Mob (video games)

Last updated

A mob, short for mobile or mobile object, [1] [2] [3] [4] is a computer-controlled non-player character (NPC) in a video game such as an MMORPG [5] or MUD. [1] [3] Depending on context, every and any such character in a game may be considered to be a "mob", [2] [1] or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack. [5]

Contents

In most modern graphical games, "mob" may be used to specifically refer to generic monstrous NPCs that the player is expected to hunt and kill, excluding NPCs that engage in dialog, sell items, or NPCs which cannot be attacked. [5] "Named mobs" are distinguished by having a proper name rather than being referred to by a general type ("a goblin", "a citizen", etc.). [6] Most mobs are those capable of no complex behaviors beyond generic programming of attacking or moving around.

Purpose of mobs

Defeating mobs may be required to gather experience points, [7] money, [8] items, [9] or to complete quests. [10] Combat between player characters (PCs) and mobs is called player versus environment (PvE). [11] PCs may also attack mobs because they aggressively attack PCs. [2] Monster versus monster (MvM) battles also take place in some games. [12]

A game world might contain hundreds of different kinds of mobs, but if players spend a certain amount of time playing, they might become well aware of the characteristics presented by each kind and its related hazard. This knowledge might dull the game to some extent. [13]

Etymology

The term "mobile object" [1] [2] [3] [4] was used by Richard Bartle for objects that were self-mobile in MUD1 . [1] Later source code in DikuMUD used the term "mobile" to refer to a generic NPC, shortened further to "mob" in identifiers. DikuMUD was a heavy influence on EverQuest , [14] [15] and the term as it exists in MMORPGs is derived from the MUD usage. [5] [1] . The term is properly an abbreviation rather than an acronym.

Related Research Articles

LambdaMOO is an online community of the variety called a MOO. It is the oldest MOO today.

A multi-user dungeon, also known as a multi-user dimension or multi-user domain, is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar.

AberMUD was the first popular open source MUD. It was named after the town Aberystwyth, where it was written. The first version was written in B by Alan Cox, Richard Acott, Jim Finnis, and Leon Thrane based at University of Wales, Aberystwyth for an old Honeywell mainframe and opened in 1987.

DikuMUD is a multiplayer text-based role-playing game, which is a type of multi-user domain (MUD). It was written in 1990 and 1991 by Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Stærfeldt at DIKU —the department of computer science at the University of Copenhagen in Copenhagen, Denmark.

<i>Ancient Anguish</i> 1992 video game

Ancient Anguish, abbreviated AA, is a fantasy-themed MUD, a text-based online role-playing game. Founded in 1991 by Balz "Zor" Meierhans and Olivier "Drake" Maquelin, it opened to the public on February 2, 1992. It is free-to-play, but has been supported by player donations since 1994.

<i>GemStone IV</i> 1988 video game

GemStone IV is a multiplayer text-based online role-playing video game produced by Simutronics. Players control characters in a high fantasy game world named "Elanthia". The first playable version of the game was known as GemStone ][ and was launched in April 1988 on GEnie. It was one of the first MMORPGs and is one of the longest running online games still active. Access to the game is subscription-based through its website, with three additional subscriptions levels available, "Premium", "Platinum" and "Shattered", in addition to a free-to-play model introduced in early March 2015.

Player versus player (PVP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are most often used in games where both activities exist, particularly MMORPGs, MUDs, and other role-playing video games, to distinguish between gamemodes. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. PvP is often controversial when used in role-playing games. In most cases, there are vast differences in abilities between players. PvP can even encourage experienced players to immediately attack and kill inexperienced players. PvP is often referred to as player killing in the cases of games which contain, but do not focus on, such interaction.

LPMud, abbreviated LP, is a family of multi-user dungeon (MUD) server software. Its first instance, the original LPMud game driver, was developed in 1989 by Lars Pensjö. LPMud was innovative in its separation of the MUD infrastructure into a virtual machine and a development framework written in the programming language LPC.

A persistent world or persistent state world (PSW) is a virtual world which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". The first virtual worlds were text-based and often called MUDs, but the term is frequently used in relation to massively multiplayer online role-playing games (MMORPGs) and pervasive games. Examples of persistent worlds that exist in video games include Battle Dawn, EVE Online, and Realms of Trinity.

<span class="mw-page-title-main">Raph Koster</span> American video game designer and entrepreneur

Raphael "Raph" Koster is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. From 2006 until 2013 he worked as the founder and president of Metaplace producing a Facebook game platform.

<span class="mw-page-title-main">Richard Bartle</span> British writer, professor and game researcher

Richard Allan Bartle FBCS FRSA is a British writer, professor and game researcher in the massively multiplayer online game industry. He co-created MUD1 in 1978, and is the author of the 2003 book Designing Virtual Worlds.

<i>The Realm Online</i> 1996 video game

The Realm Online, originally known as The Realm, is a massively multiplayer online role playing game (MMORPG) launched in December 1996 for Windows PC. It was designed in the tradition of graphical MUDs, before the usage of the terms "massively multiplayer" and "MMORPG".

Player versus environment is a term used for both single player and online games, particularly MMORPGs, CORPGs, MUDs, other online role-playing video games and survival games to refer to fighting computer-controlled enemies - in contrast to PvP. In survival games a large part may be fighting the elements, controlling hunger and thirst, learning to adapt to the environment and exploration.

MU* is an abbreviation which refers collectively to a family of text-based multi-user virtual world servers comprising:

Dragon's Gate was an interactive, real time, text-based multi user online fantasy role-playing game, sometimes referred to as a MUD. It was one of the longest running pay-for-play online games in the world, it opened to the public in the spring of 1990 on GEnie. In 1996 the game was moved to AOL. Later the game was moved to Mythic Realms, and finally to independent server, where it ran until the summer of 2007.

<i>MUD1</i> 1978 video game

Multi-User Dungeon, or MUD, is the first MUD.

The history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games (MMOG) titles. The origin and influence on MMO games stems from MUDs, Dungeons & Dragons (D&D) and earlier social games.

TinyMUCK or, more broadly, a MUCK, is a type of user-extendable online text-based role-playing game, designed for role playing and social interaction. Backronyms like "Multi-User Chat/Created/Computer/Character/Carnal Kingdom" and "Multi-User Construction Kit" are sometimes cited, but are not the actual origin of the term; "muck" is simply a play on the term MUD.

<i>LegendMUD</i> 1994 video game

LegendMUD is a text-only MUD game founded by a group of friends including virtual world designer Raph Koster. It features historically significant story elements and award-winning gameplay. It opened publicly on February 14, 1994. It has received critical praise for its research and attention to detail in reconstructing past cultures within the game context.

<i>AVATAR MUD</i> 1991 video game

A.V.A.T.A.R. MUD is a free, online, massively multiplayer, fantasy, text-based role-playing game, set in a real-time virtual environment. It combines elements of role-playing games, hack and slash style computer games, adventure games and social gaming.

References

  1. 1 2 3 4 5 6 Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 102. ISBN   0-13-101816-7. What's more of an issue is the presence in the virtual world of virtual creatures. These are commonly known as mobiles30 (mobs for short), and they represent the monsters and non-player characters who inhabit the virtual world. [...] 30From MUD1, "mobile objects." I called them that because creatures moving in a controlled but unpredictable way are like the kind of "mobiles" that hang from ceilings. Well, I was in kind of a hurry...
  2. 1 2 3 4 Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. pp. 93–94. ISBN   0-471-11633-5. One of the major types of objects that you will encounter on a Mud is the mobile. A mob (pronounced MOHb, not MAWb), or mobile, is a computer controlled creature. [...] If a mob is not friendly, it is known as an agg or aggressive mobile. It will hit you at the first opportunity, even the instant you walk into a room. A majority of Muds have dumb mobs. A dumb mob will fight you until you kill it or flee from it.
  3. 1 2 3 Maloni, Kelly; Baker, Derek; Wice, Nathaniel (1994). Net Games . Random House / Michael Wolff & Company, Inc. pp.  213. ISBN   0-679-75592-6. mob or mobile ..... a monster in the game
  4. 1 2 Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura (1996). Yahoo! Wild Web Rides. IDG Books Worldwide Inc. p. 140. ISBN   0-7645-7003-X. mob = mobile (This is jargon for a monster or creature.)
  5. 1 2 3 4 Hecht, Eliah (2007-02-20). "The compleat WoW abbreviations". WoW Insider. Archived from the original on 2009-08-31. Retrieved 2010-03-25. Mob: Short for "mobile" (derived from MUDs, where any NPC was either a stationary shopkeeper or mobile; see WoWWiki), this refers in WoW to NPCs, primarily NPCs that are meant to be killed.
  6. Poisso, Lisa (2009-06-08). "WoW Rookie: Rares, elites and nameds". WoW Insider. Archived from the original on 2009-07-18. Retrieved 2010-03-25. Named mobs are just that: monsters that have names.
  7. Carton, Sean (1995). Internet Virtual Worlds Quick Tour. Ventana Press. p. 175. ISBN   1-56604-222-4. Mob A slang term for "mobiles" or monsters on a virtual world. Monsters are non-player characters who roam the world. Often, players reach a higher level by fighting and killing monsters.
  8. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 301. ISBN   0-13-101816-7. One consequence of this is that quest rewards and mobile drops should be variable, too. Who'd want to risk life and limb for 20,000 UOC if it wasn't enough to buy an arrow? Yet how do designers make these price rises occur rationally in such a way that unscrupulous players can't screw over the system?
  9. Busey, Andrew (1995). Secrets of the MUD Wizards. SAMS Publishing. p. 295. ISBN   0-672-30723-5. Monsters keep players on the go for experience and weapons.
  10. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 649. ISBN   0-13-101816-7. In the big city, you're asked to deliver bread; in the frontier town, you're asked to kill bandits. Can you stand the heat, or do you get out of the kitchen? By giving players harder quests in rougher areas, designers inform them that these are tougher areas.
  11. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 406. ISBN   0-13-101816-7. Player versus Environment (PvE). Players are opposed by the environmentthat is, the virtual world. In a combat situation, this means player characters (PCs) fight monsters.
  12. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 103. ISBN   0-13-101816-7. Consider a second goblin raiding party. It emerges from its camp, kills some villagers' sheep, and then returns home with the spoils. The villagers get angry and offer to pay players to kill the goblins.
  13. Guarneri, Andrea; Maggiorini, Dario; Ripamonti, Laura A.; Trubian, Marco (2013). GOLEM: Generator Of Life Embedded into MMOs (PDF). Università di Milano. p. 585. Archived from the original (PDF) on 2016-03-06. Retrieved 2015-05-30. In spite of the fact that a game world can contain hundreds of different species of monsters, after spending a certain amount of time playing, players become well aware of the characteristics presented by each specie and its related hazard. In the long run, this knowledge has the drawback of generating a certain amount of boredom in players, which lose the thrill of braving unfamiliar dangers (Koster, 2004).
  14. "mobact.c, Mobile action module". DikuMUD Alfa . MUDBytes. 1991. Archived from the original on 2011-07-18. Retrieved 2010-11-30.
  15. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 25. ISBN   0-13-101816-7. If ever there was a case of being in the right place at the right time, EverQuest (EQ) is it. It was basically a DikuMUD with a graphical client bolted onthe similarities are so close that under legal threat its server programmers were forced to sign sworn statements to the effect that they didn't use any actual DikuMUD code in EverQuest.