
Mind Game in the MUD
Jim McClellan on the resurgence online of text-based fantasies.
Guardian, January 28 1999

As the Web takes over the online world (and e-commerce takes over the Web), older
online cultures have become the place to go for a reminder of the alternative
possibilities the Net once seemed to offer. Take MUDs, aka Multi-User Dungeons (or
Dimensions), for instance.
Five years ago, these collaborative fantasy games - based
on text on screen rather than images - were all the rage. Players from round the world
logged onto remote computers offering different MUDs and typed up whole worlds together.
Some were close to the role-playing fantasy games of Dungeons and Dragons. Others were
based on famous works of fantasy fiction - Tolkien or Terry Pratchett, say - and let users
improvise and immerse themselves in their favourite worlds. Others, known as TinyMUDs or
MOOs (for MUD Object Oriented), were more social.
Players tried to build communities, pondered politics,
donned digital drag and generally messed around with their identities and had "Net
sex" with each other. And the worlds continued to exist and unfold even when players
went offline.
Though they relied on text, MUDs proved to be incredibly
immersive, much more so than the virtual reality goggles and gloves also being hyped at
the time. Players were sucked into the worlds they helped to write. They spent hours in
their favourite MUDs, sparking the first panic about net addiction. In 1994, according to
some surveys, MUDs accounted for 10 percent of all traffic on the Net.

Then the Web took off, and MUDs drifted off the mainstream
cultural radar screen. But though they faded from view, they continued to thrive. "If
you log onto the MUD Connector (a Web site that lists active MUDs at www.mudconnect.com), you will see a list of well over
a thousand MUDs, all of which are up and running right now," says Richard Bartle. It
was Bartle who, with Roy Trubshaw, created the first MUD, when both were students at the
University of Essex.
Now this rather old fashioned area of the Net is the
subject of a new book that feels more cutting edge than any of the recent slew of books on
the online business. Julian Dibbell's My Tiny Life (Fourth Estate, £16.99), which
documents a spell of intense "MUDding" by the author, is a clever mix of
reporting and theory. Dibbell is the writer for the Village Voice, the New York
alternative weekly, who wrote the most famous journalistic story about MUDs, A Rape in
Cyberspace. The tale described what happened on LambdaMOO, a particularly bohemian MUD,
when one player, Mr Bungle, used some sneaky programming to take control of the personae
of two other players and "rape" them. In the process of deciding how to punish
Bungle, the LambdaMOO community attained a new kind of political self-consciousness about
itself. Dibbell himself became so fascinated by the story that, after it was published, he
set up home on LambdaMOO and, for three months in 1994, spent a sizeable chunk of his time
logged on.

My Tiny Life relates the experiences he had during that
time, using them as the basis for a fascinating and beautifully written investigation of
the slippery realities of the "virtual life". While pointing out that the
boundaries between the real world and the virtual one are never as clear cut as some would
like, Dibbell does a brilliant job of demolishing some well established Net myths. For
example, he's particularly good at describing the way Net sex really works, managing to
avoid both sensationalism and cheap gags.
Dibbell doesn't spend that much time in LambdaMOO anymore.
But what he experienced there continues to inform his writing on technology in general.
"Almost every sort of social and technological phenomenon I encountered in there has
been reproduced elsewhere on the Net," he says. "Take this tension in the MOO
between the communitarian types who wanted every decision to be a matter of consensus and
the techno-libertarians who said the way to solve the problems is just to redesign the
architecture. That is something that recurs all over the Net, for example with current
discussions of how to deal with spam."
Dibbell says he hopes his book shows that there is more to
the Net than e-commerce. "This metaphor of the Net as a virtual shopping mall is
really crowding out the older one of it being a virtual community. I would love for people
to read my book and say, the possibilities for community are so much richer and stranger
and livelier than what's being talked about."

According to Dibbell, Pavel Curtis, the programmer from
Xerox PARC who originally started up LambdaMOO, did at one point think that MOOs and MUDs
might turn into some sort of general interface for a global network. But once the Web took
off, he ditched that idea and began to realise that MUDs weren't going to develop into
anything else. Rather like books, they were a stable technology, perfect at delivering a
particular kind of experience.
However, some people are trying to move the MUD idea
forward. Bartle and Trubshaw now run their own company MUSE at www.mud.co.uk and spend their time coding new MUDs,
writing papers on the subject and doing consultancy for other companies in the area.
Bartle says that MUDs could be used by the business world as role-playing training
environments. He also says, rather cryptically, that MUDs could be a useful tool for
social engineering
However, MUSE's current big project is a pure game, MUD2 -
a vast fantasy world that has been running in some form for more than 10 years, and is one
of the more popular options on Wireplay, British Telecom's online gaming service. (The
game can also be accessed via the Web, www.mud2.com)
MUDs seem to be behind the service's current stress on
"persistent world" games, which use images but continue to exist and unfold even
when a player is not online. The old text-based games have been an influence, acknowledges
Colin Duffy, who set up Wireplay and now is in charge of BT's mass market Internet
services. MUDs embody the "holy grail of online gaming", he says. "They've
got a sense of community and intelligent gameplay - because people are playing against
other people and not AI routines."
The computer games world in general has long tried to find
a way to match the feeling of immersion players get from a good MUD. Some of the big
online games - for example, Origin's Ultima Online (www.uwo.com)
- seem to owe something to Bartle and Trubshaw's creation. "The lessons learned about
virtual communities on the Internet that were learned in MUDs have only just begun to be
fully appreciated," says Raph Coster, Ultima Online's designer. "In terms of
gaming per se, every single major online persistent world venture has teams that came from
MUD backgrounds."
There is a big difference of course between MUDs and Ultima
Online. The latter is a graphic MUD. Players log on to a visual world. That can cause
problems, says Bartle. "You can't represent anything you can't draw a picture of. In
a MUD, I can say, there's a foul smell of decaying flesh emanating from the east. You
can't do that in an online 3-D game. There's also no way of building any narrative
tension". In a MUD, you can do that by writing ever shorter sentences, he continues.
Then when the danger is passed, your prose can get looser and more relaxed. "You
can't do that in a game like Ultima because you don't have that kind of access to people's
minds. All you're doing is communicating with their eyeballs."

The difficult thing, says Bartle, is overcoming prejudices
and getting people to realise how accessible and powerful interactive text can be. With
their stress on linguistic ability and communication, MUDs ought to appeal to female
players, and yet they have a masculine aura, which puts many women off. Bartle is trying
to write a MUD that will draw in women players. It's set on a Caribbean Island, in a hotel
that doubles as a kind of Betty Ford clinic for recovering shopaholics...
While he develops what he describes as this
"postmodern MUD", Bartle is continuing to add to MUD2, a game which, though well
over a decade old, shows no sign of coming to and end. He puts its longevity down to its
low-tech nature, something that, he suggests, will ensure MUDs' continuing survival even
as flashier parts of the Web crash and burn.
"Part of the reason people are still playing MUDs -
and they've been playing them for 10 to 15 years, sometimes the same game, which you can't
really say of any other online game - is because they're text. That endures far better
than graphics. If I pull a game off my shelf which was made in 1990, it looks so crocky
now. But text does last, so long as you've got the imagination."

Jim McClellan wrote the Guardian Guide to the Internet,
published this month by Fourth Estate at £6.99 and available from all good bookshops, or
by calling The Guardian Shop on 01483 20 44 55 (p & p free)

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