home *** CD-ROM | disk | FTP | other *** search
- From: mauldin@lonestar.utsa.edu (Alex L. Mauldin)
- Date: 12 Feb 93 22:14:59 GMT
- Newsgroups: rec.games.mud.admin
- Subject: Magazine Article on MUDS
-
-
-
- Here's an article which appeared in the November 18th, 1992 issue
- of the _Chronicle_of_Higher_Education_. It's the first article I've
- seen in a major publication talking specifically about Muds. If
- anyone else has seen similar articles, then I'd appreciate some
- references for them.
-
- Anyway, for those interested, here it is:
-
- _____________
-
- HOW STUDENTS SEE AN ARTIFICIAL WORLD
-
- by David L. Wilson
-
- A MUD, generally defined as a Multi-User Dungeon, is a kind of
- computer game that is increasingly popular on campuses around the world.
- Linked via the Internet and other computer networks, participants
- enter an artificial world where they can pretend to be aboard a space
- ship, play a character in a medieval village, or wander around a party
- conversing with people, aliens, and even household appliances.
-
- Almost all are text-based
- -------------------------
-
- Very few of the hundreds of games use graphic images. Almost all
- MUDS are text-based, meaning that users must rely on a description of the
- settings and characters rather than on pictures.
- For instance, a person logging on to a game called "LambdaMoo" is
- greeted with the following message:
-
- The Coat Closet
-
- The closet is a dark, cramped space. It apprears to be very crowed 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.
-
- The bewildered can ask the computer for help with commands that will
- let participants move about. By typing the word "out," the user can
- leave the closet and enter "The Living Room," where other people logged on
- to the system can be "seen."
- Users can design their own characters, which can represent anything,
- from themselves to a vase of flowers. In the latter case, when the user
- left the closet, the other individuals in the living room would have read
- the words: "A vase of flowers enters," on their computer screens.
- Once in the living room, users can communicate with others in the
- room by typing words, which appear on the computers of every other
- person using the game at that moment. Users can move from room to room,
- "examine" objects, such as a "dog" that will rush up and wag its tail
- when anyone enters the room.
-
- 2 Important Elements
- --------------------
-
- Amy S. Bruckman, a research assistant at the Massachusetts Insti-
- tute of Technology's Media Laboratory, has been studying MUDS and the
- people who use them.
- She says the two most important things about MUDS are that parti-
- cipants can design their own environment, and that much of what happens
- within a MUD involves interaction between people.
- "That's the difference between a MUD and basic information exchange,"
- she says. "You've got this virtual world and you take on a virtual
- identity. Some people play themselves, and some people play fanciful
- characters which have nothing to do with themselves."
- For instance, she says, people in a MUD frequently masquerade as a
- person of the opposite sex in their interactions with others on the MUD.
- These and similar interactions give users new insights into themselves
- and others.
- But users can still make an educated guess about who's on the other
- end of the character, she says. "Chances are three to one that they're
- 19 and male and a computer-science student at a state university. That
- sums it all up."
-
- Are They Addictive?
- -------------------
-
- Some are concerned about the games. "There seems to be something
- addictive about MUDS," says Claude W. Anderson, associate professor of
- computer science at the Rose-Hulman Institute of Technology. "I've seen
- students' grades plummet because they were spending too much time on these
- things. We have a saying at Rose-Hulman: 'Friends don't let friends play
- MUD.'"
- Ms. Bruckman says her research has found that some do become obsessed
- with the medium. "One person talked about _cutting_down_ to 12 hours a
- day," she says.
- Ms. Bruckman rejects the word "addict" to describe those who, by
- their own admission, spend too much time on a MUD. "If someone takes
- heroin, you take a certain amount of it and you're addicted, and that's
- a property of the substance. For people who become obsessed with comm-
- unications media, it's more a function of them rather than the medium," she
- says.
- Most people who spend too much time in a MUD have other problems that
- they are working out, she says, and anonymous socialization may be helpful
- for them.
- But, she says, few users actually lose themselves in a MUD. "Most
- people are perfectly normal, with fine social skills, who use this a lot
- less than the average American uses television," she says.
-
-
- --------------------------------
-
-
- Anyone have any comments about this article? I thought it
- was pretty interesting, even though the person writing it prolly
- didn't have a clue about MUDS before he started writing this
- article. I did think it was funny that LambdaMoo got a plug
- in here. Why couldn't he have used a MUD I play?
-
-
- - alex -
-
- --
- * I have been one acquainted with the night.
- * I have walked out in the rain -- and back in rain.
- * I have outwalked the furthest city light.
- - Robert Frost
-
-