Mob (video games)
Hostile non-player characters in video games.
In video games, a mob (short for 'mobile object' or 'mobile') is a type of non-player character (NPC) that is typically hostile and designed to be hunted or fought by players. The term originated in early multi-user dungeons (MUDs) and was later adopted by massively multiplayer online role-playing games (MMORPGs) and other graphical games. Mobs are distinct from friendly or neutral NPCs, as they are primarily intended for combat and often serve as sources of experience points, currency, or quest items.
- Field
- Video game terminology
- Known for
- Generic hostile NPCs that players hunt and kill
- Origin
- Derived from 'mobile object' in MUD1 and 'mobile' in DikuMUD
- Related terms
- NPC, enemy, creep, player versus environment (PvE)
Lore & Background
The term 'mobile object' was used by Richard Bartle for self-moving objects in MUD1. Later, the source code of DikuMUD used 'mobile' to refer to a generic NPC, which was shortened to 'mob' in identifiers. DikuMUD heavily influenced EverQuest, and the term entered MMORPGs from that MUD usage. The term is an abbreviation, not an acronym.
In most modern graphical games, 'mob' specifically refers to generic monstrous NPCs that a player is expected to hunt and kill, excluding NPCs that engage in dialog, sell items, or cannot be attacked. Most mobs are capable of no complex behaviors beyond attacking or moving around. 'Named mobs' are distinguished by having a proper name rather than being referred to by a general type (e.g., 'a goblin').
Defeating mobs may be required to gather experience points, money, items, or to complete quests. Combat between player characters (PCs) and mobs is called player versus environment (PvE). PCs may also attack mobs because they aggressively attack PCs. Monster versus monster (MvM) battles, in which two monsters fight each other, also take place in some games.
Reader's Guide
The concept of the mob is central to many video games, particularly role-playing games and MMORPGs, where it provides a primary source of challenge and progression. Mobs serve as obstacles that players must overcome to advance, often dropping loot or granting experience points upon defeat. The term distinguishes these hostile, often simplistic entities from more complex NPCs that offer dialogue, trade, or story interaction.
Historically, the term evolved from early text-based MUDs, where 'mobile objects' were any self-moving entities. As graphical games emerged, 'mob' became a shorthand for the countless generic enemies populating game worlds. This distinction is important for game design, as mobs typically require less scripting and AI than interactive NPCs, allowing developers to populate large environments with combat encounters.
The legacy of the mob extends to modern gaming culture, where the term is still used by players to refer to any easily dispatched enemy. The concept also influenced the development of player versus environment (PvE) gameplay, which remains a staple of many online and single-player games. While the term can sometimes be used broadly to include all NPCs in a MUD or MMORPG, its most common usage refers to the hostile, killable creatures that form the backbone of many games' combat systems.
Did You Know?
- The term 'mob' is an abbreviation of 'mobile object' or 'mobile', not an acronym.
- Richard Bartle used the term 'mobile object' for self-mobile entities in MUD1.
- In most modern graphical games, 'mob' specifically excludes NPCs that engage in dialog or sell items.
Core Identity: The Mobile Enemy in a Text-Driven World
A mob, also referred to as a "mobile," is defined in MUD glossary terminology as an enemy monster. It occupies a distinct adversarial role in the multi-user dungeon ecosystem, standing in direct opposition to the player's character. When a player encounters a mob, the "consider" command allows them to assess the enemy's relative power before choosing to engage or disengage. Mobs operate within the same numeric framework that governs player characters: hit points represent a character's life, and depletion of those points means death, while mana represents a character's magic energy. The broader "stats" or "score" system tracks numerical attributes such as hit points and experience progression, applying to the entities players must overcome. A mob's "movement" value determines how far it can travel at once, making it a genuinely active presence in the virtual world rather than a static obstacle. The very term "mobile" underscores this quality: the mob moves, it acts, and it presents a threat that must be navigated through proper command syntax or risk a frustrating "guess-the-verb" situation where the player cannot articulate the correct action to the game.
The Encounter Experience: Syntax, Escape, and Survival
Interacting with a mob in a MUD is governed by a strict command-based interface, and failure to use the correct syntax results in "maving" — interacting incorrectly with the game world, such as typing the wrong commands. A player who intends to attack, flee, or otherwise engage a mob but does not know the proper verb faces a "guess-the-verb" situation, a uniquely text-based frustration with no visual prompt to guide them. "Exits" provide the options for leaving an area, serving as the player's primary escape route when a mob proves too dangerous to face. For those who need complete respite from hostile encounters, a "haven" is a designated place where players cannot be killed, offering sanctuary from both mobs and "PK" (player killers). A "newbie," a new or inexperienced player, encounters mobs with far less preparation than a "dino," a long-standing MUD player who has navigated countless such situations over time. The "equip" (a player's active items) and "inv" (carried possessions, or inventory) a player carries can determine whether a mob encounter ends in victory or defeat, making pre-encounter preparation a critical part of the experience.
Mobs and the Progression Ladder Toward Wizard Status
Mobs sit at the foundation of the MUD progression system that ultimately leads to "wiz" status — being promoted to wizard after completing the game. Players who achieve this milestone gain special rights, including the ability to create new MUD content, and are sometimes called "immort" or "immortals." The concept of "remort," defined as undoing one's immortal status, suggests that even those who have transcended the mob-filled world can choose to return to it voluntarily. The roles of "god," "admin," "arch," "imp," or "implementer" represent the MUD's administrators or owners, who oversee the very systems that generate and manage the mobs players encounter. "Mudflation" — the phenomenon in which endgame players accumulate wealth in virtual currency and drive down the cost of rare items — indicates that mobs are embedded in an economic ecosystem where currency and items circulate among players. "Rent," the virtual currency paid to preserve a player's inventory between sessions in a persistent world, ties even the player's possessions to this ongoing environment. The "log," a record of all activity in the MUD instance, means that every mob encounter is documented within the system.
Mobs in the Social and Roleplay Fabric of the MUD
Mobs exist within a rich social framework that extends well beyond simple combat mechanics. The distinction between "IC" (in-character) and "OOC" (out-of-character) behavior means that a player's interaction with a mob can be framed as part of a roleplay narrative or treated as a purely mechanical encounter. "PK," or player killing, is a separate category from mob combat, indicating that the MUD community draws a clear line between engaging an enemy monster and attacking another human player. "Multi-boxing" or "dual-boxing," where a player controls multiple characters simultaneously, can mean facing mobs with a coordinated party of one's own making. The "furry" concept — an anthropomorphic animal character — adds a layer of identity to the player characters who must contend with mob enemies. "Spamming," the act of posting excessive text that scrolls the screen, can occur during mob encounters when players communicate rapidly in chat. Even "tinysex," cybersex conducted through MUD commands or text, exists in the same command-driven world where mobs are summoned and defeated, illustrating the extraordinary breadth of human interaction layered atop the basic mob mechanic.
Frequently Asked Questions
What does 'mob' stand for in MUDs and video games?
In MUD and MMORPG jargon, 'mob' is a contraction of 'mobile object' or simply 'mobile,' used to describe any NPC that moves through the game world rather than being a fixed, static element.
What exactly is a mob in a MUD or MMORPG?
A mob is a hostile non-player character built around the idea that players will hunt and kill it, making it a primary source of experience points, in-game currency, or quest-related drops.
Where did the term 'mob' originate?
The word comes from MUD1, where it shortened 'mobile object,' and was carried through DikuMUD as 'mobile' before being widely adopted by graphical MMORPGs and other online games.
How is a mob different from a regular NPC?
Every mob is technically an NPC, but the label specifically marks it as a combat target; other NPCs—like shopkeepers, quest-givers, or neutral bystanders—are not meant to be attacked.
Why do players 'farm' mobs?
Because mobs are the core PvE (player-versus-environment) targets, players repeatedly defeat them to rack up experience, collect currency, or gather items needed for quests and gear upgrades.
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