MUDs and a little about their sociology
One of the most interactive media on the net these days
are MUDs, which
combine real-time conversation among multiple people with the ability to create virtual
environments with imaginative, literary descriptions and objects with complex behavior
created by the inhabitants themselves.  (This is therefore a superset of the environments
provided by, for example, Internet Relay
Chat, which is a strictly conversational medium, albeit real-time, and electronic mail or Usenet news, which lack the immediacy of
MUDs and IRC.)
There are several interesting features common to almost every MUD:
  -  
       Anonymity and pseudonymity.  With the exception of MediaMOO, practically all
       MOOs hide the real identities of their users.  This is not to say that users are
       mutually indistinguishable from each other; rather, users pick new names for
       themselves.  Those who use multiple MUDs often use the same name on them all.
       Hence, while someone's real name (q.v. Vernor Vinge's Real Names)
       might be hidden, their reputation is quite important, often important enough
       to carry from MUD to MUD.  This pseudonymous tendency in part stems from the
       original role-playing style of early MUDs; it also lends itself to fun with Turing
       tests and gender-bending, as described below.
  
-  Any MUD of any reasonable size (over 50 or 100 regular users) tends to quickly
       accumulate a political system.  LambdaMOO tried to get
       away from politics, but excessive demands of the users on the wizards, combined
       with a rape there, forced self-governance,
       law, and punishment on the community.  Similarly, even though MediaMOO tried to get
       away from making its administrators symbols of judicial authority (it was my idea,
       when helping to set up MediaMOO, that we call ourselves janitors, not wizards, to
       get this idea across), growth of the user community eventually forced politics,
       councils, and many other governmental mechanisms upon the community.  It seems that
       one cannot be in a community of any real size without politics cropping up.
  
-  Interactivity is a central part of mudding.  This
       takes two forms:  interacting with other players (e.g., conversations, joint
       manipulation of objects in the world), and interacting with the environment itself
       (building and programming objects, describing rooms, etc).  There is pratically no
       static text in the sense of traditional media theory; even descriptions and
       interconnections of rooms are potentially volitile.  (In fact, familar rooms and
       their descriptions tend to "fade into the background" to an experienced user; it is
       the novel aspects which attract attention.)  This interactivity and malleable text
       tends to invalidate those theoretical approaches which
       assume that there is some canonical or privileged reading of the work; such a
       viewpoint becomes unsustainable.
  
-  Anonymity and pseudonymity, interactivity, and the purely-textual representation
       of the vast majority of MUDs tends to encourage a loose and fuzzy boundary between
       human and machine agency.  Indeed, deliberate experiments in Turing-capable agents
       such as Julia can
       lead to bizarre sociological malfunctions (such as the poor loser who apparently
       failed a Turing test himself by following Julia
       around for days trying to get to first base with her, without realizing he was
       pursuing a computer program); they can also lead to surprisingly useful tools, such
       as her navigational and message-handling capabilities, when correctly used.
  
-  The characteristics described immediately above, which lead to Turing-fuzziness,
       also lead to a great deal of gender-bending, in which
       users often impersonate people of the opposite gender.  If the interactive,
       conversational style of MUDs does not already make authorship a fuzzy concept, the
       gender-indeterminacy of many interactions continues the trend.  While fixed, static
       media are often superficially genderless (e.g., either anonymous, or known to be
       pseudonymous, or corporately produced [thus apparently neuter]), most people expect
       a conversation or other interactive form of communication to make available
       information about the gender of the participants.  MUDs often deny this, often
       leading to an unusual interactional mode not seen in other media.
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Lenny Foner
Last modified: Sun Dec 24 12:27:12 1995