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Drift
Reality > London,
England > The Role of the Everyday User in the Evolution
of MMORPGs - Part 2
The
Internet
The Internet
is a prime medium for analyzing the innovative role of the ordinary
user. There is a precedence of innovation that has been woven
into the fabric of the medium. According to Castells (2001), the
Internet “highlights people’s capacity to transcend
institutional goals, overcome bureaucratic barriers, and subvert
established values.” Its roots in the government-funded
Advanced Research Projects Agency (ARPA), and connection with
the private sector might be construed as setting a tone of top-down
innovation and implementation, if not for two key points: First,
the goal of ARPAnet was to develop a network for communications
that was decentralized and open-ended, key characteristics that
allowed ordinary users to experiment with the medium. Secondly,
many of the forces that helped shape the Internet stem from a
culture of openness and creativity that pervaded the college campuses
where ARPAnet was developed. It was this culture, manifest in
policies such as the open-source movement, which has been attributed
for the rapid development of the Internet.
Multi-user
Domains (MUDS)
In the late
70s, two students at Essex University collaborated on a project
that sought to leverage the Internet as a platform for text-based
role-playing. Working on a DECsystem-10 mainframe, Roy Trubshaw
and Richard Bartle constructed the world’s first MUD, often
referred to a MUD1. Initially, the game was only accessible by
students at Essex University. As word spread, users began dialing-in
to the MUD using modems. The first MUD was heavily influenced
by the role playing game Dungeons and Dragons. In the MUD, users
would explore virtual landscapes and engage in combat with other
users and programmed “monsters.” In the SCOT model,
Bartle and Trubshaw could be considered a social group, proposing
an interpretation of a multi-user online role-playing game, on
the emptiness of cyberspace.
MUD1 grew
in popularity to the point where users began encountering technological
barriers, most notably limited bandwidth. In response, many users
began to code their own MUDs, using MUD1 as a guiding model. In
just a short time, hundreds of MUDs had sprung up throughout Europe
and North America. The online buzz surrounding MUDs began leaking
into the mainstream, and it was not long until they began to gain
exposure in hobbyist and special-interest magazines. By 1984,
Bartle and Trubshaw realized they had collaboratively developed
a potentially profitable technology, and formed MUSE Ltd. in an
attempt to capitalize on it. They rewrote the software, naming
it MUD2, and ran it on 32-bit computers owned by Network Information
Services (NIS) a division of BT. Despite the incredible success
of MUD1, MUD2 failed to be a lucrative undertaking, as did numerous
other commercial ventures involving MUDs. The “dominant
commercial” interests never had a substantial impact on
the shape of the technology; rather, the ordinary user continued
to dictate the shaping process as we shall see in the following
example.
The initial
MUDs were limiting in terms of what the user could or could not
do within the virtual world. In most cases, a user could interact
with pre-coded objects and locations, but these objects and locations
themselves were not editable. According to Bakardjieva’s
statement on the role of the ordinary user, the vibrancy observed
during the formative stages of the technologies development would
be expected to wane as dominant commercial interests took hold.
Although there were continued commercial ventures into MUDs, the
most successful MUDs were largely non-commercial endeavors coded
by ordinary users. Furthermore, many of the subsequent iterations
proved to be more innovative than the original MUDs. For instance,
Tiny-MUD, developed by Jim Aspnes at Carnegie Mellon University,
provided users with the ability to code and create new objects
and landscapes within the MUD (Pargman, 2000). Tiny-MUD was not
only innovative in its design, but also in the new social practices
it inspired. Whereas user activity in previous MUDs had been primarily
restricted to exploring landscapes and combating monsters, the
central activity in Tiny-MUD involved social interactions between
various users. In both these capacities, Tiny-MUD’s model
had a profound effect on the shape of future MUDs.
Throughout
the 1990s, the number of user-run MUDs increased dramatically.
According to Pargman (2000), there were between 1500 – 3000
publicly available MUDs by the year 2000. The majority of successful
MUDs continued to be managed and developed by communities of ordinary
users. Throughout the lifespan of MUDs, the dominant commercial
interests that would be expected according to Bakardjieva, never
appeared. It proved to be a similar and related ICT, where dominant
forces would begin to have an impact.
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