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<H1>[MUD-Dev] Re: Laws of Online World Design</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Laws of Online World Design </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 16 Oct 1998 13:46:53 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Thu, 15 Oct 1998 22:01:39 EDT 
ApplePiMan &lt;ApplePiMan#aol,com&gt; wrote:

&gt; At 10/15/98 5:43 PM J C Lawrence (claw#under,engr.sgi.com) altered
&gt; the fabric of reality by uttering:
&gt;&gt; ApplePiMan &lt;ApplePiMan#aol,com&gt; wrote:
&gt;&gt;&gt; At 10/13/98 4:44 AM mud-dev#kanga,nu (claw#under,engr.sgi.com)
&gt;&gt;&gt; altered the fabric of reality by uttering:

&gt;&gt; You're not just restricted to writing on paper, but you can
&gt;&gt; program, create, and actually define the base laws and modes of
&gt;&gt; operation of TV, radio, RADAR, telepathy, sign language(s), the
&gt;&gt; WWW, email, NetNews, etc etc etc yada yada, _and_ automate and
&gt;&gt; interate all of that.  In essence you can play God with the very
&gt;&gt; medium that is used for communication rather than being
&gt;&gt; restricted to merely creating instances of communication.

&gt; Thanks! I'm with you now.

&gt; What's your target market for such a creation? Is the "play[ing]
&gt; God with the very medium that is used for communication" a
&gt; requirement for being a citizen of the world (or at least, for
&gt; getting the most enjoyment from citizenship), or just something
&gt; those with such an inclination *may* do? 

The latter.  Much like RL, a small percentage will actually go an do
anything notable there.  A slightly larger yet still small
percentage will extend and aggregate intersting net things about
those new creations.  The vast rest of the great unwashed will then
use those new products -- which is precisely what has happened on
LambdaMOO.

&gt; It seems to me there
&gt; would be a very steep learning curve that many might not care to
&gt; undertake for something that is supposed to be a leisurely
&gt; occupation. Witness the small percentage of folks who undertake
&gt; such things as those in your list in the "real" world, and then
&gt; extrapolate how many you think would care to do them in our
&gt; created microcosms (the number should be somewhat higher, but I'm
&gt; not convinced it would encompass the majority -- in fact, I'm not
&gt; sure I'd be in their number if it entailed learning yet another
&gt; language).

Not many.  It doesn't take or need many.  A few will do -- the rest
ride their coattails.

&gt;&gt; (Perl has largely accomplished the same feat thru its language
&gt;&gt; features, CPAN, and other such culural pivots)

&gt; Still, how many folks who don't breathe our rarified air are
&gt; _really_ capable of learning to fluently express themselves in
&gt; Perl (I can't speak to LambdaMOO's language as I'm not [yet]
&gt; familiar with it), much less will take the effort to do so "just"
&gt; to play a "game"?

No, you're missing the point.  The idea is not that everyone will
use those reality editing features, just that they *can*, and that a 
small percentage *will*.  You don't need very many Edison's per
capita of general population.  You do need at least one however.

&gt; I'm not in any sense implying there isn't a market for such a
&gt; thing (in fact I think it would gain a *very* vocal niche very
&gt; quickly), just wondering if there's some way to broaden the market
&gt; without insulting the intelligence of the existing market...

cf LambdaMOO.

&gt; Agreed. But, again, is there an implementation palatable to both
&gt; the geek and the technophobe? How do you break down the entry
&gt; barriers so your (average) players won't take a look and decide
&gt; that growing things is not more trouble than it's worth? A few
&gt; people, those who would, as in your example, go and create their
&gt; own worlds, will go to the trouble no matter what; but is there a
&gt; way to get your average Bubba and Sally Jo in on the fun? A
&gt; solution that could be carried over to the mass market (who
&gt; generally can't, or won't go to the trouble to, program their own
&gt; VCRs) would be ideal.

Dunno.

The hope is that it feeds on itself.  The early adopter s enclude
enough hackers that they create features that are leveraged by the
later adopters to create new things ad infinitum.  

&gt; Again, how many do you think will go to the effort? And won't the
&gt; ones who won't go to the effort (rightly or wrongly) complain as
&gt; much about the way the ones that *do* go to the trouble implement
&gt; the world as they would have a world completely of our own
&gt; invention?

Absolutely.  This is not only guaranteed, it is necessary and
desirable.  They are emotive, which means that there is a sense of
attachment and value.  They can also, should they be sufficiently
motivated, step up and "do it right" any time they wish.

Players will complain.  This is a given.  The world with complaint
free players is farcical utopia that logically can't exist.  If you
have a player complaining about something that means that there is
something they like and value there which they would like to
appreciate and value even more.  Translation:  They've taken the
bait and swallowed the hook.  Your only question is wether you need
to set the hook or not.

&gt; The very expressiveness of the English language is also
&gt; responsible, to a large degree, for many of the misunderstandings
&gt; between people supposedly speaking the same language. An example
&gt; that springs immediately to mind is that, even though I have a
&gt; very sophisticated English-language parser (a human brain with
&gt; English as its native language), I didn't fully comprehend your
&gt; first post on this subject. The fault was not in your choice of
&gt; words or their ordering (you stated it very well, actually), but
&gt; in my lacking the context to understand the nuances. How do you
&gt; propose to have a computer do better?

I don't.  I'm looking to have a *world* and a mechanical model that
is expressive, not a soft code language per se.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00232" HREF="msg00232.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>
<ul compact><li><em>From:</em> James Wilson &lt;jwilson#rochester,rr.com&gt;</li></ul>
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<LI><STRONG><A NAME="00221" HREF="msg00221.html">[MUD-Dev] Re: Laws of Online World Design</A></STRONG>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Laws of Online World Design</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00201" HREF="msg00201.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
Richard Bartle <a href="mailto:76703.3042#compuserve,com">76703.3042#compuserve,com</a>, Wed 14 Oct 1998, 15:03 GMT
</LI>
<LI><strong><A NAME="00213" HREF="msg00213.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
ApplePiMan <a href="mailto:ApplePiMan#aol,com">ApplePiMan#aol,com</a>, Thu 15 Oct 1998, 00:07 GMT
<UL>
<LI><strong><A NAME="00220" HREF="msg00220.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 15 Oct 1998, 23:17 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00221" HREF="msg00221.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
ApplePiMan <a href="mailto:ApplePiMan#aol,com">ApplePiMan#aol,com</a>, Fri 16 Oct 1998, 02:05 GMT
<UL>
<LI><strong><A NAME="00231" HREF="msg00231.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 16 Oct 1998, 20:49 GMT
<UL>
<LI><strong><A NAME="00232" HREF="msg00232.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Fri 16 Oct 1998, 22:38 GMT
<UL>
<LI><strong><A NAME="00235" HREF="msg00235.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 17 Oct 1998, 03:41 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00225" HREF="msg00225.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
manta <a href="mailto:manta#pobox,com">manta#pobox,com</a>, Fri 16 Oct 1998, 06:18 GMT
</LI>
<LI><strong><A NAME="00233" HREF="msg00233.html">[MUD-Dev] Re: Laws of Online World Design</A></strong>, 
ApplePiMan <a href="mailto:ApplePiMan#aol,com">ApplePiMan#aol,com</a>, Sat 17 Oct 1998, 01:00 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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