Identity Workshop:
By Amy
Bruckman, MIT Media
Laboratory, asb@media-lab.media.mit.edu,
Mara@TrekMUSE,
“We offer her a toy situation so that she may reveal
and commit herself in its ‘unreality.’”
--
Erik H. Erikson[1]
1.TrekMUSE, 3:30 AM
It is 3:30 AM
EST, and I[2] am talking to my friend Tao[3] in my quarters aboard the Federation Starship the USS
Yorktown. Actually, I am in
Massachusetts and Tao is in South Carolina.
We are logged onto a Multi-User Simulation Environment (MUSE) based on a
Star Trek theme.[4] At this
moment, there are thirty-six people logged on from all over the world. My character name is Mara. Anything I say or do is seen by Tao, since
he is in the same room; anything which is announced is seen by
all thirty-six people logged on.[5] Our private
conversation-- about gender roles and the ways female characters are swarmed
with attention[6]-- is interwoven with a public conversation filled
with computational puns and Star Trek references:
Tao says "I have noticed that female char's have
that prob ... a friend of mine is playing a female to see if it is true ... and
he says it is"
Krag announces "@set me = Bored Don't tell me I'm gonna have to
>work<..."[7]
Tao says "You can never be sure ... but I
gurantee you I am male"
You say "it doesn't really matter to me"
Rev announces "Okay, I won't. :)"[8]
Tao announces "Krag, we didn't set you
Whine_ok"[9]
You say "but it does make ya wonder"
Tao nods[10]
Tao says "of course it does"
Mara laughs!
Agora announces "You're gonna have to
>work<... >;)"
Cheech announces "Yeah, I'm bored to but I sort
of promised not to make any more trouble for awhile..."
Krag announces "Hey now. I'm the self-proclaimed Whine Steward. Back off. ;)"
Tao chuckles
Fitch announces "are you related to Patrick
Steward? Oh, sorry."[11]
Tao was slightly lagged[12]
Public announcement from player #16216 'Edi':
"@give Krag = BOOT TO THE HEAD."[13]
You say "so i guess folks do more hanging out
than role playing"
Rev announces "That's Patrick Stewart."[14]
Cheech announces "*sigh*"[15]
Fitch announces "close enough :-)"
Tao says "depends ... at 3:30 am ... we talk and
hang ... at 3:30 pm there tends to be a lot of role-playing"
Mara nods.
Tao says "sometimes late can be more fun
..."
The conversation is multi-threaded and
multi-layered. The participants have
fanciful character names, and may or may not choose to discuss their real
identities. This particular environment
is organized around a theme: the television show Star Trek: The Next
Generation. The world is
organized into starships, starbases, and a central place called the hub of
intergalactic peace, a common space where people congregate. References to Star Trek and to the
programming environment in which this virtual world is constructed help to hold
the community together.
2. Introduction
2.1 MUDs, MUSEs, MUSHs, and MOOs
As of March 6th, 1992 there were 143 multi-user games
based on thirteen different kinds of software on the network.[16] [17] I will use
the term “MUD,” which stands for “Multi-User Dungeon,” to refer to all the
various kinds.[18]
When a person first logs onto a MUD, he or she creates
a character. The person selects the
character’s name and gender, and writes a description of what the character
looks like. It is possible for a
character to be male or female, regardless of the gender of the player. In many MUDs, a character can also be neuter
or even plural. A plural character could,
for example, be called swarm_of_bees or Laurel&Hardy.
MUDs are
organized around the metaphor of physical space. When you connect to LambdaMOO[19], you see the description:
The Coat Closet
The closet is a dark, cramped space. It appears to be very crowded in here; you
keep bumping into what feels like coats, boots, and other people (apparently
sleeping). One useful thing that you've
discovered in your bumbling about is a metal doorknob set at waist level into
what might be a door. There's a new
edition of the newspaper. Type 'news'
to see it.
Typing “out” gets
you to the living room:
The Living Room
It is very bright, open, and airy here, with large
plate-glass windows looking southward over the pool to the gardens beyond. On the north wall, there is a rough
stonework fireplace, complete with roaring fire. The east and west walls are almost completely covered with large,
well-stocked bookcases. An exit in the
northwest corner leads to the kitchen and, in a more northerly direction, to
the entrance hall. The door into the
coat closet is at the north end of the east wall, and at the south end is a
sliding glass door leading out onto a wooden deck. There are two sets of couches, one clustered around the fireplace
and one with a view out the windows.
This description is followed by a list of objects and
characters present in the living room.
LambdaMOO is organized around the metaphor of a large, rambling house.[20] Many MUDs
have a medieval setting. For example,
in most AberMUDs, players begin in a medieval village church. The compass directions, as well as in, out,
up, and down are used to navigate.
Each MUD is different. The type of MUD specifies the software in which the MUD is
built. Thus, the center of town is
similar for most AberMUDs, but the mountains, castles, and forests outside of
town are built by the administrators or wizards of the specific
game. In some kinds of MUDs, all of the
players help to build the world. Who
has the right to build and how building is monitored is a key feature that
distinguishes types of MUDs. Langdon
Winner cites Marx and Wittgenstein in making his claim that “social activity is
an ongoing process of world-making” [Winner 86]. In MUDs, this is true in a literal sense.
2.2 Adventure-Game-Style MUDs
While every MUD is different, there are two basic
types: those which are like adventure games, and those which are not. The earliest MUDs such as MUD1 and Scepter
of Goth were based on the role-playing game Dungeons and Dragons, and were
written in late 1978 to 1979.[21] They were
also based on early single-user text adventure games, such as the original
ADVENT by Crowther and Woods [Raymond 91, p. 31]. Currently popular types of adventure-game MUDs include AberMUDs,
DikuMUDs, LPmuds, and UnterMUDs. In
adventure-based MUDs, the object is to kill monsters and obtain treasure in
order to gain experience points.
As a character gains experience, he/she/it becomes more powerful.
In most adventure-style MUDs, once a character has
attained a certain level of experience or completed a set of quests, he/she/it
can become a wizard or god.
It typically takes a player hundreds of hours of playing time to become
a wizard. Wizards and gods have the
ability to extend the game world, and have almost total power over other
players. These communities have a
hierarchical social structure.
The MUD-FAQ[22] contains these entries on wizards and gods:
-What is a 'Wizard' on TinyMUDs/a 'God' on LPmuds?
Wizards/Gods are the people who own the database. They can do whatever they want to whomever
they want whenever they want. A more
appropriate name for them would probably be 'Janitor', since they tend to have
to put up with responsibilities and difficulties (for free) that nobody else
would be expected to handle. Remember,
they're human beings on the other side of the wire. Respect them for their generosity.
-What is a 'Wizard' on an LPmud?
An LPmud Wizard is a player who has 'won' the game,
and is now able to create new sections of the game. Wizards are very powerful, but they don't have the right to do
whatever they want to you; they must still follow their own set of rules, or
face the wrath of the Gods.
One Saturday in January of 1992, I adventured all day
on an AberMUD in Norway called DIRT.[23] One wizard
there enjoyed adventuring with our group of new players and being our big
brother and protector-- he got us back our magic items when we died, he kept
the party together by magically summoning people when they got cut off from the
group, and he cast high level spells to help defeat the monsters we
encountered. Another wizard logged on
played a god-like role. He appeared
from the sky and said mysterious things.
He took on alternative magical persona such as “Puff the Fractal
Dragon.” He was aloof and all-knowing.
Erik Erikson writes that “The playing adult steps sideward
into another reality; the playing child advances forward to new stages of
mastery” [Erikson 85, p. 222]. The
majority of MUD players are college students.[24] For most
players, MUDding is in between these two approaches to play. The drive to become a wizard is part of a
desire to achieve mastery. Mastery over
the game confers status within the community.
2.3 Tiny-Style MUDs
The other class of MUDs (TinyMUDs, TeenyMUDs, MUSHs,
MOOs, MUGs, and MUSEs) have a different philosophy, as the following notice
from QWest[25] makes clear.
There is an entry in the help system on the topic “goal”:
GOAL
There is no ultimate goal to this game, except to have
fun. There are
puzzles to solve, scenery to visit, and people to
meet. There are no
winners or losers, only fellow players. Enjoy.
Most non-adventure style MUDs allow all participants
to build onto the world. Players can
create objects, and rooms, and write programs to make objects function in
interesting ways. My first object was a
plate of spaghetti that “squirms uneasily” when anyone in the room uses the
word “hungry.”
In these MUDs,
status within the community is achieved by building. People strive to achieve mastery not over the virtual world but
over the programming language in which the world is built. Foo, a player we will meet more closely
later, found it disturbing at first that most of the world seemed to be already
built. It took him a great deal of
thought to find a project that was important, original, and within his
programming abilities:
I wanted to do something everybody could use. I wanted to be important. Everybody gets to that point-- they want to
build and they want to show off. {...}[26]
It's kind of a Freudian phallic thing, I guess-- that
need to create. I mean, that's what I
very much wanted to do. And to find
out that I couldn't was kind of
disturbing. I think that's why when
games start up everyone comes on right away, because they can create all these
things and say “isn't this neat-- this is what I built.” “I built the combat system on this game” or
“I built this” or “I built that.”
{...}
That's what I think a lot of the people love to do,
and that's why a lot of the games go (*expanding sound*) so fast. But it needs something more to keep it around.
Foo eventually did complete several significant
projects, and as a result was made a wizard on more than one MUD. As Foo points out, MUDs which allow building
tend to expand rapidly. Each game has
its own mechanism for limiting how much each person can build and monitoring
the over all quality of what has been built.
MUDs which grow unchecked tend to overwhelm the capacity of the computer
they are running on and eventually get shut down.
The first MUD of
this variety was called “TinyMUD,” and was written by James Aspnes of Carnegie
Mellon University in 1988. The
egalitarian and pacifist values of Tiny-style MUDs are quite different from
their predecessors. Where did these
ideals come from? Did they come from
they founding members of the community?
I asked this question of James Aspnes:
You raise an interesting question about the ideals of
the TinyMUD community coming from the few founding members. Most adventure-style games and earlier MUDs
had some sort of scoring system which translated into rank and often special
privileges; I didn't want such a system not because of any strong egalitarian
ideals (although I think that there are good egalitarian arguments against it)
but because I wanted the game to be open-ended, and any scoring system would
have the problem that eventually each player would hit the maximum rank or
level of advancement and have to either abandon the game as finished or come up
with new reasons to play it. This
approach attracted people who liked everybody being equal and drove away people
who didn't like a game where you didn't score points and beat out other players
(I did put in a "score" command early on since almost everybody tried
it, but most players soon realized that it was a joke). I think that this effect created a kind of
natural selection which eventually led to the current egalitarian ideals. I like the egalitarianism, but it wasn't my
original goal.[27]
This is a confirmation of Langdon Winner’s assertion
that artifacts have politics [Winner 86].
The change in the software encouraged different styles of interaction,
and attracted a different type of person.
The ethics of the community emerged. The design of the software was a strong factor in shaping what
emerged.
Are values inherent in technology or in the social
systems in which technology is embedded?
Winner concludes that it depends on the specific situation, saying that
“Rather than insist that we immediately reduce everything to the interplay of
social forces, the theory of technological politics suggests that we pay
attention to the characteristics of technical objects and the meaning of those
characteristics” [Winner 86, p.22]. For
example, nuclear power requires authoritarian control. Solar power is more compatible with
decentralized, democratic control; however, it does not require it. In the case of TinyMUD, the technology is
a social system. It is therefore
remarkable that the social changes TinyMUD caused were not intended by its
founder. Aspnes writes that “this
approach attracted people who liked everybody being equal.” Somewhat accidental features of the artifact
combined with a process of self-selection to create a community with a
strong, shared set of values.
2.4 Themed MUDs
Some Tiny-style MUDs are organized around fictional
worlds borrowed from commercial mass culture.
These themed MUDs form a special subset of Tiny-style MUDs. Participants take on variations of roles
from the fictional theme world.
Activity on themed MUDs includes role playing as well as the usual
building and casual socializing. The
theme shapes the design of the game and provides a shared body of knowledge and
interests for participants.
I chose to become a part of the community of a themed
MUD: TrekMUSE (see Section 2.5, Methodology). TrekMUSE is based on themes taken from the television show Star
Trek: The Next Generation. On
TrekMUSE, my character's name is "Mara." I am an Ensign in Starfleet.
I interviewed with commanders on multiple ships before I was offered a
commission aboard the USS Yorktown.
Earlier that day, I received a letter stating that a conference paper I
had submitted was rejected. When I
logged onto TrekMUSE that afternoon, I was depressed. When I was offered the position on TrekMUSE, I forgot entirely
about my conference paper. I had new
friends, and new roles to experiment with.
Why worry about a minor setback in real life? I was Ensign Mara of the USS Yorktown, the acting flagship of the
Federation!
A TrekMUSE player comments in the excerpt at the
beginning of this paper “At 3:30 am ... we talk and hang ... at 3:30 PM there
tends to be a lot of role-playing.”
Since I am in the navigation department of the Yorktown, when I role
play I control the ship’s navigation systems, obeying orders from the
commanding officer on duty.
My character is a member of the B’joran race, an
oppressed people modeled after the Kurds or Palestinians. In the television series Star Trek: The
Next Generation, B’joran characters are presented as rebellious and
disrespectful of authority. It is
therefore part of my job as a good role player to talk-back to authority and
occasionally disobey orders!
Each ship on TrekMUSE is a community within the
community. Each ship has its own
communication channel. Anything spoken
on the ship's channel is broadcast to all crew members logged on. When anyone from the Yorktown logs onto
TrekMUSE, it is customary to say hello on the ship’s channel. It is not customary to greet everyone on the
MUSE. Everyone on a ship knows one
another. When I first joined the
Yorktown, I was swarmed with friendly invitations to get acquainted, like “Hi
Mara! I’ve heard a lot about you!” It is a warm, social environment.
Ships are grouped into empires. The Yorktown is a member of the Federation
of Planets. Petty rivalries exist
amongst ships in the Federation. When
one officer on the Federation Starship Enterprise announced that the Yorktown
was a “bucket o’ junk,” this provoked a friendly shouting match, rather like
what might occur between rival high schools.
When the Federation was attacked by the Romulan Empire, however, such
rivalries were forgotten and the members of the Federation joined to fight the
common enemy. The community has a
complex structure.
Perhaps the most popular theme for MUDs is Anne McCaffrey’s
The Dragonriders of Pern series of fantasy books. In McCaffrey’s fiction, a person bonds for
life with a dragon. The dragon and its
rider become telepathically linked, and achieve a level of intimacy that is not
possible between two humans. The color
of a rider’s dragon confers status within the community.
2.4.1 Social Hierarchy
All the themed MUDs which I have observed have
hierarchical social structures. This is
perhaps because the fictional worlds in which they are based are
hierarchical. In TrekMUSE, participants
have ranks in opposing para-military organizations. I asked a director of TrekMUSE why ranks are necessary. He replied that it gives people something to
strive for. The MUSE software was based
on the egalitarian MUSH software, but includes a ranking function. This function was originally created for
administrative reasons-- experienced players who were willing to help maintain
the MUSE were given responsibilities and privileges. On TrekMUSE, the feature was adapted to add social hierarchy back
into the system. Thus, social hierarchy
was eliminated and then was gradually added back in.
MUDs can be seen as a workshop for exploring issues of
social hierarchy. Is a hierarchical
structure necessary for coordinating human group behavior? How do people obtain status within
communities? The world of MUDs does not
mirror reality; however, it brings the issues to the forefront and helps one to
begin to think about them. In Turkle’s
terminology, MUDs are evocative objects [Turkle 84].
2.4.2 Participatory Culture
Why are these
fictional worlds so popular? The world
of MUDs here intersects with that of fan culture. Fans of Star Trek attend conventions,
write stories and novels, make videos, and write folk songs about the Star
Trek world. In Textual Poachers,
Television Fans and Participatory Culture, Henry Jenkins analyzes fan
culture with an emphasis on fan reading and writing practices [Jenkins
92]. Like MUDs, the world of fandom is
an alternative reality that many participants find more compelling than their
mundane lives. The conclusion of
Textual Poachers is called “‘In My Weekend-Only World...’: Reconsidering Fandom,”
and begins with this epigraph from a fan writer:
In an hour of make-believe
In these warm convention halls
My mind is free to think
And feels so deeply
An intimacy never found
Inside their silent walls
In a year or more
Of what they call reality.
In my weekend-only world,
That they call make-believe,
Are those who share
The visions that I see.
In their real-time life
That they tell me is real,
The things they care about
Aren’t real to me.
[Burnside 87, quoted in Jenkins 92, p. 277]
The boundaries between real life and virtual reality
will be discussed further in Section 5, MUD Addiction.
2.5 Methodology
I began this project by investigating issues of
cyberspace and the self: Why do people
want to be in cyberspace? Who wants to
be in cyberspace? Cyberspace is a term
originally coined by the writer William Gibson [Sterling 86]. It can broadly be defined as referring to
networked multi-person communications, and is closely related to virtual
reality, the use of computer technology to create simulated worlds. Fiction about cyberspace is often called cyberpunk,
a term coined by the writer Bruce Sterling [Sterling 86]. What is the relationship between cyber
and punk? In what ways are the
fiction and the reality of cyberspace compelling visions? How do technology and fantasy shape our
construction of ourselves?
My inspiration for asking this particular set of
questions comes from my studies with Professor Sherry Turkle and her book The
Second Self: Computers and the Human Spirit [Turkle 84]. It is also a deeply personal
exploration. I learned to program
computers my freshman year of high school, 1979, and became part of a community
of people who “hung out in the computer room.”
I was the only girl in the computer room. At that same time, I also began to read science fiction, read
fantasy literature such as Tolkein, play video games, play computer games, and
play Dungeons and Dragons. Most of the
serious programmers shared all these interests. My friend Jonathan Feldschuh did a survey of the ten computer
room regulars, and found that nine of us had read Tolkein. Most of us had read the four-book series
more than once. The tenth stopped
hanging around the computer room soon after the survey was taken, and became
student technical director of the theater instead.
Why do all these interests go together? I believe that answering this question is a
key to help understand the emotional appeal of cyberspace technology.
My methodology is also inspired by Sherry Turkle’s
work. To begin to answer these
questions, I posted an electronic mail notice asking cyberspace researchers and
readers of cyberpunk fiction to volunteer to be interviewed. I interviewed eleven people for one to two
hours each. I began by asking questions
about their readings in cyberpunk, science fiction, and fantasy. I asked about their interest in video games,
computer games, and computer programming.
To attempt to understand their conceptions of themselves, I asked about
their hobbies as a child, their athletic ability, their fashion sense, and their
politics. Finally, I asked each person
what they would like cyberspace to be like.
The interview ran a different course with each subject since I let
myself be guided by their interests; however, this is the general form that the
conversations took.
What emerged from
these interviews was an understanding that I was working on at least five
different papers:
• Why do all these things (computer programming,
fantasy literature, science fiction, video games,
computer games, role-playing games, and the like) go
together?
• The body:Why do people want to escape from
their physical bodies and into cyberspace?
Can
we apply the theories of Michel Foucault and Donna
Haraway to the emerging cyberspace?
• Visions of the future of cyberspace: What do
visions of the future of cyberspace reveal about an
individual’s psychology and the impact of technology
on people?
• William Gibson’s fiction, the text as read:Gibson’s
fiction portrays a bleak future. Human
relationships are fragmented, and adolescent rather
than adult in character. The natural
environment has disappeared into one big urban
sprawl. The only admirable occupations
are
stealing other people’s data or being a simstim[28] star. The
people who actually do legal,
productive work in cyberspace are portrayed as drones,
and those who use simstim are addicted
idiots. Racism
and sexism are rampant in Gibson’s writing.
Given these facts, why is Gibson’s
writing so popular?
Why has it sparked a movement?
The fifth paper, the one you are reading, is on Multi-User
Dungeons. It became apparent to me that
cyberspace and virtual reality already exist in MUDs, and fascinating
social phenomena have emerged from them.
To try to understand MUDs, I began to read the USENET
news group rec.games.mud,[29] and try out various MUDs on the network. After a month of peeking into different
communities, it became clear that to understand them, I would have to become an
active part of one of these communities.
Since I am fond of Star Trek, I chose TrekMUSE.
In making the decision
to become part of a community, I dived head-first into the methodological
debate about distance from the object of study. Jenkins writes about fan culture both as an academic and as a
fan:
Does this color what I say about fandom? Almost certainly, which is why I am
acknowledging it at the outset. In a
recent critique of ethnographic work on audience resistance, David Sholle warns
of the dangers of overidentification with the research subject: “the stance of the
ethnographer... must still to some extent retain a dimension of distance from
the situation. There is a danger of
taking up the standpoint of a fan and thus confusing one’s own stance with that
of the subject being studied.”[30] While
conceding that such a risk (media study’s particular version of “going native”)
is present in writing an ethnography from within the fan community, I must note
as well that this danger is not substantially lessened by adopting a more
traditionally “objective” stance. In the
past, scholars with little direct knowledge or emotional investment within the
fan community have transformed fandom into a projection of their personal
fears, anxieties, and fantasies about the dangers of mass culture. This more distanced perspective did not
ensure a better understanding of the complexity of the phenomenon so much as it
enabled scholars to talk about a group presumed incapable of responding to
their representation [Jenkins 92, p. 6].
Like Jenkins, I choose to study the phenomenon from
within the community. The guidance of
Sherry Turkle has provided the important counterpoint of a more distanced
perspective.
3. Identity
I approached the task of becoming a part of the
TrekMUSE community with a mixture of delight and guilt. As I have loved computer games, pinball, and
science fiction over the years, I love MUDs.
However, it is a guilty sort of pleasure. When I play, I feel that I ought to be doing something
else. I worry that I am wasting my
time. I fear that I am being a nerd.
Many MUD players share these fears. Foo plays MUDs more than forty hours per
week. He is logged on all day at work,
and is always playing, except when his boss is looking. The name “Foo” was originally given to him
by his fraternity brothers, and he now uses it as his character name. Foo is twenty-two years old, and has been
delaying finishing his last few requirements for his undergraduate computer
science degree. I interviewed Foo in
person, on audio tape.
3.1 From the Virtual to the Real: A Party
Foo once attended a weekend-long real-life party of
people who had met on a MUD. People
came from all over the country to meet their net friends in real life. Foo is handsome and well dressed, and tells
me that he was depressed by how unattractive everyone else at the party
was. He is afraid that if he stays a
part of the MUD community, he will become like them. On Friday night of that weekend they had a costume party:
Foo: I had to leave soon, so I stayed half an hour, maybe
an hour or something, and I was completely uncomfortable there. I've
never seen such a group-- this is going to sound really harsh-- of socially
inept people in my life. It really seemed like Hal, Greg and I were the only
normal people there. It was just--
frightening! (*laughs*) I couldn't fathom it.
But for some strange reason I decided I'd go back
Saturday. The whole thing didn't get better. So we went back to Tip's
apartment, but then we had to go back from Tip's apartment because even us
talking was too much noise. So we went over to Roger's house. Roger wore the
klingon costume again on Saturday. Everyone else was wearing normal clothes. He
decided he'd wear the costume. My image of that weekend that sticks in my mind
and that absolutely frightens me
(*laughs*)... Roger has all of the School-House Rock videos. You know like from
when we were kids all the little, you know like the Constition Song and the guy
who (*sings*) 'well I'm a bill and I gotta be passed in the law'-- the whole
thing.
Amy: Oh yeah!
I know them well!
Foo: Yeah, I mean, they're great, they're cool. Roger
(*laughs hard*) stood there in a Klingon outfit in his house in front of the TV
playing school-house rock, singing and dancing to it, for everybody else's
entertainment.
Amy: (*laughs*) In a Klingon costume!
Foo: It was so sad.
And I just couldn't... I...
Amy: And it wasn't funny, it was more pathetic than
funny?
Foo: (*laughs* ) They were getting a kick out of
it! That made it even worse to me! I
was just like... Does nobody else find this frightening?? I mean, I was just really worried that god,
I'm gonna grow up and be like this? I
mean it was like if I wanna be a hacker, I'm gonna end up like this? Dancing
around in a klingon costume? In front
of a TV? Playing school house rock?! I
was so frightenned! God, it was
horrible!
Foo’s image of
himself is threatened by the poor social skills of his peers. Not all MUD players are computer scientists;
however, the MUD culture is sister to the hacker culture. Turkle writes of the hacker culture:
Through these descriptions emerge the large outlines
of the hacker culture: a culture of mastery, individualism, nonsensuality. It values complexity and risk in
relationships with things, and seeks simplicity and safety in relationships
with people. It delights in ambiguities
in the technological domain-- where most nonscientists expect to find things
straightforward. On the other side,
hackers try to avoid ambiguity in dealing with people, where the larger culture
finds meaning in the half-defined and the merely suggested. [Turkle 84, p. 223]
Why are people who fit the personality profile Turkle
describes attracted to computers and to MUDs?
Perhaps one draw is the fact that in virtual reality you can escape your
physical body and create a beautiful, sexually attractive self with a line of
text. The non-sensual person is
instantly sensual. Social relationships
are less threatening: at any time you can always create a new character and
start over.
It is important
to note that not all MUD players fit Foo’s description of the people at the
TINY2 party. Foo himself does not, and
his experiences at a second party were quite different:
I went to another TINY2 party this weekend. Many of those from the dreaded other party
were there, along with over a dozen
other people that I have never met before. It would appear that some of my
interpretations of the first party were unfounded. Many of the people I met
there were a little idiosyncratic, but
this time, these idiosyncracies were _normal_! There were the typical clueless
geeks and nerds, but the overall representation more closely resembled that of
'average' society. There were comp sci types, a journalist, a sociologist, a
history major, a psych major, art-fag types (you know, all in black), fashion
bugs, metal heads, just a lttle bit of everything. It was much more
life-affirming. :)
Foo’s description of the people he met at the first
TINY2 party captures a common stereotype.
The persistent appearance of the stereotype indicates that it has some
significance. However, it is unclear
what portion of the community fit that description.
Foo tells me more about the people at the first party:
Amy: Did you find a lot of people who were
unattractive who had character descriptions that were “Tall, handsome, and...”?
Foo: Well, Gayle[31] is the perfect example. Gayle is... facially, she's attractive, but she's really
overweight, and all of her character descriptions-- Renata on Trek is an Orion
and the description is “this stunning beautiful green-skinned woman walking
around naked.” You know, Orions are the
Orion slave girls, that's the whole point.[32]
Amy: Oh, right, of course!
Foo: So, that's her description there. One of the things that she says a lot on
TINY2[33] as Marla, she's like always “You don't like me
because I'm flat chested." And she
is the farthest thing from flat chested, but she says that all the time,
just to... I have no idea why!
{...}
To the people who know her in real life she always
throws a little smile up on the end, you know- the little :), and we're all
like 'yeah, yeah, sure, whatever' and, but to everyone else, I mean like Hal
when he first met her, he was absolutely convinced she was going to be flat
chested from the way she kept talking about being flat chested. So he envisionned this kind of short,
petite, little woman of nothing, basically.
And he's like “Well!'“ (*laughs*)
So, maybe that's why in most of my descriptions I try to keep them, kind
of something similar. “Foo is
6'1", Vulcan with black hair, straight black hair, and pointy ears” or
something, and “kind of a red tint about his skin.”
Amy: Are you supposed to be a Vulcan?
Foo: Yeah, I related to the character immediately when
I came on, like, I wanna be a Vulcan.
Amy: But you're too silly to be a Vulcan![34]
Foo: I'm Vulcan's first comedian, so that's the way
I... I just.... There's something to be said for
the.... If you've grown up in a family
where, in a situation where you're the kind of person who represses your
emotions or whatever, because you feel like you don't, you can't express them
to people, or you feel that they won't understand. That's the kind of thing I grew up with, with my family. My parents are great. They're very loving, very understanding
parents, but I just couldn't relate to them.
I was-- both my parents are blue-collar workers, they graduated from
high school, had no collegiate hopes, and I'm just... a freak! I'm a complete
freak in the family! {...}
I never really felt like in my family I had someone I
could share with. So Vulcan was just
kind of automatic for me, because it's just like-- oh, OK, I'm a Vulcan! (*laughs*)
So, I mean it's not like I'm kind of this repressed walking emotional
bomb or anything, because you know everybody's got friends, but it's just that,
that's the kind of way I grew up. Until
I got here at college where I kind of figured out who the hell I was and stuff.
One of the things I found that you'll find a lot in
the personalities of people who MUSH is that the person is someone that's kind
of like underneath, the person who's underneath and hidden but doesn't want to
come out. Like when Gayle is upset and
she comes on, she comes on as Susie, the Vulcan that's kind of attached to me. So she'll come on and she's just like “hi,
how ya doin,” I'm like “oh fine,” and I'll hang out and I'll talk with
her. And she's really upset and she
doesn't talk to anybody about it, but she'll talk to me. You know, she's the kind of person who
doesn't.... She's a lot like me “well
I'll try to deal with it myself.” And
then the person she talks to is me, you know, if she's really feeling upset
about something. I mean, I'm sure she
has friends down there she talks to as well.
But she's like “I can't believe I just told you that.'“
It seems like the people on the net, the kind of stuff
that they do is stuff that they want to do, but for some reason they
don't. I don't think I'm anywheres near
as silly as I am on the game, you know in real life, I'm just a very kind of in
general pretty serious person and kind of go through things the right way. On the game I'm just like (*silly sound*)
what the hell, let's have fun! Who
cares! And if someone pisses me off,
I'm just like “shut up, punk.” I mean,
you saw it last night when I was sitting there ragging on that guy who was
saying (*whining*) “well, we'll boot you”
and I was like “c'mon, I dare you, you little punk!” And I was laughin my butt off on a channel
with Cheech. And he was like “dude,
man, you're sounding really vindictive!'“ and I'm like “I'm having fun with
this guy! I'm toying with him.” He goes, “That's not what he thinks! You should see the stuff he's paging me!'“
And I'm like “Oh, OK.”
Gayle is overweight and has a large chest. She has different characters for different
moods: Renata is gorgeous and sexually
desirable. Marla is petite and flat
chested. Susie is an emotionless
Vulcan. Gayle uses these personalities
to help sort out her feelings about her real self.
Foo has chosen a character description that is similar
to his real self. His character is an
emotionless Vulcan. Foo tells me that
he has trouble expressing emotions and tends to always try to work things out
himself. He has not had any romantic relationships
for the last two years, because he feels overwhelmed by other people making
demands on him. However, on the net,
his behavior is entirely different. He
is outgoing, cheerful, silly, and loved by all. While he normally represses any anger he feels, on the net he
delights in expressing it. On the net,
he is who he wants to be.
Examples abound.
Jack is a British student studying in America. He logs onto MUDs in the morning when it is afternoon in Britain
and many British players are on. He
enjoys confusing them-- he tells them he is in America, but displays a detailed
knowledge of Britain. On further
questioning, Jack tells me he is trying to decide whether to return to Britain
or continue his studies in America.
What does it mean to be British or American? Jack is exploring his sense of national identity in virtual
reality.
In Childhood
and Scoiety, the psychoanalyst Erik Erikson writes of a four-year-old girl
who was brought to him because of a bed-wetting problem:
The child indicates clearly that I will not get
anything out of her. To her growing
surprise and relief, however, I do not ask her any questions; I do not even
tell her that I am her friend and she should trust me. Instead I start to build a simple block
house on the floor. There is a living
room; a kitchen; a bedroom with a little girl in a bed and a woman standing
close by her; a bathroom with the door open; a garage with a man standing next
to a car. This arrangement suggests, of
course, the regular morning hour when the mother tries to pick the little girl up
“on time,” while the father gets ready to leave the house.
Our patient, increasingly fascinated with this
wordless statement of a problem, suddenly goes into action. She relinquishes her thumb to make space for
a broad and toothy grin. Her face
flushes and she runs over to the toy scene.
With a mighty kick she disposes of the woman doll; she bangs the
bathroom door shut, and she hurries to the toy shelf to get three shiny cars,
which she puts beside the man. She has
answered my “question”: she, indeed, does not wish the toy girl to give to her
mother what is her mother’s, and she is eager to give to her father more than
he could ask for. [Erikson 85, p.
49-50]
Erikson states that “We offer her a toy situation so
that she may reveal and commit herself in its ‘unreality’” [Erikson 85, p. 52]. The virtual world of dolls and blocks
created a safe space in which the little girl was able to express her
feelings. Virtual worlds, whether they
are made of blocks of wood or blocks of text, form a rich psychological play
space.
Foo has a good knowledge of who he is as a person,
both on and off the net. He is
sensitive to the moods and personas of his friends. He clearly understands the concept of identity. MUDs are a workshop for the concept of
identity. Many players notice that they
are somehow different on the net than off, and this leads them to reflect on
who they are in real life. It helps
people to understand the concept of identity and the ways in which we construct
ourselves.
People with poor social skills, like those that Foo
met at the party, find refuge within the world of MUDs. Paradoxically, that world is first and
foremost social. One cannot fail to
develop a greater understanding of social phenomena through living within it.
3.2 From the Virtual to the Real: A Romance
DePlane tells me
he plays MUDs twelve hours a day. He is
not exaggerating-- every time I log on, he is there. He is always there, and is always actively participating. The night I first met him, he announced to
all present that he had been logged on for twenty-six hours straight. He asked the crowd to dare him to go for
forty-eight. I interviewed DePlane on
one of the two MUDs he plays regularly.
I asked him how MUDding has affected his life:
DePlane says "Over the two, I have made very many
friends."
DePlane says "I fell the friendships are much
deeper and have better quality than the ones I ahve made in RL[35]."
DePlane says "The two have also helped me take my
mind off of depressing things..."
You say “like what?”
DePlane says "My dorm caught on fir about 4 weeks
ago, and I was really upset."
DePlane says "So I turned heavily to MUDing.”
You say "did you lose all your stuff?"
DePlane says "Yes, almost everything."
Mara frowns.
"That's awful."
DePlane says "That was a time when my friends in
VL[36] helped alot."
DePlane says "I also used to be somewhat
suicidal, and used to abuse alcohol quite a bit."
DePlane says "But now I have something much more
fun and safe to do!"
DePlane says "I really enjoy helpin people on
this, it gives me a feelin that I'm doin something useful with my time."
DePlane says "And gettin totally lost in my
character is ALOT of fun, too."
DePlane is a
freshman in college. He tells me that
he is getting at least B’s in all his classes.
He has lots of free time, because he likes to sleep only four hours a
night. He has few successful
relationships with people in real life.
Like Foo, he has difficulty expressing his feelings:
Deplane says “My father was an alcoholic, we never got
along, and I became very closed off from the world... always hidin my feelings
inside.”
On the network he
has made friends which seem more real to him than those he has made in real
life. He even made a network
girlfriend, Delilah. DePlane and
Delilah exchanged photographs, talked on the phone, and finally agreed to meet
in real life. Deplane flew across the
country to meet her in person over spring break. The body of this paper was written while he was away; I left this
section temporarily blank, eagerly awaiting his return. I expected disaster, but was glad to be
proved wrong:
DePlane says "Yes, she was so sweet, and kind,
and loving...I felt so wonderful
next to her...she was even nicer in person than over
the net."
It seems at first remarkable that their real-life
encounter was not a disappointment.
However, perhaps it becomes less surprising when one considers that
Delilah spends as much time as DePlane on MUDs. The two spent enormous amounts of time talking in virtual reality
before they met in real life. One of
the ways in which DePlane and his new girlfriend Delilah are alike, he feels,
is that they both “give to others but take so little for [themselves] in
return”:
Deplane says "Hmmm...well..like when my Dorm
burnt down...yet I had some friends
with problems, and I just helped them with their
problems, and didn't even
mention that....and she does it all the time..when she
was havin probs
deciding what to do, she was almost in tears one nite
I was there, one of her
friends called, and she totally pushed her problems
out of her mind to help
him."
Delilah’s “prob[lem]s deciding what to do” concern her
other virtual boyfriend, Nick, a British student she met over the net before
meeting DePlane. Nick planned to come
meet her over his summer vacation. While DePlane visited Delilah, she worried
about what to do about her relationship with Nick. In the end, the now embodied DePlane beat out his still virtual
rival.
Delilah is going
to fly to visit DePlane in Pennsylvania in a few months, and is considering moving
there permanently. Will their
relationship withstand more than a vacation visit? Will DePlane and Delilah return to the non-virtual world
together? DePlane believes that he will
MUD much less if Delilah comes to live near him:
You say "do you think your life will change if
she moves to be with you?"
You say "I mean your daily life -- the way you
spend your day"
DePlane says "Yeah, I will wanna be with her
more...I would probly give up
one of the two MU*s I play."
Is a real-world friendship more valuable than a
virtual one? DePlane states that his
MUD friendships “are deeper and have better quality” than the ones he has made
in real life. Paradoxically, he
prepared for his visit to see Delilah in real life with tremendous
enthusiasm. Although sexual interest
may be part of his enthusiasm, the situation is not simple. Before they ever met in reality, DePlane and
Delilah had text-based sexual relations.
“TinySex” is a common occurrence on MUDs.
I asked DePlane whether he now feels differently about
the relative merits of virtual and real friendships. He stills feels that his best friends are ones he has made over
the network, but he agreed that after meeting Delilah in person “both of
[their] feelings intensified strongly,” and “the actual physical being there
seems to heighten things.”
Regardless of the fate of their romance, it is clear
that DePlane has grown as a person through his experience with MUDs. He is no longer alcoholic or suicidal, and
he is no longer lonely. He has a large
group of net friends, and one of those virtual friendships has become a real
romance.
4. Gender Swapping
The impact of gender on social interactions is
sometimes subtle in real life, but is obvious in MUDs. New female players are often swarmed with
male players vying for their attention.
The male players offer technical assistance and gifts of money or
objects to help the female player get started.
A male player on an LPMud[37] spontaneously
gave me a bunny-skin helmet and a black cocktail dress. (The dress functioned as armor. ) A male player on TrekMUSE demanded a kiss
after answering a technical question.
Suggestive comments and winks are common.
Most people would
acknowledge that gender affects human interactions. Gender swapping on MUDs allows people to experience rather than
merely observe this phenomenon. On the
USENET news group rec.games.mud, a discussion about practical jokes in MUDs
eventually turned to the topic of gender switching:
From: Andrew[38]
Subject: Re: MUD practical jokes?
Date: Sun, 26 Jan 1992 10:01:26 GMT
Bill writes:[39]
>Of course, the "bestest" of all
practical jokes is for a guy to play a
>female character, pretending that he's female in
real life, and getting
>loads of help in the meantime. :) I know, I have done it. Got as far
>as the guy wanting me to give him my real phone
number, etC. I put it off for
>weeks until the guy was near suicidal stage (don't
know if he's roleplaying
>also though :)
Then, I finally told him the truth.
>
>Accomplished the same thing to several other
"guys" also. There was even
>this guy from my campus trying to pick me up on
mud. Little did he know
>that I live several rooms down the hall from him
in the same dorm.
Back when I had time for MUD, I, too, played female characters.
I found it extraordinarily interesting.
It gave me a slightly more concrete understanding of why some women say,
"Men suck." It was both amusing and disturbing.
But there were male players who did impress me. One most gallant player I met, coincidentally,
on HoloMUD[40]. He was
courteous and eloquent; such traits were uncommon among the male MUDders I
encountered in my masquerade. By
chance, we both met on another MUD under different names. When I said I could be reached on HoloMUD,
he asked who I was, and we both had a good laugh when the truth was
revealed. Sadly, my poor character lost
his attention thereafter, but she's resilient...
Another person I encountered did not take such
revelation nearly so well. Upon our
first meeting, he'd told me of his sorrow at breaking up with a girlfriend, and
I tried to be kind and supportive.
When it became evident that he was seeking more than
friendship, I was faced with a difficult choice. I couldn't lie to him further, but the truth would be painful at
a time when he really did not need pain. I couldn't keep dodging his questions
about RL. RL intervened by occupying
all of my MUDtime, and when we met later on a different MUD, I reluctantly told
him the truth. He was understandably
hurt and angry, but he got over whatever pain he felt, and our relationship
remained amiable.
This taught me a well-deserved lesson, however. It's dangerous to tamper with others'
visions of reality. You can distort
them much more easily than you think, and you can hurt people. Please note that
this observation applies to myself only. I won't presume to inflict my beliefs
on others.
Andrew's masquerade is a psychological
exploration. Bill takes a mischievous
delight in deception for profit. Each
in his own way has come to understand better how gender structures human
interactions.
It is worth noting that the way women are treated in
MUDs is not the same as the way women are treated in real life. Men at cocktail parties have never given me
skimpy black dresses or requested kisses in exchange for directions to the
refreshments-- it is rarely that blatant.
However, the treatment of women in MUDs and in real life are not
entirely unrelated. Being able to
experience rather than merely observe the differences in virtual reality helps people to understand the phenomena in
real life.
Carol offers a
different response to Bill's posting:
From: Carol
Subject: Re: MUD practical jokes?
Date: 27 Jan 92 09:27:18 GMT
Bill writes:
>Of course, the "bestest" of all
practical jokes is for a guy to play a
>female character, pretending that he's female in
real life, and getting
>loads of help in the meantime. :) I know, I have done it. Got as far
>as the guy wanting me to give him my real phone
number, etC. I put it off for
>weeks until the guy was near suicidal stage (don't
know if he's roleplaying
>also though :)
Then, I finally told him the truth.
I don't think that's particularly funny - but then I
play in Britain, so I think that summoning high levels out of peaceful rooms
into the midst of hordes of vicious first-levels *is* funny.[41]
WHat I *do* think is funny is this misconception that
women can't play muds, can't work out puzzles, can't even type "kill
monster" without help. (Okay, I admit we have it on this side of the
Atlantic too...) Thanks, guys. When we get JIPS,[42] remind me not to waste my time on Atlantic muds –
they obviously suffer from the same defect as those over here. I log on, they
work out I am female, and then the fun begins. Oh joy! After all, I don't log
on to see whether people have found bugs with my little area, or to dispense
arbitrary justice ("Please, Miss, he stole my sword!") or to find a
friend. I call Aber-o-rama[43] (for this is the place) expressly to meet little
spods who think (I assume) that because I am female I need help. People
offering me help to solve puzzles *I* wrote are to going to get very far.
Do you think all women in real life too are the same?
We don't squeak and look helpless *all* the time (in my case, only when I am
tired and can't be bothered to wire the plug, change a fuse or remove the
centipede from the bath (I really should move house...)).
Fortunately things are not that bad on Aber-o-rama.
Usually. But if Anarchy carries out his threat of putting the machine running
it onto internet, then look out for me...I shall forget my wizard, sign the
assassins' handbook, and be out for justice on behalf of all other women who
have had their time wasted by people thinking all women behave the way Bill
plays his characters :-)
For the humour-impaired: Now don't get on your high
horses. All stroppy mail will be cheerfully junked (I haven't that much quota)
But remember: that woman you are chatting up happily may one day turn out to
Bill - or, worse yet, it may be me, wasting your time. I'll sit there and chat
you up too, gauge what you know about the game, and
then drop you in any area of the game you don't yet know. If there ain't one, I
shall make one first :-)
PS No doubt Bill was already replied to. Possibly in
spades – which would explain the size this newsgroup grew to over the weekend.
If so, then you'll have hit 'k' on the subject anyway if you have any sense[44]. I've read this group for a year or so now, and
watched the flamings with interest...how *can* you get so het up about what is,
after all, only a game?
Dennis concurs
with Carol:
From: Dennis
Subject: Re: MUD practical jokes?
Date: 27 Jan 92 20:27:50 GMT
Carol writes:
>WHat I *do* think is funny is this misconception
that women can't play
>muds, can't work out puzzles, can't even type
"kill monster" without help.
I played a couple of muds as a female, one making up
to wizard level. And the first thing I noticed was that the above was
true. Other players start showering you
with money to help you get started, and I had never once gotten a handout when
playing a male player. And then they feel they should be allowed to tag along
forever, and feel hurt when you leave them to go off and explore by
yourself. Then when you give them the
knee after they grope you, they wonder what your problem is, reciting that
famous saying "What's your problem?
It's only a game". Lest you
get the wrong idea, there was nothing suggesting about my character, merely a
female name and the appropriate pronouns in the bland description. Did I mention the friendly wizard who turned
cold when he discovered I was male in real life? I guess some people are jerks
in real life too.
Ellen provides an
interesting counter point:
From: Ellen
Subject: Genderbending (was Re: MUD practical jokes?)
Date: 28 Jan 92 20:00:24 GMT
Dennis writes:[45]
>Carol writes:
>>WHat I *do* think is funny is this
misconception that women can't play
>>muds, can't work out puzzles, can't even type
"kill monster" without help.
>I played a couple of muds as a female, one making
up to wizard level.
>And the first thing I noticed was that the above
was true. Other
>players start showering you with money to help you
get started, and I
>had never once gotten a handout when playing a
male player.
This is very odd.
I played LPmud once, just to find out what it was like. Since most LP'sdo something hideous with my
preferred capitalization of my preferred name, I chose a different name, and
thought, what the heck, I'd try genderbending and find out if it was true that
people would be nasty and kill me on sight and other stuff I'd heard about on
r.g.m[46]. But, no,
everyone was helpful (I was truly clueless and needed the assistance); someone
gave me enough money to buy a weapon and armor and someone else showed me where
the easy-to-kill newbie[47] monsters were.
They definitely went out of their way to be nice to a male-presenting
newbie... (These were all
male-presenting players, btw.)
One theory is that my male character (Argyle,
description "A short squat fellow who is looking for his socks") was
pretty innocuous. Maybe people are only nasty if you are "A
broad-shouldered perfect specimen of a man" or something of that nature,
which can be taken as vaguely attacking.
People are nice if they don't view you as a threat.
Ellen's point is intriguing, and takes the discussion
to a new level of sophistication. In Group
Psychology and Analysis of the Ego, Sigmund Freud suggests that “love
relationships... constitute the essence of the group mind” [Freud 89, p.
31]. Issues of sexual power structure
interpersonal interactions, and are more complex than “boy chases girl.” Argyle's description invites a phallic
interpretation-- he is short and squat, and the reference to socks carries a
connotation of limpness. Since Argyle
is clearly not a sexual threat, he receives
kinder treatment.
One cannot fail to be impressed by the quality of the
netnews discussion, as Sherry Turkle was impressed by listening to small
children discuss whether a computer could cheat [Turkle 84]. MUDs are an evocative object for issues of
gender and identity in general.
5. Mud Addiction
MUDs were banned
at Amherst college in early 1992, a step that many colleges and universities
have chosen to take. In most cases,
MUDs are banned because system administrators are concerned about the drain the
games are putting on their limited computing resources. However, there is also often a concern that
some students are becoming addicted to MUDs.
Felix, an Amherst student, writes on rec.games.mud:
As to comments about my personal attachment to
MUD: If you think I was freaked
at the loss of MUD (and when I wrote that article),
you are right. If you
think I now lay under the covers of my bed, afraid to
face the world, you are
WRONG. I have
as much of a non-MUD life as anyone! In
fact, among the Amherst
MUDders, I spent comparatively little time on the
system- about 20 hours per
week. Some of
my friends spent four times as much.
Felix’s tone is defensive; he appears to be worried
about how much of a “non-MUD life” he has.
He appears to be trying to convince himself as much as others that he
has a life outside of MUD.
In the world of MUDding, 20 hours a week is not much
time. Foo MUDs more than 40 hours per
week, and DePlane MUDs over 80. This is
shocking when one compares that time investment to the hours it would take to
play a varsity sport, be on the staff of a school paper, or have a typical
social life. For many players, MUDding
substitutes for all other social activities.
For some, virtual
reality becomes more “real” than real life.
Jean Baudrillard called this phenomenon the hyperreal. Disneyland is more American than America
itself could ever be [Baudrillard 88].
Representations of reality can be more compelling than the real thing. MUDding is not “just a game,” as Geoff
eloquently argues on rec.games.mud:
But the simple fact of the matter is that, to MANY
players, it is NOT "just a game".
Everybody mouths that phrase (usually when it protects their own
actions) -- but it's clearly false. Oh,
to *some* people, it *might* be just a game... but to many -- perhaps most --
it is not.
People spend _hours_ in front of terminals working on
their characters, their objects, or making wiz, or whatever. When people spend _that_ much of their lives
devoted to building something, it is no longer "a game". Also, the interactions that take place
between human beings using the computer as a medium are every bit as real as
those that take place in person, over the telephone, or whatever. Yet, many
people do many things in VR[48] that they would never do in RL (I'm not talking about
hacking at fake monsters, I mean in their interactions with other
"players", who are really people on the other end).
Some people get their kicks out of having the sort of
petty power over other people that high-level chars on LPs, wizzes, gods, etc,
have (many use it well, of course, and *someone* has to do it -- I'm not
knocking admins -- I was a wiz myself on a now-dead mud). But sometimes they
use it by simply bashing all the player files and starting over, for who knows
why, just 'cuz it doesn't bother them, and maybe it might be fun to watch all
these people squirm and whine. Now I don't know anything about what happened on
Orlith, and I'm not trying to make commentary about that specific situation --
but the fact is that this sort of thing happens.
But if you knew someone, who, in RL, suddenly came
along and, on a whim, just deleted, say, your 20-page paper, you'd think that
person was a jerk -- even if you were writing it on *their* computer and had no
"right" to keep it from being deleted.
To say that players on a mud are a dime-a-dozen is to
say that *people* are worth no more than a dime-a-dozen. When I was a wiz, I ran into this attitude
among my compatriots all too frequently. Whether you're a mortal or not, you
need to realize that the "players" on muds have feelings and lives
just as real as yours. I've seen far
too many people be needlessly hurt.
If you think someone in RL might get upset if you
started cursing at them in public -- guess what? They'll probably get upset on the mud, too. <shock -- it's only "just a
game"!> The sad part is that people who have too much self-respect and
restraint to do those sorts of things in RL often do it through muds, where
anonymity and distance protect them.
Is MUD addiction
a serious problem? For some people, it
is. In the course of a discussion about
stealing and killing other players on MUDs, Peter posted this warning to rec.games.mud:
This is really kind of a warning to Mudders everywhere. If you are already totally addicted, this
isn't going to help one bit (I know, I've been there), because you're going to
have to become disillusioned yourself before you are satisfied with what I am
about to say. Mudding is an absolute
waste of time and energy.
Now you may say that you are having fun, and you may
have some goals in your mind (to become a wizard is the usual), but it's a
neverending thing, and once you know what goes on behind the scenes, it's no
longer fascinating. The final step you may try to take is to try to start your
own Mud. This I STRONGLY advise against.
If you think Mudding takes up alot of your time, imagine that amount of
wasted time multipled by four.
My suggestion, if things like "stealing" and
"killing" offend you, is to get as far away from anything resembling
a Mud as possible as quickly as possible. There is no future in it, it won't
ever provide any satisfying return on your time investment, and you get to meet
people who actually introduce themselves to you by their character names. Talk
about going off the deep end...
Is MUDding really “addictive”? Peter was able to stop MUDding when
he chose to. Are there players who
would like to stop but don’t have the will power? Turkle writes of computer programmers:
The issue of mastery has an important role in the
development of each individual. For the developing child, there is a point,
usually at the start of the school years, when mastery takes on a privileged,
central role. I t becomes the key to
autonomy, to the growth of confidence in one’s ability to move beyond the world
of parents to the world of peers.
Later, when adolescence begins, with new sexual pressures and new social
demands from peers and parents, mastery can provide respite. The safe microworlds the child master has
built-- the microworlds of sports, chess, cars, literature, or mathematical
expertise-- can become places of escape.
Most children use these platforms from which to test the difficult
waters of adolescence. They move out at
their own pace. But for some the issues
that arise during adolescence are so threatening that the safe place is never
abandoned. Sexuality is too threatening
to be embraced. Intimacy with other
people is unpredictable to the point of being intolerable. As we grow up, we forge our identities by
building on the last place in psychological development where we felt
safe. As a result, many people come to
define themselves in terms of competence, in terms of what they can control.
Pride in one’s ability to master a medium is a
positive thing. But if the sense of
self becomes defined in terms of those things over which one can exert perfect
control, the world of safe things becomes severely limited-- because those
things tend to be things, not people.
Mastery can cease to be a growing force in individual development and
take on another face. It becomes a way
of masking fears about the self and the complexities of the world beyond. People can become trapped.
The computer supports growth and personal
development. It also supports
entrapment. Computers are not the only
thing that can serve this role; people got “stuck” long before computers ever
came on the scene. But computers do have some special qualities that make them
particularly liable to become traps. [Turkle 84, pps. 207-8]
Not all MUD players are adolescents. However, Allucquere Rosanne Stone observes
that “It seems to be the engagement of the adolescent male within humans of
both sexes that is responsible for the seductiveness of the cybernetic mode”
[Stone 91, p. 108]. Turkle’s thesis is
that “people are not ‘addicted’ to test piloting or race-car driving or
computer programming. They are addicted
to playing with the issue of control” [Turkle 84, p. 210]. People of both sexes and all ages play with
issues of control and of identity.
There is an important difference, however, between
Turkle’s isolated computer programmer who relates better to things than people
and MUD players: the world of MUDding is first and foremost social. Virtual reality is in between the world of
things and the world of embodied people.
However, not all MUDders are adolescents going through
a developmental phase, and not all those who stay in virtual reality are
“stuck.” Do people who spend most of
their time in virtual reality necessarily have a problem? It is difficult but important to make a
distinction between issues of addiction and value judgments about how people
should spend their time. Peter’s warning
indicates that MUDding may be habit forming.
MUDs can absorb huge amounts of a person’s time. If a person begins to feel that the time is
“wasted” and regret that MUDding is forcing other activities out of his/her
life, but has difficulty stopping, then this is a problem of addiction.
It is tempting but dangerous to impose value judgments
on MUD players who are happy with how they are spending their time. Certainly, Foo is courting danger because he
is neglecting his responsibilities at work.
However, DePlane, despite MUDding 80 hours a week, still gets above
average grades and holds down a part-time job to make his spending money.
Jenkins writes about the fan folk song “Weekend-Only
World” (quoted in Section 2.4.2, Participatory Culture) that it
“expresses the fans’ recognition that fandom offers not so much as an escape from
reality as an alternative reality whose values may be more humane and
democratic than those held by mundane society.” The author of the song “gains power and identity from the time
she spends within fan culture; fandom allows her to maintain her sanity in the
face of the indignity and alienation of everyday life” [Jenkins 92, pps.
280-281].
Jenkins’ claims here are strong, and I do not know
whether they are true for fandom or whether they translate to the world of
MUDding. However, it is important to recognize
that when one makes statements about what is a constructive use of another
person’s time, one is making a value judgment.
Such judgments often masquerade as “taste,” and their political and
ethical nature can be obscured.
6. Conclusion: TrekMUSE, Two Months Later
You paged[49] Tao with "hi Tao!".[50]
Tao pages: hi, your paper looks great
Tao has arrived.
Tao enters from Deck 5A.
Tao says "hi"
Mara smiles.
"Hi Tao!"
You say "did you read the old version or the new
one?"[51]
Tao says "both"
You say "wow!
Thanks!"
Tao says "I liked it"
Tao says "I learned a lot about myself"
You say "Really?
In what way?"
Tao says "Well, in addition to your paper I have
been depressed about how lonely I am in RL"
Tao says "and I saw a lot of myself in the people
you mentioned and quoted"
You say "In what way?"
Tao says "Well, I realized how much time I do
spend mudding ... and how I do sometimes use it as a substitute for RL ...
"
Mara nods.
Tao is very lonely[52]
Mara frowns.
"I'm sorry to hear that!"
Tao says "I just have to do something"
Tao says "I need love and companionship in
RL"
Tao sighs
Tao and I talk about romantic relationships,
friendships, sense of self worth, and the ways in which interpersonal
relationships are somehow easier in virtual reality. Our conversation lasts three hours and fills twenty-seven pages
of transcript.
Tao says "That is one reason I really enjoyed
your paper ... it proved that I am not the only one ... and that i can
change"
You say "you need a hobby"
You say "something that will get you meeting new
people at school"
Tao says "I have a hobby ... VR remember :)"
You say "Well, you have tons of friends in VR,
right?"
Tao says "you are correct ... diane says the same
thing"
Tao nods
You say "So what I'm hearing from you is that you
want more EMBODIED friends"
Tao says "exactly"
You say "who is diane"
Tao says "things are so much easier in VR ...
Diane is a friend of mine in RL ... we are very good friends"
Mara nods.
You say "in what ways are things easier in
VR?"
Tao says "not lovers ... but friends ... a lot of
people seem to believe that a guy and a girl can't just be friends ... but we
are"
You say "they can!"
Tao says "I'm not sure why things are easier here
... but they are ... maybe because of the anonymity factor"
You say "It's a hard question"
Tao nods
You say "Because you have a persona here that you
wouldn't just discard"
Tao says "what, you lost me"
You say "so the anonymity isn't because you could
become someone else tomorrow"
You say "it isn't easier because you can discard
your character"
You say "most people's characters are important
to them"
You say "and what people think about the
character is important"
Tao says "true ... I never really thought of
that"
You say "so then why is it easier?"
Tao says "I have only one active character that
is not named Tao and I dont' like him as much"
Mara laughs!
You say "it's kind of funny... why didn't you
like your other self as well?"
Tao says "I don't like Gregory as much because he
has no really developed personality ... I guess I jsut feel kind of fake in
him"
Tao says "It is strange"
Tao and I talk
about the relationship between having multiple selves in virtual reality and
being a different person in different contexts in real life. We talk about the impact of attractiveness
on interpersonal relationships, about body image, about the transition to an
adult relationship with one’s parents, and about projections of intimacy-- the
illusion that you know someone well in virutal reality:
Tao says "you see, I feel I know the person who
is 'Mara' ... It took awhile to get to know the true diane"
You say "ah, but you don't really know Mara...
it's an illusion!"
You say "I guess you can project intimacy on
people"
Tao says "But I do ... Amy Bruckman is the
illusion from this point of view"
At last Tao asks
a difficult question:
Tao says "may I ask you a question?"
You say "sure"
Tao says "Are you going to keep mu*ing now when
your paper is complete...?"
Mara looks at her toes.
You say "I don't know...."
Tao looks at Mara's toes too :)
You say "I'm going to still be working on the
paper over the summer"
You say "you know the section where I wrote about
my mixed feelings about MU*ing..."
Tao doesn't know what he will be doing over the summer
You say "I always feel guilty after I MU* a
lot"
Tao says "wHy?"
You say "it's a mystery"
You say "which is I think pretty central to the
issues I'm exploring"
You say "I went out dancing Thursday night"
You say "and had a *great* time"
You say "and afterwards I felt good about
myself"
Tao says "Good"
You say "I felt, "I'm the kind of person who
goes with 6 friends and dances until 2 on a Thursday""
Tao can't dance
Mara laughs
Mara would teach Tao, were he here.
Tao says "So, what is wrong with dancing till 2AM
?"
You say "but after I MU*, I feel like...."
You say "like I'm a loser"
You say "and I can't explain why I feel that
way"
Tao says "No, you are exploring your own
personality"
Tao says "At least that is part of the way i look
at it"
Mara nods.
"Yes. That's the good
part."
Tao says "I have learned about myself since I
have been mu*ing"
You say "Oh?
In what ways?"
Tao watches Mara's psychiatrist light kick on :)
Tao smiles
Mara looks at her toes again. *blush*
Tao says "Well, I have learned some of my likes
and dislikes and why"
Tao says "I have had situations here that I have
never had in RL and have had to deal with them"
Tao says "I have learned what I think is right
and wrong in places"
Tao says "see what I mean?"
Tao says "err read what I mean :)"
You say "Really?
Give me an example." {...}
Tao says "For example ... I have had to solve
problems with , give orders too, and deal with subordinates"
You say "That's an important experience."
You say "The time I spent as a manager in RL was
very important to my understanding of people"
Tao says "I was faced with the idea of having to
serve as defense council for a friend in a situation I didn't like"
Tao says "These experiences have helped me know
my self better"
You say "defense council? Is there a court here?"
Tao says "This is on another MUSE"
Mara nods.
Tao says "And they are going through a mock trial
that now that I no all of the details of I don't like"
You say "what's the charge?"
Tao says "I am not sure ... "
Tao says "No one seems to really know"
Tao says "That is one reason I didn't really like
the situation"
You say "hmmmn.
There's a clause in the Constitution about that!"
You say "you've gotta be charged with
something!"
Tao says "The 2 people running the trial are not
playing by any known rules.. .that is another reason I don't like the
situation"
Mara nods.
"And people really do take this stuff very seriously."
Tao says "It is said it has to do with Rape and
sexual assault/harrassment"
Tao says "But those 2 things are difficult if not
impossible in VR"
You say "You're kidding!"
You say "sexual assault in vr????"
Tao says "people are taking it seriously, the
only problem is that the charges are not serious ... they began as a joke that
someone pushed public"
You say "is the accused upset?"
Tao can only think of one way someone could
successfully Rape or sexually assault soemone in VR
Tao says "No, both the accused and the accuser
want to come out unscathed... and both parties know that nothing occured ...
But at this point neither can withdraw with out being scathed by public
opinion"
You say "wow.
It's fascinating"
You say "I suppose virtual rape is still a
violation...."
You say "but so much less so"
Tao says "The accused would be thought guilty ...
the accuser would be thought promiscuous"
You say "A lot like real life!"
Tao says "Virtual rape is a virtual impossibility
... like I said I can only think of one way for it to occur ... and then the
person can always type QUIT"
Mara nods.
Tao says "This would probably make an interesting
psychology paper"
Mara laughs.
"Yes!”
Appendix: Survey
of MUD Players
In March of 1992,
a discussion began on rec.games.mud about the ages of MUD players. I posted a message proposing that people
respond to me with the answers to these questions:
1) How old
are you?
2) What is
your gender?
3) How
long have you been playing MU*s?
4) How
many hours per week do you play? If the
amount you play has changed substantially over time, describe the changes.
5) How
many different MU*s do you play regularly (every week)?
6) Do you
play primarily adventure-game-style MU*s (Aber, Diku, LP, etc.) or tiny-style
MU*s (Tiny, MUSH, MUSE, etc.) or both?
7) Are you
a wizard/god/director on any MU*?
I received 57 responses. The data is not a representative sample, because more casual
players won’t be included. The
responses come from people who both read rec.games.mud and bothered to respond
to my message. Whether a person is a
wizard or god is perhaps an indication of how serious they are about
MUDding. Although only a small
percentage of MUD players are wizards, 67% of respondents to this survey
are. Despite these limitations, the
results are interesting:
GENDER
women 16% (9/57)
men 84%
(48/57)
WIZARDS wizards 67% (38/57)
non-wizards 33% (19/57)
AVERAGE
AGE all 22.3 ± 5.2 years
women 25.2
± 5.7 years
men 21.8
± 4.9 years
COLLEGE
AGE (17 to 21) all 54% (31/57)
women 22%
(2/9)
men 60%
(29/48)
YEARS
MUDDING all 1.7 ± 2.0 years
HOURS PER WEEK
SPENT MUDDING
all 20.2
± 16.9 hours
wizards 21.4
± 19.2 hours
non-wizards 17.7 ± 11.1 hours
HOURS HAVE
DECLINED SIGNIFICANTLY 32%
(18/57)
TYPE OF MUD
PLAYED adventure-style 43.9% (25/57)
tiny-style 45.6% (26/57)
both 10.5% (6/57)
The majority of players are college-student age. However, those who are not in the 17 to 21
age range are more likely to be older than younger. Few younger people MUD, because most people obtain network access
through universities or corporations.
Therefore, the average age is above that college age, 22.3 years.
Men greatly outnumber women. However, women are just as likely as men to play the more-violent
adventure-style MUDs. However, women
players appear to be slightly older and are less likely to be of college
student age. The total number of women
who responded is small; however, these results are consistent with my anecdotal
observations.
There is a tremendous variability in the number of
hours people play per week. Thirty-two
percent of respondents said that real world concerns have led them to MUD much
less than they used to.
Adventure-style MUDs and tiny-style MUDs are equally
popular.
Acknowledgments
I’d like to thank my advisor, Professor Glorianna
Davenport, for her support in all of my intellectual endeavors. Professor Sherry Turkle provided the
inspiration for this paper, and has been generous with her time and her ideas. The narrative-intelligence reading group at
the Media Lab has provided a forum for the development of these ideas. I’d like to thank all the people I
interviewed for sharing with me a part of themselves. Lastly, thanks go to the players and characters of TrekMUSE.
Bibliography
Baudrillard, Jean. “Simulacra and Simulations.” In Jean Baudrillard, Selected Writings, edited by Mark
Poster.
Stanford: Stanford University Press, 1988.
Curtis, Pavel. “Mudding:
Social Phenomena in Text-Based Virtual Realities.” Proceedings of DIAC ‘92.
Available via anonymous
ftp from parcftp.xerox.com, pub/MOO/papers/DIAC92.{ps, txt}.
Erikson, Erik H. Childhood
and Society. New York: W. W. Norton
& Company, 1985.
Freud, Sigmund. Group
Psychology and Analysis of the Ego. New York: W. W. Norton & Company,
1989.
Jenkins, Henry. Textual Poachers, Television Fans and
Participatory Culture. New York:
Routledge,
1992 (forthcoming).
Papert, Seymour. Mindstorms: Children Computes, and
Powerful Ideas. New York: Basic
Books, 1980.
Raymond, Eric. The New Hackers Dictionary. Cambridge, MA: MIT Press, 1991.
Reid, Elizabeth. "Electropolis: Communication and
Community on Internet Relay Chat."
Bachelors
thesis, University of
Melbourne, 1991. Available via
anonymous ftp from
freebie.engin.umich.edu:
pub/text/IRCThesis/electropolis{ps,text}.Z.
Sterling, Bruce. Preface to Mirrorshades, The Cyberpunk
Anthology. New York: Ace Books,
1986.
Stone, Allucquere
Rosanne. “Will the Real Body Please Stand Up?: Boundary Stories
about Virtual
Cultures.” In Cyberspace, First Steps. Michael Benedikt, editor. Cambridge, MA: MIT Press,
1991.
Turkle, Sherry. The Second Self: Computers and the Human
Spirit. New York: Simon &
Schuster, 1984.
Winner, Langdon. “Technologies as Formas of Life,” and “Do
Artifacts Have Politics?” In The Whale
and the Reactor. Chicago:
University of Chicago Press, 1986.
April
5th, 1992
[1]From Childhood and Society
[Erikson 85, p. 52].
[2]Substantial sections of this paper
emply the first person for two reasons.
First, the nature of the “I” is part of my topic. Second, I believe in the value of situated
knowledge.
[3]All names have been changed, except
where otherwise noted.
[4]TrekMUSE is located at
excalibur.mit.edu 1701, or 18.80.0.247 1701.
To connect to it, type “telnet excalibur.mit.edu 1701” from a computer
on the Internet. For additional
practical information on how to access multi-user games on the network, read
the list of frequently asked questions (FAQ) regularly posted to the USENET
news group rec.games.mud. A current
list of available MUDs is also regularly posted to that newsgroup. For all MUDs mentionned in this paper, I
will either provide a network address or note that the name of the MUD has been
changed for reasons of confidentiality.
[5]The transcript has been formatted
for clarity. It is otherwise
uneditted. The original spelling and
punctuation are unchanged.
[6]These issues are discussed further
in Section 4, Gender Swapping.
[7]This is a joke based on the MUSE
programming language, the computer language in which this virtual world is constructed. For example, to make yourself visible, you
would type “@set me=visible.”
[8]This is a smiley face. It is common practice to add faces made out
of punctuation marks to news postings to add emotion or emphasis. For example, ;-) is a winking face,
which is often used to indicate irony.
Emotions may also be expressed with words beginning and ending in
asterisks such as *sigh* or *groan*.
[9]Whine_ok is a pun on the flag enter_ok
used in the MUSE programming language.
To allow things to be put inside a box, you would set the box to be
enter_ok. Note that in addition to
talking to me, Tao is participating in the public discussion.
[10]Characters can speak or pose. If I type “say hello there,” it would appear
in this transcript as “You say ‘hello there.’”
To Tao, it would appear as “Mara says ‘hello there.’” If I type “pose laughs!”, it would appear as
“Mara laughs!”, as it does below. In
this line, Tao typed “pose nods,“ which appears as “Tao nods.”
[11]Fitch is making a joke that perhaps
Krag’s Whine Steward, is related to Patrick Steward, a deliberate
misspelling of the name of one of the
actors who plays a lead role on the television series Star Trek: The Next
Generation.
[12]Tao is complaining that the computer
is slow.
[13]This is another pun on the MUSE
programming language. To give something
to someone, you would type “give someone=something.” To give someone money without their being notified, you would
type “@giveto someone=<amount of money>.”
[14]Rev probably has not understood
Fitch’s joke, and is correcting the spelling of the actor’s name.
[15]Cheech is probably exasperated by
Rev’s failure to understand Fitch’s joke.
[16]“The network” links computers world
wide. The majority of people who have
access to the network are university students, computer professionals, and
defense contractors; however, network access is becoming more widely available.
[17]Games are constantly being created
and destroyed. A current list is
regularly posted to the USENET news group rec.games.mud.
[18]The abbreviation “MU*” is often used
to refer to the union of all the different kinds of multi-user games, since the
names of most begin with the letters “M” and “U” and “* “ is commonly used to
represent a wild card. Strictly
speaking, a MUD is a specific type of MU*.
Which abbreviation one chooses to use for the generic case can be seen
as a political question, since it raises issues of inclusion and exclusion in
the community. I have chosen to use the
abbreviation “MUD,” because it is more
natural to pronounce.
[19]LambdaMOO is at lambda.parc.xerox.com
8888, or 3.2.116.36 8888.
[20]The letters “MOO” stand for “Mud
Object Oriented.” The MOO programming
language is superior to that of any other MUD that I know of. LambdaMOO is filled with imaginative, well-designed
objects. For a general introduction to
LambdaMOO and mudding in general, see [Curtis 92].
[21]The earliest multi-player games
existed on stand-alone time-sharing systems.
In 1977, Jim Guyton adapted a game called mazewar to run on the
ARPAnet. Participants in mazewar could
duck around corners of a maze and shoot at one another, but could not
communicate in any other fashion [email conversation with Jim Guyton, March
1992]. Numerous multi-user games based
on the Dungeons and Dragons role playing game appeared in 1978-1979 including
Scepter of Goth by Alan Klietz and MUD1 by Roy Trubshaw and Richard Bartle
[email conversation with Alan Klietz, March 1992]. Many of the authors of these games can be reached on the network
and are pleased to talk about their work.
My research into the history of multi-user games is ongoing.
[22]The MUD-FAQ, the list of frequently
asked questions for the newsgroup rec.games.mud, is available via anonymous ftp
from moebius.math.okstate.edu (139.78.10.3) in the directory
pub/muds/misc/mud-faq.
[23]DIRT is at ulrik.uio.no 6715, or
129.240.12.4 6715.
[24]See the Appendix: Survey of MUD
Players.
[25]Qwest is at
glia.biostr.washington.edu 9999, or 128.95.10.115 9999.
[26]The symbol “{...}” will be used to
indicate that text has been ommitted.
Three dots without brackets indicates a pause or change of topic in a
spoken conversation.
[27]Electronic mail conversation with
James Aspnes, February 29th, 1992.
[28]In Gibson’s fiction, simstim is a
form of entertainment like television.
Rather than merely watching a story, the viewer experiences all the
emotions and sensations of the star.
This is accomplished by stimulating the viewer’s brain directly.
[29]USENET is a distributed bulletin
board system. Particpants may read and
post articles to news groups on specific topics. There are discussion groups for a wide variety of technical,
recreational, and political topics. For
example, I read mit.bboard (a local group for announcements of events at MIT),
comp.lisp.lang.mcl (a group for discussingthe programming language Macintosh Common
Lisp), alt.aquaria (one of several groups for discussing fish tanks), and
rec.games.mud (a group for discussing MUDs).
For more information on the computer network and network news, see
[Raymond 91].
[30]Sholle, David (1991). “Reading the Audience, Reading Resistance:
Prospects and Problems.” Journal of
Film and Video 43 no. 1-2, 80-89.
Cited in [Jenkins 92].
[31]Gayle plays three characters:
Renata, Marla, and Susie. One of Foo’s
characters is engaged to Marla.
Marriage ceremonies and even divorces often take place on MUDs. A relationship between two people in virtual
reality does not imply one in real life.
The story of DePlane and Delilah is an exception. (See Section 3.2, From the Virtual to the
Real: A Romance).
[32]Orions are a race on the television
series Star Trek.
[33]The name of this MUD has been
changed.
[34]In the television series Star
Trek, Vulcans are a race of purely logical beings who have no emotions.
[35]The abbreviation "RL"
stands for "Real Life."
[36]The abbreviation “VL” stands for
“Virtual Life,” which is the opposite of “RL” or “Real Life.”
[37]LPMuds are a type of
adventure-game-style MUD. See Section
2.2, Adventure-Game-Style MUDs.
[38]Postings to USENET have an ambiguous
status: are they publications in the traditional sense? Can an author be cited by name without
permission? Network news is an informal
mode of communication, and most people post articles knowing that they are
available for a limited period of time; postings older than a few weeks are
deleted. However, in January of 1992, Sterling
Software of Bellevue, Nebraska announced the product Netnews/CD. Subscribers to Netnews/CD receive a CD ROM
disc each month with all of the previous month's network news postings. As a result, postings are stored permanently
and can be searched. This development
has alarmed some users. For example,
could a potential employer search for all of a person's postings? Could an employer refuse to hire someone
based on what he or she posted to talk.politics or alt.sex.bestiality? In this paper, I have chosen to change the
names of both people and characters cited.
The postings have been otherwise unchanged. Original spelling and punctuation are preserved.
[39]When one person quotes another's
posting, most news programs automatically insert a ">" before each
line and add a preceding attribution line, such as this one. I have simplified the attribution lines for
confidentiality and clarity.
[40]The name of this MUD has been
changed.
[41]Behavior that would be considered
inappropriate on most United States MUDs--
practical jokes, player killing, and stealing from other players-- is
the norm on British MUDs. Why this is
true is a question worth further exploration.
[42]I have been unable to find out what
“JIPS” stands for. If you know, please
send me email! I can be reached at
asb@media-lab.media.mit.edu.
[43]The name of the MUD has been
changed.
[44]It is possible to eliminate all
postings with a particular subject by using the kill command.
[45]Ellen is quoting Dennis quoting
Carol. In most news programs, quoted
material is preceded by angle brackets.
Two angle brackets indicate a quotation of a quotation.
[46]The abbreviation “r.g.m” stands for
“rec.games.mud,” the USENET news group on which this discussion is taking
place.
[47]A newbie is a new player with little
experience. According to [Raymond 91],
the term comes from British slang for "new boy," and first became
popular on the net in the group talk.bizarre.
A newbie monster is a monster that a low-level player could defeat.
[48]The abbreviation “VR” stands for
“Virtual Reality.”
[49]The page command sends a message to
someone not present in the same room.
[50]This transcript has been formatted
for clarity. Public announcements have
been removed. It is otherwise unedited.
[51]My character is Mara. Both “Mara” and “you” are me.
[52]Tao here typed “pose is very
lonely,” which appears on both our screens as “Tao is very lonely.” It is common practice to use pose commands
to make statements about oneself.