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---------------ACKNOWLEDGMENTS---------------First and foremost, my thanks go to Chris Healy, my supervisor, forhis support, encouragement and advice, all of which have been<strong>in</strong>valuable. Secondly, I would like to thank the English Departmentfor sponsor<strong>in</strong>g my use of the University of Melbourne's comput<strong>in</strong>g andnetwork facilities, which enabled me to undertake this research. Iwould also like to thank Richard Oxbrow of the Department ofElectrical and Electronic Eng<strong>in</strong>eer<strong>in</strong>g for allow<strong>in</strong>g me to use thecomput<strong>in</strong>g facilities of that department, and Lochard EnvironmentSystems Pty. Ltd. for provid<strong>in</strong>g the pr<strong>in</strong>ter used to produce the f<strong>in</strong>alversion of this thesis. To Pavel Curtis and Kerst<strong>in</strong> Carosone go mythanks for help with proof-read<strong>in</strong>g and 'beta-test<strong>in</strong>g', and to DanielCarosone goes my especial thanks for emotional, technical and cul<strong>in</strong>arysupport. Lastly, I should like thank all the people who have madethis thesis possible by allow<strong>in</strong>g me to jo<strong>in</strong> them <strong>in</strong> their <strong>virtual</strong> playand especially for allow<strong>in</strong>g me to quote from examples of this play andfrom their reflections upon it.-------PREFACE-------Parts of this thesis have been published <strong>in</strong> "Electronic Chat:Communication and Community on Internet Relay Chat" <strong>in</strong> _Media__Information_Australia_ No. 67 (February 1993) 61-70. The previouslypublished excerpts are spread throughout this thesis, and amount <strong>in</strong>total to approximately 2000 words.--------CONTENTS--------Introduction: Virtual Reality--Imag<strong>in</strong>ed SpaceBackground: A History of Interactive and Networked Comput<strong>in</strong>g and theEvolution of MUDsInteractive Comput<strong>in</strong>gNetworked Comput<strong>in</strong>gInteractive Network<strong>in</strong>gMUDs: Networked, Interactive Virtual RealitiesChapter One: Communication and Cultural Con<strong>text</strong>Mak<strong>in</strong>g Sense of the WorldMak<strong>in</strong>g Sense of Each OtherDis<strong>in</strong>hibition and Social ExperienceChapter Two: Power, Social Structure and Social CohesionHierarchies of Power on MUDsAdventure MUDs: Survival of the FittestSocial MUDs: Cooperative AppreciationSocial Cohesion on MUDsChapter Three: Identity and the Cyborg BodySelf-Made PeopleUnground<strong>in</strong>g GenderCyborg Sexuality


The Cyborg SelfConclusion: Cultural Formations <strong>in</strong> Text-Based Virtual RealitiesBibliographyAppendicesAppendix One: The Vanish<strong>in</strong>g RoomAppendix Two: The Double BluffAppendix Three: The First Case of Cross-Gendered MUD Play<strong>in</strong>gAppendix Four: The Evolution of Communication... Amongst Players... and WizardsAppendix Five: The Expression of Feel<strong>in</strong>gs on 'Nemesis'Appendix Six: The LambdaMOO Player SurveyAppendix Seven: Character Generation......Complex...Or Simple--------------------------------------------INTRODUCTION: VIRTUAL REALITY--IMAGINED SPACE--------------------------------------------Cyberspace.... A graphic representation of dataabstracted from the banks of every computer <strong>in</strong> the humansystem. Unth<strong>in</strong>kable complexity. L<strong>in</strong>es of light ranged<strong>in</strong> the nonspace of the m<strong>in</strong>d, clusters and constellationsof data. Like city lights, reced<strong>in</strong>g...[1]Virtual Reality, or "cyberspace"... takes alternatereality a step further [beyond books and movies] by<strong>in</strong>troduc<strong>in</strong>g a computer as mediator, or imag<strong>in</strong>ationenhancer.[2]Cyberspace: A new universe, a parallel universe createdand susta<strong>in</strong>ed by the world's computers and communicationl<strong>in</strong>es... a new stage, a new and irresistible development<strong>in</strong> the elaboration of human culture and bus<strong>in</strong>ess underthe sign of technology.[3]S<strong>in</strong>ce William Gibson co<strong>in</strong>ed the term <strong>in</strong> his best-sell<strong>in</strong>g novelNeuromancer, cyberspace' and <strong>virtual</strong> reality have been part of latetwentieth century culture, and have been <strong>in</strong>fused with a variety of<strong>cultural</strong> and emotional mean<strong>in</strong>gs. Gibson himself envisaged a directneural connection between humans and computers aga<strong>in</strong>st a background ofurban decay and personal alienation. The film The Lawnmower Mandepicted a meld of m<strong>in</strong>d-alter<strong>in</strong>g drugs and computer-controlled sensorystimulation which offered a new stage for the evolution of mank<strong>in</strong>d,either toward godlike wisdom or satanic evil. The popular media haveposed cyberspace as the new frontier and the new promise of thetwentieth century. Gibson's 'console cowboys'--virtuoso cyberspaceusers hack<strong>in</strong>g at the edges of the law--have been <strong>in</strong>carnated <strong>in</strong> mediacoverage of groups such as the <strong>in</strong>famous 'Legion of Doom'. Arcadegames <strong>in</strong>corporat<strong>in</strong>g datagloves and headsets have become the latest fad<strong>in</strong> enterta<strong>in</strong>ment. Bus<strong>in</strong>ess Week filled its October 5 '92 issue withspecial features <strong>in</strong>troduc<strong>in</strong>g <strong>virtual</strong> reality technologies andapplications to its readers. Clifford Stoll's best-seller


_The_Cuckoo's_Egg_ promoted cyberspace as the site of new levels of<strong>in</strong>ternational espionage, betrayal and tyranny, <strong>in</strong>habited by glamorousforeign spies and dedicated heroes.Technically speak<strong>in</strong>g, the term '<strong>virtual</strong> reality' is most commonlyused to refer to systems that offer users visual, auditory and tactile<strong>in</strong>formation about an environment which exists as data <strong>in</strong> a computersystem rather than as physical objects and locations. This is the<strong>virtual</strong> reality depicted <strong>in</strong> "The Lawnmower Man" and approximatedby the 'Virtuality' arcade games marketed by Horizon Enterta<strong>in</strong>ment.This thesis is not about these k<strong>in</strong>ds of <strong>virtual</strong> reality. I do notwish to talk about cyberspace or <strong>virtual</strong> reality as technologicalconstructions but as <strong>cultural</strong> constructs. In common with HowardRhe<strong>in</strong>gold I do not see <strong>virtual</strong> reality as a set of technologies, butas an experience.[4] More than that, I believe that it is primarilyan imag<strong>in</strong>ative rather than a sensory experience. I wish to shift thefocus of attention away from the gadgets used to represent a <strong>virtual</strong>world, and concentrate on the nature of the user's experience of suchworlds. I contend that technical def<strong>in</strong>itions of VR beg the questionof what it is about such systems that susta<strong>in</strong>s the illusion of reality<strong>in</strong> the m<strong>in</strong>d of the user. A list of technical components does notexpla<strong>in</strong> why it is that users are prepared to accept a simulated worldas a valid site for emotional and social response.The systems that I will describe <strong>in</strong> exam<strong>in</strong><strong>in</strong>g <strong>virtual</strong> reality as a<strong>cultural</strong> environment are technically simple. I have chosen to referto a family of computer programs known as MUDs. MUDs are networked,multi-participant, user-extensible systems which are most commonlyfound on the Internet, the <strong>in</strong>ternational network that connects manythousands of educational, research and commercial <strong>in</strong>stitutions. Us<strong>in</strong>ga MUD does not require any of the paraphernalia commonly associatedwith <strong>virtual</strong> reality. There is no special hardware to sense theposition and orientation of the user's real-world body, and nospecial clothes allow<strong>in</strong>g users to see the <strong>virtual</strong> world throughgoggles and touch it through 'datagloves'. The MUD <strong>in</strong>terface isentirely <strong>text</strong>ual; all commands are typed <strong>in</strong> by the user and allfeedback is displayed as <strong>text</strong> on a monitor. A simple PC can act as agateway <strong>in</strong>to this k<strong>in</strong>d of <strong>virtual</strong> world.Instead of us<strong>in</strong>g sophisticated tools to see, touch and hear the<strong>virtual</strong> environment, users of MUD systems are presented with <strong>text</strong>ualdescriptions of <strong>virtual</strong> locations. Technically, a MUD softwareprogram consists of a database of 'rooms', 'exits', and otherobjects. The program accepts connections from users on a computernetwork, and provides each user with access to that database. AsPavel Curtis describes, users are presented with <strong>text</strong>ual <strong>in</strong>formationdescrib<strong>in</strong>g them as be<strong>in</strong>g situated <strong>in</strong> an artificially constructed placewhich also conta<strong>in</strong>s those other participants who are connected to theMUD program.[5] There are many hundreds of MUD programs runn<strong>in</strong>g onthe Internet, each with its own unique database of descriptions oflocalities and objects. With<strong>in</strong> each of these systems users can<strong>in</strong>teract with each other and with the <strong>virtual</strong> environment which theMUD presents to them.


As Curtis has commented, the <strong>virtual</strong> worlds with<strong>in</strong> MUD systems havemany of the social attributes of physical places, and many of theusual social mechanisms apply.[6] Users treat the worlds depicted byMUD programs as if they were real. However, it is not thetechnological <strong>in</strong>terface itself that susta<strong>in</strong>s the will<strong>in</strong>gness of usersto treat this simulated environment as if it were real. Rather it isthe degree to which MUDs act not only as a tool for the expression ofeach user's imag<strong>in</strong>ation, but mediate between the users' imag<strong>in</strong>ationand their communication to others of what they have imag<strong>in</strong>ed.Cyberspace--the realm of electronic impulses and high-speed datahighways where MUDs exist--may be a technological artefact, but<strong>virtual</strong> reality is a construct with<strong>in</strong> the m<strong>in</strong>d of a human be<strong>in</strong>g.With<strong>in</strong> this construct a representation of a person can be manipulatedwith<strong>in</strong> a representation of a real or imag<strong>in</strong>ed environment, both ofwhich can be manifested through the use of various technologies,<strong>in</strong>clud<strong>in</strong>g computers. Virtual worlds exist not <strong>in</strong> the technology usedto represent them, nor purely <strong>in</strong> the m<strong>in</strong>d of the user, but <strong>in</strong> therelationship between <strong>in</strong>ternal mental constructs and technologicallygenerated representations of these constructs. The illusion ofreality lies not <strong>in</strong> the mach<strong>in</strong>ery itself, but <strong>in</strong> the users'will<strong>in</strong>gness to treat the manifestation of their imag<strong>in</strong><strong>in</strong>gs as if theywere real.The technical attributes of these <strong>virtual</strong> places, comments Curtis,have significant effects on social phenomena, lead<strong>in</strong>g to new modes of<strong>in</strong>teraction and new <strong>cultural</strong> <strong>formations</strong>.[7] The lack of actualphysical presence, <strong>in</strong>deed the great physical distances between<strong>in</strong>dividual participants, demands that a new set of behavioural codesbe <strong>in</strong>vented if the participants <strong>in</strong> such systems are to make sense toone another. The problems posed by the lack of <strong>cultural</strong> cues whichphysical presence carries <strong>in</strong>fluence behaviour <strong>in</strong> <strong>virtual</strong> environments.The solutions to these problems which participants devise constitutethe culture of the <strong>virtual</strong> world <strong>in</strong> which they are played out. It isthe tension between the manifestation of conventional social and<strong>cultural</strong> patterns, the <strong>in</strong>vention of new patterns, and the imag<strong>in</strong>ativeexperience of these phenomena as tak<strong>in</strong>g part <strong>in</strong> a <strong>virtual</strong> world thatis the subject of my thesis.My primary sources <strong>in</strong> this work fall <strong>in</strong>to three categories. Firstly,I will quote from logs taken of sessions on MUDs. Secondly, I willquote from electronic mail, or email, sent to me by MUD players <strong>in</strong>which they discuss such usage. Lastly, I will be us<strong>in</strong>g articles fromthe USENET newsgroups devoted to discussion of MUD and MUD play<strong>in</strong>g.These groups <strong>in</strong>clude alt.mud, rec.games.mud, rec.games.mud.adm<strong>in</strong>,rec.games.mud.announce, rec.games.mud.diku, rec.games.mud.lp,rec.games.mud.misc and rec.games.mud.t<strong>in</strong>y. I have been monitor<strong>in</strong>gthese groups s<strong>in</strong>ce December 1991, dur<strong>in</strong>g which time these groups haveseen an average traffic of approximately fifty articles each day. Inall quoted extracts the orig<strong>in</strong>al (sometimes very orig<strong>in</strong>al) grammar andspell<strong>in</strong>g have been preserved, and <strong>in</strong> all cases I have securedpermission to quote from the <strong>in</strong>dividuals concerned. In some cases Ihave been asked to withhold identify<strong>in</strong>g <strong>in</strong>formation, and where this isthe case I have <strong>in</strong>dicated <strong>in</strong> the footnotes that the item of mail orthe news article is from "anonymous". However, <strong>in</strong> most cases the


names of players and characters as well as the names of the MUDsthemselves have been preserved. The most important exception is thecase of 'JennyMUSH', which is an alias. For reasons that will bemade clear <strong>in</strong> the body of this thesis, the unique nature of thissystem and the experiences of its users have led to a great concernwith the issue of privacy. The adm<strong>in</strong>istrator of the MUD has asked menot to reveal any <strong>in</strong>formation that might identify the location of thesystem, and has suggested 'JennyMUSH' as a pseudonym which reta<strong>in</strong>sthe flavour of its actual name.This thesis will be divided <strong>in</strong>to three chapters, preceded by a sectiondetail<strong>in</strong>g the historical background to and con<strong>text</strong> of the evolution ofMUD systems. The subject of the first and second chapters is thenature of the social changes that these forms of <strong>virtual</strong> realityengender. I will exam<strong>in</strong>e the impact of MUDs on the practices of<strong>in</strong>terpersonal communication and <strong>in</strong>teraction, and on communityformation and social cohesion. The third chapter will describe howthe nature of human existence is altered by entrance or translation<strong>in</strong>to <strong>virtual</strong> reality. In this last chapter I will explore the natureof social identity, sexuality and the body <strong>in</strong> the <strong>virtual</strong> environment.---FOOTNOTES TO INTRODUCTION---[1] William Gibson, _Neuromancer_ (London: Grafton Books, 1989) 67.[2] Nicholas Lavroff, _Virtual_Reality_Playhouse_ (Corte Madera CA:Waite Group Press, 1992) 7.[3] Michael, Benedikt, _Cyberspace:_First_Steps_ Cambridge,Massachusetts: The MIT Press, 1991) 1.[4] Howard Rhe<strong>in</strong>gold, _Virtual_Reality_, (London: Mandar<strong>in</strong>, 1992) 46.[5] Pavel Curtis, "Mudd<strong>in</strong>g: Social Phenomena <strong>in</strong> Text-Based VirtualRealities," _Intertek_ Vol. 3.3 (W<strong>in</strong>ter, 1992) 26.[6] Curtis, 26.[7] Curtis, 26.------------------------------------------------------------Background: A History of Interactive and Networked Comput<strong>in</strong>g------------------------------------------------------------and the Evolution of MUDs----------------------------INTERACTIVE COMPUTING[1]---Personal computers are a relatively recent phenomenon. It is onlywith<strong>in</strong> the last ten to twenty years that such mach<strong>in</strong>es have becomecommon <strong>in</strong> the work place, let alone the home. The pre-history ofcomput<strong>in</strong>g was largely the doma<strong>in</strong> of educational, governmental orcommercial organisations which owned large ma<strong>in</strong>frame computer systems.These huge old systems were jealousy protected; computer time washeavily booked and access available only to the privileged few. Thesecomputers of the past generation would hardly be recognisable to thepresent generation of Mac and PC users. The old beasts of the '50sand '60s took up literally rooms of space. Their comput<strong>in</strong>g power wasmeasured not <strong>in</strong> millions of <strong>in</strong>structions per second--MIPS--but <strong>in</strong>hundreds of <strong>in</strong>structions. The multiple megabytes of random accessmemory we now take for granted <strong>in</strong> even the most humble of desktop


systems were then only a fantastic dream. The greatest and mostcostly super-computers of the sixties counted their memory <strong>in</strong>kilobytes, hard and floppy disks were yet to be <strong>in</strong>vented, monitors andkeyboards were only <strong>in</strong> the experimental stages, and most computersreceived <strong>in</strong>structions and gave back results on long spools of punchedpaper tape.Still, archaic as these clump<strong>in</strong>g monsters now appear to be, they werethe gleam<strong>in</strong>g prize of their age. Mathematicians, statisticians,physicists, military eng<strong>in</strong>eers and government agencies all fought forthe fund<strong>in</strong>g to acquire one of these miraculous new mach<strong>in</strong>es. Theyalso attracted the <strong>in</strong>terest of a new breed of young <strong>in</strong>quir<strong>in</strong>g m<strong>in</strong>ds.At the Massachusetts Institute of Technology, one of the feweducational <strong>in</strong>stitutions to <strong>in</strong>vest large sums <strong>in</strong> the new comput<strong>in</strong>gtechnology, the members of the Tech Model Railroad Club switched their<strong>in</strong>terest from the construction of <strong>in</strong>tricate tra<strong>in</strong> tracks to themanipulation of complex computer circuits.[2] Of course these youngstudents, most of them undergraduates, were not able to get directaccess to the new mach<strong>in</strong>es. Instead they took to hang<strong>in</strong>g around thecomputer rooms at midnight and the small hours of the morn<strong>in</strong>gs,begg<strong>in</strong>g computer time from the nightwatchmen on the few occasions whenthese least attractive hours had not been booked by others.Most of the computers of the time relied on punched paper both toreceive <strong>in</strong>structions and to communicate results. This forced computerprogrammers and users to divide the giv<strong>in</strong>g and receiv<strong>in</strong>g of data <strong>in</strong>todiscrete blocks. Instructions would be transcribed <strong>in</strong>to the punchedcode useable by the computer, the <strong>in</strong>structions would be acted on bythe computer and the results of its computations spat back on punchedtape. These results would then have to be decoded before any furtherwork could be done. MIT's academics--physicists and statisticiansand mathematicians--relied on and accepted this paradigm of computeruse. Not so the members of the Tech Model Railroad Club. Their<strong>in</strong>terest quickly centred on an experimental computer which the DigitalEquipment Corporation had loaned to the Institute. This computer wasmuch less powerful than its hulk<strong>in</strong>g IBM cous<strong>in</strong>s, and so was <strong>virtual</strong>lyignored by the academics to whom it had been lent. It was adopted bythe TMRC students because it offered a new paradigm of comput<strong>in</strong>g.DEC's Programmed Data Processor was among the first to <strong>in</strong>corporate ascreen and a keyboard.The TMRC members had no complex scientific problems to solve. Insteadthey spent their time simply explor<strong>in</strong>g the capabilities of the PDPmach<strong>in</strong>e. They programmed to demonstrate their skill <strong>in</strong> understand<strong>in</strong>ghow the mach<strong>in</strong>e 'thought'. Stay<strong>in</strong>g up all night, and function<strong>in</strong>g,so the story goes, on a diet of coke and burgers, these young'hackers' set out to colonise the unexplored territory of thecomputer. One of their most famous endeavours was the <strong>in</strong>vention ofthe first computer game. By modern standards it was uncomplicated. Asimple figure of a spaceship appeared on the screen, to be shot downby the player. At the time, however, it was a marvellous feat ofcomputer graphics, a miracle of programm<strong>in</strong>g. Copies of 'Spacewar',<strong>in</strong> punched paper form, were passed around to computer enthusiasts atother <strong>in</strong>stitutions, and began a small revolution <strong>in</strong> computer use.[3]


The game of Spacewar depended on human/computer <strong>in</strong>teractivity. Itrelied on the human user be<strong>in</strong>g able to monitor the computer's actionsand modify and correct for them while the mach<strong>in</strong>e was actuallyoperat<strong>in</strong>g. The concept of human/computer <strong>in</strong>teraction did not beg<strong>in</strong>with this <strong>in</strong>vention of the computer game, but the game made a small<strong>in</strong>stance of this <strong>in</strong>teractivity available to a rapidly expand<strong>in</strong>g numberof computer users and demonstrated that such concepts could berealised <strong>in</strong> a simple and 'user-friendly' fashion. It brought newprogramm<strong>in</strong>g ideas--new algorithms--to the comput<strong>in</strong>g world. It alsochanged the way that the academy thought about computers. The leapbetween the idea of computers as awesome <strong>in</strong>habitants of super-cooledrooms, tended by white-coated eng<strong>in</strong>eers, to the idea of the computeras toy and expressive tool, was made when that first spaceship wasshot down. Spacewar made tangible the idea of the computer as amedium for human expression.---NETWORKED COMPUTING[4]---The comput<strong>in</strong>g expertise of the TMRC members soon came to the attentionof MIT's authorities. Wish<strong>in</strong>g to harness this obvious talent, MITgave the students legitimate access to the computers, and legitimatework to perform on them. One of the first jobs they were assigned wasto solve the problem of the costs <strong>in</strong>volved <strong>in</strong> buy<strong>in</strong>g enough computersto cater for the <strong>in</strong>creas<strong>in</strong>g numbers of people who wished to use them.MIT was consider<strong>in</strong>g <strong>in</strong>vest<strong>in</strong>g <strong>in</strong> a new form of operat<strong>in</strong>g system, knownas the Compatible Time-Shar<strong>in</strong>g System, which would allow more than oneperson to use a computer at once. Instead, <strong>in</strong> a cost-sav<strong>in</strong>g move,they set the TMRC students to design<strong>in</strong>g their own multi-user operat<strong>in</strong>gsystem. The multi-user computer system relied on a different hardwareto the s<strong>in</strong>gle user system. If more than one were to be accommodated,there needed to be more than one set of <strong>in</strong>put and output devicesconnected to the computer. From each of these multiple term<strong>in</strong>als,different users could share the same computer resources. The systemthat they designed, and named the Incompatible Timeshar<strong>in</strong>g System, wasone of the first of this new breed of operat<strong>in</strong>g system. ITS and othersystems like it quickly supplanted the old s<strong>in</strong>gle-user systems.Today, the most popular multi-user operat<strong>in</strong>g systems are part of theUNIX family, descendants of a system which Bell Laboratories began todevelop <strong>in</strong> 1969.The multi-user paradigm quickly became popular, as its costeffectivenessbecame apparent, and was followed by the idea of thecomputer network. Programmers <strong>in</strong> the United States Department ofDefence built the first network. In 1969 the DoD began work on a'long-haul' network of computers at dispersed sites. This projectwas funded by the Advanced Research Projects Agency, a research arm ofthe DoD. The orig<strong>in</strong>al purpose of the ARPANET project was to design asystem for use by military control and <strong>in</strong>telligence. The network wasdesigned to enable authorities to communicate and weapons to becontrolled remotely <strong>in</strong> the event of a nuclear war. The problem withwhich the eng<strong>in</strong>eers who designed the system were faced was that dur<strong>in</strong>ga war any central control po<strong>in</strong>t would most likely be the target ofenemy missiles. The solution was a network structure that had nocentral po<strong>in</strong>t and which was designed from the beg<strong>in</strong>n<strong>in</strong>g to withstand


physical attack. Each node of the network could operate as a centralpo<strong>in</strong>t, and there would be no 'right' way for a message to bedirected from one node to another. Messages could follow any route,and should one node be taken out of operation, messages would simplyskirt around it. This rather haphazard delivery system would beextremely resilient--even with large portions of the network knockedout, <strong>in</strong>formation could still be transmitted.[5]In 1969 ARPA set about <strong>in</strong>stall<strong>in</strong>g the first node of the network at theLos Angeles campus of the University of California. Shortly afterwardnodes were <strong>in</strong>stalled at the Santa Barbara campus of the sameuniversity, at the University of Utah, and at the Stanford ResearchInstitute. Once the system was up and runn<strong>in</strong>g, these universitieswere given leave to use it for research purposes. They jumped to doso, plann<strong>in</strong>g to exploit the network's ability to give users of thecomputers at each of these sites access to the resources held by allthree. At the same time, DARPA encouraged other <strong>in</strong>stitutions to setup their own network nodes, each of which could be commandeered <strong>in</strong>time of war. By 1972 thirty-seven universities and governmentresearch organisations were on ARPANET, and as the network grew these<strong>in</strong>stitutions began to demand autonomy from the military. In 1983ARPANET was divided <strong>in</strong>to two networks, known as ARPANET (for researchuse) and MILNET (for military use). The ARPANET arm cont<strong>in</strong>ued toexpand, with local area networks at various government, educationaland commercial sites be<strong>in</strong>g added to the system. Other nations alsoadopted the technology, and with the advent of satellitecommunications, it became possible for all these computer networks tobe l<strong>in</strong>ked together as one super network. This new <strong>in</strong>ternationalentity became known as the Internet.---INTERACTIVE NETWORKING[6]---In its orig<strong>in</strong>al design, ARPANET was <strong>in</strong>tended to facilitate the use ofremote computers, and the transfer of computer programs and databetween remote computers. As someth<strong>in</strong>g of an afterthought, a tool for<strong>in</strong>terpersonal communication was provided--electronic mail. By thesecond year of operation, it became clear to ARPANET's designersthat, despite their expectations, most of the network's users werenot us<strong>in</strong>g it to share facilities but to share <strong>in</strong>formation. Filetransfers took up a much greater portion of network traffic than didremote comput<strong>in</strong>g, and although it accounted for only a small amount ofnetwork traffic, writ<strong>in</strong>g and read<strong>in</strong>g electronic mail took up most ofthe time which users spent on the network. People were us<strong>in</strong>g thenetwork to collaborate on projects, to trade notes, and just to chatand keep <strong>in</strong> touch. Less than a year after ARPANET became operational,the mail<strong>in</strong>g list was <strong>in</strong>vented. This allowed people to send messagesto a s<strong>in</strong>gle site, where a program would then forward that message onto every person on a list, so facilitat<strong>in</strong>g communication between alarge group of people. One of the earliest and most popular mail<strong>in</strong>glists was named SF-LOVERS, and was used by science-fiction fans.S<strong>in</strong>ce then, many more communications facilities have become availableon the network which ARPANET became: the Internet. The most popularof these is USENET, which came <strong>in</strong>to be<strong>in</strong>g <strong>in</strong> 1979, the <strong>in</strong>vention ofthree students at the University of North Carol<strong>in</strong>a who wanted to


design a better system for dissem<strong>in</strong>at<strong>in</strong>g <strong>in</strong>formation between multiplepeople than email and mail<strong>in</strong>g lists provided. USENET software enabledpeople to read messages stored <strong>in</strong> a network distributed database ofmessages divided by subject, and to add their own articles to thedatabase. In its orig<strong>in</strong>al <strong>in</strong>carnation, the USENET software wasdesigned to handle a few articles per day from each of a handful ofsubject divisions, or, as they came to be known, 'newsgroups'. Inthe last fourteen years, USENET has come to encompass over twothousand newsgroups, with many of those groups see<strong>in</strong>g several hundredsof articles each day. Today's USENET software relies on ahierarchical arrangement of newsgroups. The 'top-level' hierarchieshave such names as 'comp', 'talk' and 'rec' (the latter be<strong>in</strong>gfor recreational topics). Beneath these blanket divisions are suchgroups as comp.os.msdos, comp.os.unix, rec.fish<strong>in</strong>g, sci.anthropology,sci.electronics, rec.juggl<strong>in</strong>g and rec.food.vegetarian. Almost everysite on the Internet allows its users to access USENET, and thearticles that each user posts are very quickly sent on to other sites.Where once it might have taken days for messages to be propagated, itnow takes only m<strong>in</strong>utes.Despite this speed of transmission, electronic mail, mail<strong>in</strong>g lists andUSENET are nevertheless asynchronous methods of communication.Messages are read and responded to <strong>in</strong> discrete blocks, <strong>in</strong> acommunicative paradigm similar to that on which the earliest computerswere <strong>based</strong>. Early on <strong>in</strong> the Internet's life, a simple synchronousmethod of communication was developed. Variously known as 'phone'or 'talk', this facility allowed a user to 'call' another user.If that user decided to accept the call, the two users could typedirectly to each other's screens, allow<strong>in</strong>g a far faster and more<strong>in</strong>teractive form of communication than that allowed by email ornewsgroups. 'Talk' programs suggested a new way of figur<strong>in</strong>gcomputer-mediated communication. Where asynchronous methods of CMCsuch as email or USENET tend to rely on the idea of a computer as atool, as a means for communication, synchronous methods rely on theidea of the computer as provid<strong>in</strong>g a space for communication. The talkprogram took the ideas begun by Spacewar further. Talk presentedcomputers, and computer networks, not only as a medium for activity,but as the site of it. Synchronous forms of CMC began to br<strong>in</strong>g thecyberspace of the Internet <strong>in</strong>to the realms of <strong>virtual</strong> reality.Nom<strong>in</strong>ally, all datapaths can be called cyberspaces. Telephone l<strong>in</strong>es,hard disks, fibre optic cables and satellite l<strong>in</strong>ks are all parts ofthe global cyberspace that is the Internet. Where that cyberspacebecomes most tangible to the user, and where it becomes a form of<strong>virtual</strong> reality, is where the users of those networks canimag<strong>in</strong>atively enter <strong>in</strong>to them. It was this imag<strong>in</strong>ed entrance <strong>in</strong>to<strong>virtual</strong> space that was to be developed <strong>in</strong> MUDs.---MUDS: NETWORKED, INTERACTIVE VIRTUAL REALITIES[7]---The computer aficionados at the Stanford Artificial IntelligenceLaboratory of the early 1970s were well known for be<strong>in</strong>g fantasy fans.Rooms <strong>in</strong> the AI Lab were named after locations described <strong>in</strong> J.R.R.Tolkien's _Lord_of_the_R<strong>in</strong>gs_, and the pr<strong>in</strong>ter <strong>in</strong> the lab was riggedso that it could pr<strong>in</strong>t <strong>in</strong> three different Elven fonts. It was one ofthese fantasy fans who wrote the first <strong>virtual</strong> reality computer game.


Donald Woods, a veteran of MIT's Spacewar, discovered a quitedifferent k<strong>in</strong>d of game be<strong>in</strong>g run on a computer at the Xeroxcorporation's Palo Alto Research Centre. The program depicted anexplorer seek<strong>in</strong>g treasure <strong>in</strong> a network of caverns. It was an entirely<strong>text</strong>-<strong>based</strong> game. There were no spaceships to be shot, no graphics atall, just descriptions of localities and prompts ask<strong>in</strong>g players wherethey wished to go or what they wanted to do next. Woods was entrancedby the game. He contacted the programmer, Will Crowther, talked tohim about it, and decided to expand Crowther's program <strong>in</strong>to a morecomplex adventure game. What he wrote was ADVENT, more commonlyreferred to as Adventure, <strong>in</strong> which a player assumed the role of atraveller <strong>in</strong> a Tolkienesque sett<strong>in</strong>g, fight<strong>in</strong>g off enemies, overcom<strong>in</strong>gobstacles through clever tricks, and eventually discover<strong>in</strong>g treasure.Adventure players were presented with <strong>text</strong> describ<strong>in</strong>g scenes such asthe follow<strong>in</strong>g:You are stand<strong>in</strong>g at the end of a road before asmall build<strong>in</strong>g. Around you is a forest. A smallstream flows out of the build<strong>in</strong>g and down agully. There is a sword beneath a tree next tothe stream.[8]Simple commands, such as 'get sword', 'look tree' and 'gonorth', allowed the player to navigate and <strong>in</strong>teract with theAdventure universe, with each <strong>in</strong>put item elicit<strong>in</strong>g a new descriptionof the player's environment or of the results of his or her actions.Crowther and Woods were the <strong>in</strong>ventors of the very first computerised<strong>virtual</strong> reality game. Crowther's caves, and Woods' more complexfantasy world, were figured by players as places which they couldenter through the computer.[9]Simple though it may seem, Adventure quickly became extremely popular,and a host of similar games began to appear. Copies of these gamesspread through the <strong>in</strong>ternational tendrils of the Internet, where theycan be found today, played by countless numbers of computer users.The charm of the game lay <strong>in</strong> the illusion it gave players of be<strong>in</strong>g<strong>in</strong>side the game universe. It engaged the imag<strong>in</strong>ation <strong>in</strong> a way that nogame had done before. Unlike the commercial computer games which werethen start<strong>in</strong>g to be written, the game had no def<strong>in</strong>ite aim. Playerswere not called upon to solve specific problems, or defeat specificenemies. There were no Pacmen or spaceships, no laser weapons orgobbl<strong>in</strong>g globs. Instead players were free simply to explore the gameuniverse. They could do whatever they liked. Users could <strong>in</strong> theirimag<strong>in</strong>ation enter <strong>in</strong>to the game universe, and do <strong>in</strong> it exactly whatthey would do were the <strong>virtual</strong> reality an actuality. Adventureoffered a form of escapism that no computer game previously had byallow<strong>in</strong>g the user to enter the game universe and plot the form thegame would take.Adventure and its cous<strong>in</strong>s did not run on computer networks. They weres<strong>in</strong>gle player games. However, at the same time as they were be<strong>in</strong>gwritten, most US universities were, as I have described, jo<strong>in</strong><strong>in</strong>g theARPANET. By the late 1970s most research <strong>in</strong>stitutions <strong>in</strong> the United


States had jo<strong>in</strong>ed the ARPANET. In 1977 the <strong>in</strong>terests of network<strong>in</strong>g,<strong>in</strong>teractivity, and <strong>virtual</strong> reality games met to produce the firstnetworked, multi-user game. Mazewar, written by Jim Guyton, <strong>in</strong>volvedthe extremely simple scenario of multiple participants wander<strong>in</strong>garound a maze, try<strong>in</strong>g to shoot one another--a k<strong>in</strong>d of multiparticipantSpacewar. Mazewar was soon followed by a more complexmulti-user game which owed its sett<strong>in</strong>g to that depicted <strong>in</strong> Adventure.WIZARD featured a dungeon, and puzzles and monsters. Players roamedthe WIZARD universe kill<strong>in</strong>g dragons and collect<strong>in</strong>g gold. Moreover,they could do it <strong>in</strong> teams. WIZARD <strong>in</strong>troduced the concept of player<strong>in</strong>teraction beyond the level of aggression. Players of WIZARD couldcommunicate with one another, and could share <strong>in</strong>formation and objectsthey had accumulated <strong>in</strong> their exploration of the dungeon. Teams ofplayers could collaborate on adventures which were often liftedwholesale from the pages of pulp fantasy novels, if not from_The_Lord_of_the_R<strong>in</strong>gs_.In 1979 Alan Klietz, <strong>in</strong>spired by Adventure and WIZARD, began writ<strong>in</strong>gE*M*P*I*R*E, which later came to be known as Scepter. Klietz wasassociated with the M<strong>in</strong>nesota Educational Computer Consortium, a groupwhich from 1976 to 1983 made use the of the new multi-user 'timeshar<strong>in</strong>g'computer operat<strong>in</strong>g systems to provide computer access toschoolchildren. One of the most popular programs on the system wasAdventure, and Klietz wrote Scepter as a multi-user alternative toAdventure. Scepter allowed players, as WIZARD had, to communicate,and it also adopted that feature of Mazewar that was to become one ofthe major features of this genre of game. Scepter allowed players toplay aga<strong>in</strong>st each other as well as with each other. Player to playercombat <strong>in</strong>troduced a new level of complexity <strong>in</strong>to the game, whichquickly became so popular that Klietz set about writ<strong>in</strong>g a commercialversion, known as Screenplay, under the ownership of his employers,Gambit Incorporated.Scepter was the first game to depart from the fantasy genre that haddom<strong>in</strong>ated previous games. Alan Klietz's game universe featuredvarious themes <strong>in</strong>clud<strong>in</strong>g areas emulat<strong>in</strong>g the wild west, and sciencefiction and detective stories, as well as the more familiarTolkienesque areas. The latter rema<strong>in</strong>ed popular, and the sciencefiction areas quickly collected an avid group of fans. To this daythe fantasy and science fiction genres dom<strong>in</strong>ate these games, just as<strong>in</strong> the forms of Spacewar and Adventure they had <strong>in</strong>spired their birth.Unfortunately, Klietz was eventually forced to abandon his work. Thecompany that orig<strong>in</strong>ally owned the rights to Screenplay, Gambit, wassubsumed <strong>in</strong>to a larger company, Interplay. Interplay later filed forbankruptcy and its owner was sent to jail on eighteen counts <strong>in</strong>clud<strong>in</strong>gtax evasion and runn<strong>in</strong>g a false church out of his home.[10]Screenplay left the market under a cloud.The name 'MUD' first appeared <strong>in</strong> 1978 when Roy Trubshaw, then astudent at the University of Essex, England, wrote what he called aMulti-User Dungeon. The name itself was a tribute to an earliers<strong>in</strong>gle-user Adventure-style game named DUNGEN.[11] In 1979, RichardBartle jo<strong>in</strong>ed Trubshaw <strong>in</strong> work<strong>in</strong>g on MUD. MUD conta<strong>in</strong>ed many of thefeatures which others, such as Alan Klietz, had developed


<strong>in</strong>dependently. It was a networked multi-user game which allowed usersto communicate with one another, to cooperate on adventures together,or to fight aga<strong>in</strong>st each other. In an early version of the game,players were also given the option of extend<strong>in</strong>g the game world bycreat<strong>in</strong>g new objects and places with<strong>in</strong> it. However, <strong>in</strong> the end, theoption of user-extensibility was taken out, partly as a result of thelack of comput<strong>in</strong>g resources available to run the game, and partlybecause Bartle felt that the hodge-podge of items created by playersdetracted from rather than enhanced the game.The first MUD universe was a fantasy-style one that encouraged playersto compete with each other for po<strong>in</strong>ts. Player went on quests to killmonsters or f<strong>in</strong>d treasure. Kill<strong>in</strong>g monsters--or other players--was asource of po<strong>in</strong>ts, but more were to be ga<strong>in</strong>ed by f<strong>in</strong>d<strong>in</strong>g treasure andbr<strong>in</strong>g<strong>in</strong>g it back to a swamp located at a shift<strong>in</strong>g po<strong>in</strong>t <strong>in</strong> the gameuniverse. On throw<strong>in</strong>g treasure <strong>in</strong>to the swamp, players would berewarded with po<strong>in</strong>ts which, once they had collected enough, wouldenable them to ga<strong>in</strong> new and greater powers. Although this orig<strong>in</strong>alMUD game did not ever ga<strong>in</strong> a high level of popularity, it neverthelesshas had great <strong>in</strong>fluence on those who were to develop later games. Thenumber of people who played Bartle and Trubshaw's MUD was small, butmany of them went on to design the systems that are popular today.The orig<strong>in</strong>al MUD game can still be played. Richard Bartle was askedto design a version for the CompuServe computer facility, and thatversion is still <strong>in</strong> existence. Called British Legends, playerscompete to collect enough po<strong>in</strong>ts, by solv<strong>in</strong>g puzzles, kill<strong>in</strong>g monstersand f<strong>in</strong>d<strong>in</strong>g treasure, to become a 'Wizard', a title recognis<strong>in</strong>g theplayer's mastery over the British Legends universe, and giv<strong>in</strong>g him orher special powers with<strong>in</strong> that universe.Alan Cox was one of those who spent a lot of time play<strong>in</strong>g the orig<strong>in</strong>alMUD game, and <strong>in</strong> 1987 he decided to design his own. AberMUD, namedfor the town of Aberystwyth <strong>in</strong> which Cox lived, has evolved throughnumerous versions and is still played today. Jim Aspnes of Carnegie-Mellon University was another fan of Bartle and Trubshaw's MUD. In1989 he began work on T<strong>in</strong>yMUD, which was to <strong>in</strong>troduce a whole newflavour of game to the genre. T<strong>in</strong>yMUD was designed to run oncomputers runn<strong>in</strong>g the UNIX operat<strong>in</strong>g system, and the grow<strong>in</strong>gpopularity of UNIX made possible the popularity of Aspnes' creation.T<strong>in</strong>yMUD was the first of what were to come to be called 'social'MUDs. Aspnes deliberately set out to get away from the notion thatthese games had to be played with the idea of ga<strong>in</strong><strong>in</strong>g po<strong>in</strong>ts, orkill<strong>in</strong>g th<strong>in</strong>gs--let alone that players should be given the option ofkill<strong>in</strong>g each other. Instead of be<strong>in</strong>g given access to commands such as'kill', T<strong>in</strong>yMUD players were encouraged to centre their play aroundcommunication and world creation. Although none of the features ofT<strong>in</strong>yMUD were new to the grow<strong>in</strong>g MUD genre, it was the first system tocomb<strong>in</strong>e them <strong>in</strong> a fashion that stressed cooperation and <strong>in</strong>teractionrather than competition and mastery.From 1990 onward the number of MUD programs <strong>in</strong> circulation <strong>in</strong>creasedrapidly. There are, among others, COOLMUDs, ColdMUDs, DikuMUDs, DUMs,LP-MUDs, MAGEs, MOOs, MUCKs, MUSEs, MUSHes, TeenyMUDs, T<strong>in</strong>yMUDs,UberMUDs, UnterMUDs, UriMUDs and YAMUDs (the latter be<strong>in</strong>g an acronym


for 'yet another MUD'). Each program offers its own technicaladvantages and disadvantages, such as the amount of computer hard diskspace or memory needed to run the program. The environments portrayedon MUDs have become far more varied. The Tolkienesque fantasy worldsare still the most common, closely followed by science fiction worlds,but MUD environments <strong>based</strong> on actual or historical places--such asMoscow, the ante-bellum South, the Wild West, the prehistoric era, ora medieval village--have appeared. The mean<strong>in</strong>g of the term 'MUD'has changed to reflect this. The orig<strong>in</strong>al acronym 'Multi-UserDungeon' has been jo<strong>in</strong>ed by 'Multi-User Dimension' and 'Multi-UserDoma<strong>in</strong>', and the term has come to refer not to the orig<strong>in</strong>al programwritten by Richard Bartle and Roy Trubshaw but to the entire programgenre.[12] Many of today's MUD systems are not games, but are be<strong>in</strong>gused for academic purposes. The first of these academic systems wasMediaMOO, run by Amy Bruckman of the Massachusetts Institute ofTechnology, which provides a <strong>virtual</strong> meet<strong>in</strong>g place for students andacademics work<strong>in</strong>g <strong>in</strong> the area of media and communications. Severalmore such systems have followed <strong>in</strong> MediaMOO's steps, <strong>in</strong>clud<strong>in</strong>gPMCMOO, which serves literary and <strong>cultural</strong> theorists, and BioMOO,which serves biologists.[13] These systems use the <strong>virtual</strong>environments created by MUD programs to collapse the distances betweenacademics from around the world, and to provide materials such ascourse outl<strong>in</strong>es, papers and conference <strong>in</strong>formation <strong>in</strong> an easilyaccessed form.Nevertheless, the majority of MUD systems run on the Internet are<strong>in</strong>tended to be used for social or enterta<strong>in</strong>ment purposes, and it isthese systems with which I am concerned. These MUDs tend to fall <strong>in</strong>toone of two categories, commonly referred to by MUD players as'adventure' and 'social' MUDs. The first category--the adventurestyleMUDs--refers to MUD programs that descended directly from Bartleand Trubshaw's MUD; the second--the social MUDs--refers to systemsthat were <strong>in</strong>spired by T<strong>in</strong>yMUD. Whether a particular MUD programbelongs <strong>in</strong> either category is dependant not purely on any technicalconsiderations of its programm<strong>in</strong>g or implementation, but on the styleof play which it encourages.On adventure-style MUDs, such as those <strong>based</strong> on the LPMUD and DikuMUDprograms, there exists a strict hierarchy of privileges. The personwith the most control over the system is the one runn<strong>in</strong>g the MUDprogram. He, or she, has access to every computer file <strong>in</strong> theprogram, and can modify any of them. This person is commonly known asthe God of the MUD, and he or she has complete control over theelements of the <strong>virtual</strong> world. Gods may create or destroy <strong>virtual</strong>areas and objects, and destroy or protect players' characters. Theplayers, on the other hand, have very little control over the system.They cannot cannot build new objects or areas, and have no power overthose that already exist. They can only <strong>in</strong>teract with the MUDenvironment. They can kill monsters, collect treasure and solvepuzzles, and communicate with one another. By do<strong>in</strong>g these th<strong>in</strong>gsplayers on adventure MUDs ga<strong>in</strong> po<strong>in</strong>ts, and once a player has a certa<strong>in</strong>number of po<strong>in</strong>ts they ga<strong>in</strong> certa<strong>in</strong> privileges. Once a player hascollected enough po<strong>in</strong>ts he or she may be elevated to the rank ofWizard.[14] Wizards do not have the complete degree of control which


is available to the God of the MUD. They cannot alter the MUDsoftware itself, but they do have the ability to create and controlobjects and places with<strong>in</strong> the MUD universe.Social MUDs, many of which are <strong>based</strong> on the MUSH or MUCK software, arenot so evidently hierarchical. Early versions of Bartle andTrubshaw's MUD allowed players to add items and rooms to the gamedatabase, an idea that was <strong>in</strong>corporated <strong>in</strong>to the T<strong>in</strong>yMUD program.This feature is common to all social MUDs. While social MUDs haveGods as do adventure MUDs, who control the actual software, andWizards who have privileged powers, these powers <strong>in</strong> the game universeare not unique <strong>in</strong> k<strong>in</strong>d but only <strong>in</strong> degree. Players do not have tofight to ga<strong>in</strong> po<strong>in</strong>ts and levels before they can build simple objectsand create new areas of the game universe. Novice players on a socialMUD are able to do these th<strong>in</strong>gs. They do not have access to theactual computer files of the game program, but they have access to alibrary of commands that allow them to create and describe objects andareas, and make them behave <strong>in</strong> certa<strong>in</strong> ways <strong>in</strong> response to <strong>in</strong>put fromother players. The rank of Wizard is not dependant upon ga<strong>in</strong><strong>in</strong>gpo<strong>in</strong>ts, and elevation to this rank is at the discretion of the Gods.Players of these MUDs are, as were the orig<strong>in</strong>al players of T<strong>in</strong>yMUD,encouraged to <strong>in</strong>teract with and extend the <strong>virtual</strong> environment ratherthan compete with<strong>in</strong> it.In this thesis I have chosen to concentrate on four MUDs represent<strong>in</strong>gfour different environments and the two different styles of MUD,although I shall refer briefly to other systems. These four MUDs areknown as LambdaMOO, FurryMUCK, Revenge of the End of the L<strong>in</strong>e andJennyMUSH.[15] The first is a social-style MUD, set <strong>in</strong> a rambl<strong>in</strong>gmansion. The second, also a social MUD, <strong>in</strong>volves players <strong>in</strong> a world<strong>in</strong> which each <strong>in</strong>dividual adopts the persona of an anthropomorphisedanimal. Revenge of the End of the L<strong>in</strong>e (or EOTL as its players referto it) is an adventure-style MUD, and JennyMUSH is a social MUD usedas a <strong>virtual</strong> support centre by survivors of sexual assault. I havechosen to concentrate on these MUDs because each lends itself to adiscussion of <strong>virtual</strong> reality from a different perspective.LambdaMOO, which of the three most nearly attempts to recreate reality<strong>in</strong>side <strong>virtual</strong>ity--the core of the LambdaMOO mansion is a <strong>virtual</strong>recreation of the God's actual home--provides an <strong>in</strong>sight <strong>in</strong>to changedcommunicative and <strong>cultural</strong> practices. EOTL, with its competitive andhierarchical structures, shows the evolution of power and socialcontrol <strong>in</strong> cyberspatial environments, as does a pa<strong>in</strong>ful episode onJennyMUSH. FurryMUCK, with its emphasis on anthropomorphic characterslends itself to an exploration of the fate of the human body and humanidentity <strong>in</strong>side <strong>virtual</strong> <strong>realities</strong>.---FOOTNOTES TO BACKGROUND---[1] The story presented <strong>in</strong> this chapter is <strong>based</strong>, unless otherwisenoted, on <strong>in</strong>formation conta<strong>in</strong>ed <strong>in</strong> Tracey L. Laquey, _The_User's__Directory_of_Computer_Networks_ (Massachusetts: Digital Press,1990), Steven Levy, _Hackers:_Heroes_of_the_Computer_Revolution_(New York: Dell, 1984), and Timothy Tra<strong>in</strong>or and Diane Krasnewich,_Computers!_ (New York: Mitchell, 1989), as well as on anecdotesrelated to me by some of the 'hackers' <strong>in</strong> the Computer Science


Department and Electrical Eng<strong>in</strong>eer<strong>in</strong>g Faculty at MelbourneUniversity. This history is by no means perfect--many of mysources, and the memories of the people who lived through thesetimes, contradict each other. In writ<strong>in</strong>g this section I havetried to reconcile these differences and produce a narrative thataccounts as far as possible for the differences amongst mysources.[2] The Tech Model Railroad Club featured heavily <strong>in</strong> Levy,particularly <strong>in</strong> Chapter One.[3] The <strong>in</strong>vention of Spacewar is detailed <strong>in</strong> Chapter Three of Levy.[4] This history of computer network<strong>in</strong>g and the Internet is <strong>based</strong> on:Philip Leverton and Ross Millward, _Technical_note_82:_Us<strong>in</strong>g__the_UNIX_ _Mail_System_ (Melbourne: Melbourne UniversityComput<strong>in</strong>g Services, 1989); a USENET article on the history ofUNIX written by Pierre Lewis (Newsgroup: comp.unix.questions,Subject: A very brief look at Unix history, From: "Pierre (P.)Lewis" Date: Fri Jan 8 14:56:22 EST 1993); "TheStrange History of the Internet," an article by Bruce Sterl<strong>in</strong>gpublished <strong>in</strong> the _!m<strong>in</strong>dgun_ 'z<strong>in</strong>e produced by the Society forDigital Redistribution (orig<strong>in</strong>ally published <strong>in</strong> the February 1993issue of _The_Magaz<strong>in</strong>e_of_Fantasy_and_Science_Fiction_); and<strong>in</strong>formation <strong>in</strong> the works by Laquey and Levy detailed above.[5] This paragraph is <strong>based</strong> on <strong>in</strong>formation conta<strong>in</strong>ed <strong>in</strong> Sterl<strong>in</strong>g.[6] Information on the early development of USENET has been takenfrom articles by Gene Spafford and Brian Reid which are regularlyposted to the USENET group news.answers.[7] My sources for this history <strong>in</strong>clude first-hand accounts relatedto me <strong>in</strong> electronic mail by Richard Bartle, Alan Klietz, AlanCox, Jim Aspnes and Jim F<strong>in</strong>nis, <strong>in</strong>formation <strong>in</strong>cluded <strong>in</strong> Levy(especially Chapters Three and Seven), user documentation<strong>in</strong>cluded with the AberMUD, T<strong>in</strong>yMUD and LPMUD programs, andpost<strong>in</strong>gs made to the Usenet newsgroup rec.games.mud <strong>in</strong> responseto a query from Amy Bruckman.[8] Levy, 141.[9] See Levy, 138-144 for more details on the <strong>in</strong>vention of Adventure.[10] This anecdote has been taken from a USENET article with thefollow<strong>in</strong>g headers: From: alberti@mudhoney.micro.umn.edu(Albatross); Newsgroups: rec.games.mud; Subject: Re: history: VMSMonster, Sceptre of Goth; Date: 23 Mar 92 22:01:55 GMT.[11] The operat<strong>in</strong>g system under which DUNGEN ran only allowedfilenames to be a maximum of six letters long, thus theparticular spell<strong>in</strong>g of the name.[12] Some would <strong>in</strong>sist that MUD has come to stand for MultiUndergraduate Destroyer, <strong>in</strong> recognition of the number of studentswho may have failed their classes due to too much time spentMUDd<strong>in</strong>g.[13] PMCMOO is an off-shoot of the electronic journal _Postmodern__Culture_.[14] The titles given to those who run and adm<strong>in</strong>istrate the MUD varyfrom system to system. S<strong>in</strong>ce they are by far the most commonlyused of all titles, I have chosen to use the term 'God' to referto the person runn<strong>in</strong>g the MUD program, and 'Wizard' to refer tothose players who have been given adm<strong>in</strong>istrative powers by theGod.


[15] These MUDs may be connected to from any computer on the Internetby us<strong>in</strong>g the 'telnet' command or program. The Internet addressfor LambdaMOO is lambda.parc.xerox.com (or 192.216.54.2) and theport number is 8888. The address for FurryMUCK is sncils.snc.edu(138.74.0.10), port number 8888. Revenge of the End of the L<strong>in</strong>ecan be found at mud.stanford.edu (36.21.0.99), port 2010.JennyMUSH's adm<strong>in</strong>istrator has asked me to withhold <strong>in</strong>formation onhow to connect to that MUD.+-----------------------------------------------CHAPTER ONE: COMMUNICATION AND CULTURAL CONTEXT-----------------------------------------------For words to have a shared mean<strong>in</strong>g they must be given a con<strong>text</strong>.Stripped of the historical, environmental and social con<strong>text</strong>s <strong>in</strong> whichthey have evolved and <strong>in</strong> which they are used, words have littlemean<strong>in</strong>g. It is con<strong>text</strong> that creates mean<strong>in</strong>g and allows us to act.The <strong>in</strong>formation on which we decide which aspects of our systems ofsocial conduct are appropriate to our circumstances lie <strong>in</strong> <strong>cultural</strong>con<strong>text</strong>s rather than <strong>in</strong> the shape and sound of words alone. In<strong>in</strong>teract<strong>in</strong>g with other people, we rely on non-verbal <strong>in</strong>formation todel<strong>in</strong>eate a con<strong>text</strong> for our own contributions. "Be<strong>in</strong>g cultured,"says Greg Den<strong>in</strong>g, "we are experts <strong>in</strong> our semiotics... we read signand symbol [and] codify a thousand words <strong>in</strong> a gesture".[1] We donot need to be told that we are at a wedd<strong>in</strong>g, and should be quietdur<strong>in</strong>g the ceremony, <strong>in</strong> order to enact the code of etiquette that ourculture reserves for such an occasion. Words alone do not express ordef<strong>in</strong>e the full extent of our <strong>cultural</strong> and <strong>in</strong>terpersonal play. Thegreater part of our <strong>in</strong>teraction is expressed through signs andsymbols--<strong>in</strong> tone and nuance, <strong>in</strong> styles of dress and handwrit<strong>in</strong>g, <strong>in</strong>postures and facial expressions, <strong>in</strong> appeals to rules and traditions.The words themselves tell only half the story--it is theirpresentation that completes the picture.Human communication is never merely a matter of words, much less so ishuman culture. This is someth<strong>in</strong>g that we all take for granted--yetthe <strong>virtual</strong> environments that are the subject of this study are aproduct of words, of pure <strong>text</strong>. Because of this, these <strong>virtual</strong> placessubvert many of our assumptions about the practice of <strong>in</strong>teractivecommunication. MUD players are unable to rely on conventions ofgesture and nuances of tone to make sense of one another.Nevertheless, despite the absence of these familiar channels of<strong>in</strong>terpersonal mean<strong>in</strong>g, players do not fail to make sense of eachother. On the contrary, MUD environments are extremely <strong>cultural</strong>lyrich, and communication between MUD players is often highlyemotionally charged. Although they cannot see, hear or touch oneanother, MUD players have developed ways to convey shades ofexpression that would usually be transmitted through these senses.Their means of expression are severely limited by the technology onwhich MUDs are <strong>based</strong>, but <strong>in</strong>stead of allow<strong>in</strong>g that to restrict thecontent of their communication they have devised methods of<strong>in</strong>corporat<strong>in</strong>g socio-emotional con<strong>text</strong> cues <strong>in</strong>to pure <strong>text</strong>. They use<strong>text</strong>, seem<strong>in</strong>gly such a restrictive medium, to make up for what theylack <strong>in</strong> physical presence. On MUDs, social presence is divorced from


physical presence, a phenomenon that refutes many of the assumptionsthat have <strong>in</strong> the past been made about the ideal richness of face-toface<strong>in</strong>teraction. On MUDs, <strong>text</strong> replaces gesture, and even becomesgestural itself.MUDs show none of the four dist<strong>in</strong>ctive features Kiesler, Siegel andMcGuire have described computer-mediated communication as hav<strong>in</strong>g: anabsence of regulat<strong>in</strong>g feedback, dramaturgical weakness, few socialstatus cues and social anonymity.[2] Despite be<strong>in</strong>g <strong>text</strong>ually <strong>based</strong>,MUDs are sites for social <strong>in</strong>teraction and <strong>cultural</strong> mean<strong>in</strong>g. The<strong>virtual</strong> worlds created with MUD software are dramaturgically andsocially rich, and MUD players have been able to devise means ofcommunicat<strong>in</strong>g social con<strong>text</strong> cues through the <strong>text</strong>ual medium. Thesubject of this first chapter is the methods which MUD systems and MUDplayers use to provide themselves with a social con<strong>text</strong> and a socialpresence.---MAKING SENSE OF THE WORLD---Each MUD system beg<strong>in</strong>s as a blank space. It is noth<strong>in</strong>g more than aset of commands and possibilities. A MUD program is, <strong>in</strong> essence, aset of tools that can be used to create a socio-<strong>cultural</strong> environment.It is this that sets MUDs apart from other <strong>text</strong>ually <strong>based</strong> computermediatedcommunication tools. The latter merely provide an <strong>in</strong>terfacethat separates what one person types from that of another, and soallows a form of written conversation. MUDs, by contrast, allow thedepiction of a physical environment which can be laden with <strong>cultural</strong>and communicative mean<strong>in</strong>g. They allow imag<strong>in</strong>ation and creativity tofurnish the void of cyberspace with socially significant <strong>in</strong>dicators.It is this that makes a MUD system a form of <strong>virtual</strong> reality. Thefirst step <strong>in</strong> the use of a MUD program is the creation of a MUD worldand the peopl<strong>in</strong>g of it. Those sett<strong>in</strong>g up the program must act astheir titles suggest, as Gods and Wizards. They must create theuniverse--they must, to <strong>in</strong>voke a MUD command, '@create light.'The basic MUD program, whether MUSH or LPMUD or any other variety,consists of a number of tools and commands to be used to create adatabase of <strong>text</strong>ually described 'objects', as they are called. Theobjects created are symbolically l<strong>in</strong>ked--<strong>in</strong> both the technical and the<strong>cultural</strong> sense--to create the <strong>text</strong>ual illusion of a world. Databaseentries represent<strong>in</strong>g spaces are l<strong>in</strong>ked together such that one can beaccessed from the other by us<strong>in</strong>g a command such as 'out' or'north'. Entries represent<strong>in</strong>g th<strong>in</strong>gs such as chairs or swords orspaceships are placed with<strong>in</strong> these <strong>virtual</strong> spaces, and givenproperties that allow them to be manipulated by players. Lastly,entries represent<strong>in</strong>g the players themselves are set free to roam and<strong>in</strong>teract with these spaces and th<strong>in</strong>gs, and often to create more ofthem.Together, these three types of objects--places, th<strong>in</strong>gs and people--make up the con<strong>text</strong> that the MUD community operates with<strong>in</strong>. AsKiesler, Siegel, and McGuire have suggested, the chief problem facedby electronic <strong>in</strong>terlocutors is the "dramaturgical weakness ofelectronic media".[3] To compensate for this lack <strong>in</strong> the medium,players must become actors and must provide their own scenery.


Imag<strong>in</strong>ation must take the place of physical reality, and must bemanifested <strong>in</strong> forms accessible to players on the system. Each object<strong>in</strong> the MUD universe--each person, each place, each th<strong>in</strong>g--can be givena description by its creator. This description can be as simple or ascomplex as the creator wishes, and can be viewed by every other playerby use of the 'look' command. When a player connects to a MUDthrough the computer network, he or she is immediately provided with a<strong>text</strong>ual manifestation of the MUD's <strong>virtual</strong> environment. OnLambdaMOO, the player will seem to enter the coat closet <strong>in</strong> thesprawl<strong>in</strong>g house which is at the core of the LambdaMOO world:The Coat ClosetThe closet is a dark, cramped space. Itappears to be very crowded <strong>in</strong> here; you keepbump<strong>in</strong>g <strong>in</strong>to what feels like coats, boots, andother people (apparently sleep<strong>in</strong>g). One usefulth<strong>in</strong>g that you've discovered <strong>in</strong> your bumbl<strong>in</strong>gabout is a metal doorknob set at waist level <strong>in</strong>towhat might be a door.Don't forget to take a look at thenewspaper. Type 'news' to see it.Type '@tutorial' for an <strong>in</strong>troduction tobasic MOO<strong>in</strong>g. Please read and understand 'helpmanners' before leav<strong>in</strong>g The Coat Closet.This coat closet is a remarkable place. It may be small and cramped,but it provides an <strong>in</strong>itial po<strong>in</strong>t of reference <strong>in</strong> the LambdaMOO worldand it furnishes the newcomer with a host of <strong>in</strong>formation about the<strong>cultural</strong> nature of the world he or she has entered. Most if not allMUDs are provided with such an anteroom. It is often a cramped, darkplace, and rarely an open space conta<strong>in</strong><strong>in</strong>g a great many objects todistract or disorient the newcomer. Closets, cracks under bandstands,teleportation rooms and hotel hallways--to suggest just a few of theanterooms on a few of the MUDs I have visited--might not seemespecially <strong>in</strong>vit<strong>in</strong>g places <strong>in</strong> the actual world, but on <strong>text</strong>uallyrepresented <strong>virtual</strong> worlds they provide a space <strong>in</strong> which players maybecome accustomed to the <strong>virtual</strong> environment. These spaces aresparsely furnished; they do not overload the newcomer with<strong>in</strong>formation. At the same time they provide the reassurance ofothers' <strong>virtual</strong> presence, most often <strong>in</strong> the form of sleep<strong>in</strong>g bodies,and they allow the player to take a <strong>virtual</strong> breath before stepp<strong>in</strong>g out<strong>in</strong>to the ma<strong>in</strong> area of the <strong>virtual</strong> landscape. Most importantly, manyMUD anterooms conta<strong>in</strong> po<strong>in</strong>ters to helpful <strong>in</strong>formation and rules.LambdaMOO novices are directed to a newspaper, which will tell themabout recent events on the MUD, a tutorial, which will tell them howto <strong>in</strong>teract with the <strong>virtual</strong> universe on a technical level, and someadvice on etiquette, which will tell them how they should <strong>in</strong>teractsocially on LambdaMOO.Once ready, LambdaMOO newcomers may decide to open the closet door andventure <strong>in</strong>to the greater part of the <strong>virtual</strong> world. They will thenf<strong>in</strong>d themselves <strong>in</strong> the liv<strong>in</strong>g room:The Liv<strong>in</strong>g Room


It is very bright, open, and airy here, withlarge plate-glass w<strong>in</strong>dows look<strong>in</strong>g southward overthe pool to the gardens beyond. On the northwall, there is a rough stonework fireplace. Theeast and west walls are almost completely coveredwith large, well-stocked bookcases. An exit <strong>in</strong>the northwest corner leads to the kitchen and, <strong>in</strong>a more northerly direction, to the entrance hall.The door <strong>in</strong>to the coat closet is at the north endof the east wall, and at the south end is aslid<strong>in</strong>g glass door lead<strong>in</strong>g out onto a woodendeck. There are two sets of couches, oneclustered around the fireplace and one with aview out the w<strong>in</strong>dows.You see Cockatoo, README for New MOOers, afireplace, a newspaper, Welcome Poster, LambdaMOOTakes A New Direction, The Daily Whale, a map ofLambdaHouse, The Carpet, The Birthday Mach<strong>in</strong>e,lag meter, and Helpful Person F<strong>in</strong>der here.Gu<strong>in</strong>evere, jane, MadHatter, Fred, Obvious,Alex, jean-luc, tureshta, Bullet_the_Blue,Daneel, K<strong>in</strong>gSolomon, lena, Laurel, petrify,G<strong>in</strong>ger, and Groo are here.[4]The importance of anterooms on MUDs becomes clearer <strong>in</strong> the light ofthe quantity of <strong>in</strong>formation which entrance <strong>in</strong>to more dynamic areaselicits. The LambdaMOO liv<strong>in</strong>g room is a social and <strong>virtual</strong>ly physicalnexus. From this po<strong>in</strong>t players of the system may enter an ever<strong>in</strong>creas<strong>in</strong>g number of <strong>virtual</strong> places. The ma<strong>in</strong> body of the liv<strong>in</strong>groom's description details the places that can be visited from thatroom. Hav<strong>in</strong>g come this far, most novice players are provided with astrong sense of physical con<strong>text</strong>, which provides a sense of theconceptual limitations and possibilities of the <strong>virtual</strong> world.Physical con<strong>text</strong> is a dimension of social con<strong>text</strong>; place and time areas much loaded with <strong>cultural</strong> mean<strong>in</strong>g as are dress and gesture.LambdaMOO provides the place, and makes it non-threaten<strong>in</strong>g andcomfortable. With fireplaces and couches, books, sunlight, fresh airand pool-side views, the LambdaMOO house is def<strong>in</strong>itely a desirableresidence. It is a place to relax and chat, and that is exactly whatpeople do <strong>in</strong> it.Along with <strong>virtual</strong>ly physical centrality, the liv<strong>in</strong>g room providessocial centrality. It is the ma<strong>in</strong> meet<strong>in</strong>g place for LambdaMOO<strong>in</strong>habitants. It is quite likely the first port of call for newcomersseek<strong>in</strong>g to f<strong>in</strong>d a social niche <strong>in</strong> the <strong>virtual</strong> sett<strong>in</strong>g. FromLambdaMOO's beg<strong>in</strong>n<strong>in</strong>g, the liv<strong>in</strong>g room was presented <strong>in</strong> such a way asto offer a sense of social orientation to newcomers. Fixtures <strong>in</strong> theroom <strong>in</strong>cluded a simple map of the ma<strong>in</strong> areas of the ever-grow<strong>in</strong>gLambdaHouse, a welcome poster and a device enabl<strong>in</strong>g the newcomer toget <strong>in</strong> touch with players designated as 'Helpful People' will<strong>in</strong>g toanswer questions and provide aid to the confused. As LambdaMOO hasevolved, its denizens have added to this list of fixtures. The morepopular additions have <strong>in</strong>cluded a device for register<strong>in</strong>g one'sbirthdate and f<strong>in</strong>d<strong>in</strong>g out the birthdates of other players, as well as


the LambdaMOO newspapers, which are commonly filled with social notes,gossip, announcements and op<strong>in</strong>ions. All of these objects, and thefunctions they perform, create LambdaMOO as a space held together by<strong>in</strong>terpersonal sociality. Birthdays are remembered and commemorated.Help is easy to f<strong>in</strong>d, and clearly advertised. All newcomers areoffered a welcome, and the day-to-day social lives of LambdaMOOdenizens are reported and commented upon.I have been unable to f<strong>in</strong>d a MUD that does not provide the player withboth an anteroom and a central social nexus po<strong>in</strong>t, each roomconta<strong>in</strong><strong>in</strong>g <strong>in</strong>formation about the physical and social con<strong>text</strong> of theMUD. The nature of that con<strong>text</strong> differs widely between MUDs. Some,such as LambdaMOO, give an impression of warmth and friendl<strong>in</strong>ess.Others might be competitive and dangerous, or might offer andadventure and challenge. The <strong>in</strong>formation transmitted differs, but notthe method of transmission. MUDs create their own con<strong>text</strong> out ofwords. The cues normally associated with sight and sound and touchare provided through description. The <strong>in</strong>formation with whichnewcomers are met allows them imag<strong>in</strong>atively to place themselves with<strong>in</strong>the <strong>virtual</strong> world, and encourages them to treat these <strong>text</strong>ual cues asif they were real. This <strong>in</strong>formation provides a common basis for<strong>in</strong>teraction between players.---MAKING SENSE OF EACH OTHER---The MUD system provides players with a stage, but it does not providethem with a script. Players choose their own actions with<strong>in</strong> thecon<strong>text</strong> created by the MUD universe. They are not technicallydictated to by the MUD, but are <strong>in</strong>stead given tools which enable themto act and speak <strong>virtual</strong>ly. Interaction on social-style MUDs such asLambdaMOO is carried out through the use of five commands known as'say', 'pose', 'whisper', 'page' and 'page-pose'.[5] Eachof these commands allows communicative <strong>in</strong>formation to be channelled <strong>in</strong>different ways. The 'say', 'pose' and 'whisper' commands areused between players <strong>in</strong> the same <strong>virtual</strong> space. If a player <strong>in</strong> theliv<strong>in</strong>g room, who might be called Fred, types 'say Hi there!' thenall the players <strong>in</strong> the liv<strong>in</strong>g room will see that:Fred says, "Hi there!"If Fred then types, 'pose gr<strong>in</strong>s amiably' then all those <strong>in</strong> the roomwill see:Fred gr<strong>in</strong>s amiably.The pose command can also be used to mix actions and utterancestogether.[6] If Fred were to type, 'pose hugs G<strong>in</strong>ger warmly andsays, "It's great to see you aga<strong>in</strong>!" ' those <strong>in</strong> the liv<strong>in</strong>g room,<strong>in</strong>clud<strong>in</strong>g a character named G<strong>in</strong>ger, would see:Fred hugs G<strong>in</strong>ger warmly and says, "It's great tosee you aga<strong>in</strong>!"If, however, Fred wished to communicate only with G<strong>in</strong>ger, he mightchoose to use the whisper command. Typ<strong>in</strong>g 'whisper Hi there! to


G<strong>in</strong>ger' will cause G<strong>in</strong>ger, and only G<strong>in</strong>ger, to receive the follow<strong>in</strong>g:Fred whispers, "Hi there!" to you.Even if G<strong>in</strong>ger were not <strong>in</strong> the same <strong>virtual</strong> room as Fred, he couldstill communicate with her. The page and page-pose commands allow thesame function as do say and pose but allow messages or <strong>virtual</strong> actionsto be sent to players <strong>in</strong> other <strong>virtual</strong> rooms. The results of thesecommands appear this way:andFred pages, "Hi there!" to you.In a page-pose to you, Fred gr<strong>in</strong>s amiably.Described baldly, this suite of commands seems simplistic. They are,however, the tools with which social presence is formed on MUDs andthrough which social <strong>in</strong>teraction is made possible. They may besimple, but they are immensely flexible. Players can say, whisper orpage whatever they choose to, and may pose or page-pose any actionthey wish to take. There is no technical limit to what can beexpressed, although as I shall describe later, conventions have arisenon MUDs which delimit the acceptability of various k<strong>in</strong>ds and subjectsof communication.By contrast, players of adventure style MUDs, while hav<strong>in</strong>g access tocommands such as whisper and page, are able to emote only <strong>in</strong> tightlycontrolled circumstances. The actions taken by players on adventureMUDs form part of a never-end<strong>in</strong>g narrative, a story <strong>in</strong> which enemiesare killed, and treasure and power are won. Actions are taken notonly with<strong>in</strong> a social con<strong>text</strong> but with<strong>in</strong> the con<strong>text</strong> of the MUD'snarrative. To allow players to pose such l<strong>in</strong>es as 'G<strong>in</strong>ger wields asword of Ultimate Destruction,' or, 'Fred gives you 1000 goldco<strong>in</strong>s,' would destroy the <strong>in</strong>tegrity of that narrative. It is only <strong>in</strong>special places <strong>in</strong> the MUD world, commonly known as 'emote rooms',that players of adventure systems are able to use emote commands;elsewhere they are given access to a suite of commands that enablespecific actions. Thus, for <strong>in</strong>stance, on Revenge of the End of theL<strong>in</strong>e, if Fred were to type 'french G<strong>in</strong>ger', G<strong>in</strong>ger would see:Fred gives you a deep and passionate kiss...It seems to take forever...Adventure MUD systems commonly provide players with several hundredsof these commands, typically divided <strong>in</strong>to verb and adverb categories.By comb<strong>in</strong><strong>in</strong>g words from each category players are able to expressactions and feel<strong>in</strong>gs, an exercise that demands skill and memory.Though less versatile than the free poses allowed players of socialMUDs, verb and adverb commands are heavily used. Thomas Gerstner, whois associated with an adventure-style MUD named 'Nemesis', recentlycirculated the results of a tally show<strong>in</strong>g how many times each commandwas used. Over a period of 250 days, and with an average of twentyplayers connected at all times, players on Nemesis <strong>in</strong>voked a


'feel<strong>in</strong>g' command every thirty seconds. The most popular commandswere:Verbs:smile 89089 bow 50138 shake 46312greet 46152 gr<strong>in</strong> 46046 nod 42385laugh 34063 wave 30875 giggle 20145sigh 19222 hug 19220 wait 13550kiss 12212 shrug 10849 kick 9504poke 9307 chuckle 7401 french 6773Adverbs:happily 5057 demonically 3763 evilly 3662sadly 2027 smil<strong>in</strong>gly 1864 deeply 1458passionately 1143 know<strong>in</strong>gly 1119 <strong>in</strong>sanely 1096erotically 950 <strong>in</strong>anely 926 warmly 905loudly 891 friendly 834 lov<strong>in</strong>gly 797[7]As can be seen, the vast majority of the <strong>virtual</strong> actions taken arethose which might be expected to <strong>in</strong>voke and susta<strong>in</strong> social mean<strong>in</strong>gbetween players. The average Nemesis player smiles at his or herfellows eighteen times a day, and hugs them four times a day. Thesecommands steer players toward the creation of social con<strong>text</strong>s and theformation of social networks. The actions which players may take, andthe emotions they may express, are delimited by the commands availableto them; yet at the same time these commands suggest to players theemotional and social possibilities open to them.It is tempt<strong>in</strong>g to draw parallels between MUDs and novels or plays.The results of the pose, say and feel<strong>in</strong>g commands cause <strong>in</strong>teractionbetween players to resemble these literary forms superficially, andthe social dimension of MUDs can be viewed as a multi-authored<strong>in</strong>teractive <strong>text</strong>. However, despite this possibility, MUD sessions donot truly resemble scripts or books. The language is simply not thesame. It is more dynamic and less carefully constructed. Interactionon a MUD is, after all, <strong>in</strong>teractive, synchronous and ephemeral.Although sessions may be recorded us<strong>in</strong>g computer programs designed forthe purpose, MUD <strong>in</strong>teraction is not designed for an audienceun<strong>in</strong>volved <strong>in</strong> it. This <strong>in</strong>teraction is not enacted to be read as anartefact, but to be experienced subjectively. It is not a <strong>text</strong> but acon<strong>text</strong>. Virtual <strong>in</strong>teraction loses emotional and social mean<strong>in</strong>g whentransposed to a computer file and re-read. The pauses, breaks,disjunctions, speed and tim<strong>in</strong>g of <strong>virtual</strong> conversations are lost <strong>in</strong>such transposition, and such factors are a crucial signifier ofmean<strong>in</strong>g and con<strong>text</strong> on MUDs.Language on MUDs is not merely a hybrid between written and spokenlanguage, though it conta<strong>in</strong>s elements of both. The language used byMUD players conta<strong>in</strong>s of its own conventions and <strong>text</strong>ual gestures. Itrarely allows any tense but the present, with all actions and feel<strong>in</strong>gscrammed <strong>in</strong>to that one highly charged tense. The present tense allowspresence and dynamism. Each moment on a MUD is a matter of existentexperience, not recollection. It is immediate, and <strong>in</strong> it have evolvedgrammatical forms that stress this immediacy. The most common of


these forms is known as 'verbverb<strong>in</strong>g'. This practice is widespread,and is used on all MUDs <strong>in</strong> which it is possible to do so.[8] Itsimply <strong>in</strong>volves the double repetition of actions:Fred hughugs G<strong>in</strong>ger.G<strong>in</strong>ger nodnods to Laurence.Laurence gr<strong>in</strong>gr<strong>in</strong>s at Vivien.In this <strong>in</strong>stance, the l<strong>in</strong>guistic practices found on MUD metaphoricallymimic social practices. The tense repetitive action is analogous tothe twitch<strong>in</strong>g of muscle tissue. In actuality, one does not merelygr<strong>in</strong> or hug or nod <strong>in</strong> one s<strong>in</strong>gle fluid motion. Each action is acompound of many contractions and relaxations of muscles, andmovements of limbs. 'Nodnod' is a <strong>text</strong>ual form that comes farcloser to the actual act of nodd<strong>in</strong>g than does the simple word 'nod'.It is an immediate form of the participle 'nodd<strong>in</strong>g'. It is acont<strong>in</strong>u<strong>in</strong>g verb, a representation of an action which overlaps morethan one po<strong>in</strong>t <strong>in</strong> time.MUD language does not employ the same degrees of respect for <strong>text</strong>ualconventions as do other forms of written language. MUD players haveat their command a keyboard that allows them to employ a f<strong>in</strong>ite set ofcharacters--the alphabet, numbers, punctuation signs, and symbols suchas % and &. Written language ascribes various rules to the use ofthese characters, and assigns each character a certa<strong>in</strong> place andmean<strong>in</strong>g. Ampersands, percentage signs and exclamation marks all havetheir assigned tasks <strong>in</strong> written <strong>text</strong>s. Capitalised and lower caseletters are called <strong>in</strong>to action <strong>in</strong> various well-known circumstances.Few written <strong>text</strong>s break with these conventions. Most writers beg<strong>in</strong>sentences with capital letters, end questions with question marks anduse percentage and hash signs only when referr<strong>in</strong>g to numbers. MUDplayers, <strong>in</strong> common with users of other computer-mediated communicationsystems, do not hold with these conventions. For them, the standardsymbols and signs available on a computer keyboard are tools to becalled <strong>in</strong>to uses far removed from those known to traditionalgrammarians. Commonly known as 'smileys' or 'emoticons', MUDplayers employ alphanumeric characters and punctuation symbols tocreate str<strong>in</strong>gs of highly emotively charged keyboard art:[9]:-) or :) a smil<strong>in</strong>g face;-) or ;) a w<strong>in</strong>k<strong>in</strong>g, smil<strong>in</strong>g face:-( or :( unhappy face, or 'unsmiley':-(*) someone about to throw up8-) someone wear<strong>in</strong>g glasses:-Psomeone stick<strong>in</strong>g out their tongue>:-Osomeone scream<strong>in</strong>g <strong>in</strong> fright, theirhair stand<strong>in</strong>g on end:-&someone whose lips are sealed*!#*!^*&:-) a schizophrenic!'Smileys', or 'emoticons' are pictographs made up of keyboardsymbols. They are at once extremely simple and highly complex. Theyprovide a form of shorthand for the depiction of physical condition.In a few keystrokes, MUD players can provide their fellows with a far


more graphic and dynamic--though perhaps not as f<strong>in</strong>ely shaded--depiction of their feel<strong>in</strong>gs and actions than a <strong>text</strong>ual descriptioncould have furnished. Emoticons are legion on MUDs. Although themost commonly used is the pla<strong>in</strong> smil<strong>in</strong>g face--used to denote pleasureor amusement, or to soften a sarcastic comment--MUD playerscont<strong>in</strong>ually develop their own emoticons, adapt<strong>in</strong>g the symbolsavailable on the standard keyboard to create m<strong>in</strong>ute and essentiallyephemeral pieces of <strong>text</strong>ual art to represent their own <strong>virtual</strong> actionsand responses. This method of present<strong>in</strong>g <strong>text</strong>ual characters asrepresentations of physical action can be confus<strong>in</strong>g to theun<strong>in</strong>itiated. Interpret<strong>in</strong>g them demands not only familiarity but skilland imag<strong>in</strong>ation. Many emoticons are easy to <strong>in</strong>terpret with a littlepractice. Others are more obscure, but at the same time all the moreevocative and affective once their obscurity has been expla<strong>in</strong>ed. The'schizophrenic' smiley, while seem<strong>in</strong>g a jumbled mess to theun<strong>in</strong>itiated, offers both humour and mean<strong>in</strong>g to those <strong>in</strong> the know.On MUDs non-verbal cues are not apparent. Words are all that areavailable to players, and they must compress the richness of mean<strong>in</strong>gthat we rely on to supplement and make a con<strong>text</strong> for words <strong>in</strong>to wordsthemselves. Language on MUDs serves not only as a vehicle forcommunication but as the con<strong>text</strong> for that communication. There are noexternal referents <strong>in</strong> the game world--noth<strong>in</strong>g to be seen or heard ortouched. All there is are words, which serve both to def<strong>in</strong>e andrepresent the simulated environment. Language use on MUDs is used anddeveloped so that words can become their own referents and form theirown con<strong>text</strong> without immediate external support. MUD culture is onewhich relies on the languages used by the wider community, but is notrestricted to those languages--players on MUD systems have developedtheir own ways of us<strong>in</strong>g words to express what we normally do notdemand that language express."Culture," suggest Van Maanen and Barley, "can be understood asa set of solutions devised by a group of people to meet specificproblems posed by situations they face <strong>in</strong> common."[10] In thissense culture consists of a set of behaviours and rules which give ashared significance to common experiences and problems. Players ofMUD systems are commonly faced by the problems <strong>in</strong>herent <strong>in</strong> themedium's reduction to pure <strong>text</strong>, and its annihilation of conventionalmodels of social <strong>in</strong>teraction <strong>based</strong> on physical proximity. Themeasures which players of MUD systems have devised to meet theircommon problems are the markers of their common culture. They havedevised systems of symbolism and <strong>text</strong>ual significance which enablethem to achieve understand<strong>in</strong>g despite the absence of conventionalsocial con<strong>text</strong> cues. With these tools MUD players are able to readbetween the l<strong>in</strong>es of <strong>text</strong> which make up their <strong>virtual</strong> world, a skillthat is all the more challeng<strong>in</strong>g and all the more crucial <strong>in</strong> such anenvironment. This shared ability allows me to th<strong>in</strong>k of the players ofa MUD as shar<strong>in</strong>g a common culture, and this common culture allows MUDplayers to engage <strong>in</strong> activities that serve to b<strong>in</strong>d them together as acommunity.Just as build<strong>in</strong>g and describ<strong>in</strong>g commands allow players to create aphysical con<strong>text</strong> to act with<strong>in</strong>, commands for communication allow


players to create a social con<strong>text</strong>. The pose and feel<strong>in</strong>g commands <strong>in</strong>particular offer players a medium through which to substitute for thenon-verbal cues that we take for granted <strong>in</strong> everyday life. By us<strong>in</strong>gthem players may shrug, laugh, smile demonically, frown <strong>in</strong> anger, andoffer hugs and kisses. By us<strong>in</strong>g each of these commands MUD playersare able to str<strong>in</strong>g a web of communication which ties each player to asocial and <strong>virtual</strong>ly physical con<strong>text</strong>, a shared web of verbal and<strong>text</strong>ual significances that are substitutes for, and yet dist<strong>in</strong>ct from,the shared networks of mean<strong>in</strong>g of the wider community. This uniquemethod of communicat<strong>in</strong>g is the set of solutions devised by MUD playersto meet the specific problems that they face, and which b<strong>in</strong>d them <strong>in</strong>toa common culture.---DISINHIBITION AND SOCIAL EXPERIENCE---If all computer-mediated communication systems can be said to have ones<strong>in</strong>gle unify<strong>in</strong>g effect upon human behaviour it is that usage tends tocause the user to become less <strong>in</strong>hibited. Although they often disagreeon the effects of such lack of <strong>in</strong>hibition, researchers of humanbehaviour on these systems have often noted that players tend tobehave more freely than they would <strong>in</strong> face-to-face encounters.Sproull and Kiesler describe computer-mediated behaviour as"relatively un<strong>in</strong>hibited and nonconform<strong>in</strong>g."[11] Kiesler, Siegeland McGuire have observed that "people <strong>in</strong> computer-mediated groupswere more un<strong>in</strong>hibited than they were <strong>in</strong> face-to-face groups."[12]The forms that this dis<strong>in</strong>hibition takes differ from one researcher'sexperience to that of the next. Some have seen an <strong>in</strong>crease <strong>in</strong>examples of aggressive and disrespectful behaviour; others have noted<strong>in</strong>creases <strong>in</strong> friendl<strong>in</strong>ess and <strong>in</strong>timacy. Behaviour on MUDs conforms tothese observations. Players do seem to be less <strong>in</strong>hibited byconventions seen <strong>in</strong> everyday life. They can be seen to be both more<strong>in</strong>timate and more hostile with each other than would be sociallyacceptable <strong>in</strong> everyday life, particularly when consider<strong>in</strong>g thathostility or <strong>in</strong>timacy may be shown among players who are strangers toone another.However, be<strong>in</strong>g dis<strong>in</strong>hibited is not the same as be<strong>in</strong>g un<strong>in</strong>hibited. MUDplayers experience a lower<strong>in</strong>g of social <strong>in</strong>hibitions; they do notexperience the annihilation of them. The social environments found onMUDs are not chaotic, or even anarchic. There is <strong>in</strong>deed no moment ona MUD <strong>in</strong> which players are not enmeshed with<strong>in</strong> a web of social rulesand expectations. Descriptions, communicative commands andspecialised language and <strong>text</strong>ual forms enable the socialunderstand<strong>in</strong>gs which l<strong>in</strong>k people together and allow the evolution andtransmission of social norms. Such norms have arisen on MUDs, and asI will show <strong>in</strong> Chapter Two, so have social structures and methods ofsocial control. However, these webs of mean<strong>in</strong>g and control are not asimmediately apparent on MUDs as they might be <strong>in</strong> actual life.Substitutes for the con<strong>text</strong>s and atmospheres that we rely on toregulate and def<strong>in</strong>e our behaviour may have been developed on MUDs, butit takes time for players to learn to recognise and to adopt thesesubstitutes. Consequently, <strong>in</strong> the <strong>in</strong>itial stages of play, the <strong>virtual</strong>environment may seem to be a place where etiquette has been replacedby chaos, and some players do seem to assume that with<strong>in</strong> the conf<strong>in</strong>esof the MUD anyth<strong>in</strong>g goes. This <strong>in</strong>itial tendency toward un<strong>in</strong>hibited


ehaviour has <strong>in</strong>fluenced the conventions that have developed on MUDs.It has resulted <strong>in</strong> behaviours which although not chaotic, do differfrom the conventions we live with <strong>in</strong> actual life, and they may bedescribed as dis<strong>in</strong>hibited. Out of this have arisen a set of socialbehaviours <strong>in</strong> which it may be acceptable to talk to strangers, but notone <strong>in</strong> which the patterns of that talk are not subject to l<strong>in</strong>guisticand <strong>cultural</strong> <strong>in</strong>fluences.The nature of the MUD program itself encourages dis<strong>in</strong>hibition. Thebehavioural <strong>in</strong>fluence of the <strong>virtual</strong> environment is not simplypermissive; it encourages. Crucial to the foster<strong>in</strong>g of dis<strong>in</strong>hibitionis the fact that MUD players are essentially anonymous. They need notbe known to others by their real, legal names. They may <strong>in</strong>steadchoose to be known by any variety of name or nickname. Many choose touse conventional first names; many others adopt far more evocative and<strong>in</strong>ventive pseudonyms. Let's return to the description of theLambdaMOO liv<strong>in</strong>g room which was quoted earlier. At the end of thedescription, a list of players situated <strong>in</strong> that room was given:Gu<strong>in</strong>evere, jane, MadHatter, Fred, Obvious,Alex, jean-luc, tureshta, Bullet_the_Blue,Daneel, K<strong>in</strong>gSolomon, lena, Laurel, petrify,G<strong>in</strong>ger, and Groo are here.The <strong>in</strong>formation which one player can ga<strong>in</strong> about others on a MUDconsists of the names by which they choose to be known and the ways <strong>in</strong>which they choose to describe themselves. All that can be known abouta player is what he or she chooses to disclose, and every item of<strong>in</strong>formation is subject to change.[13]The immediate effect of this pseudonymity is to provide players with afeel<strong>in</strong>g of safety. Protected by computer term<strong>in</strong>als and separated bydistances of often thousands of kilometres, players are aware that thelikelihood of any of their fellows be<strong>in</strong>g able to affect their 'reallives' is m<strong>in</strong>imal. There is little chance of a <strong>virtual</strong> action be<strong>in</strong>gmet with an actual response. No one can be embarrassed or exposed orlaughed at or hurt <strong>in</strong> their day-to-day lives. There are no sticks orstones to contend with, and although words may hurt, players canalways resort to the off-switch on their computer. This feel<strong>in</strong>g ofsafety holds true for players of many Internet services. The merefact of distance offers protection; pseudonymity strengthens this tomake MUDs seem one of the safest possible social environments. Thissense of safety enables MUD players to express greater <strong>in</strong>timacy towardeach other than might be acceptable <strong>in</strong> everyday life.Curtis has described <strong>in</strong>creased <strong>in</strong>timacy on MUDs as a variety of'shipboard syndrome,' the result of apparent proximity and thefeel<strong>in</strong>g that <strong>in</strong>terlocutors may never meet <strong>in</strong> everyday life.[14] S<strong>in</strong>cethey have little opportunity to <strong>in</strong>terfere with each other's everydaylives the demands of social self-preservation need not <strong>in</strong>hibit them.MUDs are a world unto themselves, and <strong>virtual</strong> ships that pass <strong>in</strong> the<strong>virtual</strong> night feel little need to anchor themselves <strong>in</strong> emotionalresponsibility--at least <strong>in</strong>itially. Moreover, the MUD communitydepends on a richness of communication and the creation of social


con<strong>text</strong>. The system itself encourages MUD players to become <strong>in</strong>timate--or at least to play at <strong>in</strong>timacy. MUD systems, like any other, abhora vacuum, and a vacuum on a MUD is seen <strong>in</strong> a lack of <strong>text</strong>ualexchanges. The MUD universe functions only while players are will<strong>in</strong>gto elicit <strong>text</strong> from the program and from each other, and are will<strong>in</strong>gto volunteer their own contributions. Communication is necessary tothe existence of the MUD and successful MUDs are likely to see a greatdeal of communication between players, which can then form a basis forfamiliarity and <strong>in</strong>timacy. Players on MUDs are likely to be disposedto feel that <strong>in</strong>timacy with fellow players is a harmless activity, andso be will<strong>in</strong>g to take advantage of those aspects of MUDs thatencourage <strong>in</strong>timacy.The tendency toward <strong>in</strong>creased <strong>in</strong>timacy which can be seen on MUDsfacilitates the formation of strong personal attachments. Hiltz andTuroff have noted that some participants <strong>in</strong> computer-mediatedcommunication systems "come to feel that their very best and closestfriends are members of their electronic group, whom they seldom ornever see."[15] That this can become so depends on the degree towhich players are will<strong>in</strong>g to suspend the usual rules of social selfpreservation,and open up to each other. By assum<strong>in</strong>g that the dangersassociated with <strong>in</strong>timacy--the possibility of hurt and embarrassment--can be avoided on MUDs, players can allow themselves to become veryclose to one another. The safety of MUD friendships <strong>in</strong>creases theirworth, and players can, ironically, become extremely dependant uponsuch relationships. The lack of factors <strong>in</strong>hibit<strong>in</strong>g <strong>in</strong>timacy, and thepresence of factors encourag<strong>in</strong>g it, can <strong>in</strong>duce deep feel<strong>in</strong>gs ofattachment <strong>in</strong> players toward their <strong>virtual</strong> friends:I don't care how much people say they are, mudsare not just games, they are *real*!!!My mud friends are my best friends, their thepeople who like me most <strong>in</strong> the entire world.Maybe the only people who do...They are my family, they are not just some dumbgame.....[16]Some of these <strong>virtual</strong> friendships go beyond the platonic. MUDromances are a well established <strong>in</strong>stitution, held together by a numberof tools and rituals. MUD lovers use the commands with which the MUDsystem provides them to transform the <strong>virtual</strong> stage <strong>in</strong>to a setdesigned to express and uphold their feel<strong>in</strong>gs for one another. Onsocial MUDs, the most common action taken by such partners is to setup <strong>virtual</strong> house together. They quite literally create a home, us<strong>in</strong>gthe MUD program to arrange <strong>text</strong>ual <strong>in</strong>formation <strong>in</strong> a way that simulatesa physical structure which they can then share and <strong>in</strong>vite others toshare. Tokens are often exchanged, <strong>virtual</strong> representations of flowersand r<strong>in</strong>gs be<strong>in</strong>g attached to a player's <strong>virtual</strong> manifestation throughthe manipulation of the <strong>text</strong>ual description of the character. Moretechnically gifted players may create objects, which other players can<strong>in</strong>teract with, that <strong>text</strong>ually mimic the behaviour of pets andchildren. These relationships may even be <strong>virtual</strong>ly consummatedthrough 't<strong>in</strong>ysex', a form of co-written <strong>in</strong>teractive erotica.[17]


Such relationships can be taken quite seriously by those who engage <strong>in</strong>them. The prevalence of the <strong>virtual</strong> wedd<strong>in</strong>g attests both to theextent to which players attempt to recreate the trapp<strong>in</strong>gs of actualromances <strong>in</strong> their <strong>virtual</strong> <strong>in</strong>teractions, and to the ways <strong>in</strong> which theentire community of players on a MUD serve to act as witness for suchattachments. MUD wedd<strong>in</strong>gs are simple <strong>in</strong> conception. The <strong>virtual</strong>bride and groom are usually married by another player who <strong>virtual</strong>lyreads, and actually types, the wedd<strong>in</strong>g ceremony. Textual descriptionsof r<strong>in</strong>gs, or other tokens, are exchanged along with the vows. Thewedd<strong>in</strong>g is usually attended by a number of fellow players, whoseparticipation <strong>in</strong> the event strengthens its imag<strong>in</strong>ative reality <strong>in</strong> theshared m<strong>in</strong>ds of the MUD community. The forthcom<strong>in</strong>g nuptials are oftenpublicised <strong>in</strong> the communications media, such as newspapers, which are<strong>in</strong>ternal to the MUD. Some MUD systems, such as the Revenge of the Endof the L<strong>in</strong>e, have added technical support for their players'emotional attachments:For those lov<strong>in</strong>g couples who wish to discover thejoys of matrimony, the command to get married is"marry ". BOTH parties must do thecommand. We don't believe <strong>in</strong> shotgun wedd<strong>in</strong>gs orpolygamy here (tho same-gender marriages are f<strong>in</strong>ewith us).To get a list of all the lucky couples who gotmarried on EotL, simply type "mlist"; or, if youprefer to view only a certa<strong>in</strong> range with<strong>in</strong> thelist, type "mlist ".If you wish to f<strong>in</strong>d out the marital status of aparticular player, use "mquery ".For married persons who have lost their r<strong>in</strong>gs (<strong>in</strong>combat or any other way), they can get a new r<strong>in</strong>gwith the "replace" command.These relationships should not be thought of as emotionallyimpoverished. It may be only <strong>virtual</strong> actions that are be<strong>in</strong>g playedout, but real emotions can be <strong>in</strong>volved. In some cases the MUD romancemay develop <strong>in</strong>to a real life relationship, and actual marriages havebeen formed out of those on MUDs:I met Mark, who I'm now married to, on a MUD.When I first met him I was liv<strong>in</strong>g on the Westcoast [of the United States] and he was on theEast Coast. I was really new to MUDs, reallyclueless, and he gave me a lot of help. He wasteach<strong>in</strong>g me how to build stuff, and he let mestart build<strong>in</strong>g off of this castle he'd built. Wespent a lot of time chatt<strong>in</strong>g and we got closerand closer. It was really good--I could tell himanyth<strong>in</strong>g and he was really supportive. We endedup build<strong>in</strong>g this castle together and everyone onthe MUD treated us like a couple. I could tellthat he was <strong>in</strong>terested <strong>in</strong> me, and at first I wasreluctant to get <strong>in</strong>volved but he was so nice andhe said that he really loved me and <strong>in</strong> the end we


had this MUD marriage. It was so beautiful--i ]burst <strong>in</strong>to tears <strong>in</strong> real life half way throughit! After a few months I had the chance to visitthe East coast, and we met while I was there. Hewas different from what I'd expected, mostly <strong>in</strong>the way he looked, but we really got along well,and I decided that I really did love him. Heended up gett<strong>in</strong>g a transfer to near where I livedand we got married last year.[18]Whether or not an <strong>in</strong>dividual romance is carried over <strong>in</strong>to everydaylife, it is important to appreciate that many MUD lovers do not feelthat their relationships are shallow or <strong>in</strong>consequential. They can bevery important to those <strong>in</strong>volved <strong>in</strong> them, and much effort can beexpended <strong>in</strong> creat<strong>in</strong>g an environment that reflects the feel<strong>in</strong>gs of theplayers. The castle built by the two players described above acted asa <strong>virtual</strong>ly physical affirmation of their emotions. Far from be<strong>in</strong>gunsatisfactory for "'more <strong>in</strong>terpersonally <strong>in</strong>volv<strong>in</strong>g communicationtasks, such as gett<strong>in</strong>g to know someone", as Hiemstra describes someresearchers of computer-mediated communication as hav<strong>in</strong>g characterisedthe medium, MUD systems are the stage for strong emotional bonds, bothromantic and platonic.[19]Romances and deep friendships display MUD relationships at their mostidyllic, but the lower<strong>in</strong>g of <strong>in</strong>hibition seen on MUDs has another side.The dis<strong>in</strong>hibit<strong>in</strong>g effects of relative anonymity and physical safety <strong>in</strong>the <strong>virtual</strong> environment can encourage the enactment of aggressive andabusive behaviours, and, as I will describe <strong>in</strong> the follow<strong>in</strong>g chapter,it is at this po<strong>in</strong>t that overt forms of social control which havedeveloped on MUDs come <strong>in</strong>to play. The seem<strong>in</strong>g safety of MUDs can leadsome players to use them as a forum for the expression of hostility.MUD systems can "reduce self-consciousness and promote <strong>in</strong>timacy"but they can also lead players to feel free to express anger andhatred.[20] This can take the form of 'flam<strong>in</strong>g', a phenomenon ofcomputer-mediated communication which has been characterised as thegratuitous and un<strong>in</strong>hibited expression of "remarks conta<strong>in</strong><strong>in</strong>gswear<strong>in</strong>g, <strong>in</strong>sults, name call<strong>in</strong>g, and hostile comments."[21] Theanonymity of the player beh<strong>in</strong>d the pseudonymous character makes thepossibility of everyday punishments appear to be limited. The safetyof the medium causes the sanction of physical violence to appearirrelevant to <strong>virtual</strong> actions, although, as I shall discuss furtheron, social sanctions are present and often <strong>in</strong> a <strong>text</strong>ual form that apesphysical violence. Nevertheless, the safety of anonymous expressionof hostilities and obscenities that would otherwise <strong>in</strong>cur socialsanctions encourages some people to use MUDs as a forum for air<strong>in</strong>gtheir resentment of <strong>in</strong>dividuals or groups <strong>in</strong> a blatantly un<strong>in</strong>hibitedmanner.In some cases harassment of <strong>in</strong>dividual players occurs. A harassed<strong>in</strong>dividual may face repeated messages from the harasser, and be theobject of derogatory descriptions written <strong>in</strong>to objects created purelyfor that purpose--the <strong>virtual</strong>ly physical con<strong>text</strong> can be made toreflect an <strong>in</strong>dividual's feel<strong>in</strong>gs of hostility as easily as those of<strong>in</strong>timacy and affection. These electronic monuments to hate can be as


upsett<strong>in</strong>g and hurtful to players as the more positive relationshipscan be sources of support and happ<strong>in</strong>ess. Although <strong>in</strong>sults relayedover MUDs may be brushed off just as they may be <strong>in</strong> actual life, MUDsalso provide unique opportunities for personal attacks.The most strik<strong>in</strong>g example of <strong>virtual</strong> violence that I have come acrosstook place on JennyMUSH. JennyMUSH is a <strong>virtual</strong> help centre forpeople who have experienced sexual assault or abuse. Users of thisMUSH share a strong bond <strong>in</strong> their common trauma, and for many of themthe MUSH provides their only source of community support. At itshappiest, JennyMUSH offers a tremendous example of how MUD programscan be used as valuable social tools. The system was designed withthis aim <strong>in</strong> m<strong>in</strong>d. The chief adm<strong>in</strong>istrator, or God, of the MUSH is apsychology student whose field of <strong>in</strong>terest is the treatment ofsurvivors of assault and abuse, and the university that she attendsfully supports the JennyMUSH project. This official support ensuressome degree of security for users of the system, who can be sure thatthe MUSH will rema<strong>in</strong> <strong>in</strong> stable existence.Nevertheless, official support cannot ensure safety from the lesspositive aspects of the <strong>virtual</strong> environment. A s<strong>in</strong>gle user ofJennyMUSH was able to subvert the delicate social balance of thesystem by us<strong>in</strong>g both technical and social means to enact anonymouslywhat amounted to <strong>virtual</strong> rape. Two weeks after be<strong>in</strong>g assigned acharacter, a user of the system used the MUD's commands to transformhim or herself <strong>in</strong>to a <strong>virtual</strong> manifestation of every other user'sfears. This user changed 'her' <strong>in</strong>itial <strong>virtual</strong> gender to male,'his' <strong>virtual</strong> name to 'Daddy', and then used the special 'shout'command to send messages to every other user connected to the MUD.[22]He described <strong>virtual</strong> assaults <strong>in</strong> graphic and violent terms. At thetime at which this began, none of the MUD's adm<strong>in</strong>istrators, orWizards, were connected to the system, a fact that may well have beentaken <strong>in</strong>to account by the user. For almost half an hour, the usercont<strong>in</strong>ued to send obscene messages to others. Dur<strong>in</strong>g that time, someof his victims logged out of the system, tak<strong>in</strong>g the simplest course tonullify the attack. Those who rema<strong>in</strong>ed transported their <strong>virtual</strong>personas to the same locale as that of their attacker. Many pleadedwith him to stop, many threatened him, but they were powerless toprevent his attacks.At the end of that half hour, one of the Wizards connected to thesystem. He found twelve users connected to the system, allcongregated <strong>in</strong> one place. On transport<strong>in</strong>g himself to that place, hefound eleven of those users be<strong>in</strong>g obscenely taunted by the twelfth.Quickly realis<strong>in</strong>g what was go<strong>in</strong>g on, the Wizard took a k<strong>in</strong>d ofvengeance upon the err<strong>in</strong>g player that is only possible <strong>in</strong> <strong>virtual</strong>reality. He took control of the player's <strong>virtual</strong> manifestation, tookaway from him the ability to communicate, changed his name to'Verm<strong>in</strong>' and changed his description to the follow<strong>in</strong>g:This is the lowest scum, the most pathetic dismalobject which a human be<strong>in</strong>g can become.What had preceded had been pa<strong>in</strong>ful and ugly--what ensued has been


described to me as "<strong>virtual</strong> carnage". The eleven users who hadbeen victimised by this now impotent one turned upon him and tookdreadful <strong>virtual</strong> revenge. They described all the most violentpunishments they would like to enact on this and all other attackers,emot<strong>in</strong>g--<strong>in</strong> both senses of the word--all the hatred and rage whichJennyMUSH had been established to help people deal with.S<strong>in</strong>ce this <strong>in</strong>cident, if such a mild word can be used to describe it,many th<strong>in</strong>gs have changed on JennyMUSH. The system has become far moresecurity conscious. The 'shout' command, which enabled 'Daddy' tosend messages to all players connected to the system, is no longeravailable to users. The <strong>in</strong>formation displayed to all users onconnect<strong>in</strong>g to the system now <strong>in</strong>cludes directions on how to avoidunwanted messages by prevent<strong>in</strong>g the MUSH system from relay<strong>in</strong>g messagesfrom a particular user, a facility known as 'gagg<strong>in</strong>g'. New usersmust now be vouched for by at least two established users before theywill be given a character, and all users must provide theadm<strong>in</strong>istrator of the MUSH with a valid electronic mail address as wellas their actual legal name.What happened on JennyMUSH could happen on any MUD system, andprobably has happened on many.[23] The particular purpose for whichJennyMUSH was constructed may have meant that the <strong>in</strong>cident was all themore traumatic for its users, but the same degree of hurt result<strong>in</strong>gfrom <strong>virtual</strong> actions could be brought about on any system.JennyMUSH's experience starkly demonstrates the degree to which userscan feel as though they are free to act on feel<strong>in</strong>gs and to act <strong>in</strong> wayswhich ma<strong>in</strong>stream society hopes to suppress. The cruelty andcallousness shown by this abusive user were expressed <strong>in</strong> a unique form<strong>in</strong> this <strong>virtual</strong> environment--he was able to project onto both the<strong>virtual</strong> environment and the <strong>virtual</strong> manifestations of other players ak<strong>in</strong>d of violence that may have been all the more distress<strong>in</strong>g for itslack of physicality, and attendant impossibility of fight<strong>in</strong>g back. Hewas able to shape reality <strong>in</strong>to the forms he wished, and transform it<strong>in</strong>to a reflection of his own cruel <strong>in</strong>tentions.[24]The k<strong>in</strong>ds of action taken by the other users, and by the Wizards andGod of JennyMUSH, use this same ability to reshape reality, this time<strong>in</strong>to forms that create and re<strong>in</strong>force social rules and structures. Thef<strong>in</strong>al lesson to be learnt from this episode, one which will be pursued<strong>in</strong> the next chapter, was described by JennyMUSH's adm<strong>in</strong>istrator asthis:We spent so much time try<strong>in</strong>g to make JennyMUSH aplace where people could feel free to speak out--we provided anonymity and very few restrictions.Sadly, we didn't foresee the negative aspectssuch encouragement could have. In the end wediscovered that we could not base our little<strong>virtual</strong> society on "freedom to"--we had to balanceit with "freedom from" and that meant theformation and enforcement of rules and a stricthierarchy of privileges.[25]


---FOOTNOTES TO CHAPTER ONE---[1] Greg Den<strong>in</strong>g, _The_Bounty:_An_Ethnographic_History_ (Melbourne:Melbourne University Press, 1988) 102.[2] Sara Kiesler, Jane Siegel, and Timothy W. Mcguire, "Socialpsychological aspects of computer-mediated communication,"_American_ _Psychologist_ Vol. 39 No. 10 (October 1984): 1125.[3] Kiesler et al, 1125.[4] This list of player names was generated by ask<strong>in</strong>g a group ofpeople who happened to be logged on to LambdaMOO on 5th November1993 to volunteer some names which they had used on a MUD.[5] Some systems offer further commands on top of those I havelisted, and the results of those which I have described maydiffer from system to system. I have chosen to describe the fivemost common commands <strong>in</strong> their most common formats.[6] The pose command, also known as the emote or act command, seem tohave been <strong>in</strong>vented <strong>in</strong>dependently by the players and developers ofseveral different MUD programs. SHADE, an early variation onBartle and Trubshaw's MUD, was probably the first game to<strong>in</strong>cludethis command. Jim F<strong>in</strong>nis wrote a pose command for AberMUD <strong>in</strong>1987, and Jim Aspnes implemented for T<strong>in</strong>yMUD a variety of posethat his players had thought up <strong>in</strong> 1989. That several groups ofMUD players and developers each <strong>in</strong>vented a pose-style commandsays a great deal for the importance of such a means ofexpression <strong>in</strong> these <strong>virtual</strong> worlds. More details can be found <strong>in</strong>Appendix 4.[7] From: gerstnet@Informatik.TU-Muenchen.DE; Newsgroups:rec.games.mud.misc; Subject: Verbs and adverbs top list; Date:Sat, 6 Nov 1993 13:42:55 GMT. The full <strong>text</strong> of this article canbe found <strong>in</strong> the Appendix 5.[8] That is, on social MUDs where the pose command is available, or<strong>in</strong> the 'emote rooms' on adventure MUDs.[9] If the pictures these emoticons make are not immediatelyapparent, try tilt<strong>in</strong>g your head to the left. In the case of thefirst smiley, the colon represents eyes, the dash a nose and thebracket a smil<strong>in</strong>g mouth. _Smileys_, compiled by David Sanderson(New York: O'Reilly and Associates, 1993) conta<strong>in</strong>s an extensivecollection of emoticons.[10] John Van Maanen, and Stephen Barley, "Cultural Organization:Fragments of a Theory." _Organizational_Culture_. Eds. P.J.Frost et. al. (Beverly Hills: Sage, 1985) 33[11] Sara Kiesler and Lee Sproull, "Reduc<strong>in</strong>g Social Con<strong>text</strong> Cues:Electronic Mail <strong>in</strong> Organizational Communication."_Management_Science_ Vol.32 No.11 (November 1986): 1498.[12] Kiesler et al, 1129.[13] One of the most <strong>in</strong>terest<strong>in</strong>g facets of this is the impossibilityof know<strong>in</strong>g another's true gender, and of a player be<strong>in</strong>g of adifferent gender to that of his or her character. This will bediscussed <strong>in</strong> Chapter Three.[14] Curtis, 29.[15] Starr Roxanne Hiltz and Murray Turoff, _The_Network_Nation:__Human_Communication_via_Computer_ (Read<strong>in</strong>g, Massachusetts:Addison-Wesley, 1978) 101.[16] From: anonymous; To: emr@ee.mu.oz.au; Subject: MUDs are NOT just


games!; Date: 12 Apr 1992 11:16:32 EST[17] MUD players often refer to social phenomena on MUDs <strong>in</strong> the form't<strong>in</strong>y(noun)'--examples <strong>in</strong>clude 't<strong>in</strong>ysex', 't<strong>in</strong>ywife' and't<strong>in</strong>ymarriage.' This stems from the name of the first socialstyleMUD, T<strong>in</strong>yMUD, written by Jim Aspnes. This will bediscussed further <strong>in</strong> Chapter Three.[18] From: anonymous; To: emr@ee.mu.oz.au; Subject: MUD romances?;Date: Sun, 2 May 1993 22:02:04 GMT[19] Glen Hiemstra, "Teleconferenc<strong>in</strong>g, Concern for Face, andOrganizational Culture," _Communication_Yearbook_6_. Ed. M.Burgoon. (Beverly Hills: Sage, 1982) 880.[20] Kiesler et al, 1127.[21] Kiesler et al, 1129.[22] The shout command, while not unique to JennyMUSH, is notavailable on all MUDs. On those which do offer it, usage isoften restricted to privileged users such as Wizards and Gods.[23] An account of a similar episode on LambdaMOO can be found <strong>in</strong> afasc<strong>in</strong>at<strong>in</strong>g article by Julian Dibbell, published <strong>in</strong> the December21 1993 edition (Vol. 38 No. 51) of _Village_Voice_ and entitled"Rape <strong>in</strong> Cyberspace or How an Evil Clown, a Haitian TricksterSpirit, Two Wizards, and a Cast of Dozens Turned a Database Intoa Society."[24] Although I have referred to this player as 'he', that be<strong>in</strong>g thesex of the character 'Daddy', there is no technical reason whythe person beh<strong>in</strong>d the character could not have been female.[25] From: anonymous; To: emr@ariel.ucs.unimelb.edu.au; Subject: Themudrape fiasco; Date: Wed, 9 Dec 92 10:45:23 EST.---------------------------------------------------------CHAPTER TWO: POWER, SOCIAL STRUCTURES AND SOCIAL COHESION---------------------------------------------------------The failure of the ideal of complete freedom <strong>in</strong> cyberspace was anearly phenomenon. The CommuniTree computerised bullet<strong>in</strong> board of themid 1970s suffered just such a fate as JennyMUSH.[1] Initially aforum for <strong>in</strong>tellectual and spiritual discussion amongst adults, <strong>in</strong> anenvironment where privacy was guaranteed and censorship censured,CommuniTree collapsed under the onslaught of messages, often obscene,posted by the first generation of adolescent school children withpersonal computers and modems. In the wake of what one participantcalled the "consequences of free expression" technical means were<strong>in</strong>troduced to enable the system's adm<strong>in</strong>istrators to monitor users'activities and censor '<strong>in</strong>appropriate' messages.[2] It was here, <strong>in</strong>what had been a project as socially concerned and politicallyidealistic as JennyMUSH, that, as Stone puts it, "the age ofsurveillance and social control had arrived for the electronic <strong>virtual</strong>community."[3] In practice, as Stone further comments, suchcontrols have proved to be necessary adjuncts to ma<strong>in</strong>ta<strong>in</strong><strong>in</strong>g order <strong>in</strong><strong>virtual</strong> communities.[4]Players of MUD systems love and hate <strong>in</strong> their <strong>virtual</strong> environments asstrongly as anyone does <strong>in</strong> actual life, and the manifestation of suchemotions is made possible by tools that give <strong>virtual</strong> realism to theimag<strong>in</strong><strong>in</strong>gs of players. The exercise of imag<strong>in</strong>ation is necessary for


the creation of a social con<strong>text</strong> with<strong>in</strong> which to act. By utilis<strong>in</strong>gthe dramaturgical tools provided by MUD programs, players create thebasis for shared social understand<strong>in</strong>gs. Out of such usage have comel<strong>in</strong>guistic forms which allow the expression of emotions and conditionsusually beyond the scope of pure language. It is the actualisation ofimag<strong>in</strong>ed reality that makes this possible--nevertheless, it is clearthat players' imag<strong>in</strong><strong>in</strong>gs cease to be acceptable when they threatenthe <strong>in</strong>tegrity of these shared understand<strong>in</strong>gs. For imag<strong>in</strong>ation to bepermitted actualisation by other players, it must allow others toma<strong>in</strong>ta<strong>in</strong> the <strong>in</strong>tegrity of their imag<strong>in</strong><strong>in</strong>gs. Violation of that<strong>in</strong>tegrity is perhaps the greatest crime on a MUD. What happened onJennyMUSH offers a graphic example of how anonymity and dis<strong>in</strong>hibitionmay allow players to crush that sense of <strong>in</strong>tegrity, and how much angercan be caused by such attempts. The measures taken by the users,Wizards and God of JennyMUSH, both immediately and <strong>in</strong> the long term,show how order is ma<strong>in</strong>ta<strong>in</strong>ed on MUDs through social and technicalconventions. Surround<strong>in</strong>g these measures have arisen social structuresthat rely both on such measures and on an encouragement of <strong>in</strong>tegrityand verisimilitude <strong>in</strong> players and adm<strong>in</strong>istrators' creativity.The socio-emotional plots played out on MUDs are only ad-libbed <strong>in</strong> theimmediate <strong>in</strong>stance. Players may play their <strong>cultural</strong> game accord<strong>in</strong>g topersonal whim, but they play it out on systems that are as subject tothe enactment of power and privilege as are systems <strong>in</strong> the 'realworld'. The "theory of technological politics," says LangdonW<strong>in</strong>ner, "suggests that we pay attention to the characteristics oftechnical objects and the mean<strong>in</strong>g of those characteristics."[5]MUDs may on the one hand be characterised by their encouragement ofdis<strong>in</strong>hibition; on the other they are characterised by a facility forallow<strong>in</strong>g the creation and support of <strong>in</strong>ternal devices that upholdsocial structure as well as social activity. The technical nature ofMUDs can be used to create the basis for a hierarchy amongst those whoplay them. The methods used to create social and physical con<strong>text</strong>s onMUD systems are also used to create political structures which formmeta-con<strong>text</strong>s.---HIERARCHIES OF POWER ON MUDS---Social structures on MUD systems rely on the control of players'abilities to manipulate the elements of the <strong>virtual</strong> environment. Thehaves are those who can control the form of the <strong>virtual</strong> world depictedby the system; the have-nots are those who can't. Power on a MUD isquite literally the power to change the world. Although all playerson the MUDs I have exam<strong>in</strong>ed have access to tools that allow them toshape the MUD world to some extent, if only by the use of personaldescriptions and the tak<strong>in</strong>g of <strong>virtual</strong> actions, no system allows allplayers access to all commands. Player privileges vary between theabsolute and the m<strong>in</strong>imal. The persons runn<strong>in</strong>g the actual MUD program,commonly referred to as Gods, have total control. They have directaccess to the computer files which comprise the system, enabl<strong>in</strong>g themto modify the MUD database <strong>in</strong> any way they please. They can designany <strong>virtual</strong> sett<strong>in</strong>g <strong>in</strong>to the system, and so create a MUD universe ofany flavour they wish. With<strong>in</strong> the game world, they have access to arange of commands which allow them to edit the world while <strong>in</strong>teract<strong>in</strong>gwith it. They can edit and destroy any object on the MUD system--


<strong>in</strong>clud<strong>in</strong>g the objects that represent players' characters.The average player does not have such powers. On adventure-style MUDsplayers may only alter the game universe by <strong>in</strong>teract<strong>in</strong>g with it. Suchplayers have no direct control over the game elements, and may notcreate new elements. By contrast, players of social-style MUDs areable to extend the <strong>virtual</strong> universe to some extent. They have accessto a small library of commands that allow them to create and describeobjects and areas, and make them behave <strong>in</strong> certa<strong>in</strong> ways <strong>in</strong> response to<strong>in</strong>put from other players. They may only change or destroy objectsthat they have created themselves, and are not able to t<strong>in</strong>ker withobjects created by other players. On some systems players may besubject to a quota limit<strong>in</strong>g the number of objects they may build.Players on both social and adventure MUDs <strong>in</strong>teract with the MUDdatabase purely through the <strong>virtual</strong> world itself, and are not able tostep outside that world and view and alter it <strong>in</strong> the form of raw data.There are many good reasons for these limitations. On a large<strong>in</strong>ternational computer network it would be a security risk to allowany person access to the raw files stored on a computer. A limitedamount of hard disk space may make it foolish to allow players toenlarge the MUD database to an unlimited extent. Pragmatic thoughthese reasons may be, they are the basis for a social hierarchy <strong>in</strong>which greater status corresponds to greater control over the <strong>virtual</strong>world of the MUD system and greater ability to enrich that system.Most MUD systems offer, as JennyMUSH began to <strong>in</strong> the wake of the'Daddy' <strong>in</strong>cident, facilities that can be used to silence or banishdisruptive players. Some of these facilities are available to allplayers. They have the option of ignor<strong>in</strong>g, or 'gagg<strong>in</strong>g,' anotherplayer. Such a measure does not actually affect the offend<strong>in</strong>g player,but prevents the offended one from receiv<strong>in</strong>g any messages from thatplayer. By edit<strong>in</strong>g his or her personal <strong>virtual</strong> reality a MUD playercan attempt to prevent harassment by sever<strong>in</strong>g the l<strong>in</strong>ks ofcommunication between him or herself and the harasser. Such attemptsare not, however, always successful or satisfactory. A determ<strong>in</strong>edharasser, realis<strong>in</strong>g that a victim is employ<strong>in</strong>g these commands, maysimply resume harassment through a new MUD character. Even whennom<strong>in</strong>ally successful, these measures are not always felt to besufficient by victims of harassment. After all, 'gagg<strong>in</strong>g' does notprevent the harasser from speak<strong>in</strong>g or be<strong>in</strong>g heard by others. Theeffects of this command are more ak<strong>in</strong> to 'ear-plugg<strong>in</strong>g' and do notnegate the adverse social effects of another's hate-speech.Moreover, as Dibbell comments, the "gag-and-get-over-it school of<strong>virtual</strong>-rape counsell<strong>in</strong>g, with its f<strong>in</strong>e l<strong>in</strong>e between empower<strong>in</strong>gvictims and hold<strong>in</strong>g them responsible for their own suffer<strong>in</strong>g" doesnot satisfy the needs of all who are advised to employ suchmeasures.[6]Such measures are, however, the least of those which can be employedaga<strong>in</strong>st an err<strong>in</strong>g player. Those who persist with unwelcome behaviourmay be dealt with by the God of the MUD, who has at his or herdisposal powers which act to exclude and shame their object.Offenders may be safe from actual physical violence at the hands ofthose they have victimised, but ostracism is common and social


admonition has taken the form of ridicul<strong>in</strong>g and subvert<strong>in</strong>g the effortsof disruptive players to actualise their imag<strong>in</strong>ed selves <strong>in</strong> the<strong>virtual</strong> world. Players who are a cont<strong>in</strong>ual problem can be not onlyignored by their victims, but punished and even banished by the God ofthe MUD. If called upon to do so a God can call down <strong>virtual</strong> firefrom heaven--destroy<strong>in</strong>g the offend<strong>in</strong>g player's character, anddisallow<strong>in</strong>g future connections from the particular computer that theoffender had been connect<strong>in</strong>g from.In most cases these technical measures are sufficient to discourageoffenders. Those who persist <strong>in</strong> their disruptive behaviour, or whocounter it by other technical means, can be subjected to publicrituals <strong>in</strong>tended to humiliate and punish them, often <strong>in</strong> the form of apublic sham<strong>in</strong>g that utilises the God's special ability to redesignany aspect of the <strong>virtual</strong> reality of the MUD. An offend<strong>in</strong>g player canbe 'toaded', a practice that traditionally <strong>in</strong>volves the MUD's Godsor Wizards us<strong>in</strong>g their special powers to change the name anddescription of the player to present an unpleasant appearance(traditionally that of a warty toad) and mov<strong>in</strong>g the player to somevery public area of the MUD where other players can taunt and chastisehim or her. JennyMUSH's treatment of 'Daddy' was a classic exampleof this form of social punishment. This public humiliation is usuallysufficient to discourage the player from visit<strong>in</strong>g that particular MUDworld aga<strong>in</strong>, even if earlier attempts at ostracism had beenunsuccessful. In these k<strong>in</strong>ds of punishments, power is at its mostabsolute. Foucault has described an effective form of power as onethat enables the powerful to "ga<strong>in</strong> access to the bodies of<strong>in</strong>dividuals, to their acts, attitudes and modes of everydaybehaviour."[7] On a MUD, where the physical body is not present,but the <strong>virtual</strong> body is at the absolute mercy of the Gods, such powerexists quite literally. The Gods of a MUD can manipulate a player's<strong>virtual</strong> manifestation <strong>in</strong> any way they please. They can reshape it,remake it, remould it, destroy it. From the perspective of the gameuniverse, such acts of power are absolute.Punishment on MUDs shows a return to the medieval. While penalsystems <strong>in</strong> the Western nations that form the backbone of the Internet--the United States, Europe, the United K<strong>in</strong>gdom and Australia--haveceased to concentrate upon the body of the condemned as the site forpunishment, and have <strong>in</strong>stead turned to 'humane' <strong>in</strong>carceration andsocial rehabilitation, the exercise of authority on MUDs has revivedthe old practices of public sham<strong>in</strong>g and torture. The theatre ofauthority <strong>in</strong> <strong>virtual</strong> reality is one which demands and facilitates astrongly dramaturgical element. All actions on MUDs must be overt,every nuance of experience must be manifestly represented for it tobecome part of the play, and so punishment must be flamboyant. The<strong>virtual</strong> world of a MUD exists <strong>in</strong> its dramatic strength only <strong>in</strong> them<strong>in</strong>ds of its players, but the play enacted <strong>in</strong> the <strong>virtual</strong> worldemulates the physical rather than the mental. The public spectacle ofpunishment, which Foucault describes as disappear<strong>in</strong>g from the Westernpolitical scene between the eighteenth and n<strong>in</strong>eteenth centuries, isalive and well on MUDs.[8]Because of their special powers and their special role with<strong>in</strong> a MUD


community, Gods and Wizards are frequently the object of specialtreatment. Many players approach them with, as Curtis puts it,"exaggerated deference and respect."[9] An example of suchtreatment was forwarded to me by a Wizard on FurryMUCK:Fred pages you with, "Excuse me sir, I hope I'mnot bother<strong>in</strong>g you, but could you possibly helpme? I'm really new to MUDS, and I've got somepretty dumb questions. If you haven't got timeto answer them please don't worry about it, butif you do I would really appreciate it."Many Wizards and Gods do not spend much time travell<strong>in</strong>g through their<strong>virtual</strong> doma<strong>in</strong>. Instead, they often retreat to the sanctity of one<strong>virtual</strong> room. It is to this space--this <strong>virtual</strong> throne room--thatmortal players are called when they wish to speak with the God orWizard. The protocol for ga<strong>in</strong><strong>in</strong>g admission to such rooms varies fromsystem to system, but is never non-existent. Most of these roomscannot be entered without the permission of their owner; entry to somerequires the direct <strong>in</strong>tervention of the deity to 'teleport' thesupplicant to the holy presence. The sign on the door of a Wizard onEOTL reads as follows:That door leads to Moe's Sanctum Sanctorum.If you knock on it, and he's around, he might<strong>in</strong>vite you <strong>in</strong> or come talk to you. Lately,though he's been pretty busy, so don't bug himunless you need someth<strong>in</strong>g. THINK VERY HARDBEFORE KNOCKING. Moe has been known to turnpeople <strong>in</strong>to barnyard animals if they pester himfrivolously.In some cases the motivation for the creation of such social barriersmay simply be to screen out trivial requests from players.Nevertheless, whatever the <strong>in</strong>tention, the power to def<strong>in</strong>e what istrivial and to impose punishment for transgressions of that def<strong>in</strong>itionlie with the Wizards and Gods. Many preserve a k<strong>in</strong>d of magical ordiv<strong>in</strong>e distance between themselves and the mortal players of theirworld. Curtis may be bemused by the deference paid him as the God ofLambdaMOO, but such deference is paid and is motivated by thetechnical and social symbols of power by which Gods and Wizards aresurrounded. The basis of authority on MUDs is as medieval as itstheatre. Hierarchies are ma<strong>in</strong>ta<strong>in</strong>ed through careful attention to thetrapp<strong>in</strong>gs of power, power which, as did medieval k<strong>in</strong>gship, owes itslegitimacy to the favour of the Gods. Distance between the rulers andthe ruled is carefully ma<strong>in</strong>ta<strong>in</strong>ed. Special spaces are created by<strong>virtual</strong> rulers to cater for and augment the signs of their power.Virtual analogues of sceptres and crowns abound--most Gods and Wizardscarry signs of their rank upon them. Div<strong>in</strong>e authority on MUDs is mademanifest <strong>in</strong> technical miracles and <strong>virtual</strong> symbols of power.Nevertheless, such power does not always go unquestioned. Thelegitimacy of power and the enaction of it can be questioned byplayers, especially when notions of favouritism are <strong>in</strong>troduced.


Wizards are created by Gods, and <strong>in</strong> theory promotion to such aprivileged rank is l<strong>in</strong>ked to talent. The more a player is able totranslate their imag<strong>in</strong>ation <strong>in</strong>to the MUD database--the more <strong>in</strong>genuitythey show <strong>in</strong> their manipulation of the MUD program--the more likelythey are to be promoted to the level of Wizard. A talent for mak<strong>in</strong>gthe MUD more <strong>virtual</strong>ly real should be rewarded by be<strong>in</strong>g grantedgreater powers to do so. In practice, however, this may not always bethe case. Accusations of Godly and Wizardly prejudice and <strong>in</strong>justiceregularly surface on the USENET newsgroups devoted to the discussionof MUD play<strong>in</strong>g:This mud is TOTALLY LAME! One of the wizzes can'tprogram for shit and only got to wiz coz he roomswith the chief wiz, and another wiz just got thejob by hav<strong>in</strong>g t<strong>in</strong>ysex with the chief wiz. Ispent DAYS build<strong>in</strong>g lots of really cool stuff,really cool descs and everyth<strong>in</strong>g, and when Ishowed it to the cheif wiz and asked to get ahigher quota he just said "I don't even know you"and refused!!! ARGH!! So I compla<strong>in</strong>ed and toldeverbody on the mud what happened and he dests mycharacter and deletes everyth<strong>in</strong>g I built. I amso sick of wizzes who expect you to brown-nose toget anyth<strong>in</strong>g.[10]Gods and Wizards may be the ultimate power with<strong>in</strong> each MUD universe,and may often be the subject of respect and even fawn<strong>in</strong>g as playersattempt to curry favour and ga<strong>in</strong> privileges, but the atmosphere ofrespect which often surrounds them can lead to the favour<strong>in</strong>g ofplayers who are prepared to offer adulation, and pass<strong>in</strong>g over thosewho are not. The canny wield<strong>in</strong>g of power often means that privilegesare bestowed upon those who will uphold the Gods' hegemony; theclumsy handl<strong>in</strong>g of this process can threaten that hegemony. Thepotential for the abuse of power and for unfair treatment of playerscan create resentment, particularly when there is a conflict between<strong>in</strong>dividuals who feel that Gods and Wizards have a duty to behavefairly and those who feel that the adm<strong>in</strong>istrator of a MUD system hasthe right to do with it as he or she likes. The number of MUD systems<strong>in</strong> existence to some extent mitigates the potential for problems,s<strong>in</strong>ce, as one player replied to the compla<strong>in</strong>ant above:Look, it's his MUD, he can do what he wants. Butif you don't like the MUD, don't play it! If thewiz is an asshole... no one will play and theMUD will close. Simple! Sheesh...[11]The common wisdom is that simple economics will make it unreward<strong>in</strong>gfor a Wizard or God to treat players badly, and so most successfulholders of those positions will by necessity treat their playersreasonably well.Power on MUD systems depends on the <strong>in</strong>dividual's ability tomanipulate the components of the system; privileges consist of<strong>in</strong>creased access to such world-manipulat<strong>in</strong>g tools. The degree to


which this power is successful is dependant upon players' belief <strong>in</strong>the value of the MUD world, and the degree to which they have <strong>in</strong>vestedmean<strong>in</strong>g and emotion <strong>in</strong> the objects with<strong>in</strong> it. That the objects andcharacters stored <strong>in</strong> the computer files are ascribed value leads tothe special treatment of those who can alter those files. Gods' andWizards' powers depend upon their success <strong>in</strong> build<strong>in</strong>g a system whichplayers view as a <strong>virtual</strong> world, a system to be <strong>in</strong>teracted with <strong>in</strong>such a way as to <strong>in</strong>vest emotion <strong>in</strong> the cont<strong>in</strong>ued existence of theworld and its components. Systems which are so viewed will be morelikely to attract players will<strong>in</strong>g to apply their talents and <strong>in</strong>vesttheir effort <strong>in</strong> build<strong>in</strong>g new areas and objects. The richness of each<strong>virtual</strong> world leads to its be<strong>in</strong>g further enriched.---ADVENTURE MUDS: SURVIVAL OF THE FITTEST---Players of adventure-style MUDs must contend with the <strong>in</strong>ternal realityof the game world. The characters played are subject to 'realistic'forces. On some systems, they grow hungry, thirsty and sleepy, andmust f<strong>in</strong>d safe places to sleep and rest. They must protect themselvesfrom the ravages of an often hostile climate. They must establish,and often pay for, a safe place to cont<strong>in</strong>ue their existence whiletheir controll<strong>in</strong>g player is unable to attend to them. Such MUDplayers are driven by the 'biological' needs of their characters andby the social and climatic circumstances of the game world. On somesystems, players are often confronted with messages from the gameprogram, lett<strong>in</strong>g them know that 'they'--or rather, their characters--are hungry, thirsty or tired. If players do not act quickly tosatisfy their characters' hunger or thirst, those characters willdie. If players do not f<strong>in</strong>d a safe place for their characters tosleep <strong>in</strong>, those characters will likely be murdered <strong>in</strong> their sleep bythe mythical monsters that commonly <strong>in</strong>habit these MUD worlds--or byanother character, provided that the particular game world is one thatallows direct combat between players. Before logg<strong>in</strong>g out of the game,players must first rent their characters a room <strong>in</strong> one of the hotelsthat form a central and basic part of the game world. Rent<strong>in</strong>g a roomensures that the character and his or her possessions are kept safeuntil the player returns to the game. A character left without arented room may forfeit his or her possessions to unnamed thievesgenerated by the MUD program, and is vulnerable to the attacks ofmonsters and other players.As a consequence of all this, players spend a large amount of timemerely mak<strong>in</strong>g sure that their characters survive. They mustcont<strong>in</strong>ually load themselves with supplies of food and dr<strong>in</strong>k beforeventur<strong>in</strong>g on quests. They must make periodic trips back to thecentral town of the MUD world to replenish these supplies. They mustcont<strong>in</strong>ually amass treasure--by kill<strong>in</strong>g monsters--with which to buysupplies and pay the rent on hotel rooms. It is impossible to play anadventure-style MUD casually. Players who log <strong>in</strong>to the game once aweek, and play for only an hour or so at a time, will be cont<strong>in</strong>uallyforced to restart the game. They will never be able to f<strong>in</strong>d enoughtreasure to enable them to pay for the safety of the belong<strong>in</strong>gs theybuy or w<strong>in</strong>, and so will always lose them to the relentless economicsof the game. The least devoted players must, therefore, play oftenenough and for long enough to ma<strong>in</strong>ta<strong>in</strong> their characters' existence.


They must, as Alice found <strong>in</strong> _Through_the_Look<strong>in</strong>g_Glass_ keep runn<strong>in</strong>gjust <strong>in</strong> order to rema<strong>in</strong> <strong>in</strong> the same place. Adventure-oriented MUDs,such as LPMUDs and DikuMUDs, demand a basic level of dedication fromplayers. Unlike social style MUDs, such as MUCKs and MOOs, the gameitself demands attention. It seems to have a life of its own. A MUCKcharacter rema<strong>in</strong>s <strong>in</strong> stasis when not be<strong>in</strong>g controlled by a player,whereas a DikuMUD character can die of starvation, be the victim ofrobbery or murder, or become part of a maraud<strong>in</strong>g Giant Bear's d<strong>in</strong>ner,should the player relax his or her vigilance or fail to log <strong>in</strong>to thegame before the character's money, and therefore rented safety, runsout.At the heart of all social structures amongst players of adventureMUDs lies the hard fact that adventure MUD universes are dangerous.Foucault has said that "the phenomenon of the social body is theeffect not of a consensus but of the materiality of power operat<strong>in</strong>g onthe very bodies of <strong>in</strong>dividuals."[12] Translated <strong>in</strong>to theparticular terms of the imag<strong>in</strong>ed worlds of adventure-style MUDs this<strong>in</strong>sight has special mean<strong>in</strong>g. There, it is the <strong>virtual</strong>ity of the powerof the <strong>virtual</strong> world operat<strong>in</strong>g upon the imag<strong>in</strong>ed bodies of <strong>in</strong>dividualplayers that creates the social body of which they are a part.Cooperation is an important element of survival on adventure MUDs. Inmany cases, players need each other to survive. Particularly strongmonsters are more easily defeated by the concerted efforts of a groupof players than by one alone. The necessity for cooperative efforthas been built <strong>in</strong>to the fabric of the game on many systems. Quests,specific tasks formulated by the Gods and Wizards to test the strengthof their players, often demand the application of more skills than onecharacter can have, and so must be undertaken by a group. Theeconomics of the game support group effort. Special commands enableplayers to form groups, make concerted attacks on monsters and sharethe experience po<strong>in</strong>ts ga<strong>in</strong>ed <strong>in</strong> shared victories. This technicalsupport and dramatic demand for cooperation between players translates<strong>in</strong>to a social system <strong>in</strong> which players are expected to aid each other.Many players will guard the possessions which had belonged to a fallencharacter, and will wait for them to return from the church to whichtheir spirit has gone to pray for re<strong>in</strong>carnation so that on return theymay rega<strong>in</strong> their possessions. This k<strong>in</strong>d of honour system <strong>based</strong> onfavours and debts of gratitude can be especially k<strong>in</strong>d to noviceplayers. The help files on EOTL explicitly encourage players to helpthe less experienced among them:When a newbie begs for some money or help, it isusually expected that you will give what you can.Everyone was a newbie once, and probably gottheir start through the generosity of other moreestablished players. The least you can do isshow the same consideration to future newbies(known as the golden rule). And above all,remember it's just a game...but with real peopleon the other end side...Such cooperation is not, however, <strong>based</strong> purely on comradeship. Thefact is that players can, if they so choose, cause each other


considerable hardship. It is not altruism that causes players to aideach other, but the idea of <strong>in</strong>vest<strong>in</strong>g <strong>in</strong> other players' goodwill. Dounto others as you would have them do unto you--that is the rule thatprevents many players from tak<strong>in</strong>g advantage of the misfortunes ofothers.Players are at their most vulnerable when <strong>in</strong> combat. When fight<strong>in</strong>g asystem generated opponent--a monster or 'mobile'--many players willbe forced to retreat and use heal<strong>in</strong>g potions and spells, or simplyrest, before be<strong>in</strong>g able to rejo<strong>in</strong> the fight and eventually kill themonster. It can take several bouts of fight<strong>in</strong>g and heal<strong>in</strong>g before themonster can be killed. In the times when a player has retreated, itis possible for another player to come along and kill the now weakenedmonster while its orig<strong>in</strong>al opponent is rest<strong>in</strong>g. The <strong>in</strong>formation onetiquette available on EOTL has this to say about the practice of'kill-steal<strong>in</strong>g':Believe it or not, there are certa<strong>in</strong> unspokenrules of behavior on MUDs. [...] It's really badform to steal someone else's kill. Someone hasbeen work<strong>in</strong>g on the Cosmicly Invulnerable UtterlyUnstoppable Massively Powerful Space Demon forages, leaves to get healed, and <strong>in</strong> the <strong>in</strong>terim,some dweeb comes along and whacks the Demon andgets all it's stuff and tons of xps. This reallysucks as the other person has spent lots of timeand money <strong>in</strong> expectations of the benefits fromkill<strong>in</strong>g the monster. The graceful th<strong>in</strong>g to do isto give em all the stuff from the corpse andcompensation for the money spent on heal<strong>in</strong>g.This is still a profit to you as you got all thexps and spent practically no time kill<strong>in</strong>g it.Players who break this rule are not popular. Some may be subject tothe k<strong>in</strong>ds of punishment and displays of power that Gods and Wizardsmay call up. Others may be subject to the vengeful attacks of theirvictims and fellow players.On some adventure MUDs players' characters are able to kill oneanother. As far as a character is concerned, another character is aseasily a target of the 'kill' command as is an orc or dragon. Forsome players, the possibility of 'playerkill<strong>in</strong>g' adds depth andspice to the <strong>virtual</strong> world. The addition of greater threat andgreater danger to the <strong>virtual</strong> universe enables players to identifymore strongly with their <strong>virtual</strong> persona. The thrill which playersdescribe as a part of such battles, the sheer excitement of add<strong>in</strong>g anuncontrolled element to the game universe, makes that universe all themore real. Death and danger make the imag<strong>in</strong>ed life all the more worthliv<strong>in</strong>g, and lift the game beyond the conf<strong>in</strong>es of the predictable. Itis the loss of control <strong>in</strong>herent <strong>in</strong> a game style that overtly relies ona fight for greater control that adds mean<strong>in</strong>g to the game. Victory <strong>in</strong>such battles is all the more sweet for the test of a player's skillwhich it entails.


Nevertheless, not all players need to have the fruits of theirimag<strong>in</strong>ation challenged to feel that their animation is valid. On thecontrary, the <strong>in</strong>trusion of others' conflict<strong>in</strong>g versions of the worldcan disturb the imag<strong>in</strong>ative balance of the player. Such conflict<strong>in</strong>gworld views are the basis of many power struggles between players.For some playerkill<strong>in</strong>g destroys the mental illusion <strong>in</strong> which they wishto immerse themselves by connect<strong>in</strong>g to a MUD system. The forceful<strong>in</strong>trusion of another's imag<strong>in</strong>ed reality, an <strong>in</strong>trusion that canshatter the carefully constructed projections of the victim, <strong>in</strong>spiresgreat resentment and anger. The practice of playerkill<strong>in</strong>g is lookedupon by some players with anger and contempt:Playerkill<strong>in</strong>g is a po<strong>in</strong>tless exercise allowed bysome muds, whereby lab geeks with testosteronepoison<strong>in</strong>g kill each other <strong>in</strong>stead of mobs andpretend that they are better mudders as a result.This collective delusion makes pkers overbear<strong>in</strong>g,obnoxious, and generally no fun at cocktailhour.[13]In response to this article, another player replied that:Playerkill<strong>in</strong>g is the ultimate chessmatch, whereyou are depend<strong>in</strong>g on your knowledge of yourcapabilities and your mud to match those otherswho might play. While it is sometimes abused bylosers who feel manly by kill<strong>in</strong>g newbies, it alsoseperates the real mudders from the yellowstripedregen waiters who would just as soon waitaround to kill a monster that just stands therewait<strong>in</strong>g to die. PKers are neither overbear<strong>in</strong>gnor obnoxious, but they are occasionallyarrogant, but then aga<strong>in</strong>, be<strong>in</strong>g better players,they have a right to be. They never attendcocktail parties because they th<strong>in</strong>k those littlesandwiches are for wusses.[14]Playerkill<strong>in</strong>g, then, is an issue surrounded by controversy. On manyMUDs, playerkill<strong>in</strong>g is heavily controlled, either by technical orsocial measures. Some adventure style MUDs prevent player kill<strong>in</strong>g byremov<strong>in</strong>g the possibility of it from the MUD computer program. Otherssimply regulate it. There are two ma<strong>in</strong> ways of technicallycontroll<strong>in</strong>g the circumstances under which players may attack eachother. The first is to require that players set a 'player killerflag' on their character. Only those with such a flag set may beattacked--the program will simply not allow a player to attack anotherwhose killer flag is unset. The second measure is to allow players toattack only those who are close to their own level of competence. OnMUDs where a level system is <strong>in</strong> place, this is commonly implemented.Players who have atta<strong>in</strong>ed Level 5, for <strong>in</strong>stance, may be able to attackplayers on Levels 5 and above, but not those on lower levels. At thesame time, they cannot be attacked by players on a higher level,unless they <strong>in</strong>itiate the combat--only characters at an equal or lowerlevel may choose to attack them. This prevents victimisation, though


not foolhard<strong>in</strong>ess. Some systems, however, do not put any technicalcontrols on player kill<strong>in</strong>g. The Revenge of the End of the L<strong>in</strong>e is onesuch system. The help files on EOTL say, with regard toplayerkillers, that:This is a label given to those players who huntdown and kill other players. These notoriouspsychopaths usually go on kill<strong>in</strong>g sprees, kill<strong>in</strong>glots of players <strong>in</strong> a short amount of time.Player killers have no qualms and no remorse.EOTL's official policy toward player kill<strong>in</strong>g isone of tolerance. Wizards can't help you ifsomeone kills you. The best th<strong>in</strong>g to do is toform a lynch mob and massacre the killer to ittybitty bits.... Player killers usually know Mudslike the back of their hands and are extremelydangerous.Despite this laissez-faire rul<strong>in</strong>g on the part of the Wizards and Godsof EOTL, playerkill<strong>in</strong>g is remarkably rare, and the reasons for thislie <strong>in</strong> the social structure developed amongst players. Most EOTLplayers live by an unstated agreement that they should live and letlive. Most players are not 'psychopathic' playerkillers, and willnot <strong>in</strong>itiate battles with those who are not known to enjoy this styleof play. Those who do not choose to play this way, however, are oftenhunted down by those who wish to preserve this unspoken rule. Theethics of this k<strong>in</strong>d of justice are <strong>in</strong>corporated <strong>in</strong>to the gameelements. Wanted posters are common <strong>in</strong> the towns and cities whichform the core of EOTL:MoeTown's Most WantedNeighborhood Watch Bullet<strong>in</strong>The follow<strong>in</strong>g people are wanted for maliciousmayhem. To collect the reward on one of thesepeople, simply blow a police whistle while <strong>in</strong> theroom with the person. If your call results <strong>in</strong>the death or capture of the crim<strong>in</strong>al, arepresentative will pay you at the policestation. Police whistles may be bought for 10co<strong>in</strong>s from the police chief:Perpetrator's name:Current reward:1 : Voltron (player killer) 39850 co<strong>in</strong>s2 : Assas<strong>in</strong> (player killer) 35870 co<strong>in</strong>s3 : Shadowstrike 25730 co<strong>in</strong>s4 : Hermes 25090 co<strong>in</strong>s5 : Shapeless (player killer) 24210 co<strong>in</strong>s6 : Whittle (player killer) 18690 co<strong>in</strong>s7 : Bowman (player killer) 14430 co<strong>in</strong>s8 : Rizzen (player killer) 13420 co<strong>in</strong>s9 : Time 12640 co<strong>in</strong>s10 : Bluey (player killer) 5820 co<strong>in</strong>sAs this poster implies, technical measures have been <strong>in</strong>troduced to


enable justice to be meted out to player killers. Policemen'swhistles are an element of the game which has been hard-coded <strong>in</strong>to itsfabric. The social contract that encourages and allows the <strong>in</strong>ventionand use of such whistles, is, however, not a technical measure.Playerkillers are often summarily dealt with by their victims.Adopt<strong>in</strong>g the techniques of the enemy's play, irate players can formbands dedicated to hunt<strong>in</strong>g down and kill<strong>in</strong>g playerkillers. Such asolution seems to be satisfactory to all parties <strong>in</strong> such conflicts.The appropriation of the playerkiller's style of play by his or heropponents allows all concerned to feel their style of play validated.Dedicated playerkillers do not appear to resent be<strong>in</strong>g the victim ofplayerkill<strong>in</strong>g--<strong>in</strong> two years of MUDd<strong>in</strong>g and monitor<strong>in</strong>g therec.games.mud newsgroups, I have found only a few cases of aplayerkiller compla<strong>in</strong><strong>in</strong>g of <strong>in</strong>justice at the hands of a <strong>virtual</strong> lynchmob,though I have found many <strong>in</strong>stances of playerkillers describ<strong>in</strong>gwith zest the chase they led their pursuers and the enjoyment theyexperienced <strong>in</strong> mak<strong>in</strong>g their quest as difficult as possible.[15] Somehave commented on the pleasure they feel at hav<strong>in</strong>g caused theopponents of playerkill<strong>in</strong>g to jo<strong>in</strong> their ranks. The playerkiller'spursuers feel similarly fulfilled. In their eyes, they have notadopted playerkill<strong>in</strong>g as a form of play, but have appropriated suchplay to serve their own preferred style. Such conflicts have a happyend<strong>in</strong>g--each party feel<strong>in</strong>g their imag<strong>in</strong>ed <strong>virtual</strong> world validated bythe outcome.Social cohesion on adventure MUDs is the result of the Darw<strong>in</strong>ian ruleof the survival of the fittest. On the most superficial level, onlythe strongest and most talented players will survive and flourish onadventure MUDs. It takes time, effort and skill not only to becomepowerful on such MUDs, but simply to survive on them. At a deeperlevel, however, it is the most socially fit--the most will<strong>in</strong>g tocooperate--who survive. The social body formed on adventure MUDs isthe result of a common consensus to cooperate <strong>in</strong> fight<strong>in</strong>g aga<strong>in</strong>st the(im)materiality of the power of the <strong>virtual</strong> universe operat<strong>in</strong>g on the<strong>virtual</strong> bodies of each <strong>in</strong>dividual player.---SOCIAL MUDS: COOPERATIVE APPRECIATION---On social MUDs, players are not faced with the threats that players ofadventure MUDs must contend with. Characters on MUCKs and T<strong>in</strong>yMUDsare never hungry or thirsty or tired. Instead they provide a tirelessmechanism for the exercise of the players' creativity, and for<strong>in</strong>teraction between players. It is this ease of use, rather than theneed to protect and ma<strong>in</strong>ta<strong>in</strong> their characters, which is the basis ofsocial MUD players' cohesion. On adventure MUDs, social <strong>in</strong>teractionoften comes about through expediency, as when characters form gangsthe better to slaughter some hapless dragon or <strong>in</strong>famous playerkiller.By contrast, social <strong>in</strong>teraction on MUCKs and MUSHes is one of thethree activities central to the game.[16] The others are creat<strong>in</strong>g, orbuild<strong>in</strong>g, and explor<strong>in</strong>g the creations of others. These threeactivities complement and re<strong>in</strong>force each other. Social <strong>in</strong>teractionserves to create a network of players who constitute an audience foreach other's creativity; acts of creation provide the stage for<strong>in</strong>teraction.


In design<strong>in</strong>g T<strong>in</strong>yMUD, the orig<strong>in</strong>al social MUD, Jim Aspnes deliberatelysought to escape from the competitive conf<strong>in</strong>es of adventure-styleplay. He expla<strong>in</strong>s that:Most adventure-style games and earlier MUDs had somesort of scor<strong>in</strong>g system which translated <strong>in</strong>to rank andspecial privileges; I didn't want such a system notbecause of any strong egalitarian ideals... but becauseI wanted the game to be open-ended, and any scor<strong>in</strong>gsystem would have the problem that eventually eachplayer would hit the maximum rank or level ofadvancement and have to either abandon the game asf<strong>in</strong>ished or come up with new reasons to play it. Thisapproach attracted people who liked everybody equal anddrove away people who didn't like a game where youdidn't score po<strong>in</strong>ts and beat out other players. I th<strong>in</strong>kthat this effect created a k<strong>in</strong>d of natural selectionwhich eventually led to the current egalitarianideals.[17]The 'egalitarianism' that Aspnes claims as the basic ideal of socialMUDs is often just that--an ideal. In practice, most social MUDs havea hierarchy of players as well developed as those seen on adventureMUDs, complete with Gods, Wizards and variously privileged levels ofplayers. However, these hierarchies are not <strong>based</strong> on competition andstrength, but on <strong>in</strong>teraction and contribution. Players do not rise togreater degrees of privilege by kill<strong>in</strong>g monsters, amass<strong>in</strong>g po<strong>in</strong>ts andga<strong>in</strong><strong>in</strong>g skills, but by <strong>in</strong>sert<strong>in</strong>g themselves <strong>in</strong>to the social andimag<strong>in</strong>ative matrix and becom<strong>in</strong>g <strong>in</strong>dispensable.If players of adventure MUDs must be <strong>in</strong> regular attendance on theircharacters <strong>in</strong> order for those characters to survive and ga<strong>in</strong> greaterpowers, players of social MUDs are free to enjoy unlimited access totheir characters precisely because of those characters' <strong>in</strong>dependenceof their players. Almost without exception, players of social MUDsexercise their ability to create new aspects of the game world. EachMUD encourages players to create their own 'home', a small sectionof the game universe with which the player's character is associated,and which is the portion of the game world <strong>in</strong> which the characterappears to be when the player connects to the system. Most playersmake at least some token attempt to decorate their home withdescriptions and objects. Many players extend their home beyond theconf<strong>in</strong>es of one <strong>virtual</strong> build<strong>in</strong>g, and go on to create <strong>in</strong>tricate m<strong>in</strong>iworldswith<strong>in</strong> the greater MUD world. In consequence of thisencouragement to build, most social MUDs consist of a hodge-podge ofdiffer<strong>in</strong>g environments. Some MUDs have come to <strong>in</strong>sist upon adherenceto a particular theme as a prerequisite of a player's promotion toone of the higher levels of game power. Before be<strong>in</strong>g allowed to builda greater number of objects, and before be<strong>in</strong>g given access to morecomplex commands and tools with which to build, players mustdemonstrate an ability to create environments that mesh with theexist<strong>in</strong>g game universe. In essence this system of meritocracy<strong>in</strong>volves the rel<strong>in</strong>quishment of one sort of power--the power to do


whatever you like--<strong>in</strong> order to ga<strong>in</strong> different and more extensivepowers.Many MUDs allow a number of <strong>in</strong>termediate levels between player andGod. The God is able, at his or her own discretion, to <strong>in</strong>crease aplayer's build<strong>in</strong>g quota, or even confer Wizard status upon a player.Some systems allow different levels of build<strong>in</strong>g tools to be availableto different players, with more complex and powerful commands be<strong>in</strong>gavailable to those the Gods choose to give them to. That privilegesare bestowed by the Gods of the system is a vital part of thehierarchy, and the means of its control. Only those who are approvedof by the Gods and Wizards can ga<strong>in</strong> greater power with<strong>in</strong> the MUDsystem--be<strong>in</strong>g out of favour means be<strong>in</strong>g out of power. Most MUDsystems <strong>in</strong>dicate that ga<strong>in</strong><strong>in</strong>g privileges is a matter of prov<strong>in</strong>g thatyou are worthy of them. The rule on the MUD 'MicroMUSE', for<strong>in</strong>stance, is that:The quota system for keep<strong>in</strong>g the database at areasonable size is <strong>in</strong>tended to promoteconstructive build<strong>in</strong>g and efficient use ofavailable resources. Builders engag<strong>in</strong>g on largescaleprojects should ask a [Wizard] to <strong>in</strong>specttheir work-to-date,and can then ask for quota<strong>in</strong>creases as needed.A similar policy exists on LambdaMOO, where the 'Architecture ReviewBoard', an association of players orig<strong>in</strong>ally appo<strong>in</strong>ted by the Wizardsand now elected by the LambdaMOO community, is empowered to decidewhom the Wizards shall bestow greater build<strong>in</strong>g privileges upon:To get a larger quota, you need to talk to somemember of the Architecture Review Board. Theywill take a look at what you've done with theobjects you've built so far and decide whether ornot they th<strong>in</strong>k it would be a net ga<strong>in</strong> for theLambdaMOO community if you were to build somemore th<strong>in</strong>gs.All players on social-style MUDs have a rudimentary ability to additems to the game universe. All players can create, though thehierarchical system <strong>in</strong> force on some social MUDs might limit thenumber of items that novice players can create. But limited powersare powers nonetheless, and this relative egalitarianism is the reasonwhich many players give for their preference for social MUDs. Thisattitude differs from that taken by many players of adventure MUDs,for whom the elitism of the upper echelons is the source of thedesirability of enter<strong>in</strong>g those ranks. Compare these two articles fromplayers of the two MUD genres:What I like about MUCKs is that I can just go offand build what I like. I can exercise myimag<strong>in</strong>ation without suck<strong>in</strong>g up to any Gods orbash<strong>in</strong>g any orcs. I can just do whatever I likestraight away.[18]


and:The whole po<strong>in</strong>t of LPMUds is that once you'vemade Wizard you know you've earned it. Yourprivileges are earned, every bit of them. Notlike on t<strong>in</strong>ymuds, where ever luser can build hislittle home and create his little toys. When Imeet someone who has made Wiz on an LP... I*know* they've done someth<strong>in</strong>g to earn it, and ifI [make Wizard] other people *know* I've earnedit.[19]In each case, it is access to and legitimacy of power that is theconcern of the player. What differs is the perspective taken. In theone case it is the free availability of game powers, irrespective ofthe player's social position or level of external <strong>in</strong>fluence, which isattractive. In the other case it is the difficultly of ga<strong>in</strong><strong>in</strong>g power,and the respect due to those who have persevered, which makes it sodesirable. Each system serves to attract and form different types ofplayers, yet each system is <strong>based</strong> on the exploitation of a common wishfor power and <strong>in</strong>fluence.However, many players on social MUDs do not make any attempt to w<strong>in</strong>higher build<strong>in</strong>g privileges for themselves. On adventure MUDs, eachplayer is by def<strong>in</strong>ition part of a system <strong>in</strong> which their efforts aregeared toward the acquisition of greater wealth and power. On socialMUDs the mechanics of the game do not demand that players spend timechas<strong>in</strong>g after material--or <strong>virtual</strong>--ga<strong>in</strong>s. The pressure to beupwardly mobile is far less <strong>in</strong>tense on social MUDs, and so fewersocial than adventure MUD players make deliberate efforts of ga<strong>in</strong>entry to the privileged higher echelons. Instead, players on socialMUDs tend to form alternate hierarchies, functionally <strong>in</strong>dependent ofthe Wizards and Gods of the world. These hierarchies are socialrather than economic <strong>in</strong> base--they depend on <strong>in</strong>teraction rather thanon the scarcity of the power commodity.These alternate hierarchies depend on an audience of appreciative andcreative fellow-players rather than on competition with other players.Indeed the expressions 'fellow player' and 'other player' neatlydescribe the difference between the player hierarchies most common onthe two genres of MUD. Social MUD players often seem to see eachother as mirrors of themselves who will reflect the pride andachievement felt by each player toward what he or she has created.Adventure players seem more likely to view each other as <strong>in</strong>imical, ashav<strong>in</strong>g the potential to shatter that mirror. Alliances betweenadventurous players are carefully negotiated. Allied players willoften devise methods of ensur<strong>in</strong>g each other's loyalty by us<strong>in</strong>g spellsor hold<strong>in</strong>g hostage valued items of treasure or equipment. Betrayal isnot unheard of. A player's ally may turn on him or her after thedragon has been killed, and may make off with the dragon's hoardbefore the victim has time to react. Adventure MUD players tend toview each other with some suspicion. Each player is that mythicalanthropological monster--the Other, who may expose and exploit the


player, and shatter that player's dreams of power and safety.Social MUD players are not pressed <strong>in</strong>to these oppositions. Theycannot harm each other with<strong>in</strong> the game world. Ord<strong>in</strong>ary personalconflicts may of course arise--just as ord<strong>in</strong>ary personal amity mayarise on adventure MUDs--but these conflicts are not made more likelyby the special properties of the <strong>virtual</strong> environment that the<strong>in</strong>dividuals <strong>in</strong>teract with<strong>in</strong>. Rather, players are encouraged by thenature of social MUDs to <strong>in</strong>teract positively with each other.Hierarchies on social MUDs tend to be socially rather than technicallyenforced. Cooperation is <strong>in</strong>spired by a wish to extend the <strong>virtual</strong>world, not by the necessities of survival <strong>in</strong> it. Players become wellknownthrough socialis<strong>in</strong>g, and through display<strong>in</strong>g the fruits of theirimag<strong>in</strong>ation. Well-known adventure MUD players become so by virtue ofatta<strong>in</strong><strong>in</strong>g high levels of proficiency <strong>in</strong> the game universe. Well-knownsocial MUD players become so by engag<strong>in</strong>g <strong>in</strong> social activities on theMUD. Popular players commonly create <strong>in</strong>terest<strong>in</strong>g environments whichmany players visit and recommend that others visit. They spend a lotof time chatt<strong>in</strong>g with others, and many offer advice and aid to newplayers. These people form the backbone of social MUDs, and may<strong>in</strong>deed be better known to the majority of players than are the Wizardsand Gods who spend most of their time engaged <strong>in</strong> the more complex workof adm<strong>in</strong>ister<strong>in</strong>g the MUD program.On some MUDs, this social hierarchy has been written <strong>in</strong>to the game asan alternative track toward officially recognised status. OnFurryMUCK, as on LambdaMOO, highly socially <strong>in</strong>volved players can berewarded with official recognition of their social importance.Deserv<strong>in</strong>g FurryMUCK players may be given an 'Official Helper'sBadge', a simple MUD object that the character carries around andwhich identifies him or her as someone to whom players can turn to forhelp on everyth<strong>in</strong>g from MUD etiquette to the complexities of build<strong>in</strong>g.Special commands have been written <strong>in</strong>to the FurryMUCK program thatallow players to view a list of all those who have won such a badge,get <strong>in</strong>formation on their areas of expertise, check to see whichhelpers are currently logged <strong>in</strong>to the MUD, and leave messages forthem. Every player who spends some few m<strong>in</strong>utes read<strong>in</strong>g part of theextensive help files available on FurryMUCK will be likely to f<strong>in</strong>dthese commands and so become aware of who the Official Helpers are.These people are known even by those who have never met them. Theyare also more likely to become personally well-known to a great numberof players as they are paged with questions and pleas for help--onecharacter, known as Bo<strong>in</strong>gDragon, has achieved almost legendary statusthrough her tireless efforts to help and advise novice players.Players of social MUDs who enter <strong>in</strong>to the social and creative acts ofthe MUD will be likely to become popular and well-known on that MUD.To achieve that status, considerable time must be <strong>in</strong>vested <strong>in</strong> learn<strong>in</strong>ghow to use the particular MUD program on which the game universe is<strong>based</strong>, and <strong>in</strong> gett<strong>in</strong>g to know fellow players. Anyone who does so<strong>in</strong>vest their time will <strong>in</strong> consequence be likely to cont<strong>in</strong>ue to becomemore <strong>in</strong>volved with MUD. Admiration and respect are addictive. Thepower of popularity is as great as the power to manipulate worlds.People who feel liked and valued <strong>in</strong> a particular environment will tend


to frequent that environment--that holds true as well for MUDs as forany field of human activity. Involvement leads to popularity, andpopularity leads to <strong>in</strong>volvement--players who have establishedthemselves as clever builders and resourceful advisers will f<strong>in</strong>d thatthe popularity they have ga<strong>in</strong>ed <strong>in</strong> do<strong>in</strong>g so will keep them com<strong>in</strong>g backto the MUD.As Foucault says, "every po<strong>in</strong>t <strong>in</strong> the exercise of power is at thesame time a site where knowledge is formed. And conversely everyestablished piece of knowledge permits and assures the exercise ofpower. Put otherwise, there is no opposition between what is done andwhat is said."[20] On MUDs, and especially social MUDs, where everyplayer can create new game elements, what is said and what is done areone and the same th<strong>in</strong>g. Speak<strong>in</strong>g and writ<strong>in</strong>g--transmitt<strong>in</strong>g knowledge--encompass all <strong>virtual</strong> actions. In the beg<strong>in</strong>n<strong>in</strong>g of all MUD systemsthere is only the Word, and the progression of the system from its<strong>in</strong>itial existence as a computer program <strong>in</strong>to a <strong>virtual</strong> environmenthabituated by players is the progression of a series of l<strong>in</strong>guisticacts. It is the production of knowledge about the <strong>virtual</strong> environmentwhich produces the environment itself. This production of knowledgeand <strong>virtual</strong>ity powers the socially cohesive body found on social MUDs.---SOCIAL COHESION ON MUDS---At the heart of human activity <strong>in</strong> capitalist, <strong>in</strong>dustrialised culture,lies the wish for <strong>in</strong>fluence and power. Power can come <strong>in</strong> many forms,and different forms are attractive to different people. A desire forsheer physical control can lead people <strong>in</strong>to body build<strong>in</strong>g and militarycoups. A desire for respect and fame can <strong>in</strong>spire actors andpoliticians. The forms of power that can be exercised on MUDs vary oneach system, and most widely between the two genres of MUD. Thisdifferentiation is to some extent artificial, and <strong>based</strong> on averagesand general cases. Some Wizards on social MUDs have become so througha wish to have ultimate control over a universe of their own. Someplayers of adventure-style MUDs are well-known and liked for theirwill<strong>in</strong>gness to help novice players and to chat and listen to others.But the terms 'social' and 'adventure' have come to be usedbecause there are, overall, two k<strong>in</strong>ds of MUD. One k<strong>in</strong>d stressesplayer advancement through the atta<strong>in</strong>ment of levels or skills through<strong>in</strong>teraction with the game elements and competition with other players.The other stresses player <strong>in</strong>teraction and creativity. The formerlends itself to the expression of power through a character'sprowess, and the player's resultant powers to affect the game world.Ultimately, players on adventure MUDs strive to help their characterachieve a high enough level of expertise to merit their promotion to aposition of power over the MUD world. Social MUDs lend themselvesmore easily to the expression of power through exhibitions ofcreativity, charm, and knowledge. Almost all social MUD charactershave the same powers over the game world--what differentiates them arethe ways <strong>in</strong> which players act through the character to transform theworld and to engage other players <strong>in</strong> supportive relationships.Each of these different paths to power <strong>in</strong>volve the player <strong>in</strong> the game.Each takes an <strong>in</strong>itial degree of dedication on which to form a basisfor status. Adventure MUD players must play the game a m<strong>in</strong>imum of


several hours each week just to stay <strong>in</strong> the game. To advance with<strong>in</strong>the game the player must play more often than that, and to achievehigh levels of expertise he or she must play very often <strong>in</strong>deed. Oncethat level has been achieved the player must play often enough toma<strong>in</strong>ta<strong>in</strong> that position, and if he or she aspires to Wizardship it isnecessary to demonstrate the skills and dedication for which thatpromotion is deserved. At each level of play on adventure MUDs, timeand <strong>in</strong>volvement are demanded, with the level of demand <strong>in</strong>creas<strong>in</strong>g asdoes the level of expertise. The higher the level, the greater therewards. As players advance they ga<strong>in</strong> greater powers over the MUDuniverse. They become better able to complete dangerous quests with<strong>in</strong>the game world, and are eventually granted the power to manipulate theworld itself. For players of social MUDs the rewards are less overtlypowerful, although they too can follow a track toward greater, andeventually total, power to manipulate the <strong>virtual</strong> universe. For mostplayers of social-style MUDs, however, power over the game universe isnot an end <strong>in</strong> itself. That power is freely available, and providesnovice players with an immediate reward for play<strong>in</strong>g the game, and so areason to cont<strong>in</strong>ue play<strong>in</strong>g. This free expression of creativitybecomes the means to power through social <strong>in</strong>fluence. Recognition andpopularity amongst the players of the MUD are won through the creationof novel additions to the <strong>virtual</strong> world, and through friendly andhelpful <strong>in</strong>teraction with other players. Once ga<strong>in</strong>ed, this renownkeeps a player <strong>in</strong>volved.On adventure MUDs, dedication to the game, and prolonged <strong>in</strong>teractionwith the game universe, is rewarded by the power to become God overthat universe. On social MUDs, the power to control the universe isthe tool through which to w<strong>in</strong> <strong>in</strong>fluence--to create a world <strong>in</strong> whichthe player is admired. On social style MUDs cooperation is <strong>based</strong> on ahierarchy of popularity; on adventure MUDs on a hierarchy of strength.Each form of MUD attracts its own set of players, and evokes <strong>in</strong> thoseplayers a will<strong>in</strong>gness to dedicate themselves to the game. While theultimate reward on all MUDs is the same, the paths taken to reach itdiffer between the two ma<strong>in</strong> styles of MUD game, the social and theadventurous. Players of each of these two genres of game must contendwith widely different paths to deification. Each path conta<strong>in</strong>s itsown cohesive elements which centre on control and the manipulation ofgame elements.---FOOTNOTES TO CHAPTER TWO---[1] See Allucquere Rosanne Stone, "Will the Real Body Please StandUp?: Boundary Stories about Virtual Cultures,"_Cyberspace:_First_ _Steps_. Ed. Michael Benedikt. (Cambridge,Mass.: The MIT Press, 1991) 88-92 for a discussion of theCommuniTree project.[2] Stone, 91.[3] Stone, 91.[4] Stone, 91.[5] Langdon W<strong>in</strong>ner, "Do Artifacts Have Politics?" _The_Whale_and__the_Reactor_, (Chicago: University of Chicago Press, 1986) 22.[6] Dibbell, electronic manuscript.[7] Michel Foucault, _Power/Knowledge:_Selected_Interviews_and_Other__Writ<strong>in</strong>g_1972-1977_, Ed. Col<strong>in</strong> Gordon, Trans. Col<strong>in</strong> Gordon, Leo


Marshall, John Mepham, Kate Soper, (Brighton, Sussex: Harvester,1980) 125.[8] Michel Foucault, _Discipl<strong>in</strong>e_and_Punish_:_The_Birth_of_the__Prison_, Trans. Alan Sheridan, (Harmondsworth, Middlesex:Pengu<strong>in</strong>, 1986) 8.[9] Curtis, 30.[10] From: anonymous: Newsgroups: rec.games.mud.diku; Subject:Compla<strong>in</strong>t about [name of MUD deleted]; Date: Date: Thu, 13 May1993 19:54:29 -0500[11] From: ksomme@cmcvx1.claremont.edu; Newsgroups:rec.games.mud.diku; Subject: Compla<strong>in</strong>t about [name of MUDdeleted]; Date: Date: Sun, 16 May 1993 21:03:42 GMT[12] Foucault, _Power/Knowledge_, 55.[13] From: doc@marble.bu.edu (Doc); Newsgroups: rec.games.mud.diku;Subject: Re: what is??; Date: 9 Dec 1993 18:03:33 GMT. 'Mobs' isa contraction of the term 'mobile monsters'.[14] From: heretic@huey.cc.utexas.edu (Fulk Nerra); Newsgroups:rec.games.mud.diku; Subject: Re: what is??; Date: 9 Dec 199314:26:21 -0600. The phrase 'regen waiters' refers to the timewhich many players must spend heal<strong>in</strong>g (regenerat<strong>in</strong>g) beforehead<strong>in</strong>g back for another bout with a computer-generated monster.[15] Most compla<strong>in</strong>ts from playerkillers concern accusations of unfairbehaviour on the part of Gods or Wizards--that, for <strong>in</strong>stance, theyhave been unjustly punished for break<strong>in</strong>g the rules relat<strong>in</strong>g toplayerkill<strong>in</strong>g.[16] In a survey of 583 players on LambdaMOO, players were asked tonom<strong>in</strong>ate the activity that took up most of their time on the MUD.The results showed that socialis<strong>in</strong>g took up 57.26% of players'time, explor<strong>in</strong>g took up 14.63%, build<strong>in</strong>g 14.14%, competitivegam<strong>in</strong>g and puzzle solv<strong>in</strong>g 6.99%, and other activities 6.98%.See Appendix 6 for some prelim<strong>in</strong>ary results from this survey.[17] Quoted by Howard Rhe<strong>in</strong>gold <strong>in</strong> _The_Virtual_Community_:_<strong>Home</strong>stead<strong>in</strong>g_on_the_Electronic_Frontier_, (Read<strong>in</strong>g, Mass.:Addison-Wesley, 1993) 162-163.[18] From: anonymous, Date: Wed, 14 Oct 1992 19:17:47 GMT, Newsgroups:rec.games.mud, Subject: To build or not to build?[19] From: anonymous, Date: Fri, 16 Oct 1992 08:16:06 GMT, Newsgroups:rec.games.mud, Subject: To build or not to build?[20] Michel Foucault, _Power,_Truth,_Strategy_, Eds. Meaghan Morrisand Paul Patton, (Sydney: Feral, 1979) 62.-------------------------------------------CHAPTER THREE: IDENTITY AND THE CYBORG BODY-------------------------------------------MUD systems, with all the factors of anonymity, distance andflexibility brought <strong>in</strong>to play, allow people to say what they want.That freedom is not always exercised to the approval of other players,and social systems which ma<strong>in</strong>ta<strong>in</strong> cohesion amongst members of a MUDcommunity have arisen. But the nature of what people do on MUDs doesnot provide a complete explanation of such systems--the nature of thepeople is just as important. A player of a MUD system is not atransparent medium, provid<strong>in</strong>g noth<strong>in</strong>g but a l<strong>in</strong>k between external and


<strong>in</strong>ternal <strong>cultural</strong> patterns, between actual and <strong>virtual</strong> <strong>realities</strong>. Theplayer is the most problematic of all <strong>virtual</strong> entities, for his or her<strong>virtual</strong> manifestation has no constant identity. MUD characters neednot be of any fixed gender or appearance, but may evolve, mutate,morph, over time and at the whim of their creator. All of thesephenomena place gender, sexuality, identity and corporeality beyondthe plane of certa<strong>in</strong>ty. They become not merely problematic butunresolvable. If anonymity on MUDs allows people to do and saywhatever they wish, it also allows them to be whatever they wish. Itis not only the MUD environment that is a <strong>virtual</strong> variable--the<strong>virtual</strong> manifestation of each player is similarly alterable, open tochange and re-<strong>in</strong>terpretation. The player does not constitute a fixedreference po<strong>in</strong>t <strong>in</strong> the MUD universe. Players do not enter <strong>in</strong>to thesystem and rema<strong>in</strong> unchanged by it. Players do not, <strong>in</strong> essence,'enter' the <strong>virtual</strong> landscape--they are manifested with<strong>in</strong> it bytheir own imag<strong>in</strong>ative effort.In everyday life, our efforts at self-presentation usually assume thatwe cannot change the basics of our appearance. Physicalcharacteristics, although open to cosmetic or fashionablemanipulation, are basically unalterable. What we look like, we haveto live with, and this fixity underp<strong>in</strong>s our social <strong>in</strong>stitutions.Social structures <strong>based</strong> on bias toward or prejudice aga<strong>in</strong>st differ<strong>in</strong>gportions of humanity depend on the ease with which we can assess eachother's bodies, and ascribe identities to physical form. Male,female, white, black, young, old, poor and affluent are all terms thatresonate through our culture, and each depends <strong>in</strong> part on the fixityof physical form, and our ability to affix mean<strong>in</strong>g to that form.These k<strong>in</strong>ds of assumptions go beyond the level of non-verbalcommunication--they make up not the outward form of our culture butthe substructure of it. Just as we notice--if such an almostsubconscious perception can be called 'notic<strong>in</strong>g'--the gender of our<strong>in</strong>terlocutors before we notice their facial expressions, the symbolismof the body underp<strong>in</strong>s and shapes our culture. On MUDs, however, thebody is not an immutable property. How one MUD player 'looks' toanother player is entirely dependant upon <strong>in</strong>formation that they chooseto give. The boundaries del<strong>in</strong>eated by <strong>cultural</strong> constructions of thebody are both subverted and given free re<strong>in</strong> <strong>in</strong> <strong>virtual</strong> environments.With the body freed from the physical, it completely enters the realmof symbol. It becomes an entity of pure mean<strong>in</strong>g, but issimultaneously mean<strong>in</strong>gless, stripped of any fixed referent.The MUD system does not dictate to players the form of their <strong>virtual</strong>persona. The process of character creation is at all times <strong>in</strong> thehands, or imag<strong>in</strong>ations, of the player, although different systems maymake the process less or more complex.[1] Players may manifestthemselves <strong>in</strong> any way they please, unbounded by the physical measuresthat limit our self-presentation <strong>in</strong> actual life. MUD characters aremuch more than a few bytes of computer data--they are cyborgs, amanifestation of the self beyond the realms of the physical, exist<strong>in</strong>g<strong>in</strong> a space where identity is self-def<strong>in</strong>ed rather than pre-orda<strong>in</strong>ed.The consequences of this for the sub-cultures that form on MUDs areenormous. They beg<strong>in</strong> with a challenge to the ties between body andself, and lead to subversions of the categories of gender and


sexuality which are so dom<strong>in</strong>ant <strong>in</strong> the actual world.---SELF-MADE PEOPLE---MUD players create their own <strong>virtual</strong> personas, their own characters.They create, <strong>in</strong>itially, a name. Their first contact with the MUDprogram is to direct it to create a database entry which will serve astheir w<strong>in</strong>dow <strong>in</strong>to the <strong>virtual</strong> universe, the <strong>in</strong>formational node towhich they will connect <strong>in</strong> order to experience the <strong>virtual</strong> realityconta<strong>in</strong>ed <strong>in</strong> a MUD system. Players rarely choose to give their realname to their <strong>virtual</strong> persona. Most choose to manifest themselvesunder a name that forms the central focus of what becomes a <strong>virtual</strong>disguise. These names can be almost anyth<strong>in</strong>g that the player choosesto make them. They can be conventional names such as Chris, Jane orSmith. In many cases, the names have clearly been borrowed fromcharacters from books, films or television shows--Gandalf, AgentCooperand Pr<strong>in</strong>cessLeia. Other names, such as Love, funky, Moonlight andblip, reflect ideas, symbols and emotions, while many more, such asFurryMUCK's fel<strong>in</strong>oid Veronicat and LambdaMOO's yudJ, <strong>in</strong>volve playsupon language and conventional nam<strong>in</strong>g systems.[2] The name a playerchooses is the beg<strong>in</strong>n<strong>in</strong>g po<strong>in</strong>t of his or her <strong>virtual</strong> self. On top ofthat name, the player builds a <strong>virtual</strong> body, endow<strong>in</strong>g the new-born andnewly-christened database entry with characteristics that mimicactuality. Players attach <strong>text</strong>ual descriptions to those entries,cloth<strong>in</strong>g and def<strong>in</strong><strong>in</strong>g the would-be physical form of their character,giv<strong>in</strong>g them possessions, and attach<strong>in</strong>g to them symbols of thoseaspects of identity to which we give great importance <strong>in</strong> actual life--characters are gendered, sexed, identified.The subversion of the body beg<strong>in</strong>s <strong>in</strong> small ways on MUDs. At the leastend of the <strong>virtual</strong> surgery that players may perform upon themselveslies the cosmetic. It is possible to by-pass the boundariesdel<strong>in</strong>eated by <strong>cultural</strong> constructs of beauty, ugl<strong>in</strong>ess and fashion.Players can appear to be as they would wish. Such changes that aplayer might make to his or her perceived identity can be small, amatter of realis<strong>in</strong>g <strong>in</strong> others' m<strong>in</strong>ds a desire to be attractive,impressive and popular:Lirra is a short young woman with longblonde hair, an impish gr<strong>in</strong> and a curvaceousfigure. Her clear blue eyes sparkle as she looksback at you. She is wear<strong>in</strong>g a short red skirt, awhite t-shirt, black fishnet stock<strong>in</strong>gs, and blackleather boots and jacket.Lirra whispers, "my desc is pretty real,but I'm a bit plumper than that" to you.Lirra whispers, "and maybe i don't alwayswear such sexy clothes ;)" to you.[3]Such manifestations rema<strong>in</strong> with<strong>in</strong> the realm of the bodily constructswith which we are familiar <strong>in</strong> actual life. They may enable the playerto side-step the normal requirements of entry <strong>in</strong>to glamour, but theydo not subvert the concept. Rather, such descriptions call upon our


pre-conceived notions about the human appearance to susta<strong>in</strong> theirpower. They do not free players from the shackles of the beauty myth,but they allow them to redef<strong>in</strong>e themselves <strong>in</strong> accordance with thatmyth.Beyond the bounds of beauty, other players shape their <strong>virtual</strong> selvesto emulate the signs of <strong>in</strong>fluence and affluence which we pay heed to<strong>in</strong> our actual lives. Such characters are usually beautiful, but theirbeauty is at most a sett<strong>in</strong>g, the background for social status ratherthan the reason for it:DarklighterA lean Man stand<strong>in</strong>g a metre 73, weigh<strong>in</strong>gabout 70 kilos. His hair is golden brown withh<strong>in</strong>ts of red, the frame his angelic face. Deepset are two emerald eyes that peer back at you.His vestiage is all <strong>in</strong> black with a cloakconceal<strong>in</strong>g him. You see on his right hand anemerald colored r<strong>in</strong>g of peculiar orig<strong>in</strong>. Yourealize that it is that of a Green Lantern. Youcan tell he is the sort of man who can see thestr<strong>in</strong>gs that b<strong>in</strong>d the universe together and mendthem when they break.[4]At the core of such characters is their possession of <strong>in</strong>fluential andeven superhuman attributes. Curtis describes this phenomenon <strong>in</strong>player description as simply be<strong>in</strong>g a case of wish-fulfilment--"Icannot count," he says, "the number of 'mysterious butunmistakably powerful' figures I have seen wander<strong>in</strong>g LambdaMOO."[5]In many cases this may be true--certa<strong>in</strong>ly the majority of people <strong>in</strong>everyday life are neither as extraord<strong>in</strong>ary nor as powerful as many MUDcharacters present themselves to be. However, it must be rememberedthat their personal description is the only method open to players tosubstitute for what, <strong>in</strong> everyday life, would be a complex mixture ofnon-verbal social con<strong>text</strong> cues such as accent, dress and race. Ifmany descriptions show exaggerated, even fantastical, attempts to<strong>in</strong>dicate social acceptability, it is at least <strong>in</strong> part a reflection ofthe degree to which players feel it necessary to compensate for thelack of non-<strong>text</strong>ual communication channels. Without reference to thesenses on which we normally rely to provide <strong>in</strong>formation, such socioemotionalcues must be made explicit <strong>in</strong> <strong>text</strong>ual descriptions. Thesocial <strong>in</strong>formation usually spread out over several different sensualchannels is concentrated <strong>in</strong>to one channel and therefore exaggerated.Whatever the reasons for such cases of <strong>virtual</strong> cosmetic surgery, bethey dramaturgical or egoistical, their effect upon the MUD universeis to free it from conventions of power that rely on physicalmanifestation. When everyone can be beautiful, there can be nohierarchy of beauty. This freedom, however, is not necessarily onethat underm<strong>in</strong>es the power of such conventions. Indeed, such freedomto be beautiful tends to support these conventions by mak<strong>in</strong>g beautynot unimportant but a pre-requisite. The convention becomesconventional--MUD worlds are free from the stigma of ugl<strong>in</strong>ess notbecause appearance ceases to matter but because no one need be seen to


e ugly. The cosmetic nature of <strong>virtual</strong> worlds is, however, the leastof their ability to operate upon our physically-centred prejudices.In the realms of gender and sexuality, MUD systems go beyond theescapist and become creative.---UNGROUNDING GENDER---Of the <strong>cultural</strong> factors that are most important <strong>in</strong> encounters <strong>in</strong>Western society--typified by the big three of gender, race and class--all may be 'hard-coded' <strong>in</strong>to MUD programs. Race and class aregenerally the least problematised of these three, and theirrepresentations offer a l<strong>in</strong>k between the cosmetic and the radical endsof <strong>cultural</strong> surgery. Race and class on MUDs are generally the concernof systems that are adventure-oriented, and the choices available arelikely to be with<strong>in</strong> the realms of fantasy. Choices of race are morelikely to be between Dwarvish, Elvish and Kl<strong>in</strong>gon than between Asian,Black and Caucasian; choices of class are more likely to be betweenWarrior, Magician and Thief than between white or blue-collar. Thisessential racial and class bl<strong>in</strong>dness is very likely the effect of thepre-selection criteria which the actual world places on those whowould have access to the Internet. MUD players are necessarily peoplewho have access to the Internet computer network. They are mostlikely to live <strong>in</strong> the <strong>in</strong>dustrialised and largely English-speak<strong>in</strong>gcountries that form the greater part of the Internet. They are alsomost likely to be either employed by an organisation with an <strong>in</strong>terest<strong>in</strong> comput<strong>in</strong>g, or be attend<strong>in</strong>g an educational <strong>in</strong>stitution. People whofit these requirements are overwhelm<strong>in</strong>gly likely to be affluent andwhite.[6] Uniformity decreases visibility, and thus for a largepercentage of players, race and class are taken as a given and so seemto be <strong>in</strong>visible.Gender, however, is brought very much to the fore on MUDs. All MUDsallow--and some <strong>in</strong>sist--that players set their 'gender flag', atechnical property of MUD characters that controls which set ofpronouns are used by the MUD program <strong>in</strong> referr<strong>in</strong>g to the character.Most MUDs allow only three choices--male, female and neuter--whichdecide between the families of pronouns conta<strong>in</strong><strong>in</strong>g him, her or it. Afew MUDs demand that a player select either male or female as theirgender, and do not allow a player with an unset gender flag to enterthe MUD. Other MUDs allow many genders--male, female, plural, neuter,hermaphrodite, and several unearthly genders lifted from the pages ofscience fiction novels. It is obviously easy for players to choose toplay a character with a gender different from their own. At least, itis technically easy, but not necessarily socially easy s<strong>in</strong>ce there isa lively controversy surround<strong>in</strong>g the issue of cross-gendered play<strong>in</strong>g.The subject is one that regularly recurs on the Usenet newsgroupsrelat<strong>in</strong>g to MUDs. Indeed, the times when the topic is not be<strong>in</strong>gdebated are far outnumbered by the times when it is--it is a subjectthat evokes strong feel<strong>in</strong>gs from a very large number of MUD players.Almost without exception such debates beg<strong>in</strong> with the <strong>in</strong>stance, eitheractual or hypothetical, of a male player controll<strong>in</strong>g a femalecharacter. It is very rare for the reverse situation, that of a womanplay<strong>in</strong>g a man, to be brought up, at least <strong>in</strong> the first <strong>in</strong>stance. Thisone-sidedness runs <strong>in</strong> parallel to a common claim that male-to-female


cross-gender<strong>in</strong>g is far more common than the reverse, a claim thatrests <strong>in</strong> part on the notion, common lore amongst MUD players, thatmost of their number are <strong>in</strong> fact male. This may well be so. The<strong>cultural</strong> pre-selection process which ensures that most MUD players arewhite and affluent is also <strong>in</strong> operation <strong>in</strong> def<strong>in</strong><strong>in</strong>g the sex of theaverage player. Although the gap is slowly clos<strong>in</strong>g, most peopleemployed as computer programmers and computer eng<strong>in</strong>eers are male, andmost of the students likely to have access to the Internet (thosestudy<strong>in</strong>g Computer Science, or Software Eng<strong>in</strong>eer<strong>in</strong>g) are also male. Itis therefore quite likely that the folklore on the subject is correct,and that the majority of MUD players are male.[7] S<strong>in</strong>ce female andmale present<strong>in</strong>g characters are about equally common, it follows thatsome of those female characters are controlled by male players.Whether or not most players are male, the one-sidedness <strong>in</strong> the crossgenderdebate is strongly related to players' perception of women asbe<strong>in</strong>g the m<strong>in</strong>ority of their number, and to notions of gender-specificbehaviour found <strong>in</strong> the external culture. Female-present<strong>in</strong>g playersare treated very differently to male-present<strong>in</strong>g players. They areoften subjected to <strong>virtual</strong> forms of those two hoary sides of a maledom<strong>in</strong>atedsociety--harassment and chivalry. The latter can givefemale characters an advantage <strong>in</strong> the game world. Players newlyconnect<strong>in</strong>g to a MUD system will <strong>in</strong>evitably require help <strong>in</strong> navigat<strong>in</strong>gthe <strong>virtual</strong> terra<strong>in</strong>, and <strong>in</strong> learn<strong>in</strong>g the commands particular to thatsystem. Players who present themselves as female are more likely thantheir male counterparts to f<strong>in</strong>d help easily, or to be offered itspontaneously. On adventure-oriented systems, <strong>in</strong> which the goodwillof other players can mean the life or death of a character, femalepresent<strong>in</strong>gcharacters are likely to be offered help <strong>in</strong> the form ofmoney and other objects helpful for survival. This special treatmentis not always, however, meted out <strong>in</strong> a spirit of pure altruism.Players offer<strong>in</strong>g help, expensive swords and amulets of protectiongenerally want someth<strong>in</strong>g <strong>in</strong> return. At the least, they might expectto be offered friendship; sometimes they may expect less platonicfavours to be showered upon them.Sex is, of course, at the root of this special treatment. As well asbe<strong>in</strong>g white and male, the average MUD player might be likely to beyoung, s<strong>in</strong>ce the Internet primarily serves educational <strong>in</strong>stitutionsand thus students who are generally <strong>in</strong> their late teens or earlytwenties.[8] Such young people might well be expected to engage <strong>in</strong>romantic and sexual exploration, and the anonymous <strong>virtual</strong> environmentallows this k<strong>in</strong>d of exploration a safety that could only make it allthe more attractive a site for it. It is hardly unusual for youngpeople to utilise social situations to form relationships with membersof the appropriate sex; s<strong>in</strong>ce MUD systems provide a social environmentit is not surpris<strong>in</strong>g that they are sometimes used <strong>in</strong> such ways, andsuccessful liaisons can be <strong>in</strong>tensely felt and emotionally fulfill<strong>in</strong>g.Romantic attentions are not, however, always welcome or appropriate.In cases where they are not, the attention paid to female-present<strong>in</strong>gcharacters can fall <strong>in</strong>to the realms of sexual harassment. As I havedescribed, aggression can as easily be played out on MUDs as canaffection. The sexual harassment of female characters is notuncommon, and is often closely tied to what may beg<strong>in</strong> as a chivalrous


offer of help, as this adventure MUD player describes:I played a couple of muds as a female, one mak<strong>in</strong>gup to wizard level. Other players startshower<strong>in</strong>g you with money to help you get started,and I had never once gotten a handout whenplay<strong>in</strong>g a male player. And then they feel theyshould be allowed to tag along forever, and feelhurt when you leave them to go off and explore byyourself. Then when you give them the knee afterthey grope you, they wonder what your problem is,recit<strong>in</strong>g that famous say<strong>in</strong>g "What's your problem?It's only a game".[9]For others the cry of "it's only a game" is itself justificationfor permitt<strong>in</strong>g cross-gendered play<strong>in</strong>g:I just paged through about 15 articles on thiscross-gender topic. GEEZ guys get a life. Whocares if someone playes a female or malecharacter and who cares what sex they are <strong>in</strong> reallife! This is a game, and if someone enjoysplay<strong>in</strong>g the opposite sex, so what.[10]However, and despite claims such as this one, for most players genderis of great moment, far more so than the imag<strong>in</strong>ed race or professionof the player. The simple fact is that no player present<strong>in</strong>g him orherself as a Dwarvish warrior-mage is likely to be one <strong>in</strong> actual life,but a female or male-present<strong>in</strong>g character could be controlled by aplayer of that sex. There is no cause for brand<strong>in</strong>g role-play<strong>in</strong>g aDwarf as deception when a reasonable person could not truly bedeceived; it is only where <strong>virtual</strong> existence holds close parallels toactual life that the possibility and accusations of deception enterthe equation. The ethics of this k<strong>in</strong>d of 'deception' are subject todebate amongst MUD players. Op<strong>in</strong>ion is sharply divided. Some playersfeel that cross-gender<strong>in</strong>g, particularly <strong>in</strong> the case of male playerscontroll<strong>in</strong>g female characters, is a despicable and even pervertedpractice:Well, I th<strong>in</strong>k it *is* sick for guys to playfemale characters. Most only do it to fool somepoor guy <strong>in</strong>to th<strong>in</strong>k<strong>in</strong>g he's found the lady of hisdreams, and then turn around and say "Ha! Ha! I'mreally male!" Real mature. I th<strong>in</strong>k if you getoff on pretend<strong>in</strong>g to be female you should go anddress up and go to some club <strong>in</strong> San Fran wherethey like perverts--just don't go around deceiv<strong>in</strong>gpeople on muds.[11]There are three issues which those who oppose cross-gender<strong>in</strong>g areconcerned about. Firstly, they feel that it is 'cheat<strong>in</strong>g' for amale player to take advantage of the favouritism and chivalry that iscommonly showered upon female-present<strong>in</strong>g players <strong>in</strong> order to getspecial privileges <strong>in</strong> the game. Secondly, many feel that such


impersonations are, by virtue of be<strong>in</strong>g 'lies', unethical. Lastly,many players obviously feel very uncomfortable and at a disadvantage<strong>in</strong> <strong>in</strong>teract<strong>in</strong>g with others whose gender is unclear, and feel even morediscomforted on discover<strong>in</strong>g that they have been <strong>in</strong>teract<strong>in</strong>g underfalse assumptions.For some, this is where cyberspace ceases to be a comfortable place.We are so used to be<strong>in</strong>g provided with <strong>in</strong>formation about each other'ssex that the lack of it can leave many players feel<strong>in</strong>g set adrift.Gender roles are so <strong>in</strong>gra<strong>in</strong>ed <strong>in</strong> our culture that for many people theyare a necessity, and act<strong>in</strong>g without reference to them seemsimpossible. Many people are simply unable to negotiate socialencounters without need<strong>in</strong>g to fix, at least <strong>in</strong> assumption, the gendersof their <strong>in</strong>terlocutors. It is <strong>in</strong>deed a truly disorient<strong>in</strong>g experiencethe first time one f<strong>in</strong>ds oneself be<strong>in</strong>g treated as a member of theopposite sex. My own forays <strong>in</strong>to the realm of <strong>virtual</strong> mascul<strong>in</strong>itywere at first frighten<strong>in</strong>g experiences. Much as some of us may deplorewhat we see as the negative sides of our culture's sexual politics,we are brought up to align ourselves with gender-specific socialnavigation mechanisms. Once deprived of the social tools which I, asfemale, was used to deploy<strong>in</strong>g and rely<strong>in</strong>g on, I felt rudderless,unable to negotiate the most simple of social <strong>in</strong>teractions. I did notknow how to speak, whether to women or to 'other' men, and I wasthrown off balance by the ways <strong>in</strong> which other people spoke to me. Ittook much practice to learn to navigate these unfamiliar channels, anexperience that gave me a greater understand<strong>in</strong>g of the mechanics ofsexual politics than any other I have ever had.For some players it is precisely this chance to swim unfamiliar seasthat attracts them to cross-gendered play<strong>in</strong>g. If it had not been formy <strong>in</strong>tellectual <strong>in</strong>terest I would probably not have persevered with myattempts as male self-presentation s<strong>in</strong>ce it was often stressful andbewilder<strong>in</strong>g. Others, perhaps more adventurous and less self-consciousthan I, claim this as the most reward<strong>in</strong>g aspect of <strong>virtual</strong> existence.The chance to see how the other half lives is enjoyed by many asliberat<strong>in</strong>g and enlighten<strong>in</strong>g, as is the opportunity to take a holidayfrom the conf<strong>in</strong>es of one's actual gender. The demands ofmascul<strong>in</strong>ity, or fem<strong>in</strong><strong>in</strong>ity, can be daunt<strong>in</strong>g to those not brought up tothem, and even those who are can appreciate the chance to side-stepthem:Mel<strong>in</strong>a says, "What I really liked about hav<strong>in</strong>g afemale character was that I didn't have to do allthe mascul<strong>in</strong>e bullshit--all the penis-wav<strong>in</strong>g."Mel<strong>in</strong>a giggles. "Penis-wav<strong>in</strong>g... I love thatphrase..."Mel<strong>in</strong>a says, "I could just chat with people! Itwas great! No hav<strong>in</strong>g to compete, no *pressures*,no feel<strong>in</strong>g like I'd be made fun of for talk<strong>in</strong>gabout my feel<strong>in</strong>gs."[12]The ability to adopt and adapt to the erosion of gender requires agreat deal of <strong>cultural</strong> and psychological flexibility. At its best itmight help those who can play this game to understand the problems


experienced by actual members of the opposite sex. Men who haveexperienced first hand the k<strong>in</strong>ds of sexual harassment that for womenhas often been, as Gloria Ste<strong>in</strong>em described it on a televised<strong>in</strong>terview, "just part of life", may be less likely to perpetuatethe social structures that enable such harassment. At the same time,such <strong>virtual</strong> fluidity acts to erode the places from which many of usspeak. What, for <strong>in</strong>stance, will it mean for fem<strong>in</strong>ist politics that <strong>in</strong>cyberspace men can not only claim to speak for women, but can speak_as_ women, with no one able to tell the difference? The subversion ofgender is not always a happy or enlighten<strong>in</strong>g experience. Theproblematis<strong>in</strong>g of identity, and of the speak<strong>in</strong>g positions which are socrucial to our politics aside, many cross-gendered players experiencethe opposite of liberation--they are caught <strong>in</strong> a backlash aga<strong>in</strong>st it:There are also those who th<strong>in</strong>k it is anabom<strong>in</strong>ation to be play<strong>in</strong>g a character of adifferent gender... and if it becomes known thata female character is actually be<strong>in</strong>g played by aguy, some of these guys will hunt down and killthe female character repeatedly for the "crime"of be<strong>in</strong>g a genderbender.[13]The tools utilised by MUD players to enforce and ma<strong>in</strong>ta<strong>in</strong> socialstructures and social coherence can be used to support any number ofdifferent ethical and moral systems. If methods of enforc<strong>in</strong>g suchsystems can be called <strong>in</strong>to effect <strong>in</strong> an effort to shore up the <strong>virtual</strong>holes <strong>in</strong> players' perceptions of traditional gender roles, they canalso be used to enforce a different k<strong>in</strong>d of 'political correctness':I am female. I choose to play female chars onmuds. And people do harrass you. Its not justcasual convo or compliment. I stopped play<strong>in</strong>gmuds where playerkill<strong>in</strong>g is not legal. Peopletend to value there characters. If they reallystart harrass<strong>in</strong>g you, you, or some other highlevel, kill<strong>in</strong>g them a few times tends to stop itshort. On the muds i play im happy to killpeople for harrassement [...] But i went on a fewno pk muds recently and it was costantharrassment. I was gett<strong>in</strong>g tells like "How bigare your tits" or "You want to mudfuck" which isreallly annoy<strong>in</strong>g. So to the females who haveproblems, head to the player kill<strong>in</strong>g muds whereyou can avenge yourself...[14]The structure of MUD programs destroys the usually all but<strong>in</strong>surmountable conf<strong>in</strong>es of sex. Gender is self-selected. Thisfreedom opens up a wealth of possibilities, for gender is one of themore 'sacred' <strong>in</strong>stitutions <strong>in</strong> our society, a quality whose fixity isso assumed that enacted or surgical reassignment has and does <strong>in</strong>volvecomplex rituals, taboos, procedures and stigmas. This fixity, and thecommon equation of gender with sex, becomes problematic when genderreassignment can be effected by a few touches at a keyboard. MUDsbecome the arena for experimentation with gender specific social


oles, and debate over the ethics of such experimentation. Theflexibility of self-presentation provided by MUDs makes it possiblefor players to experiment with aspects of behaviour and identity thatit would not normally be possible to play with. Players are able tocreate a <strong>virtual</strong> self outside the normally assumed boundaries ofgender, race, class and age. The possibility of such experimentationgoverns the expectations of all players of MUDs. Some f<strong>in</strong>d the lackof fixity <strong>in</strong>timidat<strong>in</strong>g; others show a will<strong>in</strong>gness to accept thisphenomenon, and to jo<strong>in</strong> <strong>in</strong> the games that can be played with<strong>in</strong> it.Whether an <strong>in</strong>dividual player enjoys the situations that come of thispotential, or is resentful and wary of them, exploitation of it is anaccepted part of the MUD environment. Most players seem to be aware,and some have learnt through bitter experience, that not allcharacters reflect the identity of the player. MUDs challenge andobscure the boundaries between some of our most deeply felt <strong>cultural</strong>significances, and force the creation of new <strong>cultural</strong> expectations toaccommodate this.MUDs both erode gender and br<strong>in</strong>g it to the fore. In the <strong>in</strong>stant thata player assigns a sex to his or her character, that split has beenrecognised. The need for conscious assignment makes gendermean<strong>in</strong>gless as a reference po<strong>in</strong>t <strong>in</strong> some claimed reality, but it alsomarks it as a vital <strong>cultural</strong> referent. On MUDs sex and gender aresubverted by the whims of imag<strong>in</strong>ation. The attributes and socialoptions society allocates each gender offer both negative and positiveexperiences. The chance to experience life on the other side of whatis usually an all but <strong>in</strong>surmountable divide can make the MUD world<strong>in</strong>to a stage for <strong>in</strong>ventive and subversive <strong>cultural</strong> games. At theirmost liberal, systems where this playful subversion is an accepted byproductof <strong>virtual</strong> existence can be dynamic and challeng<strong>in</strong>g places.Nevertheless, as Stone has also noted, the gender-specific roles thatour culture prescribes have not been changed by this <strong>virtual</strong> freedomfrom the shackles of gender, but the rules del<strong>in</strong>eat<strong>in</strong>g who may usewhich social mode have been clouded. The appropriation of the otheris an accepted, though not always liked, feature of the <strong>virtual</strong>terra<strong>in</strong>. The <strong>virtual</strong> colonisation of the body of the other <strong>in</strong> theoften <strong>cultural</strong>ly uncharted waters of the cyberspatial frontier, tooffer a mix of landscapes and similes only possible <strong>in</strong> <strong>virtual</strong>reality, is commonplace. Gender is divorced from the body, and givena purely social significance. The man who can behave as a woman, andthe woman who can behave as a man, are <strong>virtual</strong>ly accepted aslegitimately own<strong>in</strong>g such presented identities. The cyborg entity, toparaphrase Sylvia Plath, walks wary though the <strong>virtual</strong> landscape,sceptical of the 'real world' significance of what is <strong>cultural</strong>lysignposted, yet politic, amenable to the games played with<strong>in</strong> thatspace. The gendered subject is separated from the sexed body, if notf<strong>in</strong>ally divorced from it. MUDs do not grant a _decree_nisi_ to thegender roles that permeate our social existence, but they do offerequal opportunity cast<strong>in</strong>g.---CYBORG SEXUALITY---Stone tells us that, <strong>in</strong> describ<strong>in</strong>g the act of computer-mediatedcommunication, people she had <strong>in</strong>terviewed would "move their hands


expressively as though typ<strong>in</strong>g, emphasis<strong>in</strong>g the gestural quality andessential tactility of the <strong>virtual</strong> mode."[15] Communication throughthe f<strong>in</strong>gertips rather than through sound, a necessarily tactileconnection, a social touch, albeit one distanced by computer cable, isthe breed of sociality expressed on MUDs. The pose command and thefeel<strong>in</strong>gs commands are the most richly used of all those communicativetools available on MUD systems. This obsession with the physical <strong>in</strong> anon-physical environment is hardly contradictory--a consensualhalluc<strong>in</strong>ation is, after all, <strong>in</strong> part a sensual halluc<strong>in</strong>ation.Spann<strong>in</strong>g the senses as well as the imag<strong>in</strong>ations of the participants,MUDs are as grimily sensual as their name suggests, and can be a stagefor sexual expression.FurryMUCK is one of the most popular social MUDs on the Internet, andone that has a reputation for be<strong>in</strong>g rampant with sexual activity. Icannot say whether this is deserved or not--MUDsex seems to happen onall systems, and it is impossible for me to say whether it is more orless common on FurryMUCK. However, questions of social and sexualidentity, and of the unfixed and unfixable nature of the cyborg body,are prom<strong>in</strong>ent on FurryMUCK. The very theme of the MUD draws thesequestions to the fore, for every character on Furry is <strong>in</strong>human, andmost are anthropomorphised animals clad only <strong>in</strong> <strong>virtual</strong> fur. Cats andbears are legion, most of them sleek-furred and svelte or broad andbrawny. The nature and culture of the body is the primary theme ofFurryMUCK, and the ideal is animalistic allure. Sexuality is a vitalaspect of this k<strong>in</strong>d of cyborg body, and most character descriptionsreflect this. There are few 'mysterious but powerful' mage-warriorson FurryMUCK, but many flashes of velvet-pelted thighs, gl<strong>in</strong>ts ofslitted pupils and touches of sharp-taloned paws.'Touches' is <strong>in</strong>deed the operative word. FurryMUCK is by far themost 'physical' of the MUDs I have encountered. There is much backscratch<strong>in</strong>g,fur-patt<strong>in</strong>g, hugg<strong>in</strong>g and kiss<strong>in</strong>g between Furries, thatbe<strong>in</strong>g the name by which they are both called and self-identified.This <strong>virtual</strong> touch<strong>in</strong>g is rarely overtly sexual when performed <strong>in</strong> themore public areas of the FurryMUCK world. It is always affectionate,and <strong>in</strong>deed FurryMUCK is one of the most friendly MUDs I have used.Nevertheless, beneath the affectionate snugg<strong>in</strong>g and purr<strong>in</strong>g is astrong undercurrent of revelry <strong>in</strong> the decidedly beautiful and sensualnature of Furry bodies. If one looks for them, areas where semipublicsexual play is common are not hard to f<strong>in</strong>d. The FurryMUCK hottubsare both popular and well sign-posted with warn<strong>in</strong>gs about thenature of the behaviour both allowed and to be expected <strong>in</strong>side them.The Truth or Dare games played <strong>in</strong> their own specially designed and,aga<strong>in</strong>, signposted, areas are a deliberate <strong>in</strong>vitation for sexualexpression. Just as the games of Truth or Dare played by actualhumans, as many adolescent memories will attest, nearly always concernthemselves with questions about desires and dares to act on them, sodo the games played by Furries.The mechanics of sexual activity on MUDs are very simple. It is aform of co-authored <strong>in</strong>teractive erotica. The players <strong>in</strong>volved <strong>in</strong> aparticular <strong>virtual</strong> sexual act type out their actions and utterances:


Arista cont<strong>in</strong>ues to nip little kisses back downyour neck.Pete mmmms, his hands strok<strong>in</strong>g a little at yoursides.Arista presses her body to yours, rubb<strong>in</strong>g herselflike a cat over you.Pete groans softly, lay<strong>in</strong>g back on the long seat,writh<strong>in</strong>g softly under you.Arista moves her mouth down over your chestslowly.Arista plants open mouth kisses over your leftnipple as she flicks her tongue over it gently.Pete's body arches up towards your mouth,softly.[16]From all accounts MUDsex can be a lot of fun for the participants, andmany a crude reference has been made <strong>in</strong> the MUD-related newsgroups asto the manner <strong>in</strong> which it improves a player's ability to type onehanded.Beyond its mechanics MUDsex--or t<strong>in</strong>ysex as it is oftencalled, <strong>in</strong> erroneous implication that most of it occurs on socialstyleMUDs--is not at all simple. MUDsex falls <strong>in</strong>to a realm betweenthe actual and the <strong>virtual</strong>. Players can become emotionally <strong>in</strong>volved<strong>in</strong> the <strong>virtual</strong> actions of their characters, and the l<strong>in</strong>e between<strong>virtual</strong> actions and actual desires can become blurred.Virtual sex is the least and the most expressive of <strong>virtual</strong><strong>in</strong>teractions. In its descriptions of purely would-be physical<strong>in</strong>teraction, it is the least overtly <strong>cultural</strong> of <strong>in</strong>teractions. Itdraws most heavily on external <strong>cultural</strong> factors <strong>in</strong> its dramaturgicalnature, and it is without doubt among the most dramatically affectiveof <strong>virtual</strong> happen<strong>in</strong>gs. Real desire and arousal are evoked betweenparticipants, a reaction hugely dependant upon each person's external<strong>cultural</strong> experience. As Stone describes the relationship betweenphone sex workers and clients, the speaker--or typist--<strong>text</strong>ually codesfor gesture, appearance, or proclivity, and expresses these as tokens,sometimes <strong>in</strong> no more than a smiley, and the listener, or reader,uncompresses the tokens and constructs a dense, complex <strong>in</strong>teractiveimage.[17] In these <strong>in</strong>teractions, Stone cont<strong>in</strong>ues, "desire appearsas a product of the <strong>in</strong>teraction between embodied reality and theempt<strong>in</strong>ess of the token."[18] That empt<strong>in</strong>ess is filled with the<strong>cultural</strong> and personal expectations of the <strong>virtual</strong> lovers--goodcybersex consists of the empathetic understand<strong>in</strong>g of and response tothe <strong>cultural</strong> symbols represented by a partner's symbolic tokens.Such descriptors are loaded with assumptions and mean<strong>in</strong>gs; that theycan be transmitted along with the <strong>text</strong> is a tribute not only to thel<strong>in</strong>guistic skill of the <strong>in</strong>terlocutors but to the facility of the<strong>virtual</strong> medium for such dramatic and <strong>in</strong>timate play. The human body isrepresented through narrow bandwidth communication <strong>in</strong> all its<strong>cultural</strong>ly laden flesh<strong>in</strong>ess through the cod<strong>in</strong>g of <strong>cultural</strong>expectations as l<strong>in</strong>guistic tokens of mean<strong>in</strong>g. Desire is no longergrounded <strong>in</strong> physicality <strong>in</strong> cyberspace, <strong>in</strong> triumphant confirmation ofthe thesis that the most important human erogenous zone is the m<strong>in</strong>d.MUD sex may never replace actual sex, but it does provide some eroticsatisfaction to those who participate <strong>in</strong> it.


"Textuality as striptease" is no longer just a jibe directed bythe script writers of the BBC production "Small World" at aparticular breed of American postmodern <strong>cultural</strong> critics.[19] The<strong>text</strong>ual nature of MUDs strips the conf<strong>in</strong>es of a particular body fromplayers, and allows them the freedom to play with, <strong>in</strong> and through anybody they desire. Cyborg bodies are not, as Stone claims,"preorgasmic".[20] The "erotic ontology of cyberspace" liesmost clearly <strong>in</strong> its concentration of the erogenous <strong>in</strong>to theimag<strong>in</strong>ative.[21] Cyborg bodies are, <strong>in</strong> many ways, superior to theiractual counterparts. They cannot tire, stumble, or subject their<strong>in</strong>habitants to any of the embarrassments or failures that flesh isprone to. Thus cyborg sex is a concentration of the erotic, apurify<strong>in</strong>g of prurient imag<strong>in</strong>ation, a romantic idealisation of sexualencounters worthy of the most airbrushed Hollywood art.---THE CYBORG SELF---Cyborgs are born out of <strong>virtual</strong> sex. At the moment of <strong>virtual</strong> orgasmthe l<strong>in</strong>e between player and character is the most clouded and the mosttransparent. Who it is that is communicat<strong>in</strong>g becomes unclear, andwhether passion is be<strong>in</strong>g simulated on or transmitted through the MUDbecomes truly problematic. Born from primeval MUD, these cyborgsredef<strong>in</strong>e gender, identity and the body. In this part of cyberspace, aplace as far divorced from the natural world and the animal, as farfrom the flesh as human <strong>in</strong>ventiveness can get, the l<strong>in</strong>es between theanimal and the conscious are erased.FurryMUCK seems almost too good for <strong>cultural</strong> analysis to be true--animag<strong>in</strong>ary world populated by conscious animals consciouslysensualised, all represented by pure l<strong>in</strong>guistic symbolism andrepresented with<strong>in</strong> the conf<strong>in</strong>es of electricity, silicon and magnetism.At the marg<strong>in</strong>s of physicality, these Furry cyborgs play with themarg<strong>in</strong>s of sexuality. They have none of the boundaries of the actualto conf<strong>in</strong>e them. They may take on any physiology that passion andimag<strong>in</strong>ed convenience <strong>in</strong>vites. Any configuration of human and animalcomponents may be mixed to create as many sexual possibilities as canbe imag<strong>in</strong>ed. Bisexual, multisexual, polysexual--they can be all, butalways consensual. For the players there is always the off-button;for the cyborg characters, implements of sensual overload are ascontrolled or as uncontrolled, as gentle or as cruel, as thesimulation demands. Perversion is as common on MUDs as <strong>in</strong> the 'realworld', but <strong>in</strong> cyberspace perversion can be perverted <strong>in</strong>to any form.In the dim recesses of Internet cyberspace, there are MUDs, known onlyby word of mouth--or touch of keyboard--with themes as controversialas that of any specialist brothel. K<strong>in</strong>ks of any k<strong>in</strong>d can be found iflooked for, all bent to the demands of the cyborg entities who portraythem for the amusement of the humans shadowed beh<strong>in</strong>d theirtechnologies. FurryMUCK is the lightest side of this twist<strong>in</strong>g ofcyborg gender and sex--the fluffiest and the snuggliest. Darkercyberspaces can be found, pa<strong>in</strong>ted not <strong>in</strong> cartoon colours and <strong>text</strong>uredwith fur, but depicted <strong>in</strong> the dark techno-organicism of H. R. Gigerand <strong>text</strong>ed with all the danger and poetry of Paul<strong>in</strong>e Reage.The cyborgs on MUDs do not, as Donna Haraway suggests <strong>in</strong> her "Cyborg


Manifesto", have "no truck with bisexuality, pre-oedipalsymbiosis... or other seductions to organic wholeness".[22]Although, <strong>in</strong> partial confirmation of Haraway's comments, they areliterally the illegitimate offspr<strong>in</strong>g of militarism and patriarchalcapitalism--of the US Department of Defence and the bastions of highereducation--MUD cyborgs do not reject the labels of the father culture.There is no escape from labell<strong>in</strong>g for these cyborgs--they areconstructed entirely from the most evident of labels. Theircommitment to "particularity, irony, <strong>in</strong>timacy and perversity" isexpressed through the flaunt<strong>in</strong>g of <strong>cultural</strong> symbols and the literal<strong>in</strong>scription upon their <strong>virtual</strong> bodies of the signs of who they want tobe.[23] Transsexual, transvestite, bisexual, superhuman andanthropomorphic--MUD bodies can embrace and be embraced by each ofthese richly coded def<strong>in</strong>itions.At the heart of this play with identity is always the question of howdichotomous cyborg and actual identities are. Where are the l<strong>in</strong>esdrawn between representation, simulation and actualisation? How fardo genu<strong>in</strong>e feel<strong>in</strong>gs draw <strong>virtual</strong> actions <strong>in</strong>to the realm of the actual?These are questions for the legislators and philosophers of our newcomputerised world, and not questions that will be answered easily,for the one constant of cyberspatial existence is that it is differentfor everyone. Current political and legal trends, with talk of'hostile environments' and 'hate speech', may lead to the notionthat biotechnological politics move beyond the regulation of actionsupon the body and <strong>in</strong>to actions upon the spirit. The ultimatereduction of the physical--the microelectronic--may become the realmof the disembodied spirit. If crim<strong>in</strong>ality, or even immorality, can bediscovered <strong>in</strong> cyberspace it will entail a greater recognition ofamorphic harm. The most <strong>in</strong>timate of MUD <strong>in</strong>teractions already <strong>in</strong>volvethat recognition. Negotiation, and beh<strong>in</strong>d-the-scenes direction,almost always ride <strong>in</strong> tandem with expression. In the mechanics of theact, cyborg lovers whisper messages between their players, direct<strong>in</strong>gwhat is acceptable and what is not, def<strong>in</strong><strong>in</strong>g and creat<strong>in</strong>g the <strong>virtual</strong>experience with determ<strong>in</strong>ation and consent. The most highly practised<strong>in</strong>habitants of MUD spaces make their <strong>in</strong>tentions and desires clear.Flirtation is more highly specified than it is <strong>in</strong> the pubs and partiesof the 'real world'. Raised eyebrows and tilted cigarettes arereplaced by direct requests. This is cyberspatial <strong>in</strong>timacy at itsbest.These cyborgs do not exist <strong>in</strong> a "post-gender world."[24] They areonly quasi-disembodied. They do not attempt to posit their identitiesas amorphous, but <strong>in</strong>stead revel <strong>in</strong> the possibilities of body-hopp<strong>in</strong>g.Play is not with escape from the claims of the flesh, but with the<strong>cultural</strong> mean<strong>in</strong>gs attached to different bodies. The adoption ofmascul<strong>in</strong>ity, fem<strong>in</strong><strong>in</strong>ity, androgyny, animality or the more fantasticalmean<strong>in</strong>gs attributed to fictional races or genders, is as easilyaccomplished as might be the donn<strong>in</strong>g of a new set of clothes. Thusclothed <strong>in</strong> the borrowed trapp<strong>in</strong>gs of other's <strong>cultural</strong> expectationsand imag<strong>in</strong><strong>in</strong>gs, cyborg selves <strong>in</strong>teract <strong>in</strong> fashions that are <strong>based</strong> bothon superficial appearances and on an acceptance of whatever the<strong>in</strong>dividual wants to be. They do not reject gender, or any other signsof identity, but play a game with them, free<strong>in</strong>g symbols from their


organic referents and graft<strong>in</strong>g the mean<strong>in</strong>gs of those symbols ontotheir <strong>virtual</strong> descriptors.---FOOTNOTES TO CHAPTER THREE---[1] See the Appendix 7 for examples of simple and complex charactercreation systems.[2] These names have been selected from the character lists of thefour MUDs which I have concentrated on <strong>in</strong> this thesis.[3] From a log taken of a session on LambdaMOO on July 10th, 1992.The name of the player concerned has been changed at her request.[4] From a log taken of a session on LambdaMOO on January 17th, 1992.[5] Curtis, 29.[6] Many Asian countries (<strong>in</strong>clud<strong>in</strong>g Japan, Malaysia, Taiwan, andThailand) are represented on the Internet. However the differentcomputer platforms needed to transmit and receive Asian and Romancharacter sets often mean that users from Asian and Westerncountries are, unless they are able to arrange special access tothe appropriate platforms, unlikely to meet on any common <strong>virtual</strong>ground.[7] In the survey carried out on LambdaMOO, 76.6% of respondentsclaimed to be male <strong>in</strong> real life and 23.4% claimed to be female.[8] The results of the LambdaMOO survey <strong>in</strong>dicated that the mean ageof players was 23.6, the median age was 21, and the greatestnumber of players (90) claimed to be 19. 50% of players claimedto be aged between 19 and 23. The youngest age given was 12 andthe oldest 54.[9] From: djohnson@elvis.ucsd.edu (Dar<strong>in</strong> Johnson); Newsgroups:rec.games.mud; Subject: Re: MUD practical jokes?; Date: 27 Jan 9220:27:50 GMT[10] From: anonymous; Newsgroups: rec.games.mud; Subject: Cross-genderth<strong>in</strong>g!; Date: 4 Mar 92 00:16:30 GMT[11] From: anonymous; Subject: Re: Gender Issues: "Real World"Warn<strong>in</strong>g; Newsgroups: rec.games.mud; Date: 4 Jun 92 08:27:53 GMT[12] From a log taken of a session on FurryMUCK on June 21st, 1993.The name of the player has been changed at 'her' request.[13] From: dst@hardy.u.wash<strong>in</strong>gton.edu (Trif); Newsgroups:rec.games.mud.adm<strong>in</strong>; Subject: Re: sex roles; Date: 21 Nov 199322:59:27 GMT[14] From: valkyrie@shell.portal.com (Kristen--Taylor); Newsgroups:rec.games.mud.misc; Subject: Re: Mud<strong>in</strong>g Girlfriends?; Date: Fri,10 Dec 1993 03:09:47 GMT[15] Stone, 90.[16] From: jadaw<strong>in</strong>@world.std.com; To: emr@ee.mu.oz.au; Subject: 141l<strong>in</strong>es...pick a few; Date: Mon, 3 Jan 94 8:05:03 EST.[17] Stone, 103.[18] Stone, 103.[19] For those who have not seen this hilarious series, it followedthe adventures of a naive young Irish poet as he accompaniedthree seasoned academics on the literary conference circuit.These three academics each gave exactly the same paper at eachconference: the American Postmodernist speak<strong>in</strong>g on "Textuality asStriptease", the English Traditionalist speak<strong>in</strong>g on "The Love ofBooks", and the European Marxist giv<strong>in</strong>g a "Criticisme ofCapitalisme."


[20] Stone, 104.[21] This phrase has been taken from Michael Heim, "The EroticOntology of Cyberspace," _Cyberspace:_First_Steps,_ Ed. MichaelBenedikt, (Cambridge, Mass.: The MIT Press, 1991).[22] "A Cyborg Manifesto: Science, Technology, and Socialist-Fem<strong>in</strong>ism<strong>in</strong> the Late Twentieth Century" is conta<strong>in</strong>ed <strong>in</strong> Chapter Eight ofDonna Haraway, _Simians,_Cyborgs,_and_Women:_The_Re<strong>in</strong>vention_of__Nature_, (London: Free Association Books, 1991). This quotationis taken from page 150.[23] Haraway, 151.[24] Haraway, 150.---------------------------------------------------------------CONCLUSION: CULTURAL FORMATIONS IN TEXT-BASED VIRTUAL REALITIES---------------------------------------------------------------Traditional forms of human <strong>in</strong>teraction have their codes of etiquette.We are all brought up to behave accord<strong>in</strong>g to the demands of socialcon<strong>text</strong>. We know, as if <strong>in</strong>st<strong>in</strong>ctively, when it is appropriate toflirt, to be respectful, to be angry, or silent. Words do not expressthe full extent of our <strong>cultural</strong> and <strong>in</strong>terpersonal play. The greaterpart of our <strong>in</strong>teraction is expressed through signs and symbols--<strong>in</strong>tone and nuance, <strong>in</strong> styles of dress, <strong>in</strong> postures and facialexpressions, <strong>in</strong> rules and traditions. Smiles, frowns, tones of voice,posture and dress--Geertz's "significant symbols"--tell us moreabout the social con<strong>text</strong>s we are placed <strong>in</strong> than do the statements ofthe people we socialise with.[1] Physical con<strong>text</strong> is a part of socialcon<strong>text</strong>--place and time are as much loaded with <strong>cultural</strong> mean<strong>in</strong>g asare dress and gesture. Words, as we use them <strong>in</strong> everyday life, are<strong>in</strong>sufficient to create a con<strong>text</strong> for our existence. It is thescenery, props and action that complete the social stage. On MUDsystems, however, these structures for communication are dismantled.The conventions that we are accustomed to rely on are not present <strong>in</strong>these <strong>virtual</strong> <strong>realities</strong>. The environmental cues that feed us our<strong>cultural</strong> l<strong>in</strong>es become ambivalent and problematic. Communication and<strong>cultural</strong> con<strong>text</strong> must be expressed through new channels, and newsystems of mean<strong>in</strong>g must be forged by <strong>virtual</strong> denizens who wish to makesense of and to one another.The medium itself blocks some of the social constra<strong>in</strong>ts that playerswould, under other circumstances, be operat<strong>in</strong>g with<strong>in</strong>. Cultural<strong>in</strong>dicators--of social position, of age and authority, of personalappearance--are relatively weak <strong>in</strong> a computer-mediated con<strong>text</strong>. Theymight be <strong>in</strong>ferred, but they are not evident. MUD systems leave itopen to users to create <strong>virtual</strong> replacements for these social cues.Interaction on MUDs <strong>in</strong>volves the creation of replacements andsubstitutes for physical cues, and the construction of socialhierarchies and signifiers of authority. The results of this creationare self-regulat<strong>in</strong>g communities that <strong>in</strong>clude systems of hierarchy andpower that allow for the punishment of disruptive members. The<strong>text</strong>ual replacements for con<strong>text</strong> cues utilised on MUDs are the toolsof <strong>in</strong>terpretation that enable players both to overcome the <strong>cultural</strong>


problems created by their environment, and to create uniqueenvironments that house their own specialised <strong>cultural</strong> understand<strong>in</strong>gs.These tools, these symbols, constitute <strong>cultural</strong> knowledge. It takesspecialised knowledge and dramatic skill to create a social presenceon a MUD. With practice and with these skills MUD players formcommunities which enable members to form close attachments, and toregulate and punish disruptive members. The objects <strong>in</strong> this <strong>virtual</strong>environment serve as the stage on which these <strong>cultural</strong> plays areenacted--houses and toads facilitate the marriages and public trialswhich are the <strong>virtual</strong>ly physical manifestations of players' common<strong>cultural</strong> understand<strong>in</strong>gs. MUD systems conta<strong>in</strong> communities that are"created through symbolic strategies and collective beliefs."[2]MUD players share not only a common <strong>virtual</strong> environment, but also acommon language and a common <strong>text</strong>uality. With<strong>in</strong> the con<strong>text</strong> of theformer, the latter two allow MUD players to make sense of one anotherdespite the limitations of the medium <strong>in</strong> which MUDs exist. MUDplayers share a stage, and share an understand<strong>in</strong>g of the rules andways of break<strong>in</strong>g rules that allow them to speak mean<strong>in</strong>gful l<strong>in</strong>es.They are able to read each other <strong>in</strong> far more than a <strong>text</strong>ual fashion.With <strong>in</strong>ventiveness and lateral th<strong>in</strong>k<strong>in</strong>g has come a set ofunderstand<strong>in</strong>gs and symbols that allow MUDs to become a socialenvironment. With<strong>in</strong> this environment, MUD players experience humandramas as strongly as they might <strong>in</strong> actuality.These communities are by no means idyllic. Free expression may beencouraged by the dis<strong>in</strong>hibit<strong>in</strong>g nature of the medium, at least <strong>in</strong> theearly stages of play, but that is not always as socially constructivethat many liberal ideologies would claim it to be. Free expressionallows not only the voic<strong>in</strong>g of views that might be 'politicallycorrect', but also of 'hate speech'. All sides of any social orpolitical debate can f<strong>in</strong>d a voice on MUDs, and so the socialcharacteristics of MUD systems vary widely. Some, like FurryMUCK,provide an environment that some would call liberated and othersperverse. Other systems provide environments that uphold that breedof 'family values' generally promoted by the more conservativeelements of the political spectrum. This diversity is the key tocharacteris<strong>in</strong>g <strong>virtual</strong> environments. In themselves, they are amoral--<strong>virtual</strong> reality is a promiscuous tool, capable of reflect<strong>in</strong>g anyenvironment imag<strong>in</strong>ed. In compensation for the sometimes anti-socialeffects of dis<strong>in</strong>hibition there exist methods of prevent<strong>in</strong>g andpunish<strong>in</strong>g behaviour which could pose a threat to the delicate balanceof understand<strong>in</strong>g on which MUD communities exist. Technical measureshave been built <strong>in</strong>to the MUD program to deal with disruptive players,and social conventions that act to exclude and punish have beendeveloped. Both technical and social sanctions rely on a socialhierarchy that is <strong>based</strong> on relative degrees of control over the<strong>virtual</strong> universe.With<strong>in</strong> this ambivalent <strong>virtual</strong> space, notions of human identity andexistence are problematised. MUD characters have no actuality, only<strong>virtual</strong>ity. They are never immutable. MUD characters are not fixedand they are always <strong>in</strong> the process of redef<strong>in</strong>ition. They are cyborgs--entities made up of ones and zeroes and imag<strong>in</strong>ation, without bodies


and without physical restrictions <strong>in</strong> the <strong>virtual</strong>ity they <strong>in</strong>habit.Erik Erikson writes that "the play<strong>in</strong>g adult steps sideward <strong>in</strong>toanother reality."[3] On MUD systems the games that are played<strong>in</strong>volve not just a stepp<strong>in</strong>g <strong>in</strong>to but the creation of another reality,the creation of <strong>virtual</strong>ly physical con<strong>text</strong>s, and the emergence of newforms of be<strong>in</strong>g. The <strong>virtual</strong> environments designed on MUDs exist not<strong>in</strong> the databases and computer networks that make up these systems, but<strong>in</strong> the ways <strong>in</strong> which players can use those technologies to realisewhat they have imag<strong>in</strong>ed, and to explore the results of other players'imag<strong>in</strong><strong>in</strong>gs. The program mediates between the players' imag<strong>in</strong><strong>in</strong>gs andtheir realisation <strong>in</strong> a form that can be experienced by others. MUDsallow each player to design and <strong>in</strong>teract with computer-generatedobjects that are imbued with <strong>cultural</strong> mean<strong>in</strong>g by the players who havecreated them. The objects <strong>in</strong> MUD universes are treated as if they hadthe properties of the everyday counterparts. Houses are lived <strong>in</strong>,roses are smelt, food can be eaten and other players can be kissed.MUD systems problematise the selfhood of their players. In MUDs, theplayer is <strong>in</strong> two places at once. The body is on the actual world,but, as Stone describes, the social delegate, the 'I' that belongsto the body, is <strong>in</strong> an imag<strong>in</strong>ed social space enabled and constructedwith the assistance of the particular technology of the MUDprogram.[4] Such technology is a device which mediates between thephysical and the imag<strong>in</strong>ed. It is an <strong>in</strong>terface between the imag<strong>in</strong>edworld and the world of the body. In social terms, as Stone cont<strong>in</strong>ues,<strong>virtual</strong> reality is an <strong>in</strong>terface that mediates between the human bodyand an associated 'I'.[5] It is <strong>in</strong> the spaces between the body andthe self that cyborgs exist. Such entities are a simulation, anapproximation, of the physical, untrammelled by the conf<strong>in</strong>es of theflesh. In the <strong>virtual</strong> universe, biological sex is separated fromimag<strong>in</strong>ed gender and physical sex is separated from the eroticimag<strong>in</strong>ation.The designers of an early military simulation system, SIMNET, aproduct of the (now thought to be) low-tech early '80s, believed thatit was the technical simplicity of their creation that made it socompulsively addictive to those military personnel who had theopportunity to play wargames <strong>in</strong> its <strong>virtual</strong> spaces. SIMNET'sdesigners believed that the low resolution of the graphical data thatmade up the <strong>virtual</strong> manifestation made it all the more engag<strong>in</strong>g, s<strong>in</strong>ceit required that "the participants actively engage their ownimag<strong>in</strong>ations to fill <strong>in</strong> the holes of the illusion."[6] This'suspension of disbelief', this immersion of disbelief <strong>in</strong> theimag<strong>in</strong>ed and imag<strong>in</strong>al, is what enables a MUD program to become asocial and <strong>cultural</strong> environment. The MUD program allows what isimag<strong>in</strong>ed by players to be controlled and channelled <strong>in</strong>to mean<strong>in</strong>gfulcues upon which other players can base their actions. The imag<strong>in</strong>ationof each player creates the con<strong>text</strong> <strong>in</strong> which all other players can act.The <strong>virtual</strong> scenery provides the dramaturgical cues which tell eachplayer what actions are possible with<strong>in</strong> the MUD world. The morewill<strong>in</strong>g each player is to <strong>in</strong>vest his or her imag<strong>in</strong>ation <strong>in</strong> creat<strong>in</strong>gobjects and descriptions, the richer and more successfullydramaturgical the environment and the player's experience will be.The MUD program serves to actualise what is imag<strong>in</strong>ed by one player <strong>in</strong>


ways that become 'real' to others. The process through whichplayers take the MUD program is one of transform<strong>in</strong>g the "th<strong>in</strong>abstracted space of the mach<strong>in</strong>e <strong>in</strong>to a <strong>cultural</strong>ly thick" andemotionally concrete world.[7]The <strong>virtual</strong> environments created on MUDs are both <strong>cultural</strong> productsand <strong>cultural</strong> entities. The systems of mean<strong>in</strong>g and con<strong>text</strong> that arecreated on MUDs are the result of a need amongst players for a set of<strong>cultural</strong> understand<strong>in</strong>gs <strong>in</strong> which to def<strong>in</strong>e both themselves and theiractions. Those mean<strong>in</strong>gs and con<strong>text</strong>s serve to create a <strong>cultural</strong>system which substitutes for, and is dist<strong>in</strong>ct from, the sharednetworks of mean<strong>in</strong>g of the wider community. These <strong>cultural</strong> systemsbecome the means to perpetuate and regulate the <strong>in</strong>tegrity of the MUDenvironment. The <strong>virtual</strong> nature of the MUD world lies <strong>in</strong> its<strong>cultural</strong>ly symbolic identity; the unique <strong>cultural</strong> understand<strong>in</strong>gs foundon MUDs lie <strong>in</strong> the specialised mean<strong>in</strong>gs that allow the communicationof imag<strong>in</strong>ed <strong>realities</strong>. Interaction and experience <strong>in</strong> this <strong>virtual</strong>lyreal corner of cyberspace produces a <strong>cultural</strong> space that is deeply<strong>text</strong>ured <strong>in</strong> its <strong>text</strong>uality and richly imag<strong>in</strong>ed <strong>in</strong> its manifestation.---FOOTNOTES TO CONCLUSION---[1] Clifford Geertz, _The_Interpretation_of_Cultures:_Selected__Essays_ (New York: Basic Books, 1973) 45.[2] Gordon Meyer and Jim Thomas, "The Baudy World of the Byte Bandit:A Postmodernist Interpretation of the Computer Underground,"electronic manuscript. Orig<strong>in</strong>ally published <strong>in</strong> F. Schmallegered., _Computers_<strong>in</strong>_Crim<strong>in</strong>al_Justice_, (Bristol, Indiana: WyndhamHall, 1990).[3] Erik Erikson, _Childhood_and_Society_. New York: W. W. Norton &Company, 1985) 222.[4] Stone, 87.[5] Stone, 87.[6] Stone, 93.[7] Vivian Sobchack, _Screen<strong>in</strong>g_Space:_The_American_Science_Fiction__Film_ (New York: Unger, 1987), quoted <strong>in</strong> Stone, 106.------------BIBLIOGRAPHY------------Barlow, John Perry. "Be<strong>in</strong>g <strong>in</strong> Noth<strong>in</strong>gness." Electronic manuscript.Orig<strong>in</strong>ally published <strong>in</strong> _Mondo_2000_ Summer, 1990.Barlow, John Perry, "Crime and Puzzlement: Desperados of theDataSphere." Electronic manuscript. Orig<strong>in</strong>ally published <strong>in</strong> _Whole__Earth_Review_ Fall 1990: 45-57.Baron, N. S., "Computer mediated communication as a force <strong>in</strong>language change." _Visible_Language_ Volume 18, Number 2 (Spr<strong>in</strong>g1984): 118-141.Baudrillard, Jean. _Simulations_. New York: Semio<strong>text</strong>(e), 1983.


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APPENDICES----------This section conta<strong>in</strong>s a number of Usenet articles, items of electronicmail and extracts from MUD session log files which, while too long toquote <strong>in</strong> the body of my thesis, offer valuable (and often amus<strong>in</strong>g)<strong>in</strong>sight <strong>in</strong>to MUDs.---APPENDIX ONE: THE VANISHING ROOM---From rec.games.mud Sun Jan 26 18:40:02 1992From: djohnson@elvis.ucsd.edu (Dar<strong>in</strong> Johnson)Newsgroups: rec.games.mudSubject: Re: MUD practical jokes?> Has anyone ever pulled some neato practical jokes on Muds, whether> it be trick<strong>in</strong>g people <strong>in</strong>to pag<strong>in</strong>g other people through spoofed> pages, giv<strong>in</strong>g newbies fake rules on how to play, etc?Well, I had a bit of an elaborate one a couple of us pulled on ournumber one wiz Horvendile (I'm number two, so I can get away with itsometimes).Anyway, we were talk<strong>in</strong>g about putt<strong>in</strong>g a cas<strong>in</strong>o <strong>in</strong> somewhere, however,I was not too fond of this idea right off, s<strong>in</strong>ce every other mud hassome dorky place to gamble (esp lpmuds with a laissez fairemanagement). So while bra<strong>in</strong>storm<strong>in</strong>g <strong>in</strong>to ways to make this other thanthe typical cas<strong>in</strong>o jo<strong>in</strong>t, we hit upon the a new twist, and madeHorvendile the victimSo we set up our cas<strong>in</strong>o which was hidden beh<strong>in</strong>d a secret door <strong>in</strong> afireplace. The actual lpc files were carefully hidden away, giv<strong>in</strong>gthem <strong>in</strong>nocuous names <strong>in</strong> other wizards directories. These files wouldthen be copied somewhere else, the room loaded, and then the copiesdeleted. This way, source code couldn't be exam<strong>in</strong>ed to f<strong>in</strong>d out whatwas go<strong>in</strong>g on. (I was plann<strong>in</strong>g on chang<strong>in</strong>g mudlib code so a dummy filewould show up if you listed the file, but decided aga<strong>in</strong>st it)So f<strong>in</strong>ally, th<strong>in</strong>gs were f<strong>in</strong>ished, and we loaded it up. I sat aroundsnoop<strong>in</strong>g Horvendile, relay<strong>in</strong>g the events to the other cohorts. Oddsounds were heard beh<strong>in</strong>d the fireplace, and some players were go<strong>in</strong>g <strong>in</strong>and out from there. So Horvendile pokes around, f<strong>in</strong>ds the entranceand goes <strong>in</strong>. What he sees is the Ladies Auxiliary B<strong>in</strong>go Game, withnumbers be<strong>in</strong>g called out at random. He takes a peek at the file, anddiscovers it isn't on the system. Oh well, no biggie, just destructthe room, probably Dar<strong>in</strong> forgot to do this after a test.Next day, he notices the silly b<strong>in</strong>go game is back. And aga<strong>in</strong> nosource file. He f<strong>in</strong>ds the <strong>in</strong>visible object near the fireplace thatcauses all the noise, but its file doesn't seem to be around either.And why have those two players been stick<strong>in</strong>g around a b<strong>in</strong>go game forthe last 15 m<strong>in</strong>utes? Well, maybe th<strong>in</strong>gs have changed, but no, afterpopp<strong>in</strong>g <strong>in</strong>, it's the same old b<strong>in</strong>go game. Well Horvendile is prettysure Dar<strong>in</strong> has really flipped this time. All this concern aboutquality areas and keep<strong>in</strong>g th<strong>in</strong>gs <strong>in</strong> theme, and here he's work<strong>in</strong>g on ab<strong>in</strong>go game!


So, anyway a few days later, he pops <strong>in</strong>to my workroom laugh<strong>in</strong>g andfall<strong>in</strong>g out of his chair (literally, he tells me). Congratulationsall around, good job, keep up the good work, that sort of th<strong>in</strong>g.He's very glad to know that I wasn't really go<strong>in</strong>g loony after all.Of course, he threatens, next time this happens I'm history... Sowhat happened you ask? What's the scoop? Here's a short transcriptfrom a players po<strong>in</strong>t of view:------[ at a side room of the pub ]> look at fireplaceThis is a large L-shaped stone fireplace with afire blaz<strong>in</strong>g <strong>in</strong> it. The hearth and the mantlelook as if they have been recently cleaned.There is a couch here, a pa<strong>in</strong>t<strong>in</strong>g above themantle, and a sign on the wall. You seem to catchsight of someth<strong>in</strong>g beh<strong>in</strong>d the fire.> enter fireplaceYou slip though a secret passageway beh<strong>in</strong>d thefireplace and enter a hidden room...The cigar smoke fills the air <strong>in</strong> here, mak<strong>in</strong>g ita bit hard to see very far, but you can tellthere is a lot of activity go<strong>in</strong>g on. The patronshere are sitt<strong>in</strong>g at tables scattered about,engaged <strong>in</strong> games of chance..., er skill.Prom<strong>in</strong>ently displayed upon the far wall is alarge sign, and along the west wall are some oddlook<strong>in</strong>g mach<strong>in</strong>es. A slightly out of tune pianois be<strong>in</strong>g played near the east wall.The only obvious exit is south.Harnlen, the host of this establishment.Musician s<strong>in</strong>gs: Help! I need some wizard.Musician s<strong>in</strong>gs: Help! Not just any wizard!Harnlen says: Anyone can w<strong>in</strong>! Why even Harryturned <strong>in</strong> a profit!> look at signThe sign proudly exclaims:The Back RoomWelcome one and all. If you're happy,we're happy.House rules:--No credit.--Take your empties with you.--Don't kill the hired help.--Don't tell Horvendile where we are.--Have fun.[ a bit later... ]


Harnlen shouts: RAID!Instantly, the staff spr<strong>in</strong>gs <strong>in</strong>to action...The west wall rotates around quickly, hid<strong>in</strong>g theslot mach<strong>in</strong>es and on the back side are somepa<strong>in</strong>t<strong>in</strong>gs of pretty flowers. Large fans descendfrom the ceil<strong>in</strong>g, quickly blow<strong>in</strong>g away all thecigar smoke <strong>in</strong> the air. The staff remove theirvests, turn them <strong>in</strong>side out, and put them backon. All of the cards, dice, and bets on thetable are scooped up and hidden away.F<strong>in</strong>ally, a small group of old ladies emerge froma hidden door and take some seats (and just <strong>in</strong>time).Horvendile arrives.The room appears entirely different now, acomplete change of scenery. Someone next to youwhispers "Shh, don't let on to Horvendile. He'dsurely disapprove."> lookThis is the local chapter of the LadiesAuxiliary. Right now they are hold<strong>in</strong>g theirannual charity drive, and many of the more wellto-doare here <strong>in</strong> support. This year there is ab<strong>in</strong>go game go<strong>in</strong>g, and although the ladiesstrongly disapprove of gambl<strong>in</strong>g (gasp) it is allfor a good cause.The only obvious exit is south.Horvendile .An announcer.Announcer calls out: I-11Announcer calls out: B-9Horvendile says: This is silly.Horvendile leaves south.Harnlen says: *whew* That was close. Now thatthe big H is gone, let's get back to some seriousadventur<strong>in</strong>g!The west wall sw<strong>in</strong>gs around, reveal<strong>in</strong>g someancient slot mach<strong>in</strong>es, and the old ladies fileout the back. The dealers sit back down at theirtables and they each light up a cigar, ready forthe fun to start aga<strong>in</strong>.A patron sobs: Please, just a little more credit.I can w<strong>in</strong> it back.----


Of course, we kept th<strong>in</strong>gs as they are, giv<strong>in</strong>g files a permanentlocation. When the mood strikes him, Horvendile pops <strong>in</strong> now and thento suprise the unsuspect<strong>in</strong>g patrons.--Dar<strong>in</strong> Johnsondjohnson@ucsd.edu--Luxury! In MY day, we had to make do with 5 bytes of swap...---APPENDIX TWO: THE DOUBLE BLUFF---From: anonymousDate: Fri, 06 Nov 92 11:32:16 GMTTo: emr@ee.mu.oz.auSubject: MUD romances.Hi... you asked for stories about romances on MUDs, well I've got aterrific one! I met my husband on a MUD, but when we met he firstbecame my girlfriend!It started when I jo<strong>in</strong>ed up on PernMUSH. I thought it would be fun totry play<strong>in</strong>g a male character, just to see what would happen. In caseyou're <strong>in</strong>terested, which I guess you probably are, there were somedifferences between be<strong>in</strong>g male and female on the MUSH. For one th<strong>in</strong>g,I got to be <strong>in</strong> on all these conversations about women... most of themwere just k<strong>in</strong>d of, like, just guys talk<strong>in</strong>g about how they could getdates and stuff, but sometimes it was pretty graphic, which I thoughtwas offensive sometimes. But then aga<strong>in</strong> I guess I tell my bestgirlfriend some pretty <strong>in</strong>timate details. I don't know, it just seemedweird sometimes. And of course no one tried to come onto me, which ispretty common if you're a female on a mud! Anyway, so I was play<strong>in</strong>gthis male character, and one day I started talk<strong>in</strong>g to this female onthe mush. We got along *really* well, *really* *really* well. Wejust had all these th<strong>in</strong>gs <strong>in</strong> common, just dumb little th<strong>in</strong>gs, favoritefoods and tv shows and music and stuff. We started spend<strong>in</strong>g a lot oftime together on the mush, chatt<strong>in</strong>g and stuff. After a while ourcharacters k<strong>in</strong>d of got <strong>in</strong>volved. I should say that most of this wasrole-play<strong>in</strong>g, we didn't swap real names or anyth<strong>in</strong>g--we did have afew OOC conversations, but mostly we were gett<strong>in</strong>g along as ourcharacters. Anyway, (I don't know if you've read the Pern books byAnne McCaffrey, but they are all about people hav<strong>in</strong>g these telepathicrelationships with dragons) this woman was a green dragon rider, and Iwas a brown rider, and one day her dragon flew to mate and my dragonflew hers. After that our characters were weyrmates--a couple, if youhaven't read the Pern books. At first I was pretty happy with that.It was really <strong>in</strong>terest<strong>in</strong>g, but as we got to know each other better,and s<strong>in</strong>ce our characters were a couple, and we did all the netsexth<strong>in</strong>g, I really began to feel strongly about the player. I was prettyconfused by it all, cause I'd never been anyth<strong>in</strong>g but straight, but Ieventually I decided I was go<strong>in</strong>g to tell my friend that I loved her INREAL LIFE!!


So I log <strong>in</strong>to the mush, and I basically say to my weyrmate that I'vebeen th<strong>in</strong>k<strong>in</strong>g about her a lot RL and I'd really like it if we couldget to know each other RL more because I thought I was fall<strong>in</strong>g <strong>in</strong> lovewith her. At this po<strong>in</strong>t, before I can go any further, AND BEFORE I CANBRING UP THE SUBJECT OF MY REAL GENDER, she logs out! No warn<strong>in</strong>g, shejust disconnects. Well, I was devestated. At first I thought thatmaybe it was just a technical problem, but she didn't log back on fornearly a week (usually we'd log on together every day) and when shef<strong>in</strong>ally did she almost totally ignored me. I kept on try<strong>in</strong>g to talk toher, and I was pretty distraught by this stage. Eventually, this wouldbe about two weeks after our conversation, she says that she needs totell me someth<strong>in</strong>g. She just says that she's really sorry, she hadn'timag<strong>in</strong>ed that th<strong>in</strong>gs would end up this way, and she really did like meas a friend, but that she was really a MALE <strong>in</strong> real life. Well!! Ijust sat there stunned for a m<strong>in</strong>ute. Then I told her--HIM--that *I*was really *female*. At first he didn't believe me, but after awhile I conv<strong>in</strong>ced him to telephone me <strong>in</strong> real life, so I could provewhat I was say<strong>in</strong>g. He did and we had this really weird, tenseconversation... I guess we were both pretty confused. It took us awhile to become friends aga<strong>in</strong>, but after a while we did. We bothstarted new characters on the MUSH, with the *right* gender this time,and after a few weeks we were close aga<strong>in</strong>. Closer, <strong>in</strong> fact, becausethere was now a real life element. We had a lot more phone calls, andeventually we decided that we should meet... and it was a completesuccess! We got along as well <strong>in</strong> real life as we had on the MUSH, andwe ended up go<strong>in</strong>g out together. Luckily we lived <strong>in</strong> neighbour<strong>in</strong>gstates, so we were able to visit each other a lot, and <strong>in</strong> the end Itransfered to college <strong>in</strong> his town so we could be together.This was about 18 months ago. We got married <strong>in</strong> May this year.---APPENDIX THREE: THE FIRST CASE OF CROSS-GENDERED MUD PLAYING---From: Richard Bartle Subject: Re: MUD romances?To: emr@mullian.ee.mu.OZ.AUDate: Thu, 11 Mar 93 19:48:42 GMTYou wanted an anecdote...This story concerns two people, Mik and Sue [...]Mik was an archetypal hacker. He lived and breathed computers,wrote a best-sell<strong>in</strong>g computer game when aged about 16, and eventuallyset up his own computer company. He was also extremely competent atMUD1, and eventually was promoted to the rank of arch-wiz. In MUD1there were three levels of control: mortals; wizzes; arch-wizzes. Wehad literally hundreds of mortals, dozens of wizzes, and a handful ofarch-wizzes (the rank was <strong>in</strong>vitation only). These days, you'd maybecall him a god, although <strong>in</strong> those days you wouldn't, especially ashis family was a very strict orthodox Jewish sect with rather setideas on words like "god"..!


Sue was an archetypal MUD addict. Although the game was onlyavailable between midnight and 6am, Sue would play the entire time,every night. She had telephone bills of over a thousand pounds amonth, as she had to call long-distance to play. She was, however, adazzl<strong>in</strong>gly brilliant player, and when she was eventually promoted toarch-wiz she brought an atmosphere of respected authority to the rankwhich was the def<strong>in</strong><strong>in</strong>g example for generations of later arch-wizzes.She wrote an article on MUD for "Personal Computer World", thenand now the premier UK computer magaz<strong>in</strong>e, and we had hundreds ofpeople write as a result; it was what really got the MUD1 ballroll<strong>in</strong>g.In real life, though, Sue was pa<strong>in</strong>fully shy. Whenever we phonedher, she was lost for words, she hated us<strong>in</strong>g the phone forconversation, and would tell us she'd jo<strong>in</strong> us <strong>in</strong> MUD1. There, she wasfreed from the shackles of her real life self, and could talk freelyand authoratively. MUD1 was great therapy!Be<strong>in</strong>g one of the few females <strong>in</strong> the game, one would have expectedher to get chatted up by every male around. This wasn't the case,however. Firstly, as an arch-wiz, she had more status than most males.She also knew more about MUD1 than anyone except perhaps me. Also,most of the males around weren't the k<strong>in</strong>d that chat people up anyway--<strong>in</strong> those days, only really dedicated computer enthusiasts had modems,and that meant they were, <strong>in</strong> the ma<strong>in</strong>, what might be called"computer nerds". Mik even looked the part--his enormous glassesmade his eyes seem the size of tennis balls, and his teenagecomplexion was what you'd expect of someone who rarely saw daylightand ate noth<strong>in</strong>g but bars of chocolate.Sue WAS chatted up once, but it was but a female persona, Paula.Sue was suitably horrified, and as a result Paula admitted thatactually she was actually run by a soon-to-be-married couple, and themale half had been play<strong>in</strong>g her that night.Sue's shyness was a problem. Whereas we'd all get together forMUDmeets at the computer shows, Sue (although present at the show)would never make herself known to us. She sent us photographs, but <strong>in</strong>them her appearance varied dramatically--hair length and colour wouldchange, she'd wear different organisations of make-up, and so on.Only <strong>in</strong> MUD1 did she feel confident <strong>in</strong> herself.Mik took to writ<strong>in</strong>g letters to her, as she didn't m<strong>in</strong>d reply<strong>in</strong>gby post. It turned out she had a pretty awful life story--parentsdivorced when she was young, she'd had to live with her grandparents,she'd attempted suicide a couple of times. She was shar<strong>in</strong>g a flat(er, that's an appartment to you) with a girl friend of hers, and washav<strong>in</strong>g difficulties because her flatmate was a lesbian and Sue wasworried about her own sexuality. Oh, and she'd occasionally get very,very drunk--heaven help you if you were on MUD when it happened!Sue's letters back to Mik got longer and longer--he showed me anaverage one once that was 109 pages <strong>in</strong> length! All handwritten <strong>in</strong> thisreally flowery handwrit<strong>in</strong>g. The most she ever wrote to me was 15


pages. It was clear that she was gett<strong>in</strong>g more and more fond of Mik. Inreturn, Mik was gett<strong>in</strong>g <strong>in</strong>fatuated with her. He was around 17, andbecause of his strict upbr<strong>in</strong>g<strong>in</strong>g this was the first experience with awoman he'd ever had.Well, th<strong>in</strong>gs got more and more <strong>in</strong>volved, and eventually Mik andSue announced that they were <strong>in</strong> love. Mik proposed marriage, despitenever hav<strong>in</strong>g met Sue <strong>in</strong> the flesh. Sue said she'd have to th<strong>in</strong>k aboutit, and arrange a meet<strong>in</strong>g.Then, all of a sudden, Sue announced that she'd got a job as anau paire <strong>in</strong> Norway and would be leav<strong>in</strong>g immediately. That was it: shedisappeared from MUD and wasn't seen aga<strong>in</strong>.Mik was aghast at this, as we all were--everyone liked Sue, andher disappearance seemed so uncharacteristic, it was like she musthave been <strong>in</strong> trouble. She hadn't even replied to Mik's offer ofmarriage (or at least I th<strong>in</strong>k she hadn't--there was a rumour thatshe'd turned him down but I can't verify that). After many agonisedphone calls to places she'd mentioned <strong>in</strong> her letters, none to anyavail, Mik decided he had to go to her house to f<strong>in</strong>d the answer. So heand a whole bunch of fellow MUDders piled <strong>in</strong>to a m<strong>in</strong>ibus and drove toSouth Wales to Sue's house.They knocked at the door. A woman answered."Sue?" It looked sort of like her."I th<strong>in</strong>k you'd better come <strong>in</strong>side...".Sue was a man who had just been jailed for defraud<strong>in</strong>g theDepartment of Transport of 60,000 pounds. This was his wife. Overthere were his two small children.I need hardly say what a devastat<strong>in</strong>g affect this had on Mik. Iknow I was shocked, because it had occurred to me several times thatSue might have been male, but every "test" I set was passed withfly<strong>in</strong>g colours. We'd even get little unsolicited details, like whenshe didn't reply to a message immediately because she'd just snaggeda nail. I remember once I pr<strong>in</strong>ted some MUD sweatshirts which had theopen<strong>in</strong>g description pr<strong>in</strong>ted on them, "You are stand<strong>in</strong>g on a narrowroad between the Land and whence you came. To the north and south arethe foothills of a pair of majestic mounta<strong>in</strong>s, ... "; Sue told meshe liked hers (size small), but people kept look<strong>in</strong>g at her funny asthe words "pair of majestic mounta<strong>in</strong>s" were emblazoned rightacross her, well, her majestic mounta<strong>in</strong>s! It was little details likethis which made her so conv<strong>in</strong>c<strong>in</strong>g. When we found out she neverexisted, and that everyth<strong>in</strong>g had been a fraud from start to f<strong>in</strong>ish, itwas really awful.Mik recovered <strong>in</strong> time, and still runs his company to greatsuccess. Sue (who was really Steve) was released from prison after awhile and actually phoned me as himself a couple of times, butobviously couldn't ever set foot back <strong>in</strong> MUD aga<strong>in</strong>. He told me hehadn't been deceitful deliberately, it's just that when the gameasked him what sex he wanted to be, he wondered what would happen if


he said he was female. It all just grew from there. I didn't ask himhow he felt about what he did to Mik, because he was clearly veryembarrassed about it all, as was I!The only th<strong>in</strong>g I don't understand <strong>in</strong> all this is how his wifecould tolerate it all.Well, that's the story of the first MUD gender transfer debacle.If you want to use it, I'd appreciate it if you didn't identify Mikby his real or MUD name--I wouldn't want to cause him further agoniesby resurrect<strong>in</strong>g the issue <strong>in</strong> public. As far as I'm concerned, whetheryou mention Sue by name or not is up to you--I've no qualms about it!I hope this has been of help, anyway!Richard[NB: In accordance with Mr. Bartle's request I have changed the nameof the gentleman <strong>in</strong> this case to 'Mik'. I have also deleted aparagraph from this item of mail which conta<strong>in</strong>ed identify<strong>in</strong>g<strong>in</strong>formation about 'Mik'. Sue is, however, the name by which Mr.Bartle referred to this character. S<strong>in</strong>ce 'her' name has beenmentioned <strong>in</strong> Rhe<strong>in</strong>gold 1993 (p. 164) I felt there would be littlepo<strong>in</strong>t <strong>in</strong> giv<strong>in</strong>g her (yet another) pseudonym.]---APPENDIX FOUR: THE EVOLUTION OF COMMUNICATION------...AMONGST PLAYERS:---To: Elizabeth Reid Subject: Re: A History of MUDs.Date: Thu, 16 Dec 93 10:02:45 -0600From: Jennifer Smith [Jim Aspnes didn't <strong>in</strong>vent the pose command], but he did program it(and I believe was the first one to do so--I'm pretty sure AberMUDdidn't have one at the time). The <strong>in</strong>vention of it took place roughlylike this:On T<strong>in</strong>yMUD, there is a 'rob ' command, that allowed you toattempt to steal 1 penny from said player. However, said player couldprevent this by @lock<strong>in</strong>g themselves, and then they could set a @failand an @ofail message on themself. The @fail message is displayed tothe person do<strong>in</strong>g the robb<strong>in</strong>g, the @ofail is displayed to everyone else<strong>in</strong> the room with the robber's name prefixed.Example:@fail me=Moira slaps your hands.@ofail me=gets his hands slapped by Moira.Bozo types> rob moiraBozo sees> Moira slaps your hands.Everyone else sees> Bozo gets his hands slapped by Moira.


As it happens, if you're not @locked, the @success and @osuccessmessages get displayed <strong>in</strong> the same manner if you are robbed. In not awhole lot of time at all, people started MANUALLY sett<strong>in</strong>g their@osuccess to a 'posed' command and robb<strong>in</strong>g themselves--they usuallywere @locked to themselves, which is a TRUE lock, so only they couldset off that message. Example:@osucc me=falls over laugh<strong>in</strong>g.rob meI see> Moira stole a penny from you!You stole a penny from Moira!Everyone sees> Moira falls over laugh<strong>in</strong>g.Ta-da, a pose!This is, as you can imag<strong>in</strong>e, a horribly blunt way of do<strong>in</strong>g poses, aseach time you have to reset your @osucc. After about a week of this,Wizard (Jim Aspnes) gave up and added the pose (aka ':') command.I should po<strong>in</strong>t out that the 'rob' command (as well as the 'kill'command) were never really used <strong>in</strong> a combat sense--they weren't THATuseful. 'rob' died completely fairly soon, and 'kill' became asort of exclamation po<strong>in</strong>t to discussions. Many T<strong>in</strong>y* servers todayeither don't have the 'kill' command at all or have ways to turn itoff completely.[...]'whisper' wasn't added until T<strong>in</strong>yHELL, the second T<strong>in</strong>yMUD server.Even then it was added only after quite a bit of debate, and the firstversion (for about three days) was 'noisy'--if you weren't theperson be<strong>in</strong>g whispered to, you saw 'Bozo whispers to Moira.'messages all the time. You also forgot page--another oddly evolv<strong>in</strong>gcommand. Orig<strong>in</strong>ally if you did 'page Moira', you sent a message toMoira of the form:You sense that Moira is look<strong>in</strong>g for you <strong>in</strong> Front Lawn.Obviously, as the pose command became more popular, this command wasalso mutated. All you had to do was rename your room, and...You sense that Moira is look<strong>in</strong>g for you <strong>in</strong> Hi, How are you?Someone realized that everyone was keep<strong>in</strong>g small 'pag<strong>in</strong>g' roomssquirreled away, and there was no po<strong>in</strong>t <strong>in</strong> try<strong>in</strong>g to keep people fromhav<strong>in</strong>g conversations when not <strong>in</strong> the same room, so the ability to adda message to the page command was added. 'page user[=message]'.A bitlater, pos<strong>in</strong>g was added to both whispers and pages.[...]--Jennifer Smithjds@math.okstate.eduOn MUDs: Moira, Jasra, etc.|It's the terror ofknow<strong>in</strong>gHere, have a clue. Take two, they're small.|What this world is about


---...AND WIZARDS:---To: Elizabeth Reid Subject: Re: A History of MUDs.Date: Fri, 17 Dec 1993 10:40:53 +0000From: Jim F<strong>in</strong>nis I'm glad to have my 15 m<strong>in</strong>utes of fame at last! :-)[...]Right, the emote command.First came the 'atmosphere' commands. Talk<strong>in</strong>g to people and shout<strong>in</strong>gat people and hitt<strong>in</strong>g people with po<strong>in</strong>ty th<strong>in</strong>gs was all very well, butyou couldn't <strong>in</strong>teract <strong>in</strong> other ways; so we wrote commands like"cry", "smile", "laugh" so users could express emotion.They were pretty easy to write, literally an entry <strong>in</strong> the verb tableand one like of code, someth<strong>in</strong>g likecase CRY:you("cry");break;The "you" function (or whatever the hell it was really called) wasalready there for do<strong>in</strong>g stuff likeyou("opens the door");which (if I were logged <strong>in</strong> under my customary handle) would pr<strong>in</strong>t"White opens the door".A little later, the AberMUD 'pose' command got added, for Wizardsonly. This would use a list of 7 or so emote str<strong>in</strong>gs stored <strong>in</strong> theprogram, such as "White calls down a bolt of lightn<strong>in</strong>g from thesky", and show a random one. There was one 'booby-prize' <strong>in</strong>there, someth<strong>in</strong>g along the l<strong>in</strong>es of "White turns casually <strong>in</strong>to awombat before resum<strong>in</strong>g normal form". The po<strong>in</strong>t of this was, ofcourse, to impress mortals :-)Because they were so easy to write, these atmosphere commands justkept be<strong>in</strong>g added to the system until we had someth<strong>in</strong>g like 30 of them.I felt this was beg<strong>in</strong>n<strong>in</strong>g to get out of hand--we needed someth<strong>in</strong>g thatwould allow us to express *any* emotion. In addition, we Archwizardsalways liked to be able to do th<strong>in</strong>gs no-one else could, so an obviousextension was to write a command like this:case EMOTE:you(first_argument);break;so the user could decide what he/she was emot<strong>in</strong>g. It was an obviousextension really, although I was absurdly proud of it at the time...It was only after about 6 months that we let normal mortals use the'emote' command. Before that, we needed to make sure that the userscouldn't send commands that looked like AberMUD system messages--e.g.we had to change the message "quit" gave to everyone else <strong>in</strong> theroom.


In the <strong>in</strong>terest of oneupmanship, the Wizards then got a new command,"raw", which behaved like "emote" but didn't prefix theuser's name to the output str<strong>in</strong>g.That's all there is to it really--it was just obvious at the time,from look<strong>in</strong>g at the code. If the code hadn't been written like that,I doubt I would have thought of it.Hope this helps,Regards,Jim----------------------------------------------------------------------Jim F<strong>in</strong>nis,| Unit 6A, Science Park, Aberystwyth, DyfedClef Digital Systems | SY23 3AH Wales.clef@aber.ac.uk | Tel.: 0970 626601 Overseas: +44 970 626601| Fax.: 0970 626458 +44 970 626458"When the go<strong>in</strong>g gets weird, the weird turn pro..."-------------------------------------------------------------------------APPENDIX FIVE: THE EXPRESSION OF FEELINGS ON 'NEMESIS'---From: gerstnet@Informatik.TU-Muenchen.DENewsgroups: rec.games.mud.miscSubject: Verbs and adverbs top listDate: Sat, 6 Nov 1993 13:42:55 GMTThis is the result of a verb and adverb count <strong>in</strong> Nemesis LPMud. Thefigures give the number of uses for each verb and adverb for the lastyear. The exact mean<strong>in</strong>g of all verbs (if not straightforward) can betested <strong>in</strong> Nemesis (address and number is prom<strong>in</strong>ent <strong>in</strong> every goodmudlist).It is a bit difficult to f<strong>in</strong>d out about the exact time period for thelist, but 250 days with an average of 20 players should be a closeapproximation, which results <strong>in</strong> a feel<strong>in</strong>g every 30 seconds, whichalso sounds like a reason-able figure for me.Players and wizards were not <strong>in</strong>formed about this list, so it isimprobable that the figures have been cheated. The list was orig<strong>in</strong>allymade to throw out unused verbs and adverbs, but I was quite surprisedthat only a few of them were almost never used.Most verbs <strong>in</strong> Nemesis have no default adverb, so 'smile' will result<strong>in</strong> ' smiles.' and 'smile happ' will result <strong>in</strong> 'smiles happily.' Adverbs could be abbreviated to (at least 3) uniquecharacters and they were only counted if they were explicitly given.There are four cathegories for verbs: without object (like bounce),with another player as object (like kick) with special objects (likepoke) and with any object (like curse). Most verbs fall <strong>in</strong> more thanone of these cathegories.


We at Nemesis did some analysation already, but I th<strong>in</strong>k that it mightbe more <strong>in</strong>terest<strong>in</strong>g for some (wannabe) sociologists and psychologists.This list if free for distribution as long the name of the author ismentioned.Verbs:smile 89089 bow 50138 shake 46312 greet 46152 gr<strong>in</strong>46046nod 42385 laugh 34063 wave 30875 giggle 20145 sigh19222hug 19220 wait 13550 kiss 12212 shrug 10849 kick9504poke 9307 chuckle 7401 french 6773 smirk 5994 wonder5701dance 5625 bounce 5150 comfort 4916 pat 4356 cry4244fart 4158 blush 3981 cheer 3631 punch 3592 scream3250ponder 3193 lick 2964 puke 2915 thank 2914 th<strong>in</strong>k2765raise 2704 tickle 2662 curse 2590 cackle 2498 sniff2476knee 2474 slap 2412 gasp 2404 hold 2268 burp2250po<strong>in</strong>t 2220 view 2206 jump 2141 w<strong>in</strong>k 2130 s<strong>in</strong>g2016meow 2008 whistle 1852 rub 1817 twiddle 1803 agree1766love 1745 curtsey 1686 pout 1682 snicker 1634 frown1612stare 1579 cuddle 1566 growl 1480 fondle 1480 puzzle1447ruffle 1403 strangle 1363 flip 1343 bang 1341 yawn1318listen 1303 worship 1286 mosh 1286 spit 1232 scratch1228sob 1124 pose 1089 clap 1055 sulk 1045 p<strong>in</strong>ch1038applaud 1032 bite 966 beg 841 stroke 826 five804tap 785 kneel 774 stomp 746 wiggle 716 roll715snuggle 712 snore 702 shriek 671 moonwalk 664 fa<strong>in</strong>t649groan 623 shiver 610 peer 609 moan 589 strut587nibble 555 grope 517 congrat 512 smack 479 grumble470snap 461 squeeze 438 wander 434 sneeze 421 hiccup415purr 404 cough 403 hum 378 mumble 373 lean364


glare 356 meditate 354 wish 352 howl 349 apologize318tw<strong>in</strong>kle 281 pant 254 breath 252 ovat 249 drool235stretch 229 swear 214 strike 208 caress 193 shame186daydream 169 dream 165 headbang 128 disagree 107 gape93sweat 91 fear 75 snarl 48 embrace 46 quiver36kisshand 35 mourn 27 excuse 16 count 9 despair3Adverbs:happily 5057 demonically 3763 evilly 3662 sadly2027smil<strong>in</strong>gly 1864 deeply 1458 passionately 1143 know<strong>in</strong>gly1119<strong>in</strong>sanely 1096 erotically 950 <strong>in</strong>anely 926 warmly905loudly 891 friendly 834 mischievously 827 lov<strong>in</strong>gly797handsomely 778 understand<strong>in</strong>gly 774 <strong>in</strong>nocently 746 merrily729agree<strong>in</strong>gly 715 tightly 704 sexily 668 wildly642solemnly 593 hysterically 560 stupidly 552 satanically542impatiently 504 heartbrokenly 496 manfully 468wholeheartedly 461amusedly 449 madly 431 shyly 416 vigorously401sadistically 400 devilishly 400 viciously 374 deadly369melancholically 366 enthusiastically 361 confusedly 354 playfully351softly 343 proudly 321 sarcastically 310 theoretically309gently 303 tenderly 299 mysteriously 295 gracefully294patiently 286 fiendishly 286 pa<strong>in</strong>fully 285 slowly279boredly 257 professionally 253 fatherly 252 helplessly251maniacally 250 childishly 247 wisely 241 seductively230randomly 227 joyfully 226 triumphantly 223 tiredly222thankfully 220 politely 217 suggestively 215 aimlessly207question<strong>in</strong>gly 202 dirtily 199 absentm<strong>in</strong>dedly 198 sweetly195funnily 189 heavily 188 curiously 187 thoughtfully182


lustfully 176 confidently 173 hopefully 169 crazily159strangely 149 dreamily 149 carefully 146 angrily139charm<strong>in</strong>gly 137 depressively 135 quickly 134 musically131helpfully 129 sheepishly 124 dangerously 124 disgustedly122ironically 113 silently 112 foolishly 111 humbly110bitterly 108 hungrily 106 contentedly 105 royally104unknow<strong>in</strong>gly 103 desperately 102 sensually 92 nervously91<strong>in</strong>terestedly 91 <strong>in</strong>tently 91 rudely 89 anxiously86embarrassedly 85 wearily 82 slightly 82 harmonically82quizzically 81 goofily 81 noisily 80egocentrically 80cynically 80 perfectly 76 aggressively 72 jealously71seriously 69 hotly 68 emphatically 66 wistfully65tearfully 65 greedily 62 nastily 59disappo<strong>in</strong>tedly 57cutely 55 brightly 54 amazedly 49 briefly48quietly 47 physically 47 sniff<strong>in</strong>gly 46 unbearably44cunn<strong>in</strong>gly 44 suddenly 43 sleepily 43 lazily43unhappily 42 bravely 41 suffer<strong>in</strong>gly 39 terribly38shamelessly 38 profoundly 37 <strong>virtual</strong>ly 35 unexpectedly34fiercefully 34 doubtfully 29 badly 29 fanatically26endear<strong>in</strong>gly 26 astonishedly 26 tragically 24 ignorantly24jok<strong>in</strong>gly 23 personally 22 exhaustedly 22 spontaneously21trustfully 20 sickly 20 really 20 search<strong>in</strong>gly19honestly 19 patroniz<strong>in</strong>gly 18 surpris<strong>in</strong>gly 15 courageously12busily 12 truly 11 <strong>in</strong>stantly 11philosophically 9skilfully 8 def<strong>in</strong>itely 8 rebelliously 7 scornfully3carelessly 3 sceptically 2 egoistically 1/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~\


|Thomas Gerstner gerstnet@<strong>in</strong>formatik.tu-muenchen.de Junky@Nemesis|X|\________________________________________________________________\_/---APPENDIX SIX: THE LAMBDAMOO PLAYER SURVEY---From: Pavel Curtis To: emr@mullian.ee.mu.OZ.AUSubject: Comments on Chapter TwoDate: Thu, 23 Dec 1993 16:26:26 PSTIn a recent survey of 583 MOOers, we got the follow<strong>in</strong>g estimates ofhow much time they spend do<strong>in</strong>g different th<strong>in</strong>gs:social: 57.26%build<strong>in</strong>g: 14.14%gam<strong>in</strong>g: 6.99%explor<strong>in</strong>g: 14.63%other: 6.98%From: Pavel Curtis To: emr@mullian.ee.mu.OZ.AUSubject: Comments on Chapter ThreeDate: Tue, 28 Dec 1993 17:01:23 PSTPage 4:Para 3: To <strong>in</strong>form the 'common lore' here, 76.6% of our LambdaMOOsurvey respondents claimed to be male and 23.4% female, <strong>in</strong> real life.[...]Page 5:Para 4: Here are the numbers from the RL age question on our survey:There were 581 answers to this question:What is your "real life" age, <strong>in</strong> years?2 ( 0.3%): 12 ( 0.3%): 126 ( 1.0%): 1310 ( 1.7%): 144 ( 0.7%): 156 ( 1.0%): 1612 ( 2.1%): 1734 ( 5.9%): 1890 (15.5%): 1962 (10.7%): 2053 ( 9.1%): 2142 ( 7.2%): 2242 ( 7.2%): 2332 ( 5.5%): 2421 ( 3.6%): 2531 ( 5.3%): 2617 ( 2.9%): 27


19 ( 3.3%): 2810 ( 1.7%): 297 ( 1.2%): 307 ( 1.2%): 3111 ( 1.9%): 3210 ( 1.7%): 336 ( 1.0%): 346 ( 1.0%): 353 ( 0.5%): 365 ( 0.9%): 375 ( 0.9%): 385 ( 0.9%): 393 ( 0.5%): 404 ( 0.7%): 411 ( 0.2%): 424 ( 0.7%): 431 ( 0.2%): 443 ( 0.5%): 452 ( 0.3%): 491 ( 0.2%): 511 ( 0.2%): 541 ( 0.2%): 120Average: 23.66Clearly, the two answers of '1' and the one '120' answer arebogus. Throw<strong>in</strong>g them out, the average is 23.58 years old. Note thatevery age from 12 through 54 is represented <strong>in</strong> the results.---APPENDIX SEVEN: CHARACTER GENERATION...------...COMPLEX:---____________ ____________ _____________ ___/ _________/\ / ______ /\ /____ _____/\ / /\/ /\________\/ / /\____/ / / \___/ /\____\/ / / // /_/______ / / / / / / / / / / / // _________/\ / / / / / / / / / / / // /\________\/ / / / / / / / / / / / // /_/______ / /_/___/ / / / / / / /_/_______\___________\/ \___________\/ \__\/ \___________\/*---THE REVENGE OF THE END OF THE LINE---*Use 'Guest' to look around or if you are hav<strong>in</strong>g problemswith your character.***Players who don't log<strong>in</strong> every 120 days will be purged.***Enter your name: IreshiNew character.Choose a password:---****Password (aga<strong>in</strong>):---****


Welcome To: Revenge of the End of the L<strong>in</strong>e (LPmud)You can remember noth<strong>in</strong>g but an ageless eternity of wait<strong>in</strong>g <strong>in</strong>a warm conf<strong>in</strong><strong>in</strong>g darkness. Now, you float before a mightymirror which but dimly glows, its light engulfed by the voidbeyond. A shapeless mist is all that is visible of yourself<strong>in</strong> the mirrored surface. The time has come to jo<strong>in</strong> theliv<strong>in</strong>g!A voice speaks from the darkness:"You must choose the form that you shall <strong>in</strong>habit for therema<strong>in</strong>der of your days. You may appear as one of many typesof mortal be<strong>in</strong>gs."Centaur Drow Elf Dwarf Elf GnomeGrey Elf Half Elf Halfl<strong>in</strong>g High Elf High HumanHuman Imp Ka'n<strong>in</strong>e Kender Kl<strong>in</strong>gonLow Human Orc Parthan Squid Teddy BearTrenol Troll Wood ElfChoose a race, get '<strong>in</strong>fo ' on a race, or 'list'races.Your Choice: <strong>in</strong>fo teddy bearTeddy Bears are small, lovable creatures. Their paws are tooclumsy to wield most weapons, and their awkward body shapeprohibits most armor from be<strong>in</strong>g worn, also. They are,however, small and agile, reasonably <strong>in</strong>telligent, and cute asa race can be.Choose a race, get '<strong>in</strong>fo ' on a race, or 'list'races.Your Choice: teddy bearThe voice speaks once aga<strong>in</strong>:"Your form decided, you must now choose the characteristicsthat will def<strong>in</strong>e your abilities. Choose wisely, lest yourlife be brief and unreward<strong>in</strong>g. Your race beg<strong>in</strong>s with thefollow<strong>in</strong>g characteristics. You may add 5 po<strong>in</strong>ts toyourself."Enter the name of a stat to <strong>in</strong>crease it by 1, or '' to raise a stat by v po<strong>in</strong>ts.Str: 5, Int: 11, Wil: 9, Con: 5, Dex: 15, Chr: 25, Free:5Your Choice: <strong>in</strong>t 4Str: 5, Int: 15, Wil: 9, Con: 5, Dex: 15, Chr: 25, Free:4Your Choice: dexThe voice speaks once aga<strong>in</strong>:"F<strong>in</strong>ally, you must choose the gender your body will conformto <strong>in</strong> its mortal lifetime. Confused souls may choose to bepassed on as sexless be<strong>in</strong>gs, although it is known thatandrogynous <strong>in</strong>dividuals lead lonely lives."Genders available: male, female, other, unknown.Your Choice: femaleThe voice speaks a f<strong>in</strong>al time:"You are ready to enter the world of the liv<strong>in</strong>g. Enter themirror if you are prepared or change <strong>in</strong>to another form if youare unsatisfied with your current one. We will not meetaga<strong>in</strong>."New Character Generation ChamberYou stand before a mighty mirror whose dim glow is the soleillum<strong>in</strong>ation <strong>in</strong> this chamber. Runes engraved upon the surface


of the mirror <strong>in</strong>struct you to to move your soul <strong>in</strong>toa new form or the mirrorto beg<strong>in</strong> your days as a mortal.---- Obvious exits are: enter, change.---...OR SIMPLE:---Welcome to AcmeMUSH!Type connect to connect to an exist<strong>in</strong>gcharacter.Type create to get a new character> create Ireshi---****Welcome to AcmeMUSH, Ireshi! Before you venture on <strong>in</strong>to theworld, you might like to set your gender (@setme=male|female|neuter) and your description (@desc me=).Have fun!

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