How to Convert Your Ideas Into Reality a Circlemud Coding Manual
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Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
The Decline of Mmos
The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps). -
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress JOHN DUNHAM, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA KONSTANTINOS PAPANGELIS, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA NICOLAS LALONE, University of Nebraska Omaha, USA YIHONG WANG, University of Liverpool, UK Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, weaim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive fromplaying LBGs. CCS Concepts: • Human-centered computing ! Human computer interaction (HCI); Collaborative and social computing. Additional Key Words and Phrases: Location-based Games, Player Traits, Gratifications, Pokémon GO, Harry Potter: Wizards Unite, Ingress ACM Reference Format: John Dunham, Konstantinos Papangelis, Nicolas LaLone, and Yihong Wang. 2018. Player Traits and Gratifica- tions of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress. -
Austin Games Conference 2005
Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a -
Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World
“Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World T.L. Taylor Department of Communication North Carolina State University POB 8104, 201 Winston Raleigh, NC 27605 USA +1 919 515 9738 [email protected] Abstract This paper explores the ways the commercialization of multiuser environments is posing particular challenges to user autonomy and authorship. With ever broadening defi nitions of intellectual property rights the status of cultural and symbolic artifacts as products of collaborative efforts becomes increasingly problematized. In the case of virtual environments – such as massive multiplayer online role-play games – where users develop identities, bodies (avatars) and communities the stakes are quite high. This analysis draws on several case studies to raise questions about the status of culture and authorship in these games. Keywords Avatars, Internet, virtual environments, games INTRODUCTION While the history of virtual environments has so far been primarily written with an eye toward either the text-based worlds of MUDs or social graphical spaces like Active Worlds and VZones/WorldsAway, massive multiplayer online 227 Proceedings of Computer Games and Digital Cultures Conference,ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. role playing games (MMORPG) have dramatically popularized virtual worlds [1]. The MMORPG genre now boasts hundreds of thousands of users and accounts for millions of dollars in revenue each year [2]. While multiplayer games are at their most basic level simply that, a game, they should be more richly seen as spaces in which users come together online and invest enormous amounts of time inhabiting a virtual space, creating characters, cultures, and communities, gaming together, making dynamic economies, and exploring elaborate geographical terrain. -
GENDER SWAPPING on the INTERNET Amy S. Bruckman Presented at the Internet Society, San Fransisco, CA, August 1993
GENDER SWAPPING ON THE INTERNET Amy S. Bruckman Presented at The Internet Society, San Fransisco, CA, August 1993. ABSTRACT In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. In these virtual worlds, the way gender structures basic human interaction is often noticed and reflected upon. This paper introduces MUDs, and then presents a community discussion about gender issues that MUDs inspired. Gender swapping is one example of ways in which network technology can impact not just work practice but also culture and values. I. GENDER SWAPPING ON THE INTERNET On the television show Saturday Night Live, a series of skits concerned a character named Pat, who has no apparent gender. The audience is tempted with the promise of clues. In one episode, Pat gets his or her hair cut. A sign in the salon says that men's haircuts are $7, and women's haircuts are $9. The audience waits in suspense: when Pat goes to pay, his or her true gender will be revealed. The humor of the series lies in the fact that those hopes are constantly foiled; in this instance, Pat leaves $10 and says to keep the change. Gender is so fundamental to human interactions, that the idea of a person without gender is absurd. The audience thinks that surely some clue must reveal Pat's gender, but none ever does. Many who have never seen Saturday Night Live know about Pat.(2) The character has become a kind of cultural icon. Pat's popularity is revealing. -
Yib's Guide to Mooing
Yib’s Guide to MOOing Getting the Most from Virtual Communities on the Internet Elizabeth Hess Table of Contents Foreword....................................................................................................................iii Acknowledgements.....................................................................................................v Introduction ...............................................................................................................1 Part I Fundamentals ...................................................................................................5 Chapter 1 – The Basics ................................................................................................7 Getting Started........................................................................................................7 Basic Communications............................................................................................9 Requesting a Character and Getting Settled In ...................................................... 14 Chapter 2 – How Do They Do That?.......................................................................... 21 Overview............................................................................................................... 21 A Very Brief Introduction to Objects ..................................................................... 21 Exploring an Object-Oriented World..................................................................... 22 Moving Around in a MOO................................................................................... -
""° Po0 Communications 0$ Forum
Dewey i4 HE760O@ .S46 0*0 ""° PO0 COMMUNICATIONS 0$ FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 MIT COMMUNICATIONS FORUM ROOM E40-242A CAMBRIDGE, MA 02139 (617) 253-3144 J MASSACHUSETTS INSTITUTE OF TECHNOLOGY MASSACHUSETTS INSTITUTE OF TECHNOLOGY COMMUNICATIONS FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 Julian Dibbell The Village Voice Amy Bruckman The Media Lab Massachusetts Institute of Technology F. Randall Farmer Electric Communications Dr. Martin Roberts, Moderator Foreign Languages and Literature, Film and Media Studies Massachusetts Institute of Technology Kelly M. Greenhill, Rapporteur Graduate Student, Department of Political Science Massachusetts Institute of Technology L MASSACHUSETTS INSTITUTE OF TECHNOLOGY COMMUNICATIONS FORUM "Democracy in Cyberspace: Society, Politics and the Virtual Republic" 5 May 1994 The MIT Communications Forum gratefully acknowledges its support: Ascom Timeplex Bellcore CSELT GTE Laboratories, Inc. Motorola, Inc. Naval Undersea Systems Center Nokia Olivetti, SpA Polaroid Corporation Telefonica Group Telia Research AB L ~ Moderator MARTIN ROBERTS [MR]: Good afternoon everyone. You are sitting in the. a spacious. comfortable auditorium in the basement of Building E-15 on the M.I.T. campus. It is a rainy afternoon, at the beginning of a Communications Forum entitled. "Democracy in Cyberspace: Society, Politics, and the Virtual Republic." There is an atmosphere of expectation in the air as people continue to drift in and take their seats. You look around, recognizing the same old faces and noticing a few new ones. Obvious exits are down then left, or up and out of the auditorium. The forum has already begun. At the front of the auditorium, the proceedings are being opened by Martin. -
Telecommunications Seminar 2007
Why peoPlE play MmorPgs Indiana University 11 th April 2007 Prof. Richard A. Bartle University of esSex introduction • This talk concerns massively multiplayer online role-playing games – Mmorpgs to the players • Or mmogs, mmos, pws, muds, mugs, mu*s, … – Virtual worlds to academics • Or synthetic worlds, virtual environments, … • My aim here is to explain Why people play them – Because, hey, then we get better ones! • Get comfy, it’s a long journey… 1 What are vws? • Virtual worlds are places • being places, they have a number of place- like features – You can visit them – Other people can also visit them – At the same time • They are, however, not real • This seems like a major disadvantage – How do you visit somewhere that isn’t real? Answer: • You use an avatar – Or, more technically speaking, a character 2 About avatars • Far from its being a disadvantage , people often like using an avatar Furthermore… • Some people prefer it to reality 3 Leisure time • People play these for several hours a day – Day after day • Month after month – Year after year… • I have players for my own game that are still there after 19 years • Surveys have consistently shown that The average time a player spends in a virtual world is around 20 hours a wEek – They often invest a lot of time in it oFfline , too • So where did these games come from? World of warcraft • world of warcraft , blizzard, 2004: 4 everquest • Everquest , sony online entertainment, 1999 connection • Everquest ruled until Wow came along – 480,000 subscriptions at its peak • Wow is modeLled -
5 Mud Spells
1. I AN INTRODUCTION TO MUD I I i Duncan Howard I Century Communications - London - CONTENTS INTRODUCTION by Richard Bartle I Chapter I A day in the death of an adventurer 7 Chapter 2 What is MUD? II Chapter 3 MUD commands 19 Chapter 4 Fighting in MUD 25 Chapter 5 MUD spells 29 Chapter 6 Monsters 35 Chapter 7 Treasure in MUD 37 Chapter 8 Wizards and witches 43 Chapter 9 Places in the Land 47 Chapter IO Daemons 53 Chapter II Puzzles and mazes 55 Chapter I2 Who's who in MUD 63 © Copyright MUSE Ltd 1985 Chapter I3 A specktackerler Christmas 71 All rights reserved Chapter I4 In conclusion 77 First published in 1985 by Appendix A A logged game of MUD 79 Century Communications Ltd Appendix B Useful addresses 89 a division of Century Hutchins~n Brookmount House, 62-65 Chandos Place, Covent Garden, London WC2N 4NW ISBN o 7126 0691 2 Originated by NWL Editorial Services, Langport, Somerset, TArn 9DG Printed and bound in Great Britain by Hazell, Watson & Viney, Aylesbury, Bucks. INTRODUCTION by Richard Bartle The original MUD was conceived, and the core written, by Roy Trubshaw in his final year at Essex University in 1980. When I took over as the game's maintainer and began to expand the number of locations and commands at the player's disposal I had little inkling of what was going to happen. First it became a cult among the university students. Then, with the advent of Packet Switch Stream (PSS), MUD began to attract players from outside the university - some calling from as far away as the USA and Japan! MUD proved so popular that it began to slow down the Essex University DEC-ro for other users and its availability had to be restricted to the middle of the night. -
Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.