Twitter, status, and /tell

 Posted by (Visited 10304 times)  Game talk  Tagged with: , , , ,
Feb 072009
 

Hasn’t It Always Been About Status? is a little article tracing the status update mania (such as Twitter) to AIM status messages.

I have now spent two days with Twitter, and I have decided that it is basically guild chat in Internet-the-MMO. It’s a form of /grouptell, and we’re all out slaying bookmarks instead of orcs.

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Saving mud history

 Posted by (Visited 10798 times)  Game talk  Tagged with: , ,
Jan 132009
 

After the whole Threshold deal with Wikipedia and losing mud history, a new Wiki was created on Wikia in order to preserve mud history.

I’ve put up a detailed LegendMUD entry with a bunch of citations. Yeah, it’s a conflict of interest, and I am sure I am misremembering stuff or letting my bias show. But it’s also the only way some of this history will be preserved.(And wow, I had forgotten a lot of this stuff!)

Go there, and jump in, and help. And hey, if people do the hard work of finding sources and the like here, then some articles can maybe migrate back to Wikipedia.

What is a Diku?

 Posted by (Visited 44874 times)  Game talk  Tagged with: , , ,
Jan 092009
 

I wish someone who has a good memory of these things and was there, would document that the key game design features of a DIKU are, if everyone is going to refer to MMOs as DIKU derivatives.

— a comment from Daniel Speed on Broken Toys » Wikicrap.

Glossing much here… Edit: this article is getting updated on the fly as people add comments and reminiscences.

DikuMUD was derived from AberMUD, which was similar mechanics, but had more of a scavenger hunt mentality in some ways.

At its core, it is a class-based RPG with the principal classes being fighter, healer, wizard, thief. (Later codebases added more). It was heavily based on the combat portion of Dungeons and Dragons. Advancement handled by earning experience points through combat, reaching a set amount of points, returning to town and “levelling up,” which unlocked new abilities. Classes were immutable (though eventually systems such as remorting, etc were added). Rewards for killing things also included equipment, which affected your stats and damage capability. If you reached the maximum level, common cultural practice was that you were invited to become a game admin (this practice dates back to much earlier, and existed in some form in MUD1).

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Wikipedia, muds, and where the sources are

 Posted by (Visited 15487 times)  Game talk, Misc  Tagged with: , ,
Jan 082009
 

Edit: slightly updated with one more “what have I learned” and a few more links. But I could add links to this for hours. 😛

So at this point, the whole kerfuffle over the MUD articles on Wikipedia has reached a fever pitch, and I am a bit exhausted by it all. Of course, not so exhausted that I can’t write 2500 more words about it.

But it has been an interesting education for me in how Wikipedia works, and I’d especially like to thank Adam Hyland for his patience explaining it all. I am a bit dismayed that both Richard & I were tagged by some in the debate as biased or “canvassed” or whatever the term is, when I think we both acted in good faith… but there are plenty of folks on the AfD discussion who have pointed this out.

Me being who I am, it of course led me to dig deeper into citations there in Wikipedia (hey look, ma, I’m a reliable source! No, wait, I’m not!). I think at this point that in theory, I’m a valid source. This may seem like an odd thing to wonder about or worry about, but hey, how can I help issues like this if not? I mean, this is right at the top of the whole MUD category:

MUDs and Notability — It Ain’t Gonna Work

Alright, I’ve been pondering this for several days, and I gotta tell you, I’ve got next to nothing. I’ve been in the Mudding community for over eight years at this point, and I’ve been a Mud administrator/coder/builder for over four years. I’d like to think I know the community pretty well. Here’s the dilemma: wikipedia guidelines require that articles on subjects maintain a certain level of notability. That is there are sources not directly related to the subject of the article. In the case of Muds this means we need to find some sort of third party source (be it a review, a listing, etc…) for each and every MUD listed on wikipedia that wasn’t written by players or staff of the MUD in question.

Well, that’s bloody near impossible.

— from the Talk page for the entire MUD category

So I decided to take a look at sourcing. I picked LegendMUD and my name, because though I may not be able to edit those articles, I do know the topics! In fact, I am an expert on me, though biased. 🙂 Continue reading »

The borders of user created content

 Posted by (Visited 10710 times)  Game talk  Tagged with: , , , ,
Jan 072009
 

SusanC has a comment on a Terra Nova thread in which she observes,

So the main criterion for being considered is that there is some kind of creative expression involved. I’m OK with that, although it opens the door for arguments about exactly how much creative input is needed to qualify. Text chat, instant messages, and blog postings (like this one) clearly can be used for creative expression: so maybe these are within the paper’s scope, provided that they are sufficiently creative.

— comment on Terra Nova: New Paper on UGC.

It is an interesting problem, actually. There is hardly a site these days of any sort on the Net that does not support some form of user-generated content. But by unspoken convention, we seem to not consider chat and other basic synchronous social interaction to be the same sort of user created content that uploaded models and textures are.

I think the reason is interesting and subtle, and marks out a distinction between “extending the possibility space” and, well, “not.” So here go 1700 words… Continue reading »