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The following tale of surprising successes and fabulous failures was
excerpted from Pavel Curtis' article "Not Just a Game: How LambdaMOO Came to Exist and
What It Did to Get Back at Me," published in "High Wired: On the Design, Use, and Theory
of Educational Moos" edited by Cynthia Ann Haynes.Curtis
will appear on Wednesday's episode of "The Screen Savers" to talk about the viability of
online communities. First, some definitions A computer scientist trips and falls into the
MUD Next page: From MOO
to LambdaMOO in Four Easy Months
From MOO to LambdaMOO in Four Easy Months
- It was late in September 1990 when I found the "alpha
test MOO" running on a machine named "belch" in Berkeley. Stephen (aka Ghondahrl aka
ghond) had set up this site so that he and others could test out his creation as it was
being written and refined. It wasn't perfect, of course (what language is?), but he
seemed to have made many fewer of the mistakes made by most language-design amateurs. I
wrote few simple MOO programs of my own, trying to recreate in MOO some of my favorite
puzzles from Zork, and decided after a few days that it would be fun to work with Stephen
on the future evolution of his language.
- By the end of October, I had added a
number of new features, fixed a number of bugs, and gotten hungry to try out my new
version of the program on others. For my earlier MUD visits, I had used the name
"Lambda" for myself; it was a major keyword in the Scheme programming language that I had
been working in for so long and so it naturally sprang to mind when first I was prompted
for a character name. I now decided to use "LambdaMOO" as the name for my revision of
Stephen's MOO server, since it was "Lambda's MOO".
- I remember, in particular, one
evening's conversation early in my tenure there; I chatted for quite some time with three
other folks and it became clear after a while that two of them, named Gemba and
Gary_Severn, must know each other outside of this electronic context. I was shocked to
discover that Gemba and Gary were actually connected from the Australian National
University and that the third other person was sitting at a terminal in Israel! It was
only then that the geographic scope of MUD participation began to dawn on me.
-
During the earliest days of LambdaMOO, through the beginning of 1991, everything was
fascinating every day. The technical work was fascinating as Gary, Gemba, and I tried to
build the core libraries of MOO programming. The collaborative feel of it was fascinating
as we worked closely together from our separate offices thousands of miles apart. The
creativity was fascinating as I laid out the core geography of the LambdaMOO mansion
(based on the layout of my real-life house). But most fascinating of all was what was
happening all around and through me: a community was forming inside this computer
program, a community with hundreds of people, all learning about LambdaMOO by word of
mouth and coming to see what it was about.
- Of course, not everyone was so nice or
so constructive, though it took quite a while before this became clear. I think it was
at least a few months into LambdaMOO's existence before the "Penn State a**holes" came
calling. Two connections arrived nearly simultaneously, both from computers at Penn State
University, and the log showed the player names these two new users had chosen for
themselves: vulgar terms for parts of the female anatomy, words I wouldn't have repeated
to my mother. By the time I joined them in the "Living Room," they were both typing "F***
YOU" over and over again, to the annoyance of all present. Later that day, in a black
mood, I wrote the first version of the LambdaMOO "@toad" command, for permanently
destroying a user's character and all of its possessions. Some of the shine was off the
apple, never to return.
Next page: LambdaMOO
Faces the World, and Vice Versa
LambdaMOO Faces the World, and Vice Versa
- By the beginning of February 1991, I finally felt ready
to make a public announcement of the existence of LambdaMOO; we had a small but thriving
community, enough structure in the virtual world to give newcomers a starting point, a
reference manual worth reading, and enough online "help" texts to answer most questions
we thought a new user would ask. We got a fairly satisfying response, with lots of new
users coming by to see what we'd been up to. We stopped being impressed when there were
ten users online at the same time and started more often seeing numbers like 25 and 30. I
thought we were huge beyond belief.
- With an increase in population and popularity,
though, also came an increase in problems; we had built up a set of tacit rules for
gracious living on LambdaMOO and had never really noticed ourselves doing so. These
newcomers didn't know our rules, didn't know our style, and didn't know the lessons we'd
learned over the course of four months of birthing.
- A player approached me one day
to complain about how several of his objects had been moved about by other players
without his permission; he asked me to find a way to let all the new players know what
was considered acceptable and unacceptable behavior on LambdaMOO. The idea seemed pretty
daunting to me, but he had a good point, so I wandered all over the MOO asking old-timers
for examples of unwritten rules that ought to get writ. After a few days, I wrote the
first draft of the "help manners" text that for a long time was the only written "law"
that LambdaMOO had.
- The "Case of the Lookalike Puppet." One character and another
had had a falling out and one of them had, afterwards, created a MOO "puppet" with the
same name and description as the other player. A puppet is a MOO object that acts much
like a player (saying things, performing actions, etc.) but that is actually owned by and
under the control of some other player. The player who was being imitated in this fashion
was most upset that there was this doppelganger of them wandering the halls of LambdaMOO.
They wanted the puppet renamed at the least, and preferably outright destroyed.
- I
agonized over the situation, I had long talks with both players, I took the problem home
to my wife and argued both sides of it with her for hours, it seemed. I eventually worked
out some sort of compromise (I forget the details now), but the case got me to thinking.
What was going on here? What was happening to me? This was certainly not the kind of
thing I had been used to doing as a programming language researcher. I was a hacker and
not a judge, wasn't I?
- In January of 1992, I had a memorable conversation with my
lab manager. He suggested that after I'd fulfilled my commitments to the SchemeXerox
project that I should consider going into "this MUD stuff" full time! It was clear to
Mark, and becoming clear to me, that the work I was doing had a good chance of being
important and, more significantly, it looked like there weren't any other computer
scientists working in this area.
- On the morning of April 1, 1992, when I first got
to work, I checked out the transcript of my perpetual connection to LambdaMOO. Amid the
usual paged questions and the like, there was a cryptic little message about how a major
fire had just swept through the house. Curious, I began wandering around the core of
LambdaHouse; it was marvelous. Clearly, some of my staff of wizards had been very busy
preparing for this wonderful April Fool's Day hack.
- At some point in my
wanderings, a worried player paged me to say that it really, truly wasn't his fault, but
he seemed suddenly to be a wizard! I didn't believe it, of course, but I checked it out
just the same and discovered to my shock that it was true; when I inspected his player
object, it clearly had the "wizard" bit on! He pointed to the latest article in the
LambdaMOO newspaper; that article, written by my wizards, described the fire and said
that, in order to hasten the repairs, all players had been made into wizards so that they
could help out. I was utterly aghast.
Next page: Things
Fall Apart; the Center Cannot Hold
Things Fall Apart; the Center Cannot Hold
- With the increased attention being paid to us, the
population of LambdaMOO grew at an alarming pace. This, in turn, put an ever-increasing
amount of pressure on the wizards; we were spending more and more of our time just
keeping the place running, dealing with inter-player disputes, and judging the things
that players had built when they wanted permission to build even more. None of us were
being paid to operate LambdaMOO, but it was taking an increasing toll; we started to
create institutions and automated procedures to lighten the load.
- I created a
committee of long-time LambdaMOO players to take over the job of judging other player's
work (according to a recently-announced quota on the amount of objects players can
create). I named them after the kinds of groups I'd seen in various RL home-owner's
associations: the Architecture Review Board (ARB). It was clear that this group would
need some slightly privileged tools, so that they could make a sufficiently complete
judgement of other players' work.
- From the very beginning of the ARB, there were
players suspicious of it. How was it formed? Who chose those particular people and why?
How do they make their decisions? What is said in the Star Chamber? What can't we go in
there? It wasn't (at least at first) that anyone knew of anything bad actually happening
around the ARB; its very existence, and the way it was created, were enough to worry some
players.
- The third major burden on the wizards during this period was inter-player
disputes. The wizards were the police, the judges, and the executioners; we had set
ourselves up for this back when "help manners" was drafted, when we had claimed "Vengence
is ours, sayeth the wizards." In retrospect, I think the last half of 1992 was almost
entirely characterized for the wizards by our weariness and stress. Something had to
give, and it was us.
- On December 9, 1992, I posted a pivotal message to
LambdaMOO's *Social-Issues mailing list; I titled it "On to the next stage...," but
somehow history has indelibly tagged it "LambdaMOO Takes A New Direction," or "LTAND."
In that message, I announced the abdication of the wizards from the
"discipline/manners/arbitration business;" we would no longer be making what I glibly
termed "social decisions."
- LambdaMOO slowly became a rougher place after LTAND.
It's hard to say how much LTAND accelerated a process that was already in place, but
surely it didn't help to hold it back. The level of inter-player strife and harassment
rose and rose, slowly but inexorably. The crisis point came about four months after
LTAND, in the infamous rape in
cyberspace case.
Next Page: Direct
Democracy: LambdaMOO Is to Sysiphus as...
Direct Democracy: LambdaMOO Is to Sysiphus as...
- My primary inspiration for the design of the petitions
and ballots system was the voter-sponsored initiative process here in California. It was
simple in outline: any LambdaMOO citizen could create a petition proposing that the
wizards take some action; if it got enough signatures, it became a public ballot measure
that passed on a two-thirds majority vote. Before a petition could become a ballot,
though, it was necessary for the wizards to "vet" it, to ensure that the proposal was (a)
clear, (b) feasible, (c) appropriate, (d) legal, and (e) secure.
- Overall, though,
I'd have to say that the petition system has failed on LambdaMOO. It has, by and large,
failed to be the jumping off point I hoped for; we have not seen it used successfully to
move LambdaMOO to a working, stable form of self government. There were long periods,
indeed, where many petitions reached ballot stage and none of them passed; it seems to me
now that the voting population could never agree on anything of real substance. I think
that this is the real lesson of LambdaMOO's experiment with direct democracy.
- Deep
in its very structure, LambdaMOO depends on the wizards and on the owner of its machine.
These are not and cannot be purely technical considerations. Social policy permeates
nearly every aspect of LambdaMOO's operations, and only the wizards can carry out those
operations. As a result, the wizards were at every turn forced to make social decisions.
Every time we made one, it seemed, someone took offense, someone believed that we had
done the wrong thing, someone accused us of awful ulterior motives. It felt a bit like
the laws of thermodynamics: you can't win, you can't even break even, and you can't get
out of the game.
- Throughout the entire month of April, the wizards' private mailing
list was pulsing with activity; we were drafting, arguing about, and re-drafting a new
fiat, my third pivotal message to *Social-Issues. Finally, on May 16th, we all agreed on
a draft and I posted LTAD: LambdaMOO Takes Another Direction. In it, we formally
repudiated my earlier theory of a social/technical dichotomy; we explained how impossible
that fiction was and declared our intent to cease apologizing for our failures to make it
reality. It was, in a way, a wizardly coup d'etat; out with the old order, in with the
new.
Conclusion: Can We
Get Where From Here?
Conclusion: Can We Get Where From Here?
Will it work this time? Can we achieve peace on LambdaMOO and a
tolerable job for the wizards? It's best not to set one's sights too high for a place
like LambdaMOO. Trapped in a fundamentally untenable economic and political situation,
perhaps it is enough to maintain, to keep the place together for another year or two or
three, until it stops providing something that its thousands of regular users can't get
anywhere else, or until something better comes along. What would "something better"
look like? On the top of my personal list is a vastly more equitable distribution of
both power and economics. If these online "virtual" communities are to have the same
robustness as the more physically oriented ones, they must become pliant and mutable
under the same forces that cause RL communities to grow and change. It must be possible
for incompatible sub-communities to separate and grow apart, thereby relieving the kinds
of stresses that constantly tear at LambdaMOO. It must be possible for individuals to
completely control their own creations, without the specter of an all-powerful wizard
looming in the background, distorting all natural social interactions. When these
things happen, when online communities can form and break apart as fluidly and naturally
as do face-to-face ones, something dramatic will be taking place in the history of the
human race. If you look closely at the Internet today, you can begin to see it happening
already, in newsgroups and in the World Wide Web. It's still not here in the area of
more synchronous interactions, but I know for a fact that it's coming; I'm working hard
for it every day. We have only to hold on, to keep dreaming the dream; more than at any
other time in human history, dreaming is nearly enough to make it happen. Pavel
Curtis is the founder of LambdaMOO, still home to more than 150 virtual communities and
8,000 members. Curtis is also the founder of the Web-conferencing company PlaceWare.
Originally posted June 19, 2002
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