after a lot of digging, TIL that the original programmer of MOO was Stephen White, a canadian who was a student at the U of Waterloo in ontario at the time. he also wrote TinyMUCK (a descendent of TinyMUD) in the same period, but it’s not clear to me how much overlap there was between those codebases.

edit: in case you’re unfamiliar with MOOs, MUCKs, MUSHes: https://en.wikipedia.org/wiki/MOO

his AlphaMOO was then picked up by Pavel Curtis at Xerox PARC and rewritten into (beta, and then) LambdaMOO. everyone remembers Curtis’s contributions but I never see White mentioned.

what I find fascinating about this is that on the basis of pure code and design, MOOs and MUCKs are generally written with an eye for social interaction, creative expression, society-building and cooperation. compare that with the many descendents of MUDs which prioritize PvP and PvE combat/killing over all else.

the canadian connection is fascinating to me, because i don’t think this is accidental. there’s an implicit value shift in virtual world design at the code level. sure, people *can* build combat modules for MOOs and MUCKs, but they were not part of the base loadout.

when it comes to design, what you leave out is just as loud as what you put in.

#muck #moo #mud #virtualworld #canada

MOO - Wikipedia

today’s research is a book of collected articles about MOOs. 25 years after the public virtual world boom, it’s refreshing finding that so much good research was done before it all collapsed in the late 2000s

#mud #moo #mush #virtualworld

i've been reading a late-90s book about virtual worlds - some of them VRML-based, many custom 2d and 3d clients, and some MUSHes/MOOs/MUDs

i came across a scientific MUD i had never heard before, and i'm absolutely blown away by its goals and implementation: NAU Solar System Simulation/SolSys by prof Reed Riner at northern arizona university. it was online from 1990 until at least 2017 (and maybe longer?).

there is a little information out there on what SolSys was:

"The Solar System Simulation, originated at CONTACT VI in 1987, was developed into an intercollegiate curriculum at Northern Arizona University by Reed Riner, as an honors course in Anthropology and Engineering. Since 1990, it has included student teams from many colleges and universities around the globe.

The teams represent colonies in a simulated future human community in space. For example, Mars Colony is normally manned by NAU and the Cabrillo College team traditionally inhabits the L-5 Colony near Earth. (See L-5 artwork left by Joel Hagen.) Teams communicate via websites, Internet e-mail and a Multiple User Domain (MUD), a text-based, virtual reality program. Students are directed and encouraged by their local faculty advisors and by a board of professional consultants in the social and space sciences."

https://www.contact-conference.org/c03.html

seriously - a hardcore scientific MUD built around real-life anthropology and space exploration. and entire mud devoted to teaching players how to cooperate in order to accomplish goals together, instead of killing a bunch of shit. how fucking cool is that?

did anyone here play/use SolSys when it was still alive?

the urls went dead when prof reed passed away last year, and the university wiped his webspace

SolSys ran on a modified version of tinyMUD, focused largely on building and communicating. this is its last known homepage:

https://web.archive.org/web/20250328124317/https://www2.nau.edu/rdr/SolSys/

dr. riner's obit:
https://www.legacy.com/us/obituaries/azdailysun/name/reed-riner-obituary?id=58181563

#mud #moo #virtualWorld #mush

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