Online gaming The 1970s

Documented to the year

The first multi-user dungeon opens on a university network

Roy Trubshaw and Richard Bartle built a text world at the University of Essex that many people inhabited at the same time. It named the genre and set the social patterns of every online world since.

Work began in 1978 and continued as the program was rewritten and expanded

Entry 34 of 164 in the record

What happened

Trubshaw's interest was technical before it was creative. He wanted several people logged into a university mainframe to share one described space and see each other's actions, a harder problem than it sounds on a machine designed to keep users apart. Having solved it and rewritten the program twice for maintainability, he handed it to Bartle, who filled the shell with rooms, objects, riddles and a ladder of ranks carrying a persistent player from novice to wizard with authority over the world itself.

Access widened as the university's computer became reachable from outside, including through research networks and, at certain hours, over international links, which brought in players with no connection to Essex at all. What they found there is now familiar to millions: cooperation, hierarchy, in-jokes, deliberate cruelty, and elaborate improvised etiquette to manage all of it. Bartle's later writing about the different reasons people play in shared worlds came directly out of watching this one.

The world at the time

British universities in 1978 had a mainframe or two, terminal rooms, and administrators watching processor time closely. Home modems were rare and expensive, and public online services barely existed. Playing a game on institutional equipment was a favor granted or tolerated, and the players were students, staff and whoever they could arrange an account for.

Historical significance

The persistent shared world begins here, along with the abbreviation that named the form. Long before graphics or subscriptions, this program established that the compelling part of an online game is other players, and that a world continuing while you are away is qualitatively different from one that waits for you.

What it changed

Hundreds of text worlds followed on university networks and dial-up services through the 1980s, then commercial versions on early consumer services. When graphical worlds arrived in the 1990s their designers were frequently veterans of text worlds, and the problems they met with economies, griefing and community management had all been encountered on a mainframe in England.

Sources consulted

  1. Designing Virtual Worlds Richard Bartle · New Riders · 2003
  2. Replay: The History of Video Games Tristan Donovan · Yellow Ant · 2010
  3. The Ultimate History of Video Games Steven L. Kent · Three Rivers Press · 2001

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction