Magnafix says, "Have you figured out the secret entrance to
Kahn Draxen's castle?"
Newtrik sighs deeply.
Newtrik says, "I think so, but I haven't found the stone key yet!"
Magnafix grins mischievously.
Magnafix gives a stone key to Newtrik.
Newtrik smiles happily.
Newtrik shakes hands with Magnafix.
Newtrik says, "Thanks!"
Magnafix grins broadly and says, "No problem..."
Newtrik leaves west.
Since MUDs are generally restricted to text-based interaction (some support ANSI codes, and the graphical MUDs are gaining popularity), one might expect that the interactions therein are characterized by a lack of regulating feedback, dramaturgical weakness, few status cues, and social anonymity, as Kiesler and her colleagues have suggested (Kiesler, Siegal, & McGuire, 1984). While these characteristics may be readily attributable to the majority of interactions within experiments on computer conferencing and electronic mail, such is not the case for MUDs, as each (there are hundreds) is a rich culture unto itself, as will be shown. This thesis is meant to explore the modalities by which MUD users avoid the drawbacks mentioned above, specifically, how nonverbal communication takes place in a virtual world composed solely of words.
On a smaller scale, throughout the 1970's, various corporations developed
their own computer networks for intra-organizational interaction. E-mail
and computer conferencing were created, useful for information exchange, but
asynchronous (i.e., messages are stored for later retrieval by other users,
rather than the synchronous co-authoring of messages) and thus less
interpersonal than MUDs would later become.
At the same time as this conferencing research was being done, another group
of programmers was involved in the creation of text-based adventure games in
which a user would wander through a textually-depicted maze, occasionally
encountering programmed foes with whom to do battle. These first single
user adventure games, developed in the early 1970's, expanded the world's
notion of computers from mere super-cooled punch-card-munching behemoths to
a more user-friendly conception of computers as toys and even friends.
Inevitably, the networking technology and the game technology crossed paths.
In 1979, Richard Bartle and Roy Trubshaw developed the first MUD (called
"MUD", for Multi-User Dungeon; now, the term MUD is commonly accepted as a
generic term for Multi-User Dimensions of many varieties) at Essex
University. This original game became enormously popular with the students
at Essex, to whom its use was restricted at first. As various technological
barriers were toppled, access to "MUD" was granted to a widening circle of
users in the United Kingdom, which eventually prompted two results. First,
several of the "MUD" players wrote their own variations of the game.
Second, the computer games magazines took note and produced a flurry of
articles about "MUD" in the early 1980's (Reid, 1993, Bartle, 1990).
These two results are related in that they brought about an exponential
growth in the Multi-User Dimension community. By 1989, there were quite a
few families of MUD programming technology, each designed with different
goals in mind. Many of these technologies sought to distinguish themselves
from their brethren by adopting new acronyms (as well as new programming
approaches), such as MUSH (Multi-User Shared Hallucination), MUSE (Multi-
User Simulated Environment), MOO (MUD, Object-Oriented), DUM (Depend Upon
Mud (forever)), MAGE(Multi-Actor Gaming Environment), and MUCK (Multi User C
Kernel).
At the time of this writing, there are an estimated five hundred publicly
accessible MUDs (Turkle, 1995, p. 11). There also exist an unknown number
of private MUDs, and commercial "pay-for-play" MUDs. These numbers change
from week to week, as MUDs die out for various reasons quite frequently
(e.g., a MUD running on a university computer may suddenly lose the right to
do so -- especially if the university was not informed of such use).
Indeed, "large MUDs can be opened from scratch by spending a few hours with
FTP," (Koster, 1996), and hence can expire shortly thereafter due to lack of
interest. However, many MUDs survive for years, as evidenced by such hugely
popular MUDs as Ancient Anguish, DragonMUD, and LambdaMOO, each of which
boasts over seven thousand participants.
It must be noted, however, that even though the rate at which people come on
and stay on the Net is increasing, and shows no signs of slowing (Sellers,
1996), MUDs have remained as one of the least-frequented portions of the
Internet. Even with articles published in such mainstream publications as
Time (September 13, 1993), The Atlantic (September 1993), The Wall Street
Journal (September 15, 1995), MacUser (November 1995), Technology Review
(July 1994), and The Village Voice (December 21, 1993), even the most cyber-savvy of citizens has likely not experienced a MUD. There are several
reasons for this. First of all, MUDs have been rather insular, almost
underground, in their marketing; there is a single USENET newsgroup
dedicated to the announcement of new MUDs (rec.games.mud.announce). For the
uninitiated, this sole advertising space is quite obscure, if not invisible.
As such, it is common for people to be introduced to MUDs simply by word of
mouth, a diffusion method that has met with limited success. Among people
who have heard of MUDs, many assume that they are simply wastes of time
(indeed, MUDs can devour time like few other activities). Another factor
for new users is the fact that the graphical interface is the Internet
industry standard now; if there's not a multi-colored icon to click on, many
recent Internet users will pass it by. As such, it may turn out that the
graphical MUDs currently under development will become the dominant paradigm
for real time chat and adventure games in the years to come. Finally, there
is a steep learning curve involved in becoming acquainted with one's first
MUD, including such hurdles as Unix, telnet, the initial login screen, the
hundreds of available MUD commands, the local MUD culture, etc.
Michael Holmes is another scholar who has recently contributed to the
literature on MUDs. His (1994) study of MUD environments as compared to
Internet Relay Chat (and other similar "chat" utilities) concluded that the
chat services "supply a stark context for conversation", while MUDs furnish
"a richer context intended to model aspects of the physical world," (Holmes,
1994). Similarly, his (1995) examination of deictic conversational
modalities in online interactions sheds light on such curious observed
utterances as "Anyone here near Chicago?", (Holmes, 1995). Owen (1994)
worked with identity constructions spawned by the chat utilities of the
world's largest commercial Internet provider, America Online (AOL) and
posits the frequent appearance of self-effacing attribution invitations in
online conversations.
As the number and extent of the uses of computer mediated communication
(CMC) have grown exponentially in the last two decades, the communication
discipline has produced a body of literature examining the interpersonal
effects of such interaction. Some such studies purport that CMC is
necessarily task-oriented, impersonal, and inappropriate for interpersonal
uses (see Dubrovsky, Kiesler, & Sethna, 1991, Dubrovsky, 1985, Siegel,
Dubrovsky, Kiesler, & McGuire, 1986). This effect is brought about by a
lack of media richness, and is sometimes called the "cues-filtered-out"
perspective (Culnan & Markus, 1987). In other words, restricting
interlocutors to the verbal channel strips their messages of warmth, status,
and individuality, (Rice & Love, 1987). However, as Walther, Anderson, and
Park point out in their excellent (1994a) meta-analysis of published CMC
studies, when provided with unlimited time, CMC users gain familiarity with
the tools at hand, and communication becomes much more sociable, indicating
that "the medium alone is not an adequate predictor of interpersonal tone,
", (Walther, 1995, p. 11). Walther even posits the existence of what he
calls "hyperpersonal" communication, "CMC which is more socially desirable
than we can achieve in normal Ftf [face to face] interaction,", (Walther,
1995, p.18). This phenomenon stems from three sources. First, CMC
interlocutors engage in an over-attribution process, attributing idealized
attributes on the basis of minimal (solely textual) cues. In fact, Chilcoat
and Dewine (1985) report that conversants are more likely to rate their
partner as attractive as more cues are filtered out. (Their study compared
face to face, video conferencing, and audio conferencing, and the results
were exactly the opposite of their hypotheses.) Second, CMC provides users
with an opportunity for "selective self-presentation" (Walther & Burgoon,
1992), since the verbal channel is the easiest to control. Finally, certain
aspects of message formation in CMC create hyperpersonal communication in
that one has time to formulate replies and analyze responses to one's
queries, a luxury denied, or at least restricted, in face to face dyads.
A considerable number of papers and projects concerning MUDs has been
produced within other disciplines. For instance, sociologist Reid (1994)
examines a MUD as a cultural construct, rather than a technical one, and
addresses issues such as power, social cohesion, and sexuality. Serpentelli
(1992) examines conversational structure and personality correlates in her
psychological study of MUD behavior. Likewise, NagaSiva (1992) treats the
MUD as a psychological model, but draws on Eastern philosophy, and discusses
MUD experiences as mystical experiences. Young (1994) embraces the
textuality of MUD experience as postmodern hyperreality, a rich new hybrid
of spoken and written communication. Numerous articles have been produced
within the Computer Science discipline, many of which are of a non-technical
nature, most notably Bartle (1990), whose experience as the co-creator of
the first MUD makes him uniquely qualified as a commentator, Curtis (1992),
another noted innovator in the field (and perhaps the original author of the
phrase "text-based virtual reality"), and Bruckman (1993), whose extensive
work on socio-psychological phenomena in MUDs at MIT has earned her deserved
respect. Finally, Turkle's (1995) important new book examines numerous MUD-
relevant topics, including artificial intelligence and "bots" (MUD robots),
multiple selves and the fluidity of identity ("parallel lives"), and the
effects of anonymity. She points out the psychological significance of role
(game) playing, and reminds the reader that the word "persona" comes from
the Latin word referring to "That through which sound comes", i.e., the
actor's mask. Through MUDs and other forms of CMC, she believes that people
can learn more about all the various masks people wear, including the one
worn "in real life".
At the same time as these text-based virtual environments were rapidly
multiplying, an arguably more ambitious project was well underway in Japan.
Known as "Habitat", it was (and is) a "graphical many-user virtual online
environment, a make-believe world that people enter using home
computers...", (Farmer, Morningstar, & Crockford, 1994, p. 3). The creators
of Habitat soon discovered that a virtual society had been spontaneously
generated as a result of their efforts. One of the creators claims,
Professional and educational MUDs have begun to appear recently with
more "serious" uses in mind -- their aim is to provide a virtual spatial
context (e.g., conference rooms, lecture halls, and private offices) for the
participants therein, and even the creation of various pedagogical devices
within the environment. A few MUDs have been set up as havens for virtual
support groups for people with common misfortunes or interests. The most
popular variety of MUD, though, harkens back to the philosophy of the
original "MUD", involving puzzle-solving, dragon slaying, and treasure
accumulation.
It is these "adventure-style" MUDs which shall be the topic of inquiry for
the remainder of this thesis. While it may be argued that the social MUDs,
with interpersonal interaction as their participants' sole goal, would be
more suitable, it is precisely because of this goal that adventure MUDs have
been selected. It stands to reason that the communicative phenomena to be
found on purely social MUDs may be even more firmly entrenched than on
adventure MUDs due to the wealth of additional cultural cues which such
environments spawn. Therefore, it is important to demonstrate that 1)
virtual cultures develop on adventure-style MUDs, 2) that these cultures are
quite real to the participants therein, and 3) that nonverbal communication
occurs in these worlds designed with point accumulation in mind, and created
solely by words.
Beyond the technical distinction of which mudlib a MUD runs on, the next
most distinctive feature is probably the theme which guides the builders
(i.e., the people who actually program the objects in the MUD - every room,
monster, weapon, etc) in their creation of the MUD. The first MUDs were
most commonly based on a Tolkienesque world of hobbits and giants, swords
and sorcery.
Now that the MUD community has expanded, however, diverse themes can be
found, such as MUDs based on Star Trek, Star Wars, and other popular fantasy
genres. Some MUDs (mostly social MUDs) are simply set in American cities,
such as BayMOO (San Francisco) and Club Miami (Miami, FL). Other MUDs are
not themed in setting, but in purpose; they exist as meeting places for
people with common interests, such as support groups for zoophiles, or
discussion groups for astronomers. Still other MUDs are set
simply in a virtual representation of the administrator's home.
(The WWW site
http://www.mudconnect.com contains an extensive list of current
publicly available MUDs).
By far, however, the fantastical swords and sorcery adventure-style MUDs are
the most popular among MUD players. As such, they have been developed
perhaps more than any other, with a rich tapestry of literature from which
to draw, and perhaps even attracting especially imaginative builders and
players. It may be speculated that an additional reason that adventure-
style MUDs are so popular is that the treasure and point gathering that
takes place therein appeals to many computer enthusiasts' desire for mastery
of technique and knowledge.
Each adventure-style MUD (referred to as simply MUDs from now on, unless
otherwise noted) has a primary dichotomy, often referred to as the
"mortal/immortal" dichotomy. Simply put, the "immortals" are those
participants who have access to the programming which makes the MUD run.
"Mortals" do not. Though the colorful terminology may change from MUD to
MUD, this split is sure to exist. It should be noted that this is a
significant difference between adventure-style MUDs and purely social MUDs
(most often based on MOO code), in which all members enjoy some access to
the programming, and there fore the ability to create their own objects.
Every MUD participant starts out as a "mortal". This entails no access to
the programming language at all. That is, they receive all the textual
descriptions of the virtual environment, but none of the underlying code
that makes the MUD run. For the mortals, the spatial metaphor is reified
through this limited access. They have no choice but to exist within the
spatial metaphor and interact with the other characters and monsters
therein.
Most adventure MUDs offer their participants a range of classes, or
professions, (such as fighter, thief, or necromancer), and races
(fantastical things like ogres and elves). Besides being a colorful
addition to the participant's virtual persona, these designations have
various effects on the player's experience with the MUD. Ogres may be quite
strong, but poor at spell casting. Mages may have an arsenal of spells at
their disposal, but may be struck down easily when hit. These details
become pertinent when one understands the "goal" of an adventure MUD.
In the maze of rooms that makes up a typical adventure MUD, there reside
various programmed monsters to be slain and puzzles to be unraveled.
Players will typically spend much of their time dashing from room to room
engaging in computer-moderated verbally described combat with these
creatures. When successful in vanquishing these foes (success is determined
in a large part by programmed attributes of the combatants, though player
strategy plays a part), players may reap their bounty. Rewards such as
equipment (which may aid the character in future battles or sold at the
shop), or money (which may be used to purchase equipment), and other
treasures may be found. Above all, though, the player of the adventure MUD
seeks "experience points", which determine how powerful the character can
become. When a sufficient quantity of experience points have been
collected, the character may "advance a level", thereby increasing his or
her mastery of combat, spell casting, or other skills.
There are risks, of course, in such valorous activity. Every time a
character enters into combat with a foe, there exists a chance of death.
The severity of players' deaths varies from MUD to MUD. On some MUDs,
characters may simply lose the treasures they have amassed during their
session. On others, significant reductions in a character's quantified
skill levels may occur, while on a few MUDs, death is quite realistic and
harsh - the character is simply erased.
Death is not a random occurrence on well-tuned adventure MUDs. Each
character is a quantifiable distance from death at any given moment, often
referred to as "hit points". Every time s/he is struck in combat (which
proceeds quite rapidly, text scrolling across the player's screen), that
number of hit points is reduced. When it reaches zero, the character dies.
Since characters engage in combat often, and combat reduces hit points,
there exists a need for healing, so that characters do not simply get weaker
with each successive battle. On adventure MUDs, these biological needs are
taken care of through the presence of pubs and restaurants from which one
may buy various cocktails and foodstuffs, all of which contribute to a
character's health. This virtual biology is extended in that characters can
only eat and drink a certain amount before becoming satiated, after which
they need to wait a short time before consuming again. Some MUDs even
require that each character eat from time to time even if they do not
require healing - they get hungry.
Besides food and drink (which cost gold coins), there exist healing spells
which certain classes of character may cast. This is just one of the ways
that interaction between characters is spawned on MUDs. If one character is
injured and knows that a healer is connected to the MUD at the time, s/he
may seek the healer out and ask for help, perhaps even offering something in
exchange. Some MUDs, for instance, require material components for spell
casting (eyes of newt, and so forth), thus providing non-spell casters with
some bargaining power.
An additional source of interaction between players is the guild system.
While each character has a "class", or profession, which determines what
proficiencies they have, guilds are more like social organizations. A guild
could be based upon traditional notions of chivalry, or black magic, or the
love of chocolate, or anything else that the creators decide. Guilds
generally have a private location for guild members to congregate and
interact, and perhaps a few specialized signs or signals that they use to
recognize one another. Guilds often provide an additional reason for
interaction, even to those players most interested in accumulating
experience points.
Many MUDs allow characters of sufficient experience the opportunity to
ascend into the ranks of the "immortals", or those individuals with some
degree of access to the actual programming that makes the MUD run and the
power to create and manipulate objects therein. For the immortals, combat
skills are completely irrelevant; they can simply erase any (non-player) foe
in their path. As such, the very nature of the environment is completely
different for them.
Within the Immortal group, there are several levels of access to the
programming, each with its own colorful moniker.
The hierarchy outlined below is based roughly on the author's acquaintance
with two popular MUDs, Ancient Anguish (described at length in Masterson,
1995) and Paradox II (development of this hierarchy described in part in
Masterson, 1995b). The lowest level of Immortals includes the Builders,
Wizards, or Creators. This group of individuals consists generally of those
players who have reached a certain level of expertise and experience, and
have been granted limited access to MUD code. They are generally given a
directory (MUD syntax is much like the Unix operating system) in which they
can write and edit files which may create objects in the MUD. It is this
group of immortals whose responsibility it is to continue the creation and
expansion of the virtual geography of the MUD. It is also generally the
largest group of immortals.
Various other groups of immortals are responsible for overseeing the
activities of the wizards and the players. A common division involves one
person (often called an "arch") to determine if the areas (this term
includes the monsters and objects therein, as well) that the wizards are
making are of sufficient quality (imaginatively described and
comprehensively coded) to install in the game for players to enjoy (the "QC"
or "Approval Arch"). Another arch might be responsible for ensuring that
the areas all are smoothly integrated into the milieu of the MUD, and that
there are neither areas in which players will suffer grave misfortune for
little reward nor areas from which players stagger home with loads of
treasure with little risk (the "Balance Arch", or "World Arch"). Another
Arch may be responsible for ensuring that the underlying code that governs
combat, character death, and interaction of objects runs smoothly (the
"Mudlib Arch"). Finally, there is usually an arch who's responsibility it
is to ensure a fair and equitable environment for the wizards to code in and
the players to adventure in; in other words, and individual responsible for
the upkeep of the rules of the MUD (the "Law Arch"). Though this scheme is
by no means the only way that adventure MUDs govern themselves, it is quite
common. All of the arches will have greater access to the programming than
do the wizards.
The individuals who occupy the top tier of the adventure MUD immortal
hierarchy are known as the Admins (administrators). This group of
individuals is endowed with the ultimate responsibility for maintenance and
the upkeep of the MUD. They have access to every file that comprises the
MUD. Mortal concerns are outside the scope of their responsibilities.
It can be seen from the preceding section that there are numerous attributes
of MUDs that give rise to interaction between participants. This
interaction brings about a sense of community among participants on a given
MUD. Indeed, some people get quite passionate about their membership in the
"MUD-family", and connect to the MUD for as many as 80 hours a week, which
is testimony to MUD conversations' compelling interactivity. Given that
this is the case, though, how is it that in virtual communities like MUDs,
which are created solely by words on users' computer screens, "real"
communication can take place, including nonverbal communication? In other
words, how is it that the multitude of nonverbal communicative functions,
upon which we rely in face to face interaction for person perception,
regulating interaction, and making sense of our interactions in general, can
be represented verbally, i.e., textually?
With the preceding discussion of nonverbal forms and functions in mind, the
remainder of this thesis shall turn to an examination of nonverbal behavior
on MUDs. Armed with this analytical template, the following questions will
be investigated:
Table of Contents
Background
History of network computing
The first computer network was created in the late 1960s in an effort by
the Department of Defense to link multiple command sites to one another,
thus ensuring that central command could be carried on remotely, if one or
several were disabled or destroyed. Once the hardware was installed, the
military allowed educational institutions to take advantage of the research
resources inherent in multiple site networking. This interlaced network of
computer connections spread quickly, and in the early 1980's, the network
was divided into MILNET, for strictly military uses, and ARPANET, which,
with the advent of satellite communications and global networking, became
the Internet (Reid, 1993).
Previous studies of text based virtual realities:
The current body of communication research on MUDs is scarce, though growing
steadily. Carlstrom's (1992) sociolinguistic study examines the popular MUD
LambdaMOO, and points out several notable differences between MUD
communication and real life communication, including issues of proxemics,
turn-taking, and the uses of silence. Lynn Cherney at Stanford University
has produced a wealth of important linguistic studies, such as her (1994)
analysis of gender-based language differences as evidenced on one MUD, and a
(1995a) study of the objectification of users' virtual bodies on MUDs.
Another article (Cherney, 1995b) points out the details involved in MUD
communication backchannels, implicitly satisfying Kiesler's query, "Consider
the consequences if one cannot look quizzically to indicate if the message
is confusing or ... nod one's head or murmur 'hmm' to indicate that one
understands the other person," (Kiesler, Zubrow, & Moses, 1985, p.82).
Finally, Cherney's (1995b) effort examines the modal complexity of speech
events on one MUD, and suggests a possible classification system for MUD
nonverbal communication, including conventional actions, backchannels,
byplay, narration, and exposition.
Recent innovations:
While the original "MUD" began a tradition of games with monster-slaying and
treasure acquisition as their primary goals, the advent of the MOOs,
MUSHes, MUSEs, and perhaps most notably, Jim Aspne's TinyMUD in 1989,
brought about a new thinking in the purpose of Multi-User Dimensions.
Rather than utilizing commands such as "wield sword" and "kill dragon",
participants in these "social MUDs" use the virtual environment as a forum
for interpersonal interaction and cooperative world creation.
This is not speculation! During Habitat's beta test, several social
institutions sprang up spontaneously: There were marriages and divorces, a
church (complete with a real-world Greek Orthodox minister), a loose guild
of thieves, and elected sheriff (to combat the thieves), a newspaper (with a
rather eccentric editor), and before long two lawyers hung up their shingle
to sort out claims. (Farmer, 1989, p. 2)
As these various MUD environments have developed, each with their own
particularities of culture, a number of categories have emerged. Social
MUDs have become virtual gathering places for people to meet new friends,
converse with old ones, get help on their trigonometry homework, play
"virtual scrabble", and assist in the continuing creation of the virtual
environment. Some MUDs are known for their risque activities. On
FurryMUCK, players assume the identity of various animals and have "mudsex"
with one another, a rapid exchange of sexually explicit messages.
Adventure MUDs
While a few "pay MUDs", i.e., MUDs which charge for access, do exist (and
claim to be more dynamic and carefully programmed), the vast majority of
adventure MUDs are created and maintained by volunteers. These volunteers
are often computer science majors at major universities who have access to
the hardware needed to run a MUD and make it accessible to multiple users at
once. Once the hardware is in place, a "mudlib" must be decided upon. A
"mudlib" is the most basic code that makes the MUD run, i.e., the code that
defines the mechanisms by which the spatial metaphor is created, defines the
difference between living and non-living objects, and calculates the
formulae involved in combat.
The issue at hand
A common descriptive metaphor in the literature of nonverbal communication
states that "We don't need to be told we are at a wedding." In other words,
our nonverbal communication provides essential contextual cues, moment by
moment, which help us and others to make sense of our interpersonal
situation. Just as a picture may take the place of a thousand words, so too
may a gesture.
In describing and categorizing nonverbal communication, scholars differ in
their approach along the classic delineation of form versus
function. To examine form is to ask "what are the parts?", while an
interest in function entails the query "how is it used?". What follows is a
brief discussion of several nonverbal scholars' analysis of nonverbal
communicative forms, succeeded by Patterson's (1990) framework of nonverbal
communication functions. This strategy was chosen because while there are
numerous respected scholars who have discussed nonverbal forms, Patterson's
(1990) seminal article is recognized as the most complete and concise
explication of the functions of nonverbal communication.
Forms of nonverbal communication
By their own admission, many nonverbal scholars seek to "[break] down the
forest of nonverbal behavior into its constituent trees" (Richmond and
McCroskey, 1995, p. 11). To that end, they posit the following nonverbal
communication forms, each of which will be explained below: physical
appearance, kinesics, occulesics, vocalics, proxemics, haptics,
environmental features, olfactics, and chronemics.
Functions of nonverbal communication
Patterson's (1990) important synopsis of the functions of nonverbal
communication proceeds from a different theoretical perspective than the
account of forms above. Rather than endeavor to distill nonverbal
communication down to its component parts, he sought to identify the various
ways in which nonverbal communication functions. What follows is a brief
summary of these functions.
As has been shown, the study of nonverbal communication has been effectively
described and explained by scholars for decades. The primary paradigmatic
split is between those who break nonverbal communication into its various
forms, and those who choose nonverbal functions as their object of scrutiny.
What remains to be seen is whether these well established categories are
useful in a new kind of communicative environment, that of MUDs.
Proceed to Chapter 2
©
John Masterson