Fieldnotes from the Metaverse — Multi-User Dungeon(s)

Setting the scene

Multi-User Dungeon (MUD)

Multi-User Dungeons (MUDs)

Impact

  • As mentioned, “Designing Virtual Worlds” by Richard Bartle (PDF available here) was a hugely influential book as it collected many papers, articles, viewpoints into a coherent framework to talk about and design virtual worlds.
  • In “A Theory of Fun” (2005), Raph Koster looked at “If virtual worlds are more than games, what even if this fun we are always talking about?”, creating the go-to text for gamification, educators, trainers, and interaction designers.
  • Edward Castronova looked at economies in virtual worlds and how they interacted with real-world economies and culture in “Synthetic Worlds: The Business and Culture of Online Games” (2005).
  • Space Time Play” (2007) by Friedrich von Borries, Steffen P. Walz and Matthias Böttger looked at how virtual worlds might extend into the real world, creating augmented environments.
  • Jesse Schell deconstructed design methodologies into different lenses, providing many different viewpoints with which to dissect and analyze games and intentions in “The Art of Game Design” (2008).

Afterthoughts

  • Real: That which is.
  • Imaginary: That which isn’t.
  • Virtual: That which isn’t, having the form or effect of that which is.

With social virtual worlds, we didn’t invite the virtual into reality, we stuck the whole of reality into the virtual.

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Living in Berlin / Germany, working at Microsoft, loving technology, society, good food, well designed games and this world in general. Views are mine, k?

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Dirk Songuer

Dirk Songuer

Living in Berlin / Germany, working at Microsoft, loving technology, society, good food, well designed games and this world in general. Views are mine, k?

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