  Richard Bartle clarifies, "In my case, that's only true because
  AD&D wasn't out yet; I had played D&D quite a bit in 1976-8. The
  only real impact it made on MUD1 was the "levels" system, though,
  which I thought was a neat way to give players short-to-medium
  term goals. Roy Trubshaw knew about D&D and may have tried it once
  or twice, but I don't think he ever dived in deeply; he certainly
  never designed his own dungeons."

  Walter Bright's version of Empire makes it to the DEC-10.

  Somewhere in here, Oubliette on Plato.

  "Oubliette had a 3D wizardry style view of the dungeons (line
  drawings). Might have been the first on Plato to have that - Moria
  might have been but I'm not sure what the display style was." - Dr
  Cat.

  "When I was a little boy, I went and played in the basement of the
  Lawrence Hall of Science where they had a small number of
  primitive terminals (I can still remember the sound of the
  teletypes!). On those machines, you could (if I remember
  correctly) login to the "Plato" network.  On that system was a
  primitive D&D-like game whose original name I can't remember, but
  it was renamed "Adventure" for a short while. The game was taken
  off of the Plato network, and I moved onto other things, as little
  boys are wont to do. I know it wasn't the classic text adventure,
  "Adventure," because it had Ultima I-like vector-based graphics
  for going into a dungeon, finding a Vampire or Balrog, and seeing
  its representation on screen. I remember some details about the
  game, like being ranked with other players based upon the success
  of your character." - Paul Forbes. I don't know which game this
  refers to. I have seen a graphical title screen for Moria.

  ""oubliette", the first group-oriented dungeon on Plato, was the
  model the early "Wizardry" series ripped off, and also predates
  Avatar.  Spells were cast by typing their names (i.e. alito,
  fieminamor), and you had to type them as fast as possible to beat
  the monster. 1977?" - Eric Hagstrom


  "1974 is far too early for "Oubliette." Oubliette beta (e.g. very
  limited access list) was early spring, 1978 -- with unlimited
  access list that summer. Oubliette definitely predated Avatar; in
  fact, Avatar was supposed to be the "Oubliette buster." I'm
  thinking version 1 of Avatar was finished late 1978 or sometime in
  1979 -- maybe even later." - Andy Zaffron

1979

  Zork released as a standalone game by Infocom.

  The Advanced Dungeons & Dragons Dungeon Master's Guide is
  published.

  "Swarthmore summer" of specification and design amongst Ted, Roger
  Gregory, Mark Miller, Stuart Greene, Eric Hill, Roland King. Mark
  and Stuart develop General Enfilade Theory* from Model T; from
  this the 88.1 architecture* of Granfilade*, Spanfilade* and
  Poomfilade*. Between now and 1992 the XOC team (Roger Gregory,
  Mark Miller) build two major designs (neither productized): Udanax
  Green (formerly Xanadu 88.1, for its time of near-completion and
  shelving), Udanax Gold (formerly Xanadu 92.1, for the intended
  delivery date).

    S, the multiplayer space combat and colonization game by Kelton
    Flinn and John Taylor, is coded over the summer at the
    University of Virginia.

  MegaWars III was based on S.

  "'S' was written in BASIC and supported eight users on the
  HP-2000."

  Kelton Flinn

  S used ASCII graphics. 

1980

  "Basic Dungeons & Dragons" and "Expert Dungeons & Dragons" are
  published.

  "This publication marks a split between "Dungeons & Dragons" and
  "Advanced Dungeons & Dragons", as TSR modifies the rules of BD&D
  to be less like AD&D. The split was made for legal reasons --
  David Arneson, the co-creator of D&D, had left TSR and sued for
  royalties from D&D. TSR maintained that AD&D was a different game,
  and they therefore should not have to pay royalties to Arneson on
  it or its products. Maintaining this, however, required that they
  not replace D&D with AD&D, as had been their original intent. For
  this reason, TSR continued to produce both D&D and AD&D, and to
  change the two game lines to be different from each other, into
  the early '90's." - Travis S. Casey

  "Nsorcery was another cool Plato fantasy game, it existed by 1980
  when I played it. It was 2D, tile based, and single player." - Dr
  Cat

  Empire introduces annual tournaments.

  Final version of MUD1 completed by Richard Bartle--Essex goes on
  the ARPANet, resulting in Internet muds!

  Steve Jackson releases Advanced Melee and Advanced Wizard, along
  with In The Labyrinth. The changes made from previous versions
  make the games into a roleplaying system.

  drygulch exists on PLATO by now.

  "Drygulch on Plato had a gold mine that served as the dungeon, it
  had a 3D line-drawing display like oubliette and avatar but I
  think it was fancier and would display more squares of the dungeon
  if walls were open to reveal them. The town had multiple shops
  that had 2D line art illustrating the inside of the shop. Among
  them were the sherrif's office and the jail.  The sherrif could
  assign rewards for the capture of players that broke the law and
  administer the jail in some way. He was chosen by election, and
  easily removed by the "veto" of any one player - you could go into
  his office when he was logged off and shoot him dead, and not
  being online there was no way he could defend himself from that! 
  It was all a cowboys and gold miners in the old west theme, if I
  didn't make that evident from the preceeding. No orcs or magic,
  there were some kinda varmints in the gold mines. Snakes and
  spiders and rats I think." - Dr Cat.

  "You list under 1984 that drygulch "exists on PLATO by now." While
  that is technically correct, it actually certainly earlier than
  that (IIRC by 1980 on CDC PLATO anyway [as opposed to CERL
  PLATO]). I played with w/ others in a friend's parent's basement
  on a PLATO terminal brought home by his father, who was a CDC
  employee. It was mentioned in a 1984 article by Antic magazine
  (though no dates of origination were given there)." - Mike
  Lindeland

  "Another PLATO game existing at that time (around 1980) was
  Panzerkrieg (sp?). You and an opponent would carry out extended
  campaigns against each other in a WWII simulation. Another was
  Wolfpack (German, American, and British multiplayer subs
  vs. destroyers)." - Mike Lindeland

  labyrinth also exists, but I know nothing about it.

  Kelton Flinn and John Taylor write Dungeons of Kesmai. It used
  ASCII graphics.

  "The summer of 1980 we wrote the game that became Dungeons of
  Kesmai, which supported six users on a souped-up Z-80." - Kelton
  Flinn

  They didn't know about MUD at the time. "No. The fantasy lineage
  started with the single player fantasy game written for the
  HP-2000 in BASIC during 1979-1980, basically extending a maze
  combat program I wrote earlier in 1979, to see if I could capture
  some of the essence of D&D. That game was rewritten in UCSD Pascal
  for the Z-80 running CPM, and as I mentioned, as that point became
  6 user multi-player. Dungeons was the cut down single-player
  version of that game, still Pascal because CompuServe had a
  compiler. There was a TRS-80 Model 1 BASIC version in there
  also. At that time I hadn't even heard of Adventure yet. Of course
  by the time we were doing the Island late in 1980, I had seen
  Adventure and Zork, but we were heading off in our own direction
  by that time, a lot more action-oriented and very little
  puzzle-solving." - Kelton Flinn

1981

  Atari starts trying to put PLATO on their eight-bits. But
  negotiations break down.

  "Plato was put on IBM PCs (as Plato Homelink?), with an emulator
  that reprogrammed the CGA card to do 512*256, which gave a
  passable scrunched reproduction of a 512*512 Plato screen. There
  was also an Apple II+ emulator made, but it was decided the
  quality was so poor it shouldn't be released as a product. A CDC
  employee who remembered me from the old days gave me a copy and I
  briefly used it to access Plato over my modem at 300 baud with a
  280*192 display, the font scrunched to 3*5 pixels or so and barely
  legible. " - Dr Cat.

  Island of Kesmai is written by Kelton Flinn and John Taylor.

  "Island of Kesmai was written in 1980 and 1981, the goal being to
  soak up every bit of performance in the the CS department's new
  VAX. We succeeded." - Kelton Flinn

  "The look and feel of Dungeons actually did not change much, same
  basic screen layout and ASCII graphics from the first HP-2000
  version through to the Island, but the addition of a
  quasi-natural-language parser in place of cryptic single character
  commands was done in the Island, and back-fitted when we did the
  Dungeons port to CompuServe, so that Dungeons would serve as a
  intro for the Island. The Island also introduced copious textual
  descriptions of things, whereas the earlier games relied on the
  ASCII graphics and terse combat results messages." - Kelton Flinn

  William Gibson publishes "Johnny Mnemonic" in Omni.

  Vernor Vinge publishes True Names. 

1982

  Kesmai is founded by Kelton Flinn & John Taylor.

  "In November 1981, John saw an ad for CompuServe, namely a
  MegaWars ad ("if you had written this, you'd be making $30,000 a
  month in royalties!"  I think the ad said. Bill was actually
  trolling for new games!) That kinda got our interest, so we sent a
  copy of The Island of Kesmai manual to Bill Louden and also to The
  Source. Even though the game already ran on the Prime computers
  that the Source used, they never responded intelligibly. Louden on
  the other hand was interested. We tried to bring the original UNIX
  version of the Island of Kesmai up on CompuServe's DEC 20's, and
  chewed up $100,000 of CPU time (at the then commercial rate) in 3
  days. We got it working, but as Bill said, the lights dimmed in
  Columbus when it was running. So we headed back to Charlottesville
  to retrench. The first step was porting the old Z-80 code, that
  became Dungeons of Kesmai, which was cut back to single-player
  (probably the only time in history a multi-player game was made
  into a single player game!)" - Kelton Flinn

  Teletel is created.

  "Minitel was the outgrowth of a French Government telecom project
  in the early 80's called the "Teletel" network. This went live in
  1982. It wasn't until early 1984 that the Minitel service - "phone
  top boxes" in many french telephone customers homes, etc - went
  live." - Josh Kirkpatrick

1983

  MegaWars I launches on Compuserve.

  According to S. Patrick Gallaty, the design of MegaWars I was
  based on that of Decwar.

  "Bill Louden, then at CompuServe, told me in 1989 or 1990 that he
  bought DECwar on tape for $50 in 1982 and turned it over to Kesmai
  for porting, and that the game did, indeed, become MegaWars I and
  then MegaWars III." - Jessica Mulligan.

  "The page says MegaWars I was done by us. Not so, the game was
  done in-house at CompuServe. Either Bill's or Jessica's memory is
  a bit off. John can probably confirm, I think Russ Ranshaw did the
  port of DecWars. The quote from Jessica implies MegaWars III was
  an outgrowth of MegaWars I, which isn't correct." - Kelton Flinn

  "(fyi MW2 was a specific version that used the Radio Shack Color
  computer to provide rudimentary graphics)" - John Taylor

  "...we dusted off an old coffee-stained printout of "S". We
  recoded tbe game in CompuServe's BASIC, enhanced the game some,
  incorporated some ideas Bill had, and rolled out MegaWars III in
  December 1983. It was an instant hit and stole a lot of MegaWars
  I's thunder. That enabled us to go back to the Island of Kesmai,
  rewrite it from Pascal into BASIC (a step backwards!) and
  rearchitect it for CompuServe." - Kelton Flinn

  The film WarGames is released.

1984

  The first commercial version of MUD1 opens on Compunet in UK.

    Islands of Kesmai launches ($12 an hour!).

    AUSI, a predecessor company to Mythic, formes & launches Aradath
    for $40 a month.

    Atari finally puts PLATO on 8-bits. It has a $5/hour connect
    fee.

    Minitel goes live.

  A detailed history can be found at":

    http://appli1.oecd.org/olis/1997doc.nsf/a0c602508a90ce004125669e003b5adf/a8093b855bd4ea32802566ad0056749d/$FILE/10E87215.ENG.

  Sometime prior to 1984, John Sherrick writes Tradewars. It's
  similar to Star Traders, written in BASIC, and is for BBSes.

  "It's not known whether or not Sherrick was inspired by Star
  Traders, but I suspect this to be the case since they were both
  written in BASIC. Sherrick's Tradewars is developed in BASIC until
  December, 1989, when it is ported to C. I believe that Sherrick's
  earliest work was freeware, without any restrictions. It is
  because of this public domain code, and the Star Trader code, that
  so many TW variations have been and continue to be written. At
  some point, Sherrick closed his code, releasing it under the new
  name of Tradewars II. His version continues to be developed by
  John Morris, I am told." - John Pritchett, Tradewars history

  "Another BBS door game. This is such an influential game, at least
  to me. This was a multiplayer turn based space trading game with a
  bit of combat thrown it. You couldn't actually play this at the
  same time as another player. You had X amount of moves per
  day. When your moves ran out, somebody else got a turn. Yes it was
  persistent as your merchant and fleet were left in the game for
  other players to destroy or destroy them if they found you." - Jon
  Lambert

  Gary Martin starts work on TradeWars 2002 in this year. "Gary
  Martin, original author of Trade Wars 2002, states that his
  version of TW was inspired by Tradewars by Chris Sherrick, which
  was active in 1984 but not supported on the BBS he was running. In
  1984, Gary decided to write his own version of the game simply
  because he wanted to run it under the BBS he was using. It's clear
  that Martin's version was inspired by Star Trader. In fact, the
  core trading system code still has the same variables as those
  found in the BASIC listing. It's also clear that Omnitrend's
  Universe was an inspiration for Gary's work where it deviated from
  Sherrick's, as many of the concepts in that game are identifiable
  in TW2002. There are also areas of the game that are taken
  directly from Sherrick's earliest BASIC code, before he and Morris
  closed it. In terms of technologies, names and places, Gary's
  version is derivative of both Star Trek and Star Wars. Between the
  years of 1984 and 1990, Gary Martin and his wife, MaryAnn, took
  their version of TW, written in Turbo Pascal, through multiple
  versions, going from Trade Wars with 100 sectors, through TW2001
  for the popular WWIV BBS, to TW2002 versions 1 and 2, adding the
  StarDock with its Tavern, Shipyard, Bank, Underground, Library,
  and Police Station, adding planetary Citadels, increasing the
  number of ship types, ramping sector count up to 5000, etc. By the
  time of TW2002v2, the Martins' version is much more than just the
  sum of its various influences. An interesting footnote: during
  this time Gary enlisted the help of Drew Markham to create several
  of the ANSI images used in the game. Drew Markham later went on to
  found Xatrix and create some successful titles including Redneck
  Rampage. Sherrick's version was passed to John Morris during this
  time. He continued to improve that version of the
  game. Development diverged on these two games, taking place quite
  independently, so that both games are recognizable as having the
  same root, but are very much different in gameplay." - John
  Pritchett, Tradewars history

  Neuromancer is published, and the word cyberspace is coined.

1985

  Islands of Kesmai on Compuserve

  "My memory says that Island of Kesmai went live on CompuServe on
  December 15, 1985, after a very long internal test. The price was
  actually $6 an hour for 300 baud, $12 for 1200 baud. Serious
  players paid the bucks." - Kelton Flinn

  Stellar Warrior (rewrite of MegaWars) launches on GEnie.

  "On the same day [as the launch of IOK], we rolled out Stellar
  Warrior on GEnie ($5 an hour for 1200 baud, raised a year or so
  later to $6.) Stellar Warrior was a cut down and simplified
  version of MegaWars III (not MegaWars), ported to FORTRAN." -
  Kelton Flinn

  GEnie launches at $6 an hour.

  "For example: On GEnie during 1991, our average MMOG customer
  spent $156 per month, the equivalent of 32 hours at $3 per hour to
  play. However, the hard core players averaged three times that and
  accounted for nearly 70% of the total revenue. The top 0.5% had
  truly astronomical bills, well over $1,000 per month." - Jessica
  Mulligan

  QuantumLink,, predecessor to AOL, launches in November.

  Habitat is developed by Randy Farmer and Chip Morningstar at
  Lucasfilm, as a product for QuantumLink. The client runs on a C64.

  Richard Bartle starts work on MUD2.

  Peter Langston creates PSL Empire, apparently as a single-player
  game. Not to be confused with the other game termed Empire that
  ran on PLATO and which was Star Trek based.

  "It was originally written on I -believe- a pdp 11, unknown
  OS. The thing that made it architecturally interesting was that it
  was designed to run in a server with a 64K code space limitation,
  and so it was broken up into 7 modules with user commands compiled
  into each of the 7 modules grouped together to try to minimize
  reloads. The original PSL Empire had an orthagonal map, which led
  to 'funny math' on moving diagonals. The fortran was run through a
  fortran to C processor, which is the format that I inherited it
  back in the mid 80's. I was the games adminitrator on M-net, which
  I believe was the first public access (free access) unix bbs..." -
  S.  Patrick Gallaty.

  "while there might have been some single player Empire initially,
  the version I played on a Unix box in the mid 80s was multiplayer,
  with BTUs (Beaureaucratic (sp?) Time Units) that slowly
  accumulated in your capital.  You could log on whenever during the
  day you wanted, execute "get info anout my empire" commands for
  free all you wanted... But you only could do so much "build this,
  change production, route this here, move that unit there, attack
  that" type commanding 'cause each command used BTUs. So someone
  logging on frequently didn't have as much advantage over someone
  who got on seldom. It had a lot of the attributes that got filed
  under your Plato Empire description. Mark Baldwin's Empire was
  much more streamlined and didn't take forever. (Maybe somebody
  somewhere actually finished a game of Unix Empire... Maybe not. I
  know people wrote shell scripts to automate a lot of the tasks
  involved in maintaining their empires because it was so much
  work!)" - Dr Cat.

  "Also Rabbitjack's Casino was the first graphic multiplayer online
  game from QuantumLink for the C-64 (1985 or 1986, maybe?) and was
  later ported to the PC for America Online." - Dr Cat.

  "This was developed by Rob Fulop's company (name forgotten) and
  Ernest Adams was involved." - Jessica Mulligan

  "The "(name forgotten)" Rob Fulop's company (for Rabbitjack's
  Casino) was Advanced Program Technology. I worked on the sound
  player code for this project back in 1985. :) 1985-1986 sounds
  about right for when the game was launched. Rob Fulop was earlier
  the author of many Atari 2600 games, including Demon Attack and
  Night Driver." - Dan Peri

1986

  xtrek, the predecessor to Netrek, is released.

  "Xtrek and Netrek are essentially Plato Empire with a much higher
  frame rate (in the animating range, rather than one frame every
  2-10 seconds!) Computers got a lot faster from 1972 to
  1986. There've been various refinements and new features (like the
  motionless starbase type of "ship"), but the basic gameplay and
  mechanics and commands are pretty close to Plato Empire." - Dr
  Cat.

  Jessica Mulligan does first play by email game on commercial
  online server: Rim Worlds War.

  Air Warrior hits pre-alpha.

  MUD2 launches in the UK as a pay-for-play service.

  UCSD Empire, by Dave Pare, made Langston's Empire a multiplayer
  game.

  MTrek is first run.

  "MTrek ('Multi-Trek') was up and running at University of
  California at Santa Cruz from 1986 through the early 90's. At
  least through 93. Mainly through the good graces of then-sysadmin
  Tim Garlick, who designated ucscb.ucsc.edu as a 'social and games'
  system and thereby created an entire community. There was an
  author-endorsed variant called 'S&MTrek' (supposedly standing for
  'Sean and Madonna Trek') hosted by Jon Luini (IUMA founder) at
  gorn.com, back when Jon worked for SCO." - Jame Scholl

  Macromind (later Macromedia) releases Dave Lebling's game MazeWars
  based on the 1974 game Maze.

  "Macromind's version was based on the one for the Xerox Alto
  written by Jim Guyton (who heard about it from a friend who had
  been at MIT) in the late 70s. Macromind's version used the
  Appletalk network. It and the Alto version had a HUD of the maze
  (which we always refused to put in -- cheating!). There was no
  mouse-look in any of these versions, if my memory is correct: it
  was all keystrokes. " - Dave Lebling

  Air Warrior is released on GEnie.

  "Air Warrior had fewer overall players than GS III, but they
  played longer and the game generated equivalent revenue totals." -
  Jessica Mulligan


  "Air Warrior debuted on GEnie in February 1986, Jessica has that
  one right. The initial client was on the Macintosh; the Amiga and
  Atari ST versions came along later that year, and the IBM PC the
  next. One thing that was unique about Air Warrior was that we
  supported Macintosh, Amiga, Atari ST, and IBM PC all in the same
  game, flying against each other. In 1988 we rolled out Air Warrior
  on the FM-TOWNS for Fujitsu. It was available in Japan for several
  years, but the price was too high due to telecom charges, so it
  never reached the level of popularity it had on GEnie." - Kelton
  Flinn

1987 

  Simutronics is founded; Gemstone goes alpha late in year.

  MUD1 is launched as British Legends on Compuserve.

  AberMUDs are released by Alan Cox.

1988 

  Gemstone launches as Gemstone II on Genie.

  IRC is invented.

    "If you're going to mention IRC you might mention the invention
    dates of Compuserve CB, Genie's chat, and the first chat on
    French Minitel (which was in the dawning days of Minitel and led
    to some users dropping off with multi-thousand dollar phone
    bills). No, I don't know these dates." - Dr Cat.

  Mark Baldwin does a GUI version of Bright's Empire for the PC.

  QuantumLink launches AppleLink, soon to be AOL. Turns down Aradath
  and Galaxy II, though.

  Rich Skrenta at Northwestern University releases Monster, a
  multiplayer adventure game writen in Pascal that supported online
  creation.

    "I played and coded some changes to Monster back when I was in
    school. It did indeed have online creation, and did IPC through
    files." - Jon Leonard.

    "I wrote Monster in about three months, during NU's "winter
    quarter". I was totally obsessed with coding it. Project
    obsession was normal with me (really boosts the productivity
    :-), but "Monster Madness" as I called it then really got out of
    hand. I was spending all night in the comp center, leaving at
    7am, skipping classes, skipping everything. (My 10,000 line VMS
    Pascal wonder would compile faster when no one was around, which
    encouraged the nocturnal work). I went on spring break, and when
    I got back I forced myself to not continue working on Monster. I
    was afraid I'd fail out of school if I did. I left it alone
    until November of that year, when I started sending it out on
    the Bitnet." - Rich Skrenta (from Lauren Burka's MUDLine).

    "I can also assert to the 1988 date of Rich Skrenta's "Monster"
    game. I have docs and a source listing of it dated Dec 1 1988." 
    - Chris Gray

  Club Caribe, a derivative of Habitat, is released on
  QuantumLink. 

1989

  TinyMUD is released by Jim Aspnes. It runs on Unix and is written
  in C. It was originally conceived as a front end to IRC.

  Galaxy I launches on GEnie.

  A-Maze-ing, 3-d online shooter, on GEnie.

    "A-Maze-ing was authored by Greg Corson, and ran on the
    Macintosh only. Greg's an old friend of mine from South Bend,
    who taught me how to write a DDA line drawing routine to do
    faster graphics back in 1981 or so.  He started doing
    multiplayer online stuff in the 1970s at Purdue and is another
    Plato guy from way back. He was later the lead engineer at
    Virtual World Entertainment (who made the Battletech centers
    with the sitdown cockpits linked together in groups of 8),
    worked at NEC coordinating the 3D chip stuff with Sega for the
    Dreamcast, and is now at Sony in San Francisco." - Dr Cat.

  Lars Penjske's creates LPMuds and opens Genesis.

    "Having fun playing Tinymud and Abermud, Lars Pensjö decides to
    write a server to combine the extensibility of Tinymud with the
    adventures of Abermud. Out of this inspiration, he designed LPC
    as a special mud language to make extending the game
    simple. Lars says, "...I didn't think I would be able to design
    a good adventure. By allowing wizards coding rights, I thought
    others could help me with this." The first running code was
    developed in a week on Unix System V using IPC, not BSD
    sockets. Early object-oriented features only existed
    accidentally by way of the nature of muds manipulating
    objects. As Lars learned C++, he gradually extended those
    features. The result is that the whole LPMud was developed from
    a small prototype, gradually extended with features." - George
    Reese's LPMud timeline

  Simutronics launches Orb Wars on GEnie. Darrin Hyrup was the lead
  pogrammer on it. Later that year, Hyrup leaves Simutronics for
  AUSI.

    "Orb Wars was a team-based competition game where differing
    types of mages fought for control over the different orbs in an
    arena. You could either play it using ASCII representation or
    very basic graphic front-ends.  Oddly enough, it would feel very
    familiar to the Shooter folks who play stuff like Tribes/Unreal
    Tournament etc. The game felt alot like Hack or Rogue except
    that you had very clear victory conditions, and the games were
    fairly short." - John Moreland.

    "It was a tactical multiplayer mage vs mage combat game, top
    down, with a windowed interface similar to the old Islands of
    Kesmai." - Darrin Hyrup.

    "Orb Wars was persistant in score and wizard type (?), but no
    objects were kept between battles. The scores were tallied every
    month and a 'top 20' list was posted, then all the wizards
    reset." - J. Kerr

  Legends of the Red Dragon written by Seth Robinson in TurboPascal.

    "This was a multiplayer hack n slash adventure game that scaled
    up to a eight to ten users. It ran as a BBS door game. It
    accomplished this on DOS through some kludgy software interrupt
    time-slicing. Anyways I recall it had both PvP and PvCritter
    action. This game was wildly popular from it's inception until
    the decline of BBSs. I remember redialing and waiting for hours
    to get into a slot on the BBSs that ran it." - Jon A. Lambert

1990

  TinyMUD shuts down.

  TeenyMUD is created as a disk-based alternative to the TinyMUD
  codebase. Written by Andrew Molitor and Marcus Ranum.

    "It didn't do much other than crash a lot, but it was the first
    TinyMUD clone that kept its database on disk instead of memory
    (or in swap as was more likely :-))." - Jason Downs

  Diplomacy on GEnie, done by AUSI and Eric Raymond (yes, the open
  source guru).

  Federation II on GEnie. 

  Negotiations for Ultima Online begin with Origin, Kesmai and
  GEnie.  Nothing comes of it, however.

  100 Years War launches on Genie.

  Gemstone II converted into chat space called ImagiNation.

  TinyMUCK is written by Stephen White. Over a weekend, he claims.
  Later that year, he releases MOO, which stands for "mud,
  object-oriented."

  Pavel Curtis does substantial modifications to White's MOO code,
  creating LambdaMOO. LambdaMOO opens, hosted at Xerox PARC, where
  it promptly becomes a major influence in the development of social
  issues in virtual spaces.

  Islandia opens using TinyMUD code.

  TinyTIM opens.

  TinyMUSH is written. 

  FurryMUCK opens. It features avatars that are anthropomorphic
  animals.

  Fujitsu launches a Japanese version of Habitat that works on
  FMTowns at first and other platforms later.

  DIKU muds are released.

  The mud client tinyFugue is available now in version 1.4 beta.

  Shattered World, the first Australian LPMud, opens. 

    "This MUD is the source of a private distribution LPMud server
    used by a handful of spinoff MUDs in the United States." -
    George Reese

  The pay-for-play text mud Avalon opens in the UK.

  AUSI's Dragon's Gate launches on GEnie, written by Mark Jacobs and
  Darrin Hyrup.

  According to Jessica Mulligan's History of Online Games published
  on Happy Puppy and in Imaginary Realities, it's a revised and
  expanded version of Aradath.

  However, Hyrup says, "It was a new creation, inspired by Aradath,
  but bearing little physical resemblance to it. We actually did do
  an Aradath remake a few years later, but the project never
  surfaced."

  Jessica adds, "Darrin's correct. What Mark Jacobs and I agreed to
  was Aradath for GEnie, but he and Darrin really went to town and
  gave us a far more interesting game. It cost an extra 6 months of
  development, which really irritated me at the time, but turned out
  to be worth the wait."

    "We had one Dragon's Gate player who spent $2,000 per month
    every month for over a year (at the time, GEnie's access fees
    during the period 7am to 7pm were close to $20 per hour, and
    this guy would play during that time)." - Jessica Mulligan

  BatMUD opens.

  TradeWars 2002 is licensed to High Velocity software to port it to
  MajorBBS. This changes the game, which was already multiplayer and
  persistent, to also be interactive, since MajorBBS supported far
  more concurrent users.

    "At about this time, Gary opened Metropolis BBS, a Major BBS in
    his home. This was eventually sold to Multi Service where Gary
    and MaryAnn went to work as administrators of the new Metropolis
    that would have dialups in the cities of the then Big 8 college
    conference. Metropolis was one of, if not THE biggest BBS at the
    height of the BBSs popularity. It is still active today, though
    the parent company, Multi Service, has generalized their focus
    to include online game development and hosting. They can be
    found under the name Gameport. They are also the current owners
    of Legends of the Red Dragon, another extremely popular
    multiplayer BBS door game. Interestingly, the Martins and I left
    Multi Service before Multi Service became interested in online
    game development. That is unfortunate. " - John Pritchett

  The apparent first reference to the word "avatar" in print, using
  the definition commonly accepted today, of a representation of a
  user in a virtual environment. The appearance is in Benedikt's
  Cyberspace, in multiple papers. The word apparently originated on
  Habitat. Many claim Neal Stephenson's Snow Crash as the coinage
  for the term, including Stephenson himself in some editions.

    "According to the appendix of my edition of Snow Crash, Neal
    came up with the term by himself, but learned after the first
    publishing that Habitat had already used it with a similar
    meaning." - Lars Duening

    "People were already using the word avatar to refer to a
    character they played in virtual worlds (albeit worlds residing
    in human rather than manufactured worlds). I found Usenet posts
    dating back before 1992 where people used it in the same sense." 
    - Matt Mihaly

  The usage of "Avatar" to mean "The graphical representation of
  yourself in a shared digital world" was first used in 1984-1988 in
  a product that was then called Lucasfilm's Habitat. Chip
  Morningstar coined the usage.  I was with him at the time. Yes, it
  was derived from the Hindi usage. This significantly predates any
  other similar usage that I am aware of.  (In 1988, the product
  changed names to Club Caribe, and the documentation changed the
  term for this concept, but by then some in the alt.cyberspace/VRML
  community had picked up the term. Neal Stephenson says that he had
  thought that the term was original with him, but when I contacted
  him at the time, he graciously put a corrected afterword in the
  paperback version of Snow Crash.)

    It is important to note that the term "Avatar" was used in
    another game around later in that period (Ultima IV) and the
    concept of an Avatar was in several works of fiction prior to
    the development of Habitat, including Vernor Vinge's "True
    Names" and John Brunner's "Shockwave Rider"." - Randy Farmer

1991

  BSX muds are developed by Bram Stolk.

  LambdaMOO opens officially--however, there have already been
  several hundred regular players. That same year, it acquires tools
  such as site tracking, blacklists, and review boards for user
  building.

  PernMUSH is founded.

  Howard Rheingold's Virtual Reality is published.

  Multiplayer Battletech, designed by Kelton Flinn as an attempt to
  appeal to exactly the opposite market as Air Warrior did (eg, a
  more community-oriented market).

  Electric Communities is founded by Farmer, Morningstar, and
  Douglas Crockford. They handle the WorldsAway contract as well as
  begin design work on a secure distributed "cyberspace OS."

  At the suggestion of Walter Feurzig of BBN, MicroMush changes its
  name to MicroMuse. It develops into the first educational-outreach
  mud, focusing on grades K-12.

  Sierra network launches. 

    "Sierra Network was first beta-tested in a 16 color EGA version
    as Constant Companion in 1990 or 1991. (I think 1990). The idea
    was that senior citizens would love to use this to play board
    and card games with each other. Ken Williams sent Richard
    Garriott a beta copy and said he'd like to get an Ultima Online
    on there..." - Dr Cat

    "The Sierra Network.. often overlooked for it's contribution to
    online gaming started in 1991. Version 2.0 was release in
    Oct/Nov of 1992.  Included in v2 was The Shadow of Yserbius, Red
    Baron and Leisure Suit Larry Vegas.. (gambling.. cyber-ing, etc)
    along with the v1 games of bridge, chess, checkers etc. I once
    played bridge with Bill Gates, as he is an avid bridge player
    and had an account on TSN." - Brian Thomson

  Tangent Online is created. 

    "[It] started out around 1991 as Dan Goldman's attempt to make a
    graphic online gaming service as a big multiline BBS with a
    graphic front end. I was Creative Director and 'Manda [Dee] art
    director for a while back then but it wasn't going anywhere at
    the time. Tangent Online became Optigon Interactive..." - Dr Cat

  Stormfront Studios' Neverwinter Nights launches on America Online.
  It was based on the Gold Box SSI AD&D games, and was programmed by
  Cathryn Mataga.

  Discworld opens. It is an LPMud based on the Terry Pratchett
  novels.

1992 

  "LambdaMOO takes a new direction"-an attempt to have a democratic,
  player-run government within a mud.

  Genocide, first PK mud. It is an LPMud.

  "Genocide starts as the first MUD dedicated totally to
  inter-player conflict, which is a fancy way of saying that its
  theme is creatively player-killing." - George Reese

  MPG-Net founded, launches Kingdom of Drakkar (top view,
  graphical).

  Simutronics launches Cyberstrike (graphical).

  QuantumLink renames itself AOL.

  Valhalla, an LPMud, supports itself by charging money.

  "Though the MUD was given permission to charge players by Lars,
  this move was still controversial among the LPMud community who
  belived that Lars no longer had the right to give such permission
  given the amount of code which had been donated to LPMud from
  various sources." - George Reese

  First instances of intermud networks created using LP.

  "LPC sockets are added to the MudOS driver. This allows TMI to
  create a very rough TCP intermud network. This protocol is later
  replaced first by the CDlib UDP protocols, and later by Intermud
  3. " - George Reese

  Worlds of Carnage, first Diku with embedded scripting.

  The first version of Merc, a Diku derivative, is released.

  Legends of Future Past opens to the public.

  "As I recall, it opened its doors in 1992 as an independent,
  BBS-based service accessible through one of the dialup networks
  available at the time (Telenet, TYMNET, or Compuserve's phone
  network, or some combination thereof).  The host service
  (NovaLink) was one of the early public ISPs to spring up after the
  "opening" of the Internet. I believe they were providing shell
  access as early as late 1993. I'm not sure at what point it became
  possible to telnet into the service, but if it was at the same
  time that they began offering shell access, this would make LoFP
  one of the earliest commercial MUDs on the Internet.  Its biggest
  legacy may have been the number of products it's spawned, probably
  because it was a small, independent game that inspired thoughts of
  "Hey, we can do this too!" among its players and designers. I know
  for certain of four commercial games (two released, two in
  development) started by former LoFP players or gamemasters --
  making it, as far as I know, more fruitful than Simutronics." -
  Ananda Dawnsinger

  Nightmare mudlib released.

  "Leaving IgorMUD, Descartes takes over the development of
  Nightmare from the mudlib point of view. He chooses to use the new
  MudOS server, throwing out Nightmare's outdated LPMud 2.4.5 mudlib
  and driver. Flamme and Forlock join to help administrate the new
  Nightmare. Nightmare LPMud opens to the public. Its mudlib is
  eventually released as the Nightmare Mudlib. It becomes the first
  publically available mudlib for MudOS, which at this point is
  still considered a newcomer among drivers." - George Reese

  Neal Stephenson publishes Snow Crash.

  The film Lawnmower Man is released.

1993

  Mosaic makes the Internet graphical.

  Doom comes out in December.

  Discworld mudlib released.

  "The choice of mudlibs for MudOS helps add to the driver's growing
  popularity. At this time, the Discworld Mudlib contains the most
  advanced command parser and user interface available in a mudlib." 
  - George Reese

  DGD Lpmuds released.

  "A single-user alpha release of the first LPC server not derived
  from LPMud, DGD 1.0.a3 (Dworkin's Game Driver, later renamed
  Dworkin's Generic Driver), is released for testing. DGD isolated
  essential LPC functionality, leaving all, if any, game
  functionality completely up to the mudlib. September 16, 1993: DGD
  is released in multi-player form as DGD 1.0.a4. This version
  introduces support for compiling LPC code to C, then linking C
  objects in with the driver. This makes DGD the first driver to
  support such functionality. " - George Reese

  Worlds of Carnage closes. It will reopen later in the year, but
  several players and admins leave, never to return, including
  Damion Schubert, Rick Delashmit, and the Kosters.

    ROM, a Diku derivative codebase, is released.

    Merc 2.1 is released.

    CircleMUD 2.00, a Diku derivative codebase, is released by
    Jeremy Elson.

    Silly, a Diku derivative codebase, is released.

    By now, CDC has sold PLATO to The Roach Organization. CDC stays
    in Computer-Aided Instruction, but calls their clone of PLATO
    Cybis.  CERL at UI started NovaNET to replace it, but that was
    then transferred to UCI.

    Howard Rheingold's Virtual Communities is published.

    On LambdaMOO, Mr. Bungle is toaded.

  This leads to Julian Dibbell's article "A Rape in Cyberspace" in
  the Village Voice, which catapults muds into the limelight.

  This also leads to the formation of a petition system on
  LambdaMOO, which is a voting mechanism for players with votes
  being binding on the mud admins.

  The Sierra Network first expands, then is purchased by AT&T and
  becomes the ImagiNation Network.

  "In 1993 TSN expanded and then collapsed, well was eaten by AT&T.
  When they expanded they added on to The Shadow of Yserbius with
  Fates of Twinion. Both games were written by Joe Yberra, who last
  I heard was at Ensemble. After AT&T ate The Sierra Network.. It
  became The Imagination Network. Ken Williams was moving toward the
  Realm anyway. The bandwidth of running the sierra network was
  killing it. I believe the backbone was Sprint-net. Sierra leased
  the lines and subscribers could buy blocks of hours per month or
  unlimited hours for about $120 a month. This is what killed
  it. Ken had no idea at the how hardcore gamers would eat his
  bandwidth." - Brian Thomson

1994

  WOO and ChibaMOO meld the web with muds.

  Ron Britvich writes Web World, which I have not been able to find
  anything more on but which allegedly had 350,000 people log
  in. Could it be WOO?

  Dragonspires is opened by ex-Originite Dr Cat.

  News Corp buys Kesmai.

  AT&T buys INN. They subsequently lose their shirt.

  LegendMUD opens with Carnage refugees (both Kosters & Delashmit as
  well as others); first classless mud? Uses a reverse-engineered
  and improved scripting language based on Worlds of Carnage's.

  Merc 2.2 releases with a modified version of Carnage's scripting
  system, called "mobprogs"--the code was released by an abortive
  mud started by Schubert.

  Imperium Gothique releases with a Diku scripting language also,
  based on independent development.

  CircleMUD 3.0 appears.

  Work begins on Diku II, also called VME for Valhalla Mud
  Engine. It now includes a fully embedded scripting system called
  DIL.

  Fujitsu's Cultural technologies division reintroduces Habitat in
  the US, as WorldsAway. it is later shipped in japan as Fujitsu
  Habitat II.

  Worlds Inc founded in Seattle, launches WorldsChat.

  Avalon opens as a pay-for-play mud on the Internet, after four
  years as a dial-up mud in the UK. Is this the first commercial mud
  on the Internet?

  Nexon, based in Korea, begins work on Kingdom of the Winds, a
  graphical tile-based mud.

  BBN receives a grant to demonstrate distributed architecture muds
  using Muse.

  TEN gets going.

  ""TEN" went into national beta testing in 1994 before Jack
  Heistand, Kleiner Perkins or Outland (It was just Planet Optigon
  then) were on the scene. It had a multiplayer version of SimCity,
  Chess, Checkers, chat spaces, multiple interface themes, game
  partner matching, editorial and the ability the play games like
  Descent with two players via the service. There were just about 12
  people in the company. Outland and Kleiner Perkins joined in
  1995. Jack Heistand joined in 1996." - Daniel Goldman

  Jack Heistand was formerly of EA Sports. Funding came from Vinod
  Khosla of Kleiner Perkins, who merged Outland with Optigon and
  pumped in $10 million.- Jessica Mulligan

  At the end of June, version 1.0 of Envy, a Diku derivative
  codebase, is released.

  A company called Cyberspace, Inc gets going. This will eventually
  be Turbine.

  "Founders were Jeremy Gaffney (CEO), Jonathan Monserrat
  (President/Treasurer), Kevin Langevin (Secretary), and Timothy
  Miller. None of the rest of the founders are still in the games
  biz, they all left Turbine before I did (in January '98)" - Jeremy
  Gaffney

1995

  id starts testing Quake, which is going to be their real effort at
  making online multiplayer games. It becomes an instant phenomenon,
  redefining online gaming and virtual reality in the process.

  Gemstone III goes live on AOL.

  Archetype Interactive begins Meridian 59, with Mike Sellers as a
  designer and the Kirmse brothers Chris and Andrew as
  programmers. Mike offers Raph Koster a job, but he declines
  because of a job offer from Origin. He recommends Damion Schubert
  for the job instead. Archetype and Meridian are later acquired by
  3DO, where Rich Vogel acts as producer for a time.

  Air Warrior goes live on AOL.

  LIMA mudlib offers Infocom-style parsing.

  Rick Delashmit hired by Origin for Ultima Online joining Starr
  Long and Ken Demarest. Demarest shortly thereafter leaves for
  Titanic, a startup.  Later that year, Origin also hires the
  Kosters as designers.

  AlphaWorld launches, also by Ron Britvich. It's a successor
  product to WorldsChat, not the same engine. It supports a whole
  twelve avatar appearances.

  Electric Communities officially incorporates and gets venture
  capital. Their product is a major revision of Habitat, called both
  Habitat and Microcosm. It features a secure distributed
  architecture. It is later shelved as being ahead of its time,
  according to Farmer.

  Time Warner Interactive launches Jim Bumgartner's The Palace.

  Jake Song of Nexon leaves Nexon to join Inet, and branches TK
  server to create Lineage. He joined NCSoft later at 1997.

  Illusia, a graphical mud with static backdrop scenes, opens to the
  public.

  TeenyMUD 2.0 is released.

  "All functional versions of TeenyMUD were released by Sean Coates
  and myself 1990 - 1993, with the last one (TeenyMUD 2.0) being a
  completely new implementation written by me and released in
  1995. TeenyMUD 2.0 was still disk based, but its world paradigm
  was very much MUSH-like. Sean (Xibo) still runs his MUD, (EVIL!) 
  to this day, evil.xibo.com 4201. It's one of the oldest, if not
  the actual oldest, continuously operated server." - Jason Downs

  Valhalla moves to player donations instead of charging for access.

  The TV show VR5 appears on US TV. In this show, a researcher has
  found a way to enter virtual reality, and through it enter other
  people's minds. The show is cancelled after one season.

1996

  "LambdaMOO takes Another New Direction"-the admins take back over.

    Meridian 59 opens.

  "Until Meridian 59 launched in 1996 and UO launched in September
  of 1997 with flat monthly rates, billing for commercial MMOGs was
  mainly on a per minute/hourly basis (with a brief period of free
  access to AOL's games from 12/96 to about 7/97). Thus, the number
  of total subscribers was less important than how long you kept
  your hard core players (the top 10%) in game." - Jessica Mulligan

  The Realm enters beta.

  Dark Sun Online enters beta.

  AmigaMUD, a graphical free mud system.

  AOL takes on Dragon's Gate. At this point, AUSI has morphed into
  Interworld Productions.

  Quake is released.

  Origin demos Ultima Online at E3.

  Engage is announced at E3. It's first beta opens in December, on
  AOL, with a multiplayer version of Castles II.

  AOL buys INN.

  Sherry Turkle publishes Life on the Screen.

  John Smedley at Sony's 989 Studios hired Brad McQuaid and Steve
  Clover to begin development on EverQuest.

  Cyberspace, Inc, lears that the name is taken, and changes to
  Second Nature Interactive. Someday, they'll make it to being
  called Turbine...!

  Nexon launches The Kingdom of the Winds.

  Splatterball, by Interworld Productions, is released on Engage.
  Shortly after, Interworld becomes Mythic Entertainment.

  The Journal of MUD Research launches. In the first issue is an
  article by Richard Bartle, "Hearts, Clubs, Diamonds, Spades:
  Players Who Suit MUDs."

  SMAUG, a Diku derivative codebase, is released.

  Furcadia, done by Dr. Cat and others, opens to the public. It is a
  graphical Furry mud, which allows player building and eventually,
  player scripting.

  TEN officially launches in September.

  MPlayer launches in early November.

  The Eternal City goes into beta. TEC focuses upon providing the
  most immersive roleplaying environment to date, as well a sense of
  space and a rich environment. The founders of TEC (Scott Martins,
  Ichiro Lambe, Charles Passmore) were originally staff at Legends
  of Future Past.

  GodWars, a Merc derivative codebase, is released unofficially.

1997

  Diablo launches, from Blizzard. Though not a true mud, it is
  immensely popular and brings awareness of graphical multiplayer
  RPGs to the masses.

  Ultima Online launches commercially and breaks 100,000 users very
  quickly. Rich Vogel joins Origin before launch.

  Janet Murray's Hamlet on the Holodeck published.

  Second Nature Interactive discovers that its name was taken, and
  renames itself Turbine Entertainment Software.

  A development deal is signed for Asheron's Call, to be developed
  by Turbine. Jeremy Gaffney is among those involved though he later
  leaves before it ships. Toby Ragaini is principal designer.

  NCSoft launches Lineage.

  Neverwinter Nights on AOL was shut down on July 19th, 1997, when
  AOL made the official switch to WorldPlay (formerly INN) for the
  Games Channel.

  Mythic releases Darkness Falls, a commercial text mud.

  In September, UOX, the first UO server emulator, manages two
  simultaneous connections with UOX3. By 2000, there would be
  several hundred UO server emulators running.

1998

  Ultima Online is sued in a class action lawsuit. The suit is later
  settled out of court. Oddly, one of the plaintiffs is an ex-player
  of LegendMUD.

  Verant's EverQuest opens in beta.

  Rubies of Eventide opens.

  Lyra's Underlight launches doing a roleplay-enforced graphical
  game, on MPlayer.

  Electric Communities acquires The Palace from Time Warner. It also
  holds a closed beta of ECHabitats/Microcosm.

  Titanic releases NetStorm, an online only strategy title. The
  company folds later that year.

  Delashmit & others (including Todd McKimmey, formerly of LegendMUD
  & UO) form Wombat Games. One of the first contracts is to help get
  Sega's massively multiplayer action-strategy game 10six off the
  ground.

  Julian Dibbell's My Tiny Life is published. The first chapter is
  "A Rape in Cyberspace."

  Sierra announces Middle-earth, a mmp based on the Lord of the
  Rings.  Steve Nichols, creator of the Realm, leads the team with
  Janus Anderson, also of the Realm, and Daniel James of Avalon.

  Mike Sellers plays a role in bringing The Eternal City to The Big
  Network where it becomes one of the first (if not the first)
  commercial text-based RPGs to be supported by banner ads, using a
  Java client.

  John Pritchett creates the Trade Wars Game Server, which makes
  Tradewars into a TCP/IP game playable over the Internet. He also
  founds EIS.

1999 

  EverQuest opens, and quickly becomes the second huge success in
  the newly dubbed "massively multiplayer online roleplaying game"
  (MMORPG) genre.


  Nine months later, Asheron's Call releases on the MS Gaming Zone.

  VR-1's Ultracorps closes on MS Zone.

  TEN ditches hardcore and persistent world gaming to become
  pogo.com.


  DWANGO dies in the US.

  EA buys Kesmai (& playNation). This is part and parcel of a deal
  to become the exclusive games channel provider for AOL.

  MPGNet was bought from the founder and owner, Jim Hettinger, by
  Interactive Magic. They combined I-Magic Online and MPGNet and
  eventually renamed it IEN.

  Verant's Sovereign announced. It looks to borrow heavily from
  design elements from Empire.

  Simutronics announces a graphical version of their games, to be
  called Hero's Journey.

  Bioware announces a new Neverwinter Nights, to be a distributed
  mud server, at GenCon in August.

  Electric Communities mothballs Microcosm.

  Nexon develops distributed game servers for Kingdom of the Winds.
  They subsequently peak with 12,263 simultaneous users in a single
  world, using this technology.

  Mythic releases Darkness Falls: Crusade, also a text-based game.

  UO2 announced with Starr Long, Damion Schubert & Jeremy Gaffney.
  Jack Heistand becomes general manager of Origin. The game is later
  renamed Ultima Worlds Online: Origin.

  Sierra re-starts development on Middle Earth Online and abandons
  The Realm. Codemasters picks up The Realm and Nichols joins them.

  Legends of Future Past closes on Dec 31st.

  Project Entropia is announced. The novel twist is that real-world
  currency will be freely convertible to gamne currency, and vice
  versa.

  On December 2nd, CompuServe stopped running MUD1 after 13 years of
  operation.

  "We were given a whole 0 days notice." - Dr Richard Bartle.

  The film The Matrix is released.

  The film eXistenZ is released.

2000

  LucasArts and Verant announce a Star Wars Online project.

  Sony Online Entertainment acquires Verant.

  Squaresoft announces Final Fantasy Online. Other major console
  series also announce later that year, including Phantasy Star.

  Sony announces that the PlayStation 2 will have a broadband
  solution by 2001.

  Mythic Entertainment announces Dark Age of Camelot, a large-scale
  graphical mud using some design elements from their Darkness Falls
  games.  Both Hyrup and Jacobs are involved.

  Richard Garriott leaves Origin.

  Koster and Vogel and others leave Origin. It is revealed late in
  the year that Rich Vogel is producer and Raph Koster is creative
  director on Star Wars Galaxies. Other team members include Chris
  Mayer (former lead programmer for UO Live) and Anthony Castoro
  (former lead designer for UO Live). All except Castoro had been on
  a cancelled unannounced project, Privateer Online, at Origin, and
  departed for Verant in the wake of the cancellation.

  Wombat Games, composed of Delashmit, McKimmey, and Jason Spangler
  (former lead programmer on UO: Second Age) among others, announces
  Dark Zion, a graphical mud with a fully player-modifiable
  environment, no built-in currencies, and a number of other
  experimental features.

  Funcom's Anarchy Online is a hit at both E3 and ECTS.

  In May, Electronics Arts announces the shutdown of most of the
  Kesmai games, including Legends of Kesmai and Air Warrior Classic.

  Also in May, Erwin Andreasen holds the 16K MUD competition
  <http://www.andreasen.org/16k.shtml>. The 18 scratch-written MUD
  entries are later released to the public.

  In late August, Wombat Games closes, after failing to acquire a
  publisher.

  On August 31st, 3DO ceases operation of Meridian 59. The game
  continues to run in Germany.

  It is announced that Ragaini has left Turbine and is now working
  on LithTech's unannounced massively multiplayer title.

  Several games try to break massively multiplayer graphical online
  games out of the RPG mold.

  World War II Online is announced. It is envisioned as a tiered
  military sim, where players give each other orders. Members of the
  team formerly worked on Warbirds.

  Also publicly displayed is StarPeace, a management and
  city-building massively multiplayer game (think SimCity in space).

  The already-open Mankind is a large-scale economics and trading
  sim.

  A group of ex-volunteers from Ultima Online file a lawsuit
  demanding back pay for their volunteer activities.

  British Legends, aka MUD1, returns when Viktor Toth, administrator
  of MUD2, completes a port of the original game to a new server
  codebase.

  Dark Sector is announced, a massively multiplayer first-person
  shooter by some of the developers of Unreal Tournament.

  Verant announced Planetside, a massively multiplayer first-person
  shooter. The principal technologist on the team is John Ratcliff,
  formerly lead programmer on Simutronics' Hero's Journey, which
  appears to have gone dormant.

  A small-scale online game, SiSSYFiGHT 2000, makes all the players
  into female high-school students, and casts the PvP dynamic as
  being about peer pressure, putdowns, and cliques.

  In October, EIS transfers trademark righs in TradeWars 2002 to
  Realm Interactive, a startup in Arizona. They begin work on Trade
  Wars: Dark Millenium, to be a graphical MMORTS.

2001

  Phantasy Star Online releases for the Dreamcast, and is extremely
  well received. But the Dreamcast is discontinued shortly
  thereafter.

  Communities.com folds. Says a former executive, "It was a dot-com
  company with dot-com problems." Randy Farmer says, "I wasn't
  done!"

  Fallen Age is announced. Its producer is a former writer for the
  massively multiplayer editorial site "The Rantings of Lum the
  Mad." The game is later cancelled due to creative differences
  between the U.S.-based and Korea-based portions of the team.

  EverQuest bans the sale of in-game items on auction sites, and
  eBay and Yahoo agree to remove the items from their listings. In
  response, a group of EverQuest players threaten to sue over their
  right to sell in-game items on Internet auction sites.

  Nexon continues to produce online games, announcing Elemental
  Saga.

  Westwood, a division of EA, announces Earth and Beyond with a
  cover article in major gaming magazines. It is a massively
  multiplayer RTS/RPG set in space. Janus Anderson is the lead
  designer.

  Will Wright starts to talk publicly about The Sims Online.

  Lineage goes commercial in the US in May. It acquires only a few
  thousand users in the US.

  EA publicly tests and launches Majestic, a conspiracy theory
  online game that contacts players via instant messenging, faxes,
  and email. A key force behind the game is Neil Young, who was
  general manager of Origin during the early days of Ultima Online's
  live service.

  EA purchases pogo.com.

  Gamespy.com purchases MPlayer.

  The never-announced Dungeons and Dragons Online is cancelled.

  Steven Spielberg's film A.I. makes use of a game extremely similar
  to Majestic as a form of viral marketing.

  Ultima Worlds Online: Origin aka UO2 is cancelled. There's a
  "wake" for the game where design documents are burned in a huge
  pile.

  "At the wake, I crack a joke to Richard saying that maybe his next
  company should be called "destination or something." I can only
  assume I was not the only one to make the joke!" - Raph Koster

  Richard Garriott, Starr Long, Kirk Black, Jeremy Gaffney, Carly
  Staehlin, and many others from Ultima Online and the cancelled
  Ultima Worlds Online: Origin form a new company entitled
  Destination Games. Shortly after, the company is acquired by
  NCSoft of Korea, makers of Lineage, and Jake Song moves to Austin,
  to begin work with the aforementioned on a new project called
  Tabula Rasa.

  Dark Age of Camelot starts public testing.

  There is legal trouble surrounding the development of a new
  version of Middle-Earth Online as developer MM3D sues Sierra.

  Mudpie, a massively multiplayer world based on MYST, begins to be
  discussed by Cyan.

  Seducity is live--it's an online world about sex, and offers
  nudity and sexual animations in a 2d environment.

  World War II Online launches, and has a very rough time of it.

  Anarchy Online also has a rocky launch.

  Funcom announces Midgard. It is intended to be a roleplaying game
  with a heavy focus on community building.

  EA begins testing Multiplayer Battletech 3025.

  The non-violent crafting and socialization world A Tale in the
  Desert begins public testing.

  Jumpgate, an online space and trading sim, is published by 3DO.

  Numerous former writers from commentary websites join the staffs
  of various online games. Among them: Jumpgate, Dark Age of Camelot
  (where Lum the Mad, the person, went), and Shadowbane.

  Elemental Saga is now in public testing.

  Numerous smaller games are announced as being in development, all
  of them RPGs. Among them: Darkfall and Mimesis Online and
  Archaean.

  Blizzard announces World of Warcraft, a massively multiplayer RPG.

  Codemasters announces Dragon Empires. Steve Nichols is involved at
  first, but later departs.

  Dark Age of Camelot launches to glowing reviews and quickly
  outpaces Asheron's Call to become the third most popular American
  online world.

  EA stops development of Multiplayer Battletech 3025 and kills Air
  Warrior III.

  Fighting Legends, which is perhaps best termed as a party-based
  tactical online world where you manage a group of units, launches.

2002

  3DO drops Jumpgate; the makers, NetDevil, decide to run it on
  their own.

  Brian Green and Rob Ellis purchase Meridian 59 from 3DO and revive
  it.

  VR1 announces Lost Continents, an online world themed around
  1930's pulp adventures.

  The Imagineering group within Disney publicly tests Toontown, a
  Disney-animation themed online world that sticks close to the
  "groups of players kill critters" paradigm, but changed around for
  a young child audience. It's notable for not letting people
  communicate directly in game, to satisfy COPPA rules.

  Majestic is shuttered by EA, having failed to garner enough
  subscribers or retain them. The episodes of the game are released
  all together on one CD to the retail market.

  Funcom's Midgard is put on hold so they can concentrate on Anarchy
  Online.

  Mythic is sued by Blacksnow Interactive, a small firm that makes
  its money by gathering in-game items to sell to other players. BSI
  is alleging that Mythic is damaging their business by preventing
  the sale of in-game items via online auction sites.
 
Still looking for info on these items: 

  ???? - MajorMUD "... a mud that originated on BBSs (MajorBBS?) 
  ...this one seems important though I've never played it. I just
  _know_ someone on this list has." - Jon Lambert
 
Sources: 

  Me (Raph Koster)  
  Lauren Burka's MUDLine  
  Amy Bruckman  
  Mike Sellers  
  Dr Cat
  Damion Schubert  
  Randy Farmer  
  Jessica Mulligan  
  Richard Bartle  
  XYZZYNews
  "Hacking Into Computer Systems"  
  "The Dot Eaters"  
  University of Illinois
  Adventureland  
  Antic Magazine
  Oddly, a paper written by a pair of Jesuit astronomers.
  Dr Cat
  Just as oddly, a website about bridge.
  A bunch of miscellaneous references from mailing lists and
    newsgroups and interviews of folks like Steve Gray and Doug Jones.
  Jame Scholl
  David R. Woolley
  Don Gillies
  Andy Zaffron
  George Reese and his LPMud timeline
    <http://www.imaginary.com/LPMud/timeline.html>
  Dave Lebling
  Kelton Flinn
  Dan Peri
  John Pritchett and the TradeWars History
    <http://www.eisonline.com/twhistory/> page
  Jerry Gilyeat
  Jon Lambert
  Chris Gray
  Travis Casey
  Bruce
  Erik Jarvi
  Richard Aihoshi aka Jonric of the VaultNetwork
  Daniel A. Koepke
  Toby Ragaini
  Brad McQuaid
  Ola Fosheim
  Grostad
  John Taylor
  Dave Kennerly
  Hans-Henrik Staerfeldt
  Darrin Hyrup
  S. Patrick Gallaty
  Derek Snider
  John Moreland
  Jeff Freeman, aka Dundee
  Colin Glassey
  Eric Hagstrom
  Josh Kirkpatrick
  Richard Woolcock
  Daniel James
  The official Xanadu website <http://www.xanadu.net/> and Ted
    Nelson's website <http://www.sfc.keio.ac.jp/~ted/>.
  Jason Downs
  J. Kerr
  Jeremy
  Gaffney
  Brian Thomson
  Peter Zelchenko
  The Cyberpunk Timeline
    <http://heriot.brinkster.net/cns/tl.htm>
   
  
  
  
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