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In the Jungle of MUD
Virtual worlds you can hook into - and get hooked
on - are the latest rage on the computer networks
By ELLEN GERMAIN WASHINGTON
You're in a tropical rain forest,
trying to decide whether to explore
the ruined Maya temple in the distance or climb into the forest canopy
overhead, where you might see some monkeys. Suddenly there's a yellow-brown
jaguar sitting on the branch above you,
flicking his tail from side to side, his yellow eyes fixed on yours. Maybe climbing a
tree isn't such a good idea
after all. You don't think
jaguars eat people, but rather
than find out, you head off across
the forest floor, turning this way
and that, until you manage to
get yourself hopelessly lost.
Don't panic. Just hang
up, take a deep breath,
and log on again. You're
not going to Panama,
after all, just to a machine somewhere in
Pittsburgh, Pennsylvania. And what you are
exploring is not an exotic ecosystem but a
computer system called
a MUD.
MUDs (the name
stands for Multi-User
Dungeons) are the latest
twist in the already somewhat twisted world of computer
communications. A sort of poor man's
virtual reality - created by using
words, not expensive head-mounted
displays - MUDS are a quantum leap over
computer bulletin boards, where you not
only meet and interact with other computer users from all over the world but build
your own imaginary worlds as well. The
first MUD was invented in 1979 as a way
for British university students to play the
fantasy game Dungeons & Dragons by
computer. But in the past few years computer scientists have created new kinds of
MUDs that are far removed from the D&D
world. These quickly caught on among
college students - and among the general
computer-using population too. Suddenly
new MUDs are sprouting up everywhere in
cyberspace, in every size and shape.
Some MUDs are fashioned after medieval villages, with town squares, blacksmiths
and churches. Others re-create
science-fiction and fairy-tale settings
like C.S. Lewis' Narnia, Frank Herbert's
Dune and the universe of Star Trek. Massachusetts Institute of
Technology researchers have built a MUD model of their
famous Media Lab, with offices and corridors corresponding to the real thing. One
intrepid group of computer users constructed a section of the London
Underground, complete with a virtual subway.
MUDs come and go, drifting in and out of
favor, but the current count is estimated
at 300 worldwide, most of them accessible through the vast global computer grid
called the Internet.
Playing in a MUD is like wandering
through a literary maze. Scenes are
sketched out in a phrase or two - a woody
glade, a drafty cave - and you move from
one to the other by typing commands: go
west, climb up, enter castle. In your travels, you run into various objects (a
giggling robot, a sleeping sloth) as well as other characters. These can be other players,
logging on from a remote computer, or
cleverly designed computer programs
masquerading as humans. You can communicate with anyone you meet by either
speaking (typing a message that appears
on the other player's screen) or "emoting" (expressing a feeling or performing
an action). In the early MUDs, players
spent most of their time stabbing, clubbing or otherwise inflicting pain on other
players. In more highly evolved MUDs,
characters engage in all manner of intimate communications, including simulated sex.
Sex is tricky on the MUDs. Because you
can be anything you want to be - a tall Xantian with purple eyes or a gorgeous earthling
hunk - there is quite a bit of gender
swapping going on. "A lot of men pretend
to be women so they can have more virtual
sex," says Amy Bruckman, an M.I.T. researcher studying social interaction on
MUDS. "A lot of women pretend to be
men so they'll be left alone." Tracy (not
her real name), a 28-year-old writer, often
assumes the identity of a macho, beer-guzzling, care-for-nothing college student.
She says it gives her a chance to see
how the other half lives - and to work out
her frustration with the men she meets in
her life off-line.
Committed MUDders find the experience highly addictive - much to the consternation
of parents and computer-system administrators.
Some students play as much
as 80 hours a week, neglecting their schoolwork and
overloading their local
computer networks. Amherst College banned
MUDs from the campus
computer system in
1992; Australia has gone so far as to banish them from the
continent.
Some educators are
trying to find a way to
channel all that creative
energy. Education-technology researcher Barry Kort
administers a child-oriented MUD in Cambridge, Massachusetts,
where children learn by doing. Among its virtual worlds are the
Land of Oz and a model of Yellowstone
National Park, complete with spouting geysers and wandering moose. The
Yellowstone world was built by a nine-year-old boy just back from a family vacation.
Instead of writing about what he did
on his summer vacation, says Kort, "he
built a working model of his summer
vacation."
Nobody has yet found a way to make
money from MUDa, but commercial exploitation may not be far behind. Howard
Rheingold, author of a new book on virtual
communities, points out that many MUDs
already have elaborate systems for tracking the points that players amass by finding
treasures or killing enemies. Those
systems could just as easily be used to
amass dollars, says Rheingold. "As soon
as somebody figures out a way to play for
real money, you're going to see some real
action."
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