DAC Home Adventures in StoryMOO or who killed texton #219

Lisbeth Klastrup
klastrup@it-c.dk
Department of Digital Communication & Aesthetics, IT-University at Copenhagen
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Within a multi-user virtual world, how can you design an interactive experience that on one hand provides the on-line participants with the possibility of moving and communicating freely plus exploits the MOOs abilities to create a feeling of scenery and geographic space - and on the other hand, through the use of the computer's capabilities, makes possible the emergence of an experience, which is both coherent and compelling, though not strictly a narrative, nor a game, nor necessarily an aesthetic experience of Shakespearian quality? Even though such an experience is restricted to a timed performance, I believe the staging of one such can help us move towards a more empirically based understanding of how to script cybertextual events in a virtual environment.

Hence, this paper briefly discusses the theoretical foundations for and the provisional results of the attempt to stage a Murder Mystery Dinner Play in the Danish MOO "StoryMOO".

Theoretically, it seems logic that we need to have concepts that describes and makes a distinction between the more stable and the more "transitional" objects of the programmed text and their part in the text production. However, when trying to understand virtual worlds, a simple distinction between text-producing machinery and textual output seems too limited. Hence, I propose a tripartite distinction between

a.. the permanent text-producing objects (the stable elements of the world, generic objects)
b.. the impermanent text-producing objects (objects and actions designed and programmed for one event only)
c.. the result of the text-production ( the text "event" as read by an out-of-world reader (text-output =too).
On the basis of this, I furthermore try to outline a tentative model of what shapes a text-production event in the multi-user virtual world environment and which communicative instances, it contains.

Empirically, the provisional results of 3 stagings of the Murder Mystery show, that there is a pronounced clash between navigational and communicative interaction during these events. This will be illustrated through text examples in the latter part of the presentation and the presentation concludes with a brief discussion of how in the future to use the impermanent text-producing objects to overcome this problem.

Visit StoryMOO and the House of Mystery at
http://diac.itu.dk:7000/

The author's homepage - with links to further research into this project - can be found at
http://www.it-c.dk/people/klastrup/

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