[MUD-Dev] NEWS: Why Virtual Worlds are Designed By Newbies -No, Really! (By R. Bartle)
Ola Fosheim Grøstad
olag at ifi.uio.no
Tue Nov 23 00:30:49 CET 2004
Wayne Witzke <wayne.witzke at gmail.com> writes:
> You can choose your own goals in *anything*.
I suppose you can choose to close your eyes when you are watching a
movie, yes. But that is not how it was designed to be experienced,
nor is it how most people approach and experience it.
A movie is on the opposite scale of a virtual world even though it
shares many traits. Consider watching a pixar movie in a theatre:
- multi user
- spatial
- realtime
- computer rendered
- immersive
- co-presence
Let's extend the movie:
- interaction: Imagine a computer-based movie where the audience
can vote on what the characters should do, measured by bio-sensors
to make it less disruptive
- avatars: tie each character to a specific person in the
audience.
- persistence: Let the previous actions in the world show as
tear-and-wear.
Would that make it a multi-user virtual world? I claim it would pass
most definitions.
I don't think it should because it doesn't allow you to form your
own goals in any meaningful intuitive way. You are locked into what
has been provided.
> It might help if we were able to come up with a list of defining
> characteristics for those systems that are part of this
> industry. Then maybe a definitive solution might present itself.
That pretty much defines the problem I am pointing at, the desire to
find a term which can be an umbrella for the output of a culture
rather than by the qualities of the system or the experienced system
(which I prefer).
--
Ola - http://folk.uio.no/olag/
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