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My Tiny Life
Crime and Passion in a Virtual World
Being a True
Account of the Case of the Infamous Mr. Bungle, and of the Author's
Journey, in Consequence Thereof, to the Heart of a Half-Real World Called
LambdaMOO
Copyright © 1998 by Julian
Dibbell.
First edition published 1998 by Henry
Holt and Company. [Browse it]
Chapter
1 was originally published in a somewhat different
form in The Village Voice.
Contents
Dedication
Author's Note
PALO ALTO, OCTOBER 1994
1. A Rape in Cyberspace
(Or TINYSOCIETY, and How to Make
One)
NEW YORK CITY, DECEMBER
1993
2. The Scarlet Balloon
(Or
TINYGEOGRAPHY, a Long View and an
Overview)
DELAWARE GAP NATIONAL RECREATION AREA, JULY
1994
3. The Purple Guest
(Or TINYLAW, and
Its Discontents)
NEW YORK CITY, JULY 1994
4. Samantha, Among Others
(Or
TINYGENDER, a Love Story)
NEW YORK CITY, JULY 1994
5. How Did My Garden Grow
(Or
TINYECONOMICS Theoretical and Applied)
NEW YORK CITY, AUGUST 1994
6. The Schmoo Wars
(Or TINYHISTORY,and the Ways a Programmer May Shape It)
NEW YORK CITY, AUGUST 1994
7. S*
(Or TINYSEX, in the Author's Experience)
NEW YORK CITY,
SEPTEMBER 1994
8. Toad Minnie
(Or TINYLIFE, and How It Ends)
SOMEWHERE IN THE HILLS NEAR PALO ALTO,
OCTOBER 1994
Epilogue
Acknowledgments
Dedication
For Jessica, who is more beautiful
to me than text can say
Author's Note
The
narrative contained herein is as true to life, and to the facts, as I could
bear to make it. In a few spots I felt compelled to jigger the chronology of
events for the sake of a smooth story line,
but I did so only with matters concerning my own history, not that of
the MOO, and only where such alterations affected the substance of my report no more than trivially. As for
quotes, I was obliged to invent a few in the autobiographical “RL”
episodes, which have been reconstructed mainly on the basis of memory and brief
journal entries, but the book's quotes are otherwise taken straight from
transcripts of online conversations, from MOO-mail
or e-mail, or from interviews conducted via telephone or face-to-face. In
a handful of cases, I conflated separate real-time quotes from a MOO player into a single quote, and occasionally I cleaned
up typos I thought were more distracting than telling. Likewise, I sometimes
revised a few words for the sake of clarity.
For
the sake of privacy I made other alterations, the main one being that names
were changed from actual to fictitious ones throughout the book. This is common journalistic practice, of course, but here
it may seem oddly superfluous considering that the “actual” names I changed
were mostly pseudonyms to begin with,
used by people whose real-life identities are in many cases still unknown to me. If my approach was unusual, however, so were
the circumstances: Lambda-MOO happens to be a world in which, for
technical reasons, knowing a person's name is the approximate virtual
equivalent of knowing that person's phone number, home address, and social
security number as well. And given that that world is also readily accessible
to anybody with an Internet account, I thought it best not to offer unavoidable
encouragement to any ill-mannered rubberneckers (or worse) who may lurk among
my readers. (I don't mean you, of course, and I should add that visitors to
LambdaMOO are usually treated no less kindly than they treat the locals.)
Additionally, when writing about Lambda
residents who could not reasonably be considered “public
figures” within the context of the MOO, I sometimes took
measures to conceal their identities from other MOOers as well
as from visiting outsiders. These measures variously included
rewriting the residents' descriptions of their virtual selves
and possessions, revising information about their real lives
(such as hometown, age, and place of employment), or both. I
changed the non-MOO details of some “MOO-famous” figures as
well, to keep certain aspects of their real lives private.
Where I felt there to be no compelling
reason for fictionalizing a name or pseudonym, I left it
unchanged. This didn't happen often, though. Real names and
pseudonyms found in the book include my own, those of Pavel
Curtis, and those of LambdaMOO characters long gone from the
MOO and very unlikely to return. They do not, however, include
the names of the Lambda “satellite worlds” Interzone and
aCleanWellLightedMOO, although neither place, I assure you, is
any less—or more—real than LambdaMOO itself.
RL PALO ALTO, OCTOBER
1994
The Low-Humming Room Full of Bone-White
Boxes
You are in a quiet, low-lit room full
of stacked metal boxes, their surfaces mostly white, like old
bones, studded here and there with pale green-yellow pinpoint
lights that flicker on and off. The boxes are computers,
twenty-five of them or so: collectively they hum a damped and
hissing drone. There is carpeting beneath your feet -- thin,
corporate, and clean. There is an exit to the south.
You see The Server here.
Pavel and The_Author are here.
Pavel shrugs.
Pavel says, “Well, there it is. Not
much to look at, really.”
The_Author looks at The Server.
look server
The Server
You see a box as unremarkable as any
other in this room, only more so. Three feet square by one
foot high, some cables slithering out the back, no flickering
lights or any other outward indication of activity within. The
box sits at about knee level, stacked unceremoniously on top
of another one just like it.
The_Author has come 3,000 miles to look
at this machine.
The_Author crouches for a better look
and wonders at his disappointment. He didn't think he was so
foolish as to hope for more than this. He didn't expect the
emptiness he feels inside him now. He can't imagine what it is
he expected, really.
The_Author stands and glances
momentarily at Pavel.
look pavel
Pavel
You see a portrait of Santa Claus as an
early-middle-aged man. Thick brown hair to shoulder length, a
full, dark beard, and eyes that underneath their long, fine
lashes actually do appear to twinkle in the manner of the
mythical Father Christmas. But Pavel is otherwise not very mythic looking. He is wearing jeans
and running shoes, and his T-shirt hangs loosely over a comfy
paunch.
He is awake and looks alert.
@aliases pavel
Pavel is also known as Pavel,
Pavel_Curtis, Haakon, Lambda, The_Archwizard,
Keeper_of_the_Server, and God.
Pavel seems, perhaps, to sense
The_Author's wish that there were even the slightest note of
drama to be wrung from this profoundly uneventful moment.
Pavel says, “You know, I brought
PennyAunty down here once and do you know what she said?”
Pavel says, “'My world is in
there.'“
Pavel mimes, with outstretched hands
and eyebrows raised, the wonder that his earlier visitor felt
before the silent, bone-white presence of The Server.
Pavel shrugs.
The_Author smiles awkwardly. He is the
slightest bit embarrassed. He knows now what it is he was
expecting to find here, and it's ludicrous: he really felt,
without admitting it to himself, that he was going to see what
PennyAunty only pretended to see. He thought that he was
coming here to finally gaze directly at a world he had been
living in for months.
The_Author realizes now that during all
those months he never really doubted LambdaMOO was in this
box, compact, condensed, its rambling landscapes and its
teeming population all somehow shrunk down to the size of The
Server's hard-disk drive.
The_Author remembers with a twinge of
newfound understanding the way the people there sometimes
attached the curious prefix “tiny” to the features of their
world, the way they spoke of “tinyscenery,” and
“tinygovernment,” and so on.
The_Author thinks of how impossible it
was to ever quite believe the place was not, in fact, a place.
Of how he never could quite shake the thought that LambdaMOO
existed somewhere in a concrete sense, that somewhere, out
beyond the scrim of fantasy and distance through which he
interacted with the MOO, it waited to be seen unveiled -- an X
on the map of the material world, a thing as tangible as any
rock, or house, or island.
The_Author knows he isn't the first
person to make this kind of mistake. He knows that new
technologies like this one have a history of sowing
metaphysical derangement in the minds of those who first
behold them -- that in the middle nineteenth century, for
example, even educated Frenchmen were known to fear the
camera's gaze, suspecting that it could not work its
representational magic on a person without stealing a little
of his soul.
The_Author, come to think of it, is
carrying a small camera in his pocket at this very moment. Why
not? he asks himself.
The_Author pulls the camera out and
aims it at The Server, and shoots. Perhaps, he muses (deciding
to indulge his metaphysical derangement just a little longer),
perhaps through some strange alchemy of representational
technologies the camera has captured an image of The Server's
soul. Perhaps it will produce a photograph of what he came to
see: the tiny world of LambdaMOO and all the tiny people in
it.
The_Author puts the camera back in his
pocket. Three weeks from now he will hold in his hands the
photo he's just taken and he'll look at it and think, “My
world is not in there. The 1s and 0s of it maybe, the nuts and
bolts. But not its soul.”
The_Author will have to start all over
then. He will have to try and find another way of representing
what the camera failed to show. He'll have to go back to the
night it all began for him and trace his steps from
there.
VR
LambdaMOO is a new kind of society,
where thousands of people voluntarily come together from all
over the world. What these people say or do may not always be
to your liking; as when visiting any international city, it is
wise to be careful who you associate with and what you say. .
. .
—LambdaMOO logon screen
1
A Rape in Cyberspace
Or TINYSOCIETY, and How to Make One
They say he raped them that night. They
say he did it with a cunning little doll, fashioned in their
image and imbued with the power to make them do whatever he
desired. They say that by manipulating the doll he forced them
to have sex with him, and with each other, and to do horrible,
brutal things to their own bodies. And though I wasn't there
that night, I think I can assure you that what they say is
true, because it all happened right in the living room—right
there amid the well-stocked bookcases and the sofas and the
fireplace—of a house I came later to think of as my second
home. Call me Dr. Bombay. Some years ago—let's say about
halfway between the first time you heard the words information
superhighway and the first time you wished you never had—I
found myself tripping now and then down the well-traveled
information lane that leads to LambdaMOO, a very large and
very busy rustic mansion built entirely of words. On the
occasional free evening I'd sit down in my New York City
apartment and type the commands that called those words onto
my computer screen, dropping me with what seemed a warm
electric thud inside the house's darkened coat closet, where I
checked my quotidian identity, stepped into the persona and
appearance of a minor character from a long-gone television
sitcom, and stepped out into the glaring chatter of the
crowded living room. Sometimes, when the mood struck me, I
emerged as a dolphin instead.
I won't say why I chose to masquerade
as Samantha Stephens's outlandish cousin, or as the dolphin,
or what first led me into the semifictional digital
other-worlds known around the Internet as multiuser
dimensions, or MUDs. This isn't quite my story yet. It's the
story, for now, of an elusive congeries of flesh and bytes
named Mr. Bungle, and of the ghostly sexual violence he
committed in the halls of LambdaMOO, and most importantly of
the ways his violence and his victims challenged the thousand
and more residents of that surreal, magic-infested mansion to
become, finally, the community so many of them already
believed they were.
That I was myself already known to
wander the mansion grounds from time to time has little direct
bearing on the story's events. That those same events were,
months after, to draw me deeper into the complex, flickering
core of Lambda-MOO's shadow reality than I had ever thought to
go is also, I suppose, of only a slight and hindsighted
relevance to the matter now at hand. I mention it only as a
warning that my own perspective may, at this late date, be too
steeped in the surreality and magic of the place to serve as
an altogether appropriate guide. For the Bungle Affair raises
questions that—here on the brink of a future in which human
existence may find itself as tightly enveloped in digital
environments as it is today in the architectural kind—demand a
clear-eyed, sober, and unmystified consideration. It asks us
to shut our ears for the time being to techno-utopian
ecstasies and look without illusion upon the present
possibilities for building, in the online spaces of this
world, societies more decent and free than those mapped onto
dirt and concrete and capital. It asks us to behold the new
bodies awaiting us in virtual space undazzled by their phantom
powers, and to get to the crucial work of sorting out the
socially meaningful differences between those bodies and our
physical ones. And perhaps most challengingly it asks us to
wrap our late-modern ontologies, epistemologies, sexual
ethics, and common sense around the curious notion of rape by
voodoo doll—and to try not to warp them beyond recognition in
the process.
In short, the Bungle Affair dares me to
explain it to you without resort to dime-store mysticisms, and
I fear I may have shape-shifted by the digital moonlight
one too many times to be quite up to the task. But I will do
what I can, and can do no better than to lead with the facts.
For if nothing else about Mr. Bungle's case is unambiguous,
the facts at least are crystal clear.
The facts begin (as they often do) with
a time and a place. The time was a Monday night in March,
and the place, as I've said, was the living room—which, due
largely to the centrality of its location and to a certain
warmth of decor, was in those days so invariably packed with
chitchatters as to be roughly synonymous among LambdaMOOers
with a party. So strong, indeed, was the sense of convivial
common ground invested in the living room that a cruel mind
could hardly imagine a better place in which to stage a
violation of LambdaMOO's communal spirit. And there was
cruelty enough lurking in the appearance Mr. Bungle presented
to the virtual world—he was at the time a fat, oleaginous,
Bisquick-faced clown dressed in cum-stained harlequin garb and
girdled with a mistletoe-and-hemlock belt whose buckle bore
the quaint inscription KISS ME UNDER THIS, BITCH! But whether
cruelty motivated his choice of crime scene is not among the
established facts of the case. It is a fact only that he did
choose the living room.
The remaining facts tell us a bit more
about the inner world of Mr. Bungle, though only perhaps that
it wasn't a very cozy place. They tell us that he
commenced his assault entirely unprovoked, at or about 10
P.M. Pacific Standard Time. That he began by using his voodoo
doll to force one of the room's occupants to sexually service
him in a variety of more or less conventional ways. That this
victim was exu,[1] a South American trickster spirit of
indeterminate gender, brown-skinned and wearing an expensive
pearl gray suit, top hat, and dark glasses. That exu heaped
vicious imprecations on him all the while and that he was soon
ejected bodily from the room. That he hid himself away then in
his private chambers somewhere on the mansion grounds and
continued the attacks without interruption, since the voodoo
doll worked just as well at a distance as in proximity. That
he turned his attentions now to Moondreamer, a rather
pointedly nondescript female character, tall, stout, and
brown-haired, forcing her into unwanted liaisons with other
individuals present in the room, among them exu, Kropotkin
(the well-known radical), and Snugberry (the squirrel). That
his actions grew progressively violent. That he made exu eat
his/her own pubic hair. That he caused Moondreamer to violate
herself with a piece of kitchen cutlery. That his distant
laughter echoed evilly in the living room with every
successive outrage. That he could not be stopped until at last
someone summoned Iggy, a wise and trusted old-timer who
brought with him a gun of near wizardly powers, a gun that
didn't kill but enveloped its targets in a cage impermeable
even to a voodoo doll's powers. That Iggy fired this gun at
Mr. Bungle, thwarting the doll at last and silencing the evil,
distant laughter.
These particulars, as I said, are
unambiguous. But they are far from simple, for the simple
reason that every set of facts in virtual reality (or VR, as
the locals abbreviate it) is shadowed by a second,
complicating set: the “real-life” facts. And while a certain
tension invariably buzzes in the gap between the hard, prosaic
RL facts and their more fluid, dreamy VR counterparts, the
dissonance in the Bungle case is striking. No hideous clowns
or trickster spirits appear in the RL version of the incident,
no voodoo dolls or wizard guns, indeed no rape at all as any
RL court of law has yet defined it. The actors in the drama
were university students for the most part, and they sat
rather undramatically before computer screens the entire time,
their only actions a spidery flitting of fingers across
standard QWERTY keyboards. No bodies touched. Whatever
physical interaction occurred consisted of a mingling of
electronic signals sent from sites as distant from each other
as the eastern seaboard of the United States and the southern
coast of Australia. Those signals met in LambdaMOO, certainly,
just as the hideous clown and the living room party did, but
what was LambdaMOO after all? Not an enchanted mansion or
anything of the sort—just a middlingly complex database,
maintained for experimental purposes inside a Xerox
Corporation research computer in Palo Alto and open to public
access via the Internet.
To be more precise about it, LambdaMOO
was a MUD. Or to be yet more precise, it was a subspecies of
MUD known as a MOO, which is short for “MUD, Object Oriented.”
All of which means that it was a kind of database especially
designed to give users the vivid impression of moving through
a physical space that in reality exists only as words filed
away on a hard drive. When users log in to LambdaMOO, for
instance, the program immediately presents them with a brief
textual description of one of the rooms of the database's
fictional mansion (the coat closet, say). If the user wants to
leave this room, she can enter a command to move in a
particular direction and the database will replace the
original description with a new one corresponding to the
room located in the direction she chose. When the new
description scrolls across the user's screen it lists not only
the fixed features of the room but all its contents at that
moment—including things (tools, toys, weapons) and other users
(each represented as a “character” over which the user has
sole control).
As far as the database program is
concerned, all of these entities—rooms, things, characters—are
just different subprograms that the program allows to interact
according to rules very roughly mimicking the laws of the
physical world. Characters may not leave a room in a given
direction, for instance, unless the room subprogram contains
an “exit” at that compass point. And if a character “says” or
“does” something (as directed by its user-owner via the say or the emote command), then only the users
whose characters are also located in that room will see the
output describing the statement or action. Aside from such
basic constraints, however, LambdaMOOers are allowed a broad
freedom to create—they can describe their characters any way
they like, they can make rooms of their own and decorate them
to taste, and they can build new objects almost at will. The
combination of all this busy user activity with the hard
physics of the database can certainly induce a lucid illusion
of presence—but when all is said and done the only thing you
really see when you visit LambdaMOO
is a kind of slow-crawling script, lines of dialogue and stage
direction creeping steadily up your computer screen.
Which is all just to say that, to the
extent that Mr. Bungle's assault happened in real life at all,
it happened as a sort of Punch-and-Judy show, in which the
puppets and the scenery were made of nothing more substantial
than digital code and snippets of creative writing. The
puppeteer behind Bungle that night, as it happened, was a
young man logging in to the MOO from a New York University
computer. He could have been Mother Teresa for all any of the
others knew, however, and he could have written Bungle's
script that night any way he chose. He could have sent an emote command to print the message Mr_Bungle, smiling a saintly smile, floats angelic near the
ceiling of the living room, showering joy and candy kisses
down upon the heads of all below—and everyone then
receiving output from the database's subprogram #17 (a/k/a the
“living room”) would have seen that sentence on their
screens.
Instead, however, he entered sadistic
fantasies into the “voodoo doll,” a sub-program that served
the not-exactly kosher purpose of attributing actions to other
characters that their users did not actually write. And thus a
woman in Haverford, Pennsylvania, whose account on the MOO
attached her to a character she called Moondreamer, was given
the unasked-for opportunity to read the words As if against her will, Moondreamer jabs a
steak knife up her ass, causing immense joy. You hear Mr_Bungle laughing
evilly in the distance. And thus the woman in Seattle who
had written herself the character called exu, with a view
perhaps to tasting in imagination a deity's freedom from the
burdens of the gendered flesh, got to read similarly
constructed sentences in which exu, messenger of the gods,
lord of crossroads and communications, suffered a brand of
degradation all-too-customarily reserved for the embodied
female.
“Mostly voodoo dolls are amusing,”
wrote exu on the evening after Bungle's rampage, posting a
public statement to the widely read in-MOO mailing list called
*social-issues, a forum for debate
on matters of import to the entire populace. “And mostly I
tend to think that restrictive measures around here cause more
trouble than they prevent. But I also think that Mr. Bungle
was being a vicious, vile fuckhead, and I. . . want his sorry
ass scattered from #17 to the Cinder Pile. I'm not calling for
policies, trials, or better jails. I'm not sure what I'm
calling for. Virtual castration, if I could manage it. Mostly,
[this type of thing] doesn't happen here. Mostly, perhaps I
thought it wouldn't happen to me. Mostly, I trust people to
conduct themselves with some veneer of civility. Mostly, I
want his ass.”
Months later, the woman in Seattle
would confide to me that as she wrote those words she was
surprised, to find herself in tears—a real-life fact that
should suffice to prove that the words' emotional content was
no mere fiction. The precise tenor of that content, however,
its mingling of murderous rage and eyeball-rolling annoyance,
was a curious amalgam that neither the RL nor the VR facts
alone can quite account for. Where virtual reality and its
conventions would have us believe that exu and Moondreamer
were brutally raped in their own living room, here was the
victim exu scolding Mr. Bungle for a breach of “civility.”
Where real life, on the other hand, insists the incident was
only an episode in a free-form version of Dungeons and
Dragons, confined to the realm of the symbolic and at no point
threatening any player's life, limb, or material well-being,
here now was the player exu issuing aggrieved and heartfelt
calls for Mr. Bungle's dismemberment. Ludicrously excessive by
RL's lights, woefully understated by VR's, the tone of exu's
response made sense only in the buzzing, dissonant gap between
them.
Which is to say it made the only kind
of sense that can be made of MUDly
phenomena. For while the facts
attached to any event born of a MUD's strange, ethereal
universe may march in straight, tandem lines separated neatly
into the virtual and the real, its meaning lies always in that
gap. You learn this axiom early in your life as a player, and
it's of no small relevance to the Bungle case that you often
learn it between the sheets, so to speak. Netsex, tinysex,
virtual sex— however you name it, in real-life reality it's
nothing more than a phone fuck stripped of even the vestigial
physicality of the voice. And yet, as many a wide-eyed newbie
can tell you, it's possibly the headiest experience the very
heady world of MUDs has to offer. Amid flurries of even the
must cursorily described caresses, sighs, or penetrations, the
glands do engage, and often as throbbingly as they would in a
real-life assignation—sometimes even more so, given the
combined power of anonymity and textual suggestiveness to
unshackle deep-seated fantasies. And if the virtual setting
and the interplayer vibe are right, who knows? The heart may
engage as well, stirring up passions as strong as many that
bind lovers who observe the formality of trysting in the
flesh.
To participate, therefore, in this
disembodied enactment of life's most body-centered activity is
to risk the realization that when it comes to sex, perhaps the
body in question is not the physical one at all, but its
psychic double, the bodylike self-representation we carry
around in our heads—and that whether we present that body to
another as a meat puppet or a word puppet is not nearly as
significant a distinction as one might have thought. I know, I
know, you've read Foucault and your mind is not quite blown by
the notion that sex is never so much an exchange of fluids as
it is an exchange of signs. But trust your friend Dr. Bombay,
it's one thing to grasp the notion intellectually and quite
another to feel it coursing through your veins amid the
virtual steam of hot netnookie. And it's a whole other
mind-blowing trip altogether to encounter it thus as a college
frosh, new to the Net and still in the grip of hormonal
hurricanes and high school sexual mythologies. The shock can
easily reverberate throughout an entire young worldview. Small
wonder, then, that a newbie's first taste of MUD sex is often
also the first time she or he surrenders wholly to the quirky
terms of MUDdish ontology, recognizing in a full-bodied way
that what happens inside a MUD-made world is neither exactly
real nor exactly make-believe, but nonetheless
profoundly, compellingly, and emotionally true.
And small wonder indeed that the sexual
nature of Mr. Bungle's crime provoked such powerful
feelings, and not just in exu (who, be it noted, was in real
life a theory-savvy doctoral candidate and a longtime MOOer,
but just as baffled and overwhelmed by the force of her own
reaction, she later would attest, as any panting undergrad
might have been). Even players who had never experienced MUD
rape (the vast majority of male-presenting characters, but not
as large a majority of the female-presenting as might be
hoped) immediately appreciated its gravity and were moved to
condemnation of the perp. exu's missive to *social-issues
followed a strongly worded one from Iggy (“Well, well,” it
began, “no matter what else happens on Lambda, I can always be
sure that some jerk is going to reinforce my low opinion of
humanity”) and was itself followed by others from Zakariyah,
Wereweasel, Crawdaddy, and emmeline. Moondreamer also let her
feelings (“pissed”) be known. And even Xander, the Clueless
Samaritan who had responded to Bungle's cries for help and
uncaged him shortly after the incident, expressed his regret
once apprised of Bungle's deeds, which he allowed to be
“despicable.”
A sense was brewing that something
needed to be done—done soon and in something like an organized
fashion—about Mr. Bungle, in particular, and about MUD rape,
in general. Regarding the general problem, emmeline, who
identified herself as a survivor of both virtual rape (“many
times over”) and real-life sexual assault, floated a cautious
proposal for a MOO-wide powwow on the subject of virtual sex
offenses and what mechanisms if any might be put in place to
deal with their future occurrence. As for the specific
problem, the answer no doubt seemed obvious to many. But it
wasn't until the evening of the second day after the incident
that exu, finally and rather solemnly, gave it voice:
“I am requesting that Mr. Bungle be
toaded for raping Moondreamer and I.I have never done this
before, and have thought about it for days. He hurt us
both.”
That was all. Three simple sentences
posted to *social. Reading them, an
outsider might never guess that they were an application for a
death warrant. Even an outsider familiar with other MUDs might
not guess it, since in many of them “toading” still refers to
a command that, true to the gameworlds' sword-and-sorcery
origins, simply turns a player into a toad, wiping the
player's description and attributes and replacing them with
those of the slimy amphibian. Bad luck for sure, but not quite
as bad as what happens when the same command is invoked in the
MOOish strains of MUD: not only are the description and
attributes of the toaded player erased, but the account itself
goes too. The annihilation of the character, thus, is
total.
And nothing less than total
annihilation, it seemed, would do to settle Lambda-MOO's
accounts with Mr. Bungle. Within minutes of the posting of
exu's appeal, HortonWho, the Australian Deleuzean, who had
witnessed much of the attack from the back room of his
suburban Melbourne home, seconded the motion with a brief
message crisply entitled “Toad the fukr.” HortonWho's posting
was seconded almost as quickly by that of Kropotkin, covictim
of Mr. Bungle and well-known radical, who in real life
happened also to be married to the real-life exu. And over the
course of the next twenty-four hours as many as fifty players
made it known, on *social and in a
variety of other forms and forums, that they would be pleased
to see Mr. Bungle erased from the face of the MOO. And with
dissent so far confined to a dozen or so antitoading
hardliners, the numbers suggested that the citizenry was
indeed moving toward a resolve to have Bungle's virtual
head.
There was one small but stubborn
obstacle in the way of this resolve, however, and that was a
curious state of social affairs known in some quarters of the
MOO as the New Direction. It was all very fine, you see, for
the LambdaMOO rabble to get it in their heads to liquidate one
of their peers, but when the time came to actually do the deed
it would require the services of a nobler class of character.
It would require a wizard. Master-programmers of the MOO,
spelunkers of the database's deepest code-structures and
custodians of its day-to-day administrative trivia, wizards
are also the only players empowered to issue the toad command,
a feature maintained on nearly all MUDs as a quick-and-dirty
means of social control. But the wizards of LambdaMOO, after
years of adjudicating all manner of interplayer disputes with
little to show for it but their own weariness and the
smoldering resentment of the general populace, had decided
they'd had enough of the social sphere. And so, four months
before the Bungle incident, the archwizard Haakon (known in RL
as Pavel Curtis, Xerox researcher and Lambda-MOO's principal
architect) formalized this decision in a document called
“LambdaMOO Takes a New Direction,” which he placed in the
living room for all to see. In it, Haakon announced that the
wizards from that day forth were pure technicians. From then
on, they would make no decisions affecting the social life of
the MOO, but only implement whatever decisions the community
as a whole directed them to. From then on, it was decreed,
LambdaMOO would just have to grow up and solve its problems on
its own.
Faced with the task of inventing its
own self-governance from scratch, the LambdaMOO population had
so far done what any other loose, amorphous agglomeration of
individuals would have done: they'd let it slide. But now the
task took on new urgency. Since getting the wizards to toad
Mr. Bungle (or to toad the likes of him in the future)
required a convincing case that the cry for his head came from
the community at large, then the community itself would have
to be defined; and if the community was to be convincingly
defined, then some form of social organization, no matter how
rudimentary, would have to be settled on. And thus, as if
against its will, the question of what to do about Mr. Bungle
began to shape itself into a sort of referendum on the
political future of the MOO. Arguments broke out on *social and elsewhere that had only
superficially to do with Bungle (since everyone seemed to
agree he was a cad) and everything to do with where the
participants stood on LambdaMOO's crazy-quilty political map.
Parliamentarian legalist types argued that unfortunately
Bungle could not legitimately be toaded at all, since there
were no explicit MOO rules against rape, or against just about
anything else—and the sooner such rules were established, they
added, and maybe even a full-blown judiciary system complete
with elected officials and prisons to enforce those rules, the
better. Others, with a royalist streak in them, seemed to feel
that Bungle's as-yet-unpunished outrage only proved this New
Direction silliness had gone on long enough, and that it was
high time the wizardocracy returned to the position of swift
and decisive leadership their player class was born
to.
And then there were what I'll call the
technolibertarians. For them, MUD rapists were of course
assholes, but the presence of assholes on the system was a
technical inevitability, like noise on a phone line, and best
dealt with not through repressive social disciplinary
mechanisms but through the timely deployment of defensive
software tools. Some asshole blasting violent, graphic
language at you? Don't whine to the authorities about it—hit
the @gag command and said asshole's
statements will be blocked from your screen (and only yours).
It's simple, it's effective, and it censors no one.
But the Bungle case was rather hard on
such arguments. For one thing, the extremely public nature of
the living room meant that gagging would spare the victims
only from witnessing their own violation, but not from having
others witness it. You might want to argue that what those
victims didn't directly experience couldn't hurt them, but
consider how that wisdom would sound to a woman who'd been,
say, fondled by strangers while passed out drunk in the middle
of a party, and you have a rough idea how it might go over
with a crowd of hardcore MOOers. Consider, for another thing,
that many of the biologically female participants in the
Bungle debate had been around long enough to grow lethally
weary of the gag-and-get-over-it school of virtual-rape
counseling, with its fine line between empowering victims and
holding them responsible for their own suffering, and its
shrugging indifference to the window of pain between the
moment the rape-text starts flowing and the moment a gag shuts
it off. From the outset it was clear that the
technolibertarians were going to have to tiptoe through this
issue with care, and for the most part they did.
Yet no position was trickier to
maintain than that of the MOO's resident anarchists. Like the
technolibbers, the anarchists didn't care much for punishments
or policies or power elites. Like them, they hoped the MOO
could be a place where people interacted fulfillingly without
the need for such things. But their high hopes were
complicated, in general, by a somewhat less thoroughgoing
faith in technology (Even if you can't
tear down the master's house with the master's tools—read a slogan written into one
anarchist player's self-description—it
is a damned good place to start). And at present they were
additionally complicated by the fact that the most vocal
anarchists in the discussion were none other than exu,
Kropotkin, and HortonWho, who wanted to see Mr. Bungle toaded
as badly as anyone did.
Needless to say, a pro-death penalty
platform is not an especially comfortable one for an anarchist
to sit on, so these particular anarchists were now at great
pains to sever the conceptual ties between toading and capital
punishment. Toading, they insisted (almost convincingly), was
much more closely analogous to banishment; it was a kind of
turning of the communal back on the offending party, a
collective action that, if carried out properly, was entirely
consistent with anarchist models of community. And carrying it
out properly meant first and foremost building a consensus
around it—a messy process for which there were no easy
technocratic substitutes. It was going to take plenty of good
old-fashioned, jawbone-intensive grassroots organizing.
So that when the time came, at 7 P.M.
PST on the evening of the third day after the occurrence in
the living room, to gather in emmeline's room for her
proposed real-time open conclave, Kropotkin and exu were
among the first to arrive. But this was hardly to be an
anarchist-dominated affair, for the room was crowding
rapidly with representatives of all the MOO's political
stripes, and even a few wizards. Lombard showed up, and Aurea
and Quanto, Spaff, TomTraceback, Eldopa and Bloof,
ShermieRocko, Silver Surfer, MaoTseHedgehog, Toothpick—the
names piled up and the discussion gathered momentum under
their weight. Arguments multiplied and mingled, players talked
past and through each other, the textual clutter of utterances
and gestures filled up the screen like thick cigar smoke.
Peaking in number at around thirty, this was one of the
largest crowds that ever gathered in a single LambdaMOO
chamber, and while emmeline had given her place a description
that made it infinite in expanse and
fluid in form, it now seemed anything but roomy. You could
almost feel the claustrophobic air of the place, dank and
overheated by virtual bodies, pressing against your skin.
I know you could because I too was
there, in one of those pivotal accidents of personal history
one always wants later to believe were approached with a
properly solemn awareness of the moment's portent. Almost as
invariably, of course, the truth is that one wanders into such
occasions utterly without a clue, and so it was with me that
night. Completely ignorant of any of the goings-on that had
led to the meeting, I showed up mainly to see what the crowd
was about, and though I observed the proceedings for a good
while, I confess I found it hard to grasp what was going on. I
was still the rankest of newbies then, my MOO legs still too
unsteady to make the leaps of faith, logic, and empathy
required to meet the spectacle on its own terms. I was
fascinated by the concept of virtual rape, but I was even more
so by the notion that anyone could take it altogether
seriously.
In this, though, I found myself in a
small and mostly silent minority, for the discussion that
raged around me was of an almost unrelieved earnestness, bent
it seemed on examining every last aspect and implication of
Mr. Bungle's crime. There were the central questions, of
course: Thumbs up or down on Bungle's virtual existence? And
if down, how then to ensure that his toading was not just some
isolated lynching but a first step toward shaping LambdaMOO
into a legitimate community? Surrounding these, however, a
tangle of weighty side issues proliferated. What, some
wondered, was the real-life legal status of the offense? Could
Bungle's university administrators punish him for sexual
harassment? Could he be prosecuted under California state laws
against obscene phone calls? Little enthusiasm was shown for
pursuing either of these lines of action, which testifies both
to the uniqueness of the crime and to the nimbleness with
which the discussants were negotiating its idiosyncracies.
Many were the casual references to Bungle's deed as simply
“rape,” but these in no way implied that the players had lost
sight of all distinctions between the virtual and physical
versions, or that they believed Bungle should be dealt with in
the same way a real-life criminal would. He had committed a
MOO crime, and his punishment, if any, would be meted out via
the MOO.
On the other hand, little patience was
shown toward any attempts to down-play the seriousness of what
Mr. Bungle had done. When the affable Shermie-Rocko proposed,
more in the way of a hypothesis than an assertion, that
“perhaps it's better to release . . . violent tendencies in a
virtual environment rather than in real life,” he was
tut-tutted so swiftly and relentlessly that he withdrew the
hypothesis altogether, apologizing humbly as he did so. Not
that the assembly was averse to putting matters into a more
philosophical perspective. “Where does the body end and the
mind begin?” young Quanto asked, amid recurring attempts to
fine-tune the differences between real and virtual violence.
“Is not the mind a part of the body?” “In MOO, the body IS the
mind,” offered Shermie-Rocko gamely, and not at all
implausibly, demonstrating the ease with which very knotty
metaphysical conundrums come undone in VR. The not-so-aptly
named Obtuse seemed to agree, arriving after sufficient
consideration of the nature of Bungle's crime at the hardly
novel yet now somehow newly resonant conjecture that “all
reality might consist of ideas, who knows.”
On these and other matters the
anarchists, the libertarians, the legalists, the
wizardists—and the wizards—all had their thoughtful say. But
as the evening wore on and the talk grew more heated and more
heady, it seemed increasingly clear that the vigorous
intelligence being brought to bear on this swarm of issues
wasn't going to result in anything remotely like resolution.
The perspectives were just too varied, the memescape just too
slippery. Again and again, arguments that looked at first to
be heading in a decisive direction ended up chasing their own
tails; and slowly, depressingly, a dusty haze of irrelevance
gathered over the proceedings.
It was almost a relief, therefore, when
midway through the evening Mr. Bungle himself, the living,
breathing cause of all this talk, teleported into the room.
Not that it was much of a surprise. Oddly enough, in the three
days since his release from Iggy's cage, Bungle had returned
more than once to wander the public spaces of LambdaMOO,
walking willingly into one of the fiercest storms of ill will
and invective ever to rain down on a player. He'd been taking
it all with a curious and mostly silent passivity, and when
challenged face-to-virtual-face by both exu and the genderless
elder statescharacter PatSoftly to defend himself on *social, he'd demurred, mumbling
something about Christ and expiation. He was equally quiet
now, and his reception was still uniformly cool, exu fixed an
arctic stare on him—no hate, no anger,
no interest at all. Just. . . watching. Others were more
actively unfriendly. 'Asshole,” spat MaoTseHedgehog, “creep.”
But the harshest of the MOO's hostility toward him had already
been vented, and the attention he drew now was motivated more,
it seemed, by the opportunity to probe the rapist's mind, to
find out what made it tick and if possible how to get it to
tick differently. In short, they wanted to know why he'd done
it. So they asked him.
And Mr. Bungle thought about it. And as
eddies of discussion and debate continued to swirl around him,
he thought about it some more. And then he said this:
“I engaged in a bit of a psychological
device that is called thought-polarization, the fact that this
is not RL simply added to heighten the affect of the device.
It was purely a sequence of events with no consequence on my
RL existence.”
They might have known. Stilted though
its diction was, the gist of the answer was simple, and
something many in the room had probably already surmised: Mr.
Bungle was a psycho. Not, perhaps, in real life—but then in
real life it's possible for reasonable people to assume, as
Bungle clearly did, that what transpires between word-costumed
characters within the boundaries of a make-believe world is,
if not mere play, then at most some kind of emotional
laboratory experiment. Inside the MOO, however, such thinking
marked a person as one of two basically subcompetent types.
The first was the newbie, in which case the confusion was
understandable, since there were few MOOers who had not, upon
their first visits as anonymous “guest” characters, mistaken
the place for a vast playpen in which they might act out their
wildest fantasies without fear of censure. Only with time and
the acquisition of a fixed character did players tend to make
the critical passage from anonymity to pseudonymity,
developing the concern for their character's reputation that
marks the attainment of virtual adulthood. But while Mr.
Bungle hadn't been around as long as most MOOers, he'd been
around long enough to leave his newbie status behind, and his
delusional statement therefore placed him among the second
type: the sociopath.
And as there is but small percentage in
arguing with a head case, the room's attention gradually
abandoned Mr. Bungle and returned to the discussions that had
previously occupied it. But if the debate had been edging
toward ineffectuality before, Bungle's anticlimactic
appearance had evidently robbed it of any forward motion
whatsoever. What's more, from his lonely corner of the room
Mr. Bungle kept issuing periodic expressions of a prickly sort
of remorse, interlaced with sarcasm and belligerence, and
though it was hard to tell if he wasn't still just conducting
his experiments, some people thought his regret genuine enough
that maybe he didn't deserve to be toaded after all.
Logically, of course, discussion of the principal issues at
hand didn't require unanimous belief that Bungle was an
irredeemable bastard, but now that cracks were showing in that
unanimity, the last of the meeting's fervor seemed to be
draining out through them.
People started drifting away. Mr.
Bungle left first, then others followed—one by one, in twos
and threes, hugging friends and waving good night. By 9:45
P.M. only a handful remained, and the great debate had wound
down into casual conversation, the melancholy remains of
another fruitless good idea. The arguments had been
well-honed, certainly, and perhaps might prove useful in some
as-yet-unclear long run. But at this point what seemed clear
was that emmeline's meeting had died, at last, and without any
practical results to mark its passing.
It was also at this point, most likely,
that TomTraceback reached his decision. TomTraceback was a
wizard, a taciturn sort of fellow who'd sat brooding on the
sidelines all evening. He hadn't said a lot, but what he had
said, in emmeline's room and elsewhere, indicated that he took
the crime committed against exu and Moondreamer very
seriously, and that he felt no particular compassion toward
the character who had committed it. But on the other hand he
had made it equally plain that he took the elimination of a
fellow player just as seriously, and moreover that he had no
desire to return to the days of wizardly intervention. It must
have been difficult, therefore, to reconcile the conflicting
impulses churning within him at that moment. In fact, it was
probably impossible, for though he did tend to believe that
the consensus on *social was
sufficient proof of the MOO's desire to see capital justice
done in the Bungle case, he was also well aware that under the
present order of things nothing but his own conscience could
tell him, ultimately, whether to ratify that consensus or not.
As much as he would have liked to make himself an instrument
of the MOO's collective will, therefore, there was no escaping
the fact that he must in the final analysis either act alone
or not act at all.
So TomTraceback acted alone.
He told the lingering few players in
the room that he had to go, and then he went. It was a minute
or two before 10 P.M. He did it quietly and he did it
privately, but all anyone had to do to know he'd done it was
to type the @who command, which was
normally what you typed if you wanted to know a player's
present location and the time he last logged in. But if you
had run a @who on Mr. Bungle not
too long after TomTraceback left emmeline's room, the database
would have told you something different.
Mr_Bungle,
it would have said, is not the name
of any player.
The date, as it happened, was April
Fool's Day, but this was no joke: Mr. Bungle was truly dead
and truly gone.
They say that LambdaMOO wasn't really
the same after Mr. Bungle's toading. They say as well that
nothing really changed. And though it skirts the fuzziest of
dream-logics to say that both these statements are true, the
MOO is just the sort of fuzzy, dreamlike place in which such
contradictions thrive.
Certainly the Bungle Affair marked the
end of LambdaMOO's brief epoch of rudderless social drift. The
rash of public-spiritedness engendered by the events might
alone have led in time to some more formal system of communal
self-definition, but in the end it was the archwizard Haakon
who made sure of it. Away on business for the duration of the
episode, Haakon returned to find its wreckage strewn across
the tiny universe he'd set in motion. The elimination of a
player, the trauma of several others, and the nerve-wracked
complaints of his colleague TomTraceback presented themselves
to his concerned and astonished attention, and he resolved to
see if he couldn't learn some lesson from it all. For the
better part of a day he puzzled over the record of events and
arguments left in * social, then he
sat pondering the chaotically evolving shape of his creation,
and at the day's end he descended once again into the social
arena of the MOO with another history-altering
proclamation.
It was to be his last, for what he now
decreed was the final, missing piece of the New Direction. In
a few days, Haakon announced, he would build into the database
a system of petitions and ballots whereby anyone could put to
popular vote any social scheme requiring wizardly powers for
its implementation, with the results of the vote to be binding
on the wizards. At last and for good, the awkward gap between
the will of the players and the efficacy of the technicians
would be closed. And though some anarchists grumbled about the
irony of Haakon's dictatorially imposing universal suffrage on
an unconsulted populace, in general the citizens of LambdaMOO
seemed to find it hard to fault a system more purely
democratic than any that could ever exist in real life. A few
months and a dozen ballot measures later, widespread
participation in the new regime had already produced a small
arsenal of mechanisms for dealing with the types of violence
that called the system into being. MOO residents now had
access to a @boot command, for
instance, with which to summarily eject berserker “guest”
characters. And players could bring suit against one another
through an ad hoc mediation system in which mutually
agreed-upon judges had at their disposition the full range of
wizardry punishments—up to and including the capital.
Yet the continued dependence on
extermination as the ultimate keeper of the peace suggested
that this new MOO order was perhaps not built on the most
solid of foundations. For if life on LambdaMOO began to
acquire more coherence in the wake of the toading, death
retained all the fuzziness of pre-Bungle days. This truth was
rather dramatically borne out, not too many days after Bungle
departed, by the arrival of a strange new character named Dr.
Jest. There was a forceful eccentricity to the newcomer's
manner, but the oddest thing about his style was its striking
yet unnameable familiarity. And when he developed the annoying
habit of stuffing fellow players into a jar containing a tiny
simulacrum of a certain deceased rapist, the source of this
familiarity became obvious:
Mr. Bungle had risen from the
grave.
In itself, Bungle's reincarnation as
Dr. Jest was a remarkable turn of events, but perhaps even
more remarkable was the utter lack of amazement with which the
LambdaMOO public took note of it. To be sure, many residents
were appalled by the brazenness of Bungle's return. In fact,
one of the first petitions circulated under the new voting
system was a request for Dr. Jest's toading that almost
immediately gathered several dozen signatures (but failed in
the end to reach ballot status). Yet few were unaware of the
ease with which the toad proscription could be
circumvented—all the toadee had to do (all the Ur-Bungle at
NYU presumably had done) was to go to the minor hassle of
acquiring a new Internet account, and LambdaMOO's character
registration program would then simply treat the known felon
as an entirely new and innocent person. Nor was this ease
necessarily understood to represent a failure of toading's
social disciplinary function. On the contrary, it only
underlined the truism (repeated many times throughout the
debate over Mr. Bungle's fate) that his punishment,
ultimately, had been no more or less symbolic than his
crime.
What was
surprising, however, was that Mr. Bungle/Dr. Jest appeared
to have taken the symbolism to heart. Dark themes still
obsessed him—the objects he created gave off wafts of Nazi
imagery and medical torture—but he no longer radiated the
aggressively antisocial vibes he had before. He was a lot less
unpleasant to look at (the outrageously seedy clown
description had been replaced by that of a mildly creepy but
actually rather natty young man, with blue eyes. . . suggestive of
conspiracy, untamed eroticism, and perhaps a sense of
understanding of the future), and
aside from the occasional jar-stuffing incident, he was also a
lot less dangerous to be around. It seemed obvious, at least
to me, that he'd undergone some sort of personal
transformation in the days since I'd first glimpsed him back
in emmeline's crowded room—nothing radical maybe, but powerful
nonetheless, and resonant enough with my own experience, I
felt, that it might be more than professionally interesting to
talk with him, and perhaps compare notes.
For I too was undergoing a.
transformation in the aftermath of that night in
emmeline's—and was increasingly uncertain what to make of it.
As I pursued my runaway fascination with the discussion I had
heard there, as I pored over the *social debate and got to know exu and
some of the other victims and witnesses, I could feel my
newbie consciousness falling away from me. Where before I'd
found it hard to take virtual rape seriously, I now was
finding it difficult to remember how I could ever not have taken it seriously. I was
proud to have arrived at this perspective—it felt like an
exotic sort of achievement, and it definitely made my ongoing
experience of the MOO a richer one.
But it was also having some unsettling
effects on the way I looked at the rest of the world.
Sometimes, for instance, it grew difficult for me to
understand why RL society classifies RL rape alongside crimes
against person or property. Since rape can occur without any
physical pain or damage, I found myself reasoning, then it
must be classed as a crime against the mind—more intimately
and deeply hurtful, to be sure, than cross burnings, wolf
whistles, and virtual rape, but undeniably located on the same
conceptual continuum. I did not, however, conclude as a result
that rapists were protected in any fashion by the First
Amendment. Quite the opposite, in fact: the more seriously I
took the notion of virtual rape, the less seriously I was able
to take the tidy division of the world into the symbolic and
the real that underlies the very notion of freedom of
speech.
Let me assure you, though, that I did
not at the time adopt these thoughts as full-fledged
arguments, nor am I now presenting them as such. I offer them,
rather, as a picture of the sort of mind-set that my initial
encounters with a virtual world inspired in me. I offer them
also, therefore, as a kind of prophecy. For whatever else
these thoughts were telling me, I have come to hear in them an
announcement of the final stages of our decades-long passage
into the Information Age, a paradigm shift that the classic
liberal fire wall between word and deed (itself a product of
an earlier paradigm shift commonly known as the Enlightenment)
is not likely to survive intact. After all, anyone the least
bit familiar with the workings of the new era's definitive
technology, the computer, knows that it operates on a
principle impracticably difficult to distinguish from the
pre-Enlightenment principle of the magic word: the commands
you type into a computer are a kind of speech that doesn't so
much communicate as make things happen,
directly and ineluctably, the same way pulling a trigger
does. They are incantations, in other words, and anyone at all
attuned to the technosocial mega-trends of the moment—from the
growing dependence of economies on the global flow of
intensely fetishized words and numbers to the burgeoning
ability of bioengineers to speak the spells written in the
four-letter text of DNA—knows that the logic of the
incantation is rapidly permeating the fabric of our lives.
And it was precisely this logic, I was
beginning to understand, that provided whatever real magic
LambdaMOO had to offer—not the fictive trappings of voodoo and
shape-shifting and wizardry, but the conflation of speech and
act that's inevitable in any computer-mediated world, be it
Lambda or the increasingly wired world at large. This was
dangerous magic, to be sure, a potential threat—if
misconstrued or misapplied—to our always precarious freedoms
of expression, and as someone who lives by his words I dared
not take the threat lightly. And yet, on the other hand, I
could no longer convince myself that our wishful insulation of
language from the realm of action had ever been anything but a
valuable kludge, a philosophically imperfect stopgap against
oppression that would just have to do till something truer and
more elegant came along.
Was I wrong to think this truer, more
elegant thing might be found on LambdaMOO? I did not know. I
continued, in my now-and-then visits, to seek it there,
sensing its presence just below the surface of every
interaction. Yet increasingly I sensed as well that if I
really wanted to see what lay beneath those surfaces—to
glimpse unveiled whatever there was of genuine historical
novelty in VR's slippery social and philosophical dynamics—I
was going to have to radically deepen my acquaintance with the
MOO somehow.
For a time I considered the
possibility, as I said, that discussing with Dr. Jest our
shared experience of the workings of the place might be a step
toward the understanding I sought. But when that notion first
occurred to me, I still felt somewhat intimidated by his
lingering criminal aura, and I hemmed and hawed a good long
time before finally resolving to drop him MOO-mail suggesting
we have a chat. By then it appeared to be too late. For
reasons known only to himself, Dr. Jest stopped logging in.
Maybe he'd grown bored with the MOO. Maybe the loneliness of
ostracism had gotten to him. Maybe a psycho whim had carried
him far away or maybe he'd quietly acquired a third character
and started life over with a cleaner slate.
Wherever he'd gone, though, he left
behind the room he'd created for himself—a treehouse tastefully decorated, as he'd
described it, with rare-book shelves, an operating table, and
a life-size William S. Burroughs doll—and he left it unlocked.
So I took to checking in there occasionally, heading out of my
own cozy nook (inside a TV set inside the little red hotel
inside the Monopoly board inside the dining room of LambdaMOO)
and teleporting on over to the treehouse, where the room
description always told me Dr. Jest was present but asleep, in
the conventional depiction for disconnected characters. The
not-quite-emptiness of the abandoned room invariably instilled
in me an uncomfortable mix of melancholy and the creeps, and I
would stick around only on the off chance that Dr. Jest might
wake up, say hello, and share his understanding of the future
with me.
It happens, in fact, that Dr. Jest did
eventually rise again from his epic sleep. But what wisdom he
had to offer on that occasion I couldn't tell you, for I had
given up the habit of my skittish stakeouts by then. Some
final transformation had come over me between visits to that
lonely place: the complex magic of the MOO grew gradually to
interest me less and less as a way of understanding the future
and more and more as a way of living the present, until one
day I teleported home from Dr. Jest's treehouse for the last
time, determined to wait no longer for a consultation with my
fellow doctor to give me what I wanted from the MOO, but to
wrest it instead from the very heart of the place. I was
resolved now, to make a life there—to loosen for a while the
RL ties that kept me still a sort of tourist on the MOO and to
give in, body and soul, to the same powerful gravity that kept
so many other MOOers logged on day after day and for hours at
a time.
And in the end that's just what I did,
so that for a brief, unforgettable season the buzzing haze of
VR came at last to envelop my existence: my small daily dramas
were absorbed into the MOO's teeming reservoir of small daily
dramas, my labors were directed as much toward the ongoing
construction of that virtual world as toward the quotidian
maintenance of my stake in the material one, and my days were
swept by the same broad currents of MOO history that gave rise
to the Bungle Affair and the momentous social changes that
followed on it.
That is all quite another story, of
course. Yet as I said before, it begins where Mr. Bungle's
ends, and there remains now only a very little of his to tell.
Dr. Jest did finally reawaken, it's true, one late-December
day—but he didn't even make it to January before he decided,
for no apparent reason but old times' sake, to go on a
late-night Bungle-grade rampage through the living room, thus
all but formally requesting to be hauled before an official
mediator and toaded with a vengeance. The new MOO polity
promptly obliged, and I, still busily contriving to loosen
those RL ties in preparation for my full-time residency,
missed by days my last chance to hear the doctor's story from
his own virtual mouth.
But this was no great loss, I suppose.
For after all what more could I have learned? Dr. Jest's
relapse into mindless digital violence, mocking as it did my
wishful projection of hard-earned wisdom onto him, was lesson
enough, driving home what Bungle's story in its fullest
implications should have already taught me by then: that
nothing in the MOO was ever quite what one imagined it to
be.
I would still have to learn this lesson
many times over, of course. I'd learn it again when on the eve
of my immersion in VR two separate and credible sources
revealed to me that the virtual psychosis of Mr. Bungle had
been even starker than anyone guessed: that the Bungle account
had been the more or less communal property of an entire NYU
dorm floor, that the young man at the keyboard on the evening
of the rape had acted not alone but surrounded by fellow
students calling out suggestions and encouragement, that
conceivably none of those people were speaking for Bungle when
he showed up in emmeline's room to answer for the crime, that
Dr. Jest himself, thought commonly to have reincarnated the
whole Bungle and nothing but the Bungle, in fact embodied just
one member of the original mob—just one scattered piece of a
self more irreparably fragmented than any RL multiple
personality could ever fear to be.
I don't know exactly how often it
occurred to me, in the VR-saturated months to follow, that
other such shards of Mr. Bungle's shattered identity might
lurk among the ethereal population I moved through on a daily
basis. But if they were there they never made themselves
known, and I certainly never tried to sniff them out. It was
far too late for that: the time had come for me to live in
LambdaMOO, and I no longer sought the company of ghosts.
RL NEW YORK CITY,
DECEMBER 1993
The Cubicle
You are in a half-height half-cubicle
in the editorial offices of New York City's Premier
Alternative Weekly Newspaper. The desk is cluttered with
books, magazines, office-wide memos, rubber bands, pens,
take-out menus. The wall is covered with some sort of private
iconography: postcards from Brazil, from California; a bumper
sticker from the “In-N-Out Burger” drive-thru chain; a scrap
of circuit board from inside an old computer; a photograph of
Claude Elwood Shannon, inventor of information theory, taken
in 1952; some photographs of friends, of family. The usual
desperate attempt, in short, at carving a personal space from
the employer's bland domain.
The_Author works here as a part-time
copy editor and sometime contributor.
You see a telephone and Atex
word-processing terminal here.
The_Author is here.
The_Author is eating Indian take-out
from a paper plate and moving commas around in someone else's
thoughts about the prospects for democracy in Haiti.
The_Author has been moving the other
writer's commas around for years but can't remember ever
having spoken to him directly. Once a week or so The_Author
calls this writer's words up on his terminal; once a week or
so he sends the words back to the writer through the office
network; once every couple months the two men pass each other
in the corridor and nod.
The_Author squints at his terminal and
tries to shake the knots out of a particularly knotty
sentence. He weighs the sentence in his mind, feeling for the
hidden shape of the writer's thoughts. But he is having
difficulty concentrating. His own words, he sees, are even now
being read in the cubicle next to his, his sentences weighed,
his commas moved around. It's distracting.
The telephone rings.
look phone
telephone
A sleek black corporate-issue
multilined office phone.
The telephone rings.
@exam phone
telephone (#20354) is owned by
VV_Publishing_Corporation (#666).
Aliases : telephone, phone, blower
A sleek black corporate-issue
multilined office phone.
Obvious verbs:
a*nswer phone
hang*up phone
g*et/t*ake phone
d*rop/th*row phone
The telephone rings.
The_Author answers the telephone.
The voice on the other end of the line
goes, “Hi. Julian?”
The_Author says, “Uh-huh.”
The voice on the other end of the line
goes, “It's me. Karen.”
The_Author has no idea who Karen
is.
The voice on the other end of the line
goes, “exu. Silly.”
The_Author almost yelps. He almost
throws the receiver back onto its cradle, as if it had bit
him.
The_Author says, instead, “Oh, hi.”
The voice on the other end of the line
goes, “Yeah, well, the fact checkers over there called me to
check some things in your article and I asked them to transfer
me over to you when we were done, so . . . heh, here I
am.”
The voice on the other end of the line
cannot be exu's.
The_Author has been interviewing exu on
the MOO (about the Bungle Affair, for the article that even
now is being read in the cubicle next to his) and he knows the
voice of exu pretty well by now. He knows it at least as well
as he knows the voices that inform the articles he copy-edits
every week, and he knows it doesn't suffer any from the
comparison. It is a smoother, livelier voice than most; it has
the clarity and the warmth of straight Scotch; it frankly
doesn't sound a bit like the high-pitched, slightly adenoidal,
slightly quavering tones The_Author's hearing from his
telephone.
The_Author is glad to hear them
nonetheless. Amid the interviews and other online
conversations, you see, he has begun to think of exu as a
friend. And so they talk, the Author allowing himself to
believe the voice on the telephone is really hers, enduring
for a while the strangeness of this unaccustomed medium.
Enduring it the way Ire sometimes, as a child, used to pull
himself out of a pool to shiver momentarily in cold air,
knowing he would feel that much warmer when he dove back
in.
The_Author says, “Hey, I'm thinking of
writing a book about the MOO. I'm thinking I'll, you know,
move in for a few months and see what happens and write it al1
up in the end.”
The voice on the other end of the line
goes, “Cool.”
VR
2
The Scarlet Balloon
Or TINYGEOGRAPHY, A Long View and an Overview
It was early in the afternoon of my
first day as a full-fledged inhabitant of LambdaMOO, and I was
in the living room.
It was very bright, open, and airy
there, with large plate-glass windows looking southward over
the pool to the gardens beyond. On the north wall, there was a
rough stonework fireplace. The east and west walls were almost
completely covered with large, well-stocked bookcases. An exit
in the northwest corner led to the kitchen and, in a more
northerly direction, to the entrance hall. The door into the
coat closet was at the north end of the east wall, and at the
south end was a sliding glass door leading out onto a wooden
deck. There were two sets of couches, one clustered around the
fireplace and one with a view out the windows.
There was a crowd in the living room,
as usual, but I didn't know anybody in it. Minnie was
there—I'd heard her name in conversation once or twice before—
and someone called Jimpsum, watching me with mild interest.
Lestat, the vampire, was also present, as were Lopher, Pensee,
Squib, phedro, Jackson, Portia, Mehitabel, Zaphtra, Spunkin,
Dweezilheimer, and a guest.
The guest was beige.
The crowd, in general, was doing what
you did in the living room, which was nothing in particular.
My screen was filling up rapidly with lines of idle chat and
random silliness.
A cockatoo perched near the fireplace
squawked, “Just another MOO.”
Pensee bravely
gags the cockatoo, read the next line on my screen, ignoring nipped
fingers and frantic squawking.
The cockatoo was a robot, programmed to
repeat at random a small selection of the hundreds of
statements spoken in its vicinity over the last few hours. The
cockatoo was immensely annoying, but its designer had
mercifully equipped it with a gag command, which shut it up
for a little while at least.
Spunkin, observing Pensee's brave
gagging of the cockatoo, thought, “Beat me to it.”
Spunkin thought this out loud,
actually, wrapping his thought in a little typographic thought
balloon, which looked like this:
Spunkin . o O (
Beat me to it. )
Pensee grinned.
Mehitabel said to Lopher, “Furrmi was
OK, I guess. Too many danmed typos, though.”
Lestat's soft chuckle echoed in my ears
as he returned to New Orleans to feed. Lestat was gone.
Lopher said, “Well, Furrmi and I weere
good drinking pals :)”
Mehitabel said, “Er, 'damned' that is.
Damn.”
Pensee said to Lopher, “Oh dear, I'm
sorry to hear that.”
Mehitabel blushed.
Chemo comes out
of the closet (so to speak ...), said my screen.
Jimpsum said, to no one in particular,
“Which of these is the most important to you in your life:
spiritual enlightenment, good grooming, sex, pizza, electrical
appliances, spray starch?”
Lopher said, “What can I say? I like
fuck ups, and he was one of the biggest;)”
Chemo slid open the glass door to the
deck and slipped out, sliding the door closed behind him.
Burg teleported in.
Template teleported in.
Mehitabel teleported out.
Spunkin thought, “Hmmm. Spray starch .
. .”
Minnie said, “NairTM.”
A teal guest came out of the closet (so
to speak . . .).
Portia said, “Good grooming before sex
and pizza after.”
The teal guest slid open the glass door
to the deck and slipped out, sliding the door closed behind it
(“it” being the guest, of course, which like all other guests
was of the neuter gender).
Spunkin fell down laughing at Portia's
answer.
Minnie said, “Or Trident Sugarless
bubblegum.”
Jimpsum chuckled politely at
Minnie.
Burg looked at Minnie with some
curiosity (or so Minnie's automated look-detector informed
us). Burg was the twenty-sixth to do so that day.
Jimpsum said, “Assume you have a
thousand dollars. Do you keep it, or go for what's behind door
number three?”
phedro exclaimed, “KEEP IT. ALL THE
PRIZES SUCK ANYWAY!”
Leda teleported in.
Minnie said to Jimpsum, “I'd give it to
a homeless person.”
Burg said, “Does anybody here go to
Northwestern?”
Minnie looks
preposterous with this halo on her head, Minnie
emoted.
Pensee grinned a little.
Template looked at Minnie with some
curiosity. Template was the twenty-seventh to do so that
day.
Jimpsum said, “If you could pass your
time with foolish daydreaming instead of doing a decent job of
what you're supposed to be doing, would you endlessly mull
over simple-minded questions like these?”
Inspector Gadget entered from the
north.
Burg teleported out.
Rob Lowe came out of the closet (so to
speak . . .).
Burg teleported in.
Spunkin said to Jimpsum, “Uh . . .
isn't that what we're doing now? :-)”
I exited to the north.
I was in the entrance hall.
It was a small foyer, the hub of the
currently occupied portion of Lambda House. To the north were
the double doors that formed the main entrance to the house.
There was a mirror at about head height on the east wall, just
to the right of a corridor leading off into the bedroom area.
The south wall was all rough stonework, the back of the living
room fireplace; at the west end of the wall was the opening
leading south into the living room and southwest into the
kitchen. And to the west was an open archway leading into the
dining room.
There was nobody there, and for that I
was grateful. The living room had its charms, to be sure, but
I preferred them in smaller doses than the one I'd just taken.
It exhausted me to try and follow the interactions in there;
keeping track of the disjointed threads of conversation and
the flighty comings and goings of the residents felt too much
like trying to navigate a cocktail party under the influence
of various psychotomimetic drugs.
Besides, even under the best of
circumstances I had never been that good at working a room,
and for anyone even moderately unsure of his social graces,
the living room was not necessarily the most delightful place
to be. Indeed, in my earliest visits to the MOO, the living
room had seemed to me an emotional torture chamber comparable
only to the luncheon tables of junior high school. There was
something downright cruel, I felt, in the architectural
decision that obliged guests and newbies—whose sleeping
quarters were located by default in the living room's coat
closet—to step out into a crowd of deftly chattering regulars
every time they logged on and made their first awkward forays
into the MOO. Even if the regulars hadn't sometimes gone out
of their way to make the new arrivals feel clumsier than they
already did (in an earlier design of the living room's sliding
glass door, for instance, any players too green to know they
had to type open door before
exiting would find their boneheaded, nose-flattening collision
with the pane announced to the room in humiliating detail),
the experience would still have been a trying one for many a
budding MOOer. Just as at the lunch tables of yore, the
challenge of finding one's place in that boisterous roomful of
strangers could be daunting, and it hardly helped matters to
learn, as one soon did, that beneath the surface of the living
room's giddy chitchat the regulars were often carrying on a
number of unseen conversations (both with one another, via the
whisper command, and with players
in other rooms, via the longdistance page command) in which, for all one
knew, all manner of sneering judgments were being passed on
one's ungainly newbie self.
Thankfully, within a few weeks of my
first visit I had found a new place to sleep—the little red
Monopoly hotel in the dining room, where I'd installed my
nineteen-inch TV set and crawled inside and called it home
(using, naturally, the @sethome
command to do so). And not long after that I had found a
new set of friends—through exu, who had taken me under her
wing and introduced me to her lively, bohemian circle. From
then on, whenever I connected to the MOO I usually teleported
straight to exu's room, a.k.a. the Crossroads, materializing
in the richly cluttered attic she'd constructed beneath the
roof of an old barn in the fields just west of Lambda House,
and lingering there into the night trading erudite quips and
lowbrow gossip with assorted anarcho-pagans, slacker
intellectuals, and queer-theorist computer programmers.
Some nights the party migrated over to
Interzone—a MOO founded by exu and her pals and modeled on
somebody's notion of a postapocalyptic Berlin— and I would
migrate with it. I'd set up an Interzone connection in a
second on-screen window and spend my evening there, meeting
new friends of exu's and switching briefly back to LambdaMOO
to add their Lambda character-names to the growing list in my
automated login-watcher, which alerted me when anybody I might
like to talk to happened to connect. exu was already on the
list, of course, as were Kropotkin and HortonWho; and soon
there was Sebastiano, who lived in a small gay community woven
into a rug hung from the wall of exu's barn; and S*, whose
principal Lambda character (loosely based on the woman who
shot Andy Warhol) lived inside a small, free-floating bead of
seawater; and Niacin, who had so many alter egos on Lambda it
was hard to say exactly where he lived.
And there was Gracile, too, and Elsa,
and Alva, all good for a late-night tête-à-tête, along with
others who would do in a pinch—the upshot being, in short,
that I no longer had to enter the living room with anxiety
knotting up my stomach, wondering if I was cool enough or
clever enough to rate a nod from the upper-classmen. I had my
own cool, clever crowd now, and I could take the living room
or leave it as I pleased, and so I did. I'd pop in now and
then to hook up with an acquaintance or two; or sometimes I'd
just wander in and sit there on the sidelines for a while and
watch, with quiet amusement, the dizzying, cartoonish goings
on.
Today, however, I had gone into the
living room in search of something other than companionship or
entertainment: I was looking for a new home.
I more or less had to, because the old
one, as I'd discovered to my dismay upon logging in earlier
that day, had apparently vanished into thin air. The
television set in which I slept was still intact, and I had
awoken as usual amid the fat-cushioned Oriental splendor with
which I had decorated it (drawing much of my inspiration, you
may as well know, from dim memories of I Dream of
Jeannie and the silken interior of Barbara Eden's magic
lamp). But when I tried to leave my lushly appointed lair I
noticed something was seriously amiss: the exit, which had
always reliably led through the glow of the television screen
out into the hotel room beyond, now led no place at all. It
wasn't that the exit was blocked, as a quick examination told
me, nor was it exactly a matter of the TV set having been
removed from its location. What appeared to have happened, on
the contrary, was that the location had been removed from the
TV set. The very ground on which it stood, that is to say, had
been snatched out from under it, for the hotel room itself was
gone, and gone without a trace—erased from the database
without warning or explanation or even, evidently, the
slightest concern for the resulting metaphysical quandary of
my television set, now separated entirely from the fabric of
MOOspace and bearing me along with it through the topographic
limbo into which it had been cast.
I was annoyed, but hardly mystified. I
quickly deduced the reason for this disruption. The hotel
room, I well knew, had belonged to a player named Ecco (who
was a dolphin and a very longtime presence on my login-watcher
list), but Ecco had not logged on in several months and as a
consequence she had been “reaped”—her account closed, her
character erased, her hotel room and other properties and
creations reduced to the electronic bits of which they were
made and redistributed to more active players. Ecco learned
that she'd been reaped not long after it happened, and I heard
the news not long after that, because she told it to me
herself—face-to-face, in the genuine, physical flesh. Which
was how she told me most things, actually, and which was also
only natural, considering the fact that Ecco, the late virtual
dolphin, was in real life Jessica, the woman I shared my home
and bed with.
As it happens, the death of Ecco and
the life I lived with Jessica were not unrelated phenomena.
We'd been together nearly three years by then—a record for me
after the decade or so of fitful, fraught liaisons that
comprised my adult love life, and an emotional achievement
topped only by my unprecedented decision (finally acted on
sometime in the midst of Dr. Jest's long sleep, and just a
month or two after I'd moved my TV set into Ecco's virtual
hotel room) to actually live under the same real-world roof
with her. Granted, it wasn't as if we'd gone so far as to get
formally hitched, but for the time being it wasn't as if I was
really capable of going that far anyway. For though I loved
Jessica dearly, and though I had nothing against marriage in
principle, in practice it was clear to me by now that a whole
thoroughly uninviting closetful of psychological baggage would
have to be sifted through before I might aspire to so
unflinching a state of union. It's embarrassing to admit, yes,
but there it is: I had reached that stage in some people's
lives when their jumpy progressions from one partner to
another can no longer pass for anything as rational as
shopping around or as liberating as free love. I suffered, I
knew, from a hard case of that pandemic set of affective
phobias and existential willies known to the layperson as fear
of commitment. The symptoms weren't anything too terribly
severe, but they were tenacious enough that my relatively
tranquil RL cohabitation with Jessica qualified as a small
personal miracle, which I regarded with the appropriate
measures of reverent wonder and superstitious anxiety.
Yet if this novel state of affairs
could be said to constitute a great leap forward in my
fumblings toward intimacy with the woman I loved, its effects
on our MOO relationship were nothing short of terminal.
Indeed, they could hardly have turned out otherwise, since the
very existence of that relationship had always largely
depended on the physical distance we'd maintained between us.
In the beginning, I suppose, the strange new world of
LambdaMOO may have brought us together in a spirit of shared
discovery, but it very soon became just a nice place to meet
on the nights we found ourselves bedding down separately in
our crosstown apartments—a warmer, somehow more physical plane
than the raw VR embodied by the telephone, where communication
was perhaps more efficient but the opportunities for an
emotionally convincing good-night cuddle (to say nothing of a
leisurely hour of lovemaking amid the plush furnishings of an
enchanted mansion's master bedroom) were not quite as ample.
It came as no surprise then, really, that our moving in
together brought an almost immediate end to our MOO
encounters, even though as a two-phone-line household we could
as easily have carried them on from opposite ends of our new
apartment as we had from opposite sides of the city. There
just wasn't much of a point anymore.
Nor evidently did any other very
compelling motives remain, in the wake of our domestic merger,
to keep Jessica returning to the MOO. My irregular visits
continued, of course, but hers grew increasingly infrequent
and eventually stopped altogether. Two months went by without
her logging in, then three, and then at last a fatal four—the
maximum period of inactivity allowed to LambdaMOO players by
the all-knowing but not exactly all-merciful wizards, who'd
recently been charged by the MOO electorate with maintaining a
strict regimen of population control and had taken to the task
with a more or less punctual ruthlessness.
And so Ecco had been reaped, and so I
had arrived a few days later to find my virtual home adrift in
the void. And so, now, I stood here in the entrance hall of
Lambda House, sizing up the room's potential as a setting for
my TV set.
The potential was not tremendous, but I
hadn't seen much better. Earlier in the day exu had offered to
let me put the TV in the junk-strewn yard in front of the
barn, and I had gratefully taken the offer into consideration.
Of my MOO friends, after all, exu was still the closest (we'd
even met in real life, briefly, when she and Kropotkin came to
New York for a short midwinter visit), and the idea of putting
roots down in her neighborhood appealed to me. But even in VR
there was something unsettling about the thought of leaving a
perfectly good piece of consumer electronics out in the heat
and dust of a barnyard. And though the living room seemed a
more obviously congenial locale, the instant I teleported into
that maelstrom of sociability I remembered why I'd been so
glad to stop sleeping in the coat closet. Besides, the living
room's owner didn't appear to be permitting anybody to set up
house within the room itself—nobody lived there but the
cockatoo, and all things considered, I supposed that was as it
should be. Every community, virtual or otherwise, needed its
public gathering places, and the living room could hardly
serve that function if individual players started staking out
their turf there.
As far as I could tell, however, nobody
did much gathering in the entrance hall. People mostly passed
through it, pausing for a while to chat with other
passers-through perhaps, but always ultimately heading
somewhere else. Nobody would care much if I made my home here,
I didn't think, and the location was certainly central.
I took another look around, which is to
say I typed the look command and
saw the entrance hall's description one more time:
It was still a small foyer, the hub of
the currently occupied portion of Lambda House. To the north
were the double doors that formed the main entrance to the
house. There was a mirror at about head height on the east
wall, just to the right of a corridor leading off into the
bedroom area. The south wall was all rough stonework, the back
of the living room fireplace; at the west end of the wall was
the opening leading south into the living room and southwest
into the kitchen. And to the west was an open archway leading
into the dining room.
I squinted my eyes and tried to picture
my nineteen-inch television set blending in with the
scenery—over there beneath the mirror perhaps, or next to the
globe that stood in the corner, or up against the rough
stonework of the south wall.
I couldn't see it.
I exited to the east.
I was in a corridor.
The corridor went east and west. There
was a door to the north leading to a powder room. A door to
the south led to the stairwell.
I went east.
The corridor ended here with short
flights of stairs going up and down to the east. South led to
one of the master bedrooms.
I went south.
I was in a large bedroom, the main
master bedroom of the house, overlooking the pool to the south
through a sliding glass door. There were louvered doors
leading west, and a north exit back to the corridor.
An obnoxious beeping sound was going
off every few seconds:
«beep» it
went.
«beep»
I ignored the beeping. It was just the
burglar alarm, and apparently you could waste an amusing few
minutes trying to solve the puzzle of how to shut it off, but
I had never bothered with it before and didn't feel like
trying now. I just pretended the noise wasn't there, as I
usually did—as I had, for example, the night Ecco and I had
had tinysex right here on the bed, heedless in our newbie
enthusiasm of the fact that the room was open to the public,
and that anybody could have walked or teleported in on us
right in the middle of our steamiest emotes.
«beep»
I smiled at the memory. And I realized
that this was not the place for me to make my new home,
either. I needed someplace a little farther off the beaten
path. Someplace cozy, and written well and warmly. Someplace
where the scenery had a little poetry in it, but wouldn't
clash with the matte-black finish of a magic television
set.
«beep»
But how was I to find this place? Just
wandering from room to room like this could end up taking
days, what with all the construction that had gone on in and
around Lambda House in its three years of existence. I needed
some way to step back and look at the MOO as a whole—some
vantage point beyond it all from which to scan the
possibilities.
«beep»
I thought a bit.
«beep»
I thought some more.
«beep»
I opened the sliding glass door and
headed south.
From the pool deck I walked west a bit,
into a relatively neglected corner of the Lambda gardens. A
bubble floated in midair there—I slipped inside it, smiled to
see one of TomTraceback's alter egos curled up asleep within,
then slipped back out and continued south. I passed the
blue-and-white awnings of a makeshift outdoor café. I crossed
a well-tended patch of turf complete with Italianate
reflecting pool and Victorian gazebo. At the south end of the
patch of turf I let myself through a wooden gate into a large
open field of tall grass, and there I stopped and had a look
at what I had come here for: three brightly colored hot-air
balloons, straining at their moorings.
I chose the scarlet one with the golden
lion figure sewn into its surface and clambered into its
basket. I'd never actually been up in one of these balloons
before, but the flight instructions, written on a placard
inside the basket, were simple to follow: I released the
ropes, rose up into the virtual sky, and drifted.
And as the words of the landscape
drifted along beneath me—the street in front of Lambda House,
the pool deck behind it, the little gazebo and the makeshift
cafe, all scrolling up my screen at the gentle pace of
breeze-blown flight—I did my best to see LambdaMOO in its
sprawling entirety, the better to find my place within it. For
this of course was what had led me to the balloons: I wanted
to know the MOO as I might know a map, taking in the breadth
of its topography with the single, sweeping gaze of a
bird's-eye view, looking down from up here where the virtual
birds would have been flying if anyone had bothered to write
them in.
Unfortunately, however, birds were not
the only thing missing from these heights. The sky program was
a clever one (conceived and designed by the industrious Dif, a
relative newcomer who would eventually be appointed one of the
MOO's few RL-female wizards), but it apparently lacked the
intelligence to provide the coherent overview I sought,
instead offering balloon-travelers only a randomly sequenced
selection of the texts describing LambdaMOO's various outdoor
locations. This proved a nice enough way to get acquainted
with the range of building activity going on in the environs
of the house, but it told me little about the overall shape of
the terrain. Soon I was floating over hilltops, woods,
castles, apartment complexes, the Colorado Rocky Mountains,
and even something that looked a lot like the entire country
of Brazil, with no sense whatsoever of how any of these places
was connected to any other, or even whether they were
connected to the greater topology of the MOO at all. I felt no
less lost now than I had before I'd climbed into the balloon,
and all the more anxious to somehow orient myself. Was there
no way, I wondered, to catch an
end-to-end glimpse of the MOO? Could the balloon not rise any
farther perhaps?
I checked the instructions: it could. I
turned on the burner momentarily, and the balloon climbed
higher—as high, in fact, as it could go. Surely now the view I
had taken to the sky for would come into focus. Expectantly, I
typed look down, and the following
words slid across my screen:
As you drift,
you see all of LambdaMOO spread out below you. It's hard to
pick out details from such a high
altitude, though.
And what else could I do then but
smile? The sky was only telling me to do what all MOOers must
in order to feel themselves in place within VR, and what I
should have known to do all along: fill in the details on my
own. The sky was telling me to use my imagination now as I
used it everywhere else in the MOOish world, to wrap it around
the skeletal words of which that world was made and bring them
to life inside my head. So I did as I was told. Inside my head
I started building the map I craved, putting it together from
a grab bag of mental images and phrases I had gathered over
the course of all my previous visits. It looked, more or less,
like this:
Near the northeast corner stood the
map's anchoring feature—Lambda House, of course, three stories
high and counting, an immense split-level absurdity mixing one
part Gothic gloom to four parts California ranch-style cheer.
Outside the front door of the house, to the north, a road ran
west into nothingness, and north of that road some rarely
visited commercial buildings had been erected. South of the
road, and west of the house, the fields began: the barn was
there, a gypsy camp, a landing site for spaceships, a haunted
graveyard, and so on off into the western hills, which sloped
gently upward and then down to the beaches of the virtual
Pacific. Back in the other direction, east of the fields and
south of the house, the backyard spread comfortably,
accommodating the pool and the hot tub and the cafe and the
gazebo, not to mention a pleasantly climbable oak tree and a
challengingly navigable hedge maze. Further south lay the
field of hot-air balloons, and a forest of old-growth trees,
and inside that forest a handful of gardens scattered here and
there along with, if memory served me, a cottage or two.
All in all, the map came together
rather nicely, I thought. Until I thought further. For the
picture that had thus far formed in my head, I quickly
realized, really represented only a thin slice of the MOO's
actual geography. Missing, for starters, was the fairly
extensive subterranean MOO: the lush, verdant lands hidden in
caverns directly below the gazebo, the shopping mall that
radiated out from Lambda House at basement level, and other
underground regions I presumably had yet to stumble across.
These would all have to be traced onto the map somehow, as
would the even vaster areas carved unobtrusively out of
MOO-space by various dizzying tricks of scale. There were the
player homes tucked inside television sets and bubbles and
drops of seawater, for example; there was that spacious and
often bustling nightspot, Club Doome, located at the corner of
an urban intersection shrunk down into a model railroad set in
the mansion's guest room; and perhaps most dizzying of all,
there was the Earth itself, spinning quietly on the axes of a
globe in the entrance hall, medium-sized to all outward
appearances but of planetary magnitude once you stepped into
its atmosphere— and growing more capacious all the time as
newly arriving MOOers added fond simulations of their
hometowns, home states, and home countries to the globe's open
database.
As difficult as such spatial
perversities were to keep straight in my mental image of the
MOO, however, there were other locations even harder to fit
into the map. What to do, for instance, with the quaint little
cosmic wormholes that lay strewn about the MOO like so many
Easter eggs—the magical books, mirrors, paintings, and
plastic-snow-filled crystal balls that upon being opened,
gazed at, shaken, or otherwise engaged became portals into
parallel universes of one sort or another? Where were these strange dimensions in
relation to the already quite sufficiently strange one in
which Lambda House existed?
And more naggingly, where exactly were
all the hundreds of places whose owners had never even
bothered to link them into this loopy, post-Euclidean
geography, choosing happily or lazily to reside in the
featureless nowhere-land my television set had lately been
banished to? Did these free-floating locales perhaps share the
same conceptual space occupied by the so-called satellite
MOOs—the breakaway worlds like Interzone or
aCleanWellLightedMoo (established by a group of Lambda
old-timers and dedicated to the fiercely realistic recreation
of a small piece of the outskirts of Mankato, Wisconsin),
which ran on computers thousands of miles from Palo Alto but
remained linked by ties of history and community to the
homeworld that spawned them?
I tried once more to envision it all.
The house and the surrounding lands. The subterranean realms
clinging to the underside of MOOspace. The bubble homes and
parallel worlds swelling like n-dimensional wasp galls within
the very tissue of it. The nonregion of unlinked places
wrapped in a kind of cluttered orbit around the topologically
correct core perhaps, with the satellite MOOs orbiting out at
a much farther and much less crowded remove.
Thus summarized, the big picture did
indeed seem finally to cohere—but only as long as I ignored
the radical discontinuities and physical paradoxes I was
necessarily papering over in my effort to imagine any sort of
big picture at all. The harder I tried to reconcile these
recalcitrant realities with my vision of the MOO, the fuzzier
that vision became. And the more consideration I gave to the
equally recalcitrant fact that the MOO's geography, besides
being a deeply chaotic thing, was a highly volatile one as
well, with random regions being built in and removed all the
time, the closer the vision came to falling apart altogether.
I began to realize why so few maps of the MOO had ever been
attempted, and why the few that did exist mapped only the
simplest details—a floor or two of the house, say, or the
broad outlines of the beach-front regions—while often
qualifying their own efforts with tacked-on disclaimers about
the inherent instability of the terrain.
And then, looking down from my balloon
at the inscrutable details of the landscape far below, I
realized something else. It occurred to me that there was in-fact one map that represented
the width, breadth, and depth of the MOO with absolute and
unapologetic reliability—and that map was the MOO itself.
This was not the most esoteric of
epiphanies, of course. It doesn't take a whole lot of thinking
about MUDs, after all, to come up with the proposition that a
MUD is, at bottom, simply another member of that broad class
of representations specializing in the schematic depiction of
place, and generally known as maps.
And yet, if I would have you understand
the deep impression that this insight made on me, I must ask
you now to join me in a detour from my account of life on
LambdaMOO while we consider just what sort of map a place like
Lamb-daMOO might be, and how it got that way. I must ask you,
in other words, to delve with me into a brief genealogical
history of the MOO, beginning roughly in time immemorial.
The vastness of the time frame is
inevitable, I'm afraid, for any historically complete taxonomy
of the human innovations ancestral to LambdaMOO must really
start where humanity itself did: at that elusive evolutionary
moment when the strictly private act of imagination blossomed
into the preeminently social one of representation, and the
machinery of culture was born. Language, narrative, ritual—all
of these are engines for the creation of virtual realities,
and always were, for always they have served first and
foremost to allow two or more minds to occupy the same
imaginary space. And always that imaginary space has stood as
a challenge to technology, or maybe a plea: to make the space
more vivid, more substantial, to give it a life of its own.
Primitive inscription was the earliest device to answer the
call; painted cave walls and graven clay tablets lent images
and words for the first time a kind of autonomous existence,
independent of the bodies whose fleeting speech and gestures
had hitherto bound them. But the drive to perfect the
technology of representation hardly stopped there, needless to
say, and it's nothing less than the entire history of this
drive to perfection that comprises the proper genealogy of
VR—the full record of every technique ever devised for making
the shared illusion of representation come more convincingly
alive, from the venerable conventions of perspective drawing
and of the realist novel to the latter-day wizardries that
have given us photography, television, Disneyland, and 3-D,
smellovisual, surround-sound cinema.
It is possible, however, and in the end
probably more enlightening, to tell a less ambitious story
about the lineage of LambdaMOO. For just as nothing puts us
humans more precisely in our place amid the abundant and
interconnected branches of life's family tree than the
observation that we are descended from apes, so too the MOO's
place in the evolutionary history of the virtual is perhaps
best grasped by considering the relatively simple fact of its
descent from maps.
Whence maps themselves arose, I
couldn't rightly say. As for their present-day status as a pet
metaphor of certain delirious strains of postmodernism
(according to which the image of a huge map overgrowing and
ultimately replacing the territory it charts—Jean
Baudrillard's “finest allegory of simulation”—condenses
everything you need to know and dread about the decay of the
real in contemporary culture), I assure you it isn't
theoretical modishness that leads me to locate the origins of
the MOO in the invention of cartography. Any close encounter
with a map is all it takes, really, to sense the embryonic
MOOspace embedded within it. Just look at a map yourself for a
while and try, as you look, to resist the urge to imagine
yourself transplanted into the tiny territory spread out
before you, riding the tip of your own colossal index finger
down toy rivers and over minute mountain ranges, hopping
flealike from city to city as your giant gaze flits across the
chartscape. More than most other traditional ways of
representing the world, maps conjure a vision of
representation itself as a space the viewer might enter into
bodily, a construct not merely to be comprehended but to be
navigated as well. They invite interaction, and of course they
frustrate it too: their smooth surfaces remain impenetrable,
like shop windows, inspiring in the most avid map-gazers a
yearning that has less to do perhaps with simple wanderlust
than with an ancient dream of literal travel into the regions
of the figurative.
Small wonder, then, that the earliest
appearances of maps seem to have been followed not long after
by the first attempts to shatter their surfaces and place the
viewer, as it were, inside them. Board games is what we would
call those attempts today, but that shouldn't keep us from
recognizing them as crude realizations of the map's implicit
interactivity. Nor should it dissuade us from suspecting that
the impulses behind their invention were far from trifling.
After all, the oldest game of all—the casting of lots—began as
a device for divining the will and wisdom of gods, and the
history of games in general remained entwined for millennia
with that of religious and magical ceremony. Is it such a
stretch, then, to speculate that the oldest of board
games—which seems to have been a prehistoric, northeast-Asian
sort of Parcheesi in which tiny horsemen raced each other
around a circular chart not dissimilar in design to the
earliest maps of the world—enacted for its players a voyage
through the shadow world of the imagination, the world where
gods dwelt and that the still-novel technologies of
representation brought to life?
Not that the game wasn't also,
undoubtedly, something very much like fun. But even fun has
its serious dimensions, and in the case of board games
(leaving aside those that, like Scrabble, for instance, don't
in effect represent any sort of navigable territory) the fun
to be had has always to an exceptional degree depended on and
referred back to the dread seriousness of fate. The ancient
racing games evolved quickly into games of battle like
checkers and chess, and much later into economic contests like
Monopoly and the Game of Life, but what has remained a
constant in their appeal is that they quite literally map the
real world of day-to-day and ultimately life-and-death
existence onto the timeless and ultimately inconsequential
realm of the imagined. They promise a temporary escape from
the inescapability of history (whether personal or global)
into a place where history is just a simulacrum built of
rules, turns, strategies, and dice rolls, a weightless flow in
which no outcome is so fatal that it can't be rewritten the
next game around. After all these years, in other words, board
games continue to show their religious roots, since even our
simple, secular delight in these rough-hewn virtual worlds
turns out to be, in a sense, just another way of wrapping our
hearts and minds around religion's primal conundrum: the
cosmic raw deal that gave us each just one life to live.
Still, secular delight is also, in
another sense, simply its own reward, and if the tension
between reality and unreality was always the source of the
board-gamer's delight, then it stood to reason from the outset
that a heightening of that tension would increasingly be
sought by players as the games evolved. With other sorts of
games, of course, gambling has long been the preferred means
of flavoring the airy stuff of play with the rugged feel of
real-life results, but tellingly enough, this quick-and-dirty
injection of genuine fate never became much of a fixture of
board games. Instead, starting with the archaic precursors of
chess, they have more often borrowed from real life not its
consequences but its complexity. With the arrival of chess
itself in courtly sixth-century India—and with the later
development of the East Asian game of Go—the board game
attained a degree of tactical intricacy that remained
unsurpassed for hundreds of years, suggesting perhaps that for
the time being the form's evolving complexity had actually
outpaced that of social reality.
By the middle of this century, however,
reality was catching up with a vengeance, and for the first
time board games of a significantly hairier complexity than
chess's began to appear. Inspired, no doubt, by the
increasingly media-blitzed busyness of the postwar information
landscape—and nurtured, obviously, by the sudden abundance of
leisure time in postwar consumerist societies—these new games
carried out their inherited role of simulating history with an
unprecedented and often overwhelming attention to detail.
Their earliest exemplars were the monumental war games
produced since the 1950s by the Avalon Hill company: played on
towel-sized, geographically precise maps of combat sites like
Gettysburg, Stalingrad, or Waterloo, encrusted with arcane
rules and timetables designed to model actual conditions of
battle, and littered with hundreds of miniature playing pieces
all subtly different from one another in their designated
abilities, the games demanded a certain obsessive fortitude
just to get through the instructions, let alone to commit to
the hours, days, or even weeks a single game might take to
play.
But even these tabletop sagas proved to
be light diversions compared to the groundbreaking genre that
emerged from their midst in 1973, when two veteran wargamers
named Gary Gygax and Dave Arneson introduced a new game they
called Dungeons and Dragons. Abandoning the typical
military-historical setting in favor of a mythical age peopled
by wizards, dwarves, elves, and other Tol-kienesque entities,
D&D (as millions of aficionados would later routinely
abbreviate it) took wargaming into a whole new conceptual
world as well, turning it into an endeavor so involved and
involving that it became, in some ways, difficult to recognize
as any sort of game at all.
The most obvious of D&D's
novelties, perhaps, was its near-total indifference to what
had until then supplied the formal cornerstone of virtually
every game in existence—direct competition between players.
Collapsing the wargamer's swarming battlefield of units into a
single heroic character loaded with dozens of precisely
defined attributes, skills, and possessions, the rules didn't
prohibit player-characters from fighting against each other,
but they made it much more interesting for them to band
together instead and set off on lengthy, shared adventures.
These adventures were designed and refereed by a godlike
metaplayer known as the dungeon master, who threw potentially
lethal monsters and other dangers at the players and awarded
ever-more-impressive powers to the survivors in accordance
with a mind-numbingly complicated set of rules. Roughly
speaking, then, there was a point
or two to it all, but winning wasn't one of them. In fact,
nobody ever clearly won the game, and for that matter no game
ever clearly ended: players simply battled on from adventure
to adventure until their character was killed, at which point
they felt a little sad, maybe, and then created a new
character, so that in principle, games might go on for as long
as anyone cared to play them. In practice, they sometimes
lasted years.
Such elaborately structured
open-endedness brought board-gaming closer than ever, of
course, to the free-form complexity of real life itself, and
this was no small contribution to the evolutionary history of
virtual worlds. But in the end, D&D's truly pivotal role
in that history should really be credited to a subtler
breakthrough: its slight yet radical redesign of the
millennia-old relationship between the board-game player and
the board. Dungeons and Dragons succeeded as no game ever had
at slaking the ancient desire of the map-gazer to enter the
map, and it did so, paradoxically enough, by simply taking the
map away. Drawn up fresh by the dungeon master with every new
adventure, the D&D map remained hidden from the players at
all times, its features revealed only as the players
encountered them in the course of adventuring, and even then
only by the DM's spoken descriptions. Gone was the omniscient,
bird's-eye perspective that had always undercut map-gaming's
illusion of immersion, and in its absence game-play took on a
near-hallucinatory quality so integral to the _ experience
that the official Player's Handbook
now actually begins with vaguely shamanistic tips on how
best to achieve it:
“As [the dungeon master] describes your
surroundings, try to picture them mentally,” advises the
manual, walking novices through a hypothetical labyrinthine
dungeon. “Close your eyes and construct the walls of the maze
around yourself. Imagine the hobgoblin as [the dungeon master]
describes it whooping and gamboling down the corridor toward
you. Now imagine how you would react in that situation and
tell [the DM] what you are going to do.”
What had happened, in effect, was that
the cloaking of the map had also hidden the player's token
self, the game-piece, thereby compelling the player to put
himself psychically in its place. As a result, D&D players
weren't merely represented by their
richly detailed characters—they were identified with them, in a
relationship so distinctively intimate that in time it came to
be recognized as the definitive feature of both D&D and
its scores of eventual imitators, which to this day are known
generically as role-playing games. As apt as the name is,
however, it doesn't do justice to the breadth of the
innovation, for the same mechanics that made D&D's style
of role-play so vivid also made D&D more than just a new
kind of game. They made it, frankly, a whole new mode of
representation—an undomesticated crossbreed, combining the
structured interactivity of the board game with the
psychological density of literary fiction, yet eluding the
ability of either medium to fully embody it. Indeed, the grab
bag of primitive media actually used in playing Dungeons and
Dragons—pencil and paper for making maps, dice for resolving
combat situations and character details, and the spoken word
for just about everything else—tended to give the impression
that the technology hadn't yet been invented that could
single-handedly manage the unwieldly hybridity of the new
form.
The impression was a false one,
however. The technology had been
invented, three decades earlier in fact, when a small army of
British and North American engineers perfected a species of
overgrown calculator known as the all-purpose digital
computer—and in the process inaugurated what might reasonably
be considered the single most revolutionary moment in the
history of representation since the emergence of language.
Even before the computer existed as functional hardware, the
theoretical work of mathematician Alan Turing had established
that the device was no mere number-cruncher, but rather the
ultimate representational Swiss Army knife, a universal
simulator capable in principle of symbolically re-creating the
dynamics of any real-world process it was possible to imagine.
Like the board game, then, only on a much grander scale, the
computer was a tool for creating artificial history, and by
the time Dungeons and Dragons appeared, computer scientists
had long been peering into their machines to watch such
complicated and consequential events as rocket flights,
managerial decisions, and World War III unfold in the
weightless, adjustable atmosphere of digital make-believe.
In comparison, obviously, the
simulation of an adventurous romp through faerie posed
scarcely a challenge to the technology, and given the
abundance of free time, enthusiasm, and sword-and-sorcery
geeks among the junior code-slingers of the day, it was really
only a matter of time before someone did the requisite
programming. In the event, it was three years after D&D
hit the stores that a pair of evidently underworked Palo Alto
hackers by the names of Will Crowther and Don Woods wrote the
world's first computer-based role-playing game, an instant
classic known variously as ADVENT, the Colossal Cave
Adventure, or simply Adventure.
Formally speaking, there was little
about the game that any D&D player would find surprising.
The principal setting was the bowels of a cavern crowded with
dwarves, dragons, and magic treasures, and though the position
of dungeon master was gone, the DM's basic functions were
performed transparently enough by the game's underlying code.
Written descriptions appeared onscreen in elegantly sparse but
otherwise entirely standard DM-speak (“YOU ARE IN A MAZE OF
TWISTY LITTLE PASSAGES, ALL ALIKE,” “YOU ARE IN A VALLEY IN
THE FOREST BESIDE A STREAM TUMBLING ALONG A ROCKY BED”), and
adventurers typed in stripped-down versions of typical D&D
player-statements (“GO SOUTH,” “DROP SWORD,” “KILL DRAGON”) to
which the program gave equally typical responses (“KILL THE
DRAGON WITH WHAT, YOUR BARE HANDS?”). Yet from a psychological
perspective, Adventure's automation of the dungeon master was
clearly no trivial modification. For as a direct result, the
rules that defined the game world suddenly felt a good deal more like those that
defined the physical world. No longer dependent on a human
referee's always revocable agreement to abide by them, the
binary-encoded laws of Adventure were maintained instead by
the same sort of logical machinery that had always enforced
the laws of nature: a nonnegotiable procession of unthinking
causes and inevitable effects. Any moderately skilled
programmer could always stop the game and rewrite its rules,
of course, but for anyone in the midst of exploring it, the
world of Adventure was as hard-wired as gravity, and almost as
convincing.
One particularly lifelike element no
one would find in that world, however, was other people. Quite
unlike Dungeons and Dragons, you see, Adventure was a solitary
entertainment, pitting a lone player against the creatures of
code that dwelled in the software recesses of the Colossal
Cave. It was also a high-quality, addictive entertainment, to
be sure, and wildly popular in computer labs throughout the
world. Yet anyone who came to the game seeking role-play at
its richest was bound to sense something missing—and once
again, as with the earlier leap from D&D to Adventure
itself, it was really just a matter of time before some
inspired young programmer took on the task of completing the
picture.
But time was aided, too, in this case,
by historical coincidence, for it happened that the
high-techies of Adventure's early years were just starting to
get used to a fairly radical notion about the computer:
namely, that it was an ideal tool for connecting its users not
only to complex, abstract realms of logic and data, but to one
another as well. The technology of computer-mediated
communications had been in its infancy at the start of the
'70s—when the first nodes of what would later become the
Internet were sprouting in Pentagon-fertilized fields of
academe—but it grew steadily, and in the final year of the
decade its coming of age was signaled by a cluster of landmark
developments. The earliest computer bulletin boards had been
wired into the phone system by pioneering PC hobbyists the
year before; the first commercial online services opened for
business not long after; the first Usenet newsgroups began to
circulate, stirring up a hint of the vast global storm system
of discussion they would eventually grow into; and last but
assuredly not least, code-smiths Roy Trubshaw and Richard
Bartle, both of them undergrads at Britain's University of
Essex, spent much of the year putting final touches on a
program that would at last fulfill the promise of computerized
role-play, allowing two or more geographically distant players
to enter the game at once.
Its name was MUD. The MU stood for
“multiuser,” and much later, as you may recall, the D would
commonly be taken to stand for “dimension,” but at the time
what it really stood for was “Dungeon,” in homage to a popular
Adventure knock-off known by that name. The game space itself
likewise leaned heavily on Adventure-inspired conventions, as
the generically evocative look and feel of the opening
description made plain:
You are stood on a narrow road between
The Land and whence you came. To the north and south are the
small foothills of a pair of majestic mountains, with a large
wall running around. To the west the road continues, where in
the distance you can see a thatched cottage opposite an
ancient cemetery. The way out is to the east, where a shroud
of mist covers the secret pass by which you entered The
Land.
Naturally, The Land was filled with the
usual automated hobgoblins and hidden treasures as well. But
there, precisely, MUD's debts to its predecessors ended,
because The Land was also filled with real live people, and
their presence introduced new elements of surprise and
camaraderie into computer-adventuring's clockwork worlds.
These elements, in turn, raised the attraction of those worlds
to an apparently irresistible level. By early 1980, the DEC-10
mainframe on which the new game was installed had been opened
up to logins from beyond the university, and it wasn't long
before the machine was swamped with an influx of players so
hooked that a near-total ban on outside MUD connections
(permitted by school authorities only between two and six
o'clock in the morning) did little to discourage them. “Even
at those hours,” Richard Bartle later recalled, “the game was
always full to capacity.”
Such a hit was bound to spread, of
course. Requests for copies of the game's core operating
system started coming in from around the world, and Bartle
honored them, exporting MUD code to Norway, Sweden, the United
States, and Australia (where in time the games'
network-clogging proliferation would lead to an official,
continentwide prohibition of them). Inevitably, other hackers
took to revamping and reinventing the program—streamlining its
inner workings, adding to the diversity and realism of its
features. And wherever new variants appeared, new worlds were
built around them, often retaining the stock sword-and-sorcery
thematics of the original MUD, but increasingly veering off
into realms of almost fetishistic specificity. Devotees of
Anne McCaffrey's dragon-happy fantasy novels stepped into
great scaly text-bodies to roam detailed recreations of the
books' faraway planets; Star Trek
fans built vast working models of the Enterprise and sailed them off through
MUDspace; college students erected simulations of their
schools and spent nights slashing giddily away at monstrous,
digital parodies of their professors.
Hundreds and thousands of person-hours
went into the collective design of these games, and many more
went into the often passionate playing of them— and all the
while the culture at large obliviously looked elsewhere for
visions of the mind-bending dream-tech of artificial worlds it
was beginning to sense computers had in them. Millions got
their first glimpses of the dream in early-'80s science
fictions set amid the gleaming, corporate geometries of a
place most memorably referred to (by novelist William Gibson)
as cyberspace, and millions more saw it later in breathless
media accounts of goggles-and-gloves contraptions being
patched together by starry-eyed Silicon Valley capitalists,
yet few people outside the MUDding community seemed to realize
that a global VR industry of sorts was already cranking out
one lucidly believable digital microcosm after another, more
or less just for the fun of it.
And even among the MUDders, it's safe
to say, not many saw with clarity just what an oddly
substantive sort of fun their pastime was on its way to
becoming. Right up to the end of the '80s, after all, all MUDs
were still at least ostensibly nothing more than games.
Granted, they were impressively elaborate games—no less
free-wheeling and engrossing than the pencil-and-dice
role-playing epics they descended from—but they were games
nonetheless, with specific adventures to be pursued, puzzles
to be solved, and typically, hierarchies of points-based
levels to be ascended (leading ultimately to wizard grade and
the right to build new regions and adventures into the game).
Even so, however, MUDders had long noted the marked tendency
of the game space to become a social space as well. Players
not infrequently stepped outside the game without leaving the
MUD, going “OOC” (or out of character) to hang out amid the
passing adventurers, to haggle over administration of the game
and its resources, to deepen the genuine friendships and
authentic antipathies formed in the midst of play. Something
very much like real community was coalescing at the edges of
all that make-believe, in other words, and though such virtual
communities were hardly rare in the online world, nowhere did
they enjoy as richly nuanced and concretely grounded a setting
as amid the gesturally expressive make-believe bodies and
psychically immersive make-believe landscapes of which MUDs
were constructed.
Despite their principal deployment as
games, then, MUDs were more than just incidentally serviceable
as a medium for broader forms of social intercourse. They were
in fact ideally suited for the role. And it may be that a
recognition of that fact was what led, late in the summer of
1989, to the final significant turn in the technological path
to LambdaMOO. Or it may not be. James Aspnes, the
Carnegie-Mellon grad student who took that turn by creating
TinyMUD,* the first of what would eventually be referred to as
the “social MUDs,” certainly didn't seem to think he was
inventing anything but a more fluid adventuring environment.
“I wanted the game to be open-ended,” Aspnes wrote later,
explaining his decision[2] to leave
the conventional framework of player-rankings and fixed goals
out of his new MUD. And open-ended the MUD indeed turned out
to be, though hardly in the familiar, structured manner made
standard long before by Dungeons and Dragons. The truth was,
TinyMUD really had no structure at all—it was literally
whatever its players wanted it to be. With building privileges
no longer limited to a wizard class, the topology of the MUD
quickly came to reflect the diverse whims and backgrounds of
the inhabitants, with virtual Taiwans popping up next to
virtual Cambridges, and Wesleyan University steam tunnels
leading to the buildings of a University of Florida campus. In
time there was even a full-scale replica of Adventure to be
found somewhere on the grounds, though it's unlikely many
TinyMUDders ever sought it out. For it was clear enough by
then that, whatever James Aspnes's original intentions may
have been, people didn't really come to TinyMUD to play
games.
What they did come for wasn't exactly
easy to pin down, but neither was it all that hard to
understand. They came to create, for one thing—to build spaces
and construct identities. They came, too, to explore the
sprawling results of all that creation. But mainly they came
for the simple reason that other people came as well. They
were there to talk, to tell jokes, to make love and fall in
it, to bitch and bicker and backstab. They were there, in
short, to make human contact, which by a hardly remarkable
coincidence seems also to be what most people are on this
planet for. Even less remarkable, then, are the facts that
TinyMUD, which its creator had expected to “last for a month
before everybody got bored with it,” instead grew fat and
thrived in various incarnations for years; or the fact that it
inspired a miniboom in the construction of MUDs generally and
social MUDs in particular; or the fact that its success almost
instantly began to attract the attention of scholars and
professional media developers, intrigued by the now amply
demonstrated depth and versatility of MUDs and eager to
explore their limits.
And what of the fact that the earliest
of such high-minded investigations was initiated by a
thirty-year-old Xerox researcher called Pavel Curtis? Surely,
in the context of the grand evolutionary narrative we've been
tracing, that particular point of information is among the
least remarkable of all. But as it is the point upon which the
entire narrative converges, let it be noted: that on the
morning of the day before Halloween, in the year 1990, Pavel
Curtis issued the command that for the very first time
summoned into existence LambdaMOO, a social MUD in the classic
mold, with little at that point to distinguish it from the
general run of TinyMUD's progeny aside from its exceptionally
powerful set of world-constructing tools (built into the
original MOO code by its author, Stephen White) and the fact
that a major multinational corporation would be keeping a
close watch, through Curtis, on the world LambdaMOO's players
constructed with those tools.
Of course, given the relatively
hands-off nature of the experiment, even the latter
distinction didn't ultimately make much of a difference to
life within the MOO. Nor might it have meant much outside the
MOO either, had the multinational corporation in question been
a different one. But inasmuch as Curtis worked for the same
Xerox think tank that had essentially dreamed up the personal
computer from scratch a decade and a half before (only to
watch helplessly as Xerox marketers dropped the ball and a
tiny start-up by the humiliatingly cutesy name of Apple
carried it into the end zone), his employer-sanctioned
interest in MUDs rather conspicuously suggested that they
might contain the seeds of the next revolution in the nature
of the human-computer interface.
Thus, where TinyMUD had cleared the way
for research into MUDs as a serious technosocial phenomenon,
LambdaMOO ushered the new field in with a loud and
legitimating fanfare. Before long, ethnographers,
sociologists, and literary theoreticians were poking their
heads into the nearest MUD for an often illuminating and
invariably gratifying glimpse (here was a world, after all, in
which the social construction of reality wasn't a matter
merely of academic dogma but of basic physics), and the Net
was peppered with research-oriented MUDs that went beyond
LambdaMOO's ant-farm experimentalism into areas of ever-more
pragmatic application. There were MUDs designed to teach kids
about science and programming while they played, local-area
MUDs where teams of office workers gathered to coordinate
ongoing projects, a MUD where far-flung astronomers came to
trade observations amid the whirling orbs of a virtual solar system, and even, perhaps
inevitably, a MUD reserved for media researchers who felt like
getting together to talk about, well, MUDs mostly.
So that by the summer afternoon of 1994
on which I showed up at Lambda-MOO to wrestle with the curious
case of the dislocated television set, the world I happened to
be coming home to was but a single member of an increasingly
diverse ecology of such worlds. The three or four hundred MUDs
now up and running embodied a range of applications stretching
from the still very popular hard-core adventure games through
the more broadly focused social and research MUDs and on out
to the first limited prototypes of schemes in which the entire
Net might someday be blanketed by one big MUD, its code
distributed across all the world's computers and its sprawling
terrain providing context for every type of digital
interaction conceivable. More and more, as well, the tens of
thousands who inhabited these worlds were dividing into loose
and loosely antagonistic subcultures reflective of their
divergent interests, with habitués of the social MUDs
sometimes jocularly disparaging the adventure worlds as so
much “hack-and-slash” childishness, and adventurers in turn
dismissing the social worlds as “chat systems with
furniture.”
Despite the growing differences between
MUDs, however, it was an underlying unity that still
ultimately defined them. For just as there had never been any
MUD so steeped in playful make-believe that it wasn't also
fertile ground for serious emotional connections among its
players, likewise there was yet no MUD so dedicated to serious
purposes that it could do without the elements of playful
make-believe that made it function. All MUDs, that is to say,
existed in a conceptual twilight zone between the games from
which they had evolved and the real-life social meshes they
had come to resemble, and at bottom it was in this irreducible
ambiguity—rather than in any of the increasingly various uses
to which MUDs were being put—that their deepest significance
lay. They constituted neither an escape from historical
existence nor simply an electronic extension of it, but rather
a constantly disputed borderland between the two— between
history and its simulation, between fate and fiction, between
the irrevocable twists and turns of life and the endlessly
revisable possibilities of play.
If I make any great claims for the
curiousness of LambdaMOO, therefore, understand that they are
really only claims on behalf of MUDs in general, and also,
perhaps, on behalf of what can really only be called the human
condition. Like all MUDs, you see, LambdaMOO was still
essentially a map, and like all MUDs it mapped a place as yet
uncharted by conventional cartographic means: the strange,
half-real terrain occupied by the human animal ever since it
started surrounding itself with words, pictures, symbols, and
other shadows of things not present to the human body. It's a
place we're all well-acquainted with, of course, since we live
in it from the moment we begin to talk till the moment we have
nothing left to say. But have you never noticed how
seductively exotic even the most familiar ground can come to
look, when it is looked at in the tiny abstractions of a
map?
It was that sight, at any rate, that I
was looking down upon from up there in my scarlet balloon—and
yes, the way I saw it, it truly was a sight to behold.
I felt like Balboa on the cliffs at
Darien up there. I felt like Armstrong in the Sea of
Tranquility. It was as if, in finally understanding that the
MOO and my hoped-for map of the MOO were in fact one and the
same, I had stumbled upon some mythic place I never thought
I'd see, a latter-day El Dorado or Shangri-La that I had long
heard rumors of but couldn't have guessed I'd someday get to
gaze on with my own two eyes.
It was no paradise I had discovered, of
course. Not really. The mythic place I had in mind was in fact
that same unfortunate, legendary empire that so fascinated
Baudrillard—the realm whose cartographers once produced a map
of such faithful detail it blanketed the entire imperial
territory, bringing on the decline of the empire and with it
the eventual rotting away of the map. This fable, as told or
perhaps retold by the great Argentine storyteller Jorge Luis
Borges, had long since worked its way into the mythologies of
postmodernism, looming for years at the edge of any
conversation in which anyone took for granted the fundamental
and probably fatal inability of contemporary society to
distinguish between reality and simulacrum.
But if the usual tones in which the
fable was discussed were either dark with foreboding or cool
with irony, my own mood now was anything but. Bather than
dreading the cultural implications that seemed to follow from
LambdaMOO's confusion of map and territory, I found myself
frankly delighting in them. At that moment, the view from the
balloon looked to me like anything but a metaphor for a
culture suffering through the final, delirious stages of
advanced modernity. It looked, instead, like nothing so much
as a metaphor for the cure. For though I had always known that
the MOO was a place people came to in part to exercise and
share their creativity—to make culture, in short—what I saw
now for the first time, gazing groundward in my attempt to
make some sense of this convoluted cosmos, was the remarkable
cultural object all that collective creativity had produced. I
saw a territory that mapped the community that had made this
map, gradually shaping it over months and years of small acts
of construction. I saw my own little lost piece of that
territory—the television home I had so carefully crafted and
the modest corner of my dear, departed Ecco's hotel room that
she had once upon a time set aside for it—multiplied by the
thousands into a complex chart of all the individual
imaginations and moments of connection that flowed daily
through the MOO.
I saw, in other words, the elusive and
poignantly human beauty infused in this gnarled and ungainly
shape, and if I didn't exactly see in it a work of art as
well, that was only because I sensed modernity's working
definitions of the term were inadequate to so organically
communal a mode of creation. No lone, heroic figure had made
LambdaMOO, nor could its meaning be displayed in any museum or
sold in any gift shop. It existed for and in the webwork of
relationships that built it, accumulating the kind of raw and
life-infested aesthetic power found otherwise only in such
grand, undirected collaborations as coral reefs and city
skylines. Yet unlike the reef, with its millions of
indistinguishable constituent microorganisms, LambdaMOO let
every collaborator's individuality glint amid the grandiosity
of the whole. And unlike the cityscape, with its millions of
residents shut out of the high-stakes development game,
LambdaMOO let all inhabitants participate in building the
world they inhabited.
It seemed too idyllic to be true, this
vision, but I couldn't quite bring myself to doubt it. By now
I was thinking rapturously populist thoughts in the key of
Walt Whitman and Woody Guthrie and feeling mildly embarrassed
for myself even as I thought them, yet I couldn't shake the
feeling that my excitement was somehow justified, that I had
stumbled upon a creative form more radically democratic than
any I was familiar with, and more meaningfully participatory
than any critic of the alienating modern gap between artist
and spectator could ever hope for. That I had found this form,
moreover, not among the guardians of some embattled premodern
culture struggling to hold on to its authenticity, but
precisely here, in this hothouse of simulation erected on the
high frontier of late technological culture, seemed less a
reason for reconsidering my rapture than a cause to savor it
all the more.
I savored it, therefore—and knew right
then and there that the place I was seeking for myself in
LambdaMOO was going to have to be more than just a cozy nook
somewhere. Nor could my simple television set be the only
contribution I made to the MOO's evolving geography. I wanted
to leave a far more memorable mark on this world than that,
and after all who wouldn't, seeing it as I now saw it?
Someday, I sensed, LambdaMOO and all the other player-built
MUDs might very well be remembered as the beginning of a long,
vibrant tradition of similarly emergent digital art forms. I
didn't want to live to regret not having participated more
fully in this moment after it was gone.
And thus it was, dear reader, that the
Garden of Forking Paths—my own egre-giously sprawling addition
to the egregious sprawl of LambdaMOO—was born.
Or rather, I should say, thus it was
that the garden was born again. For I had actually conceived
the project some months before, when a nascent fascination
with the ancient Chinese fortune-telling system known as the I
Ching (or Book of Changes) had sparked an urge in me to build
a working model of the oracle inside the MOO. It was an
obvious idea, in some ways. Based on a gracefully intricate
binary code in which six consecutive tosses of coins or sticks
generated one of sixty-four possible six-bit bytes (or
hexagrams), each pointing to a particular reading from the
book's cryptic wisdom, the I Ching had effectively been an
exercise in digital programming from the moment of its
pre-Confucian invention. Nor did this make it especially
unique among fortune-telling devices and other games of
chance. Generally speaking, such things were a cinch to
translate into the algorithmic mechanics of VR, and LambdaMOO
was fairly littered with them: a full-featured casino awaited
visitors to the basement shopping mall, a Crazy Eight Ball lay
buried in the pile of board games heaped in the dining room, a
mechanized gypsy woman read fortunes to players passing
through the encampment south of the barn. There was even, for
that matter, a rather nicely designed I Ching book, complete
with built-in coin-tossing mechanism, to be found also amid
the wagons of the gypsy camp.
But I had something a little less
literal in mind. Why re-create the I Ching as it existed in
real life, after all, when VR gave me the chance to set the
oracle's complexities free from the amber of their material
shape and embody them anew in whatever imaginable form I
wanted? I racked my brains trying to picture what that
reembodiment might look like. I toyed with this idea and that,
considered talking books and mystic slot machines, drew
sketches and diagrams, grew fed up with them all, then
finally, on the brink of settling for some unsatisfying plan
whose details I have happily forgotten, I hit on the answer.
My I Ching would not be a book, exactly, nor would it quite be
a machine, but like the MOO itself it would be partly a
combination of both and mostly something else entirely: it
would be a place.
And as soon as I guessed that much, the
rest came to me in a quick, bracing shower of afterthoughts.
The place, I knew, would be a monumental natural landscape,
shot through with a filigree of repeatedly branching paths.
Visitors would start out in the center of the terrain, where
they would flip a virtual coin to determine whether to take a
northern route or a southern one. Either direction would lead
them to a fork in their path, and the coin again would tell
them which way to go, leading them to the next fork, where
they would once more follow the coin's direction, and so on.
After the sixth coin toss, the wanderers would have made
enough binary choices to spell out a hexagram—and would also
have reached their destination, where they could then either
meditate on the scenery (depicting some aspect of the imagery
traditionally associated with the hexagram they had just
traced) or else go for a quicker and dirtier enlightenment,
typing the command look within to
call up instantly the relevant text from the Book of
Changes.
Now, I Ching purists might object that
my scheme simplified certain crucial aspects of the
consultation process, and I wouldn't argue with them, but the
idea of the garden seemed vibrantly right to me nonetheless.
For the most part its simplicity struck me less as an
abridgment than as an echo of the I Ching's own elemental
elegance. And its user interface likewise struck me as nicely
attuned to the nature of the oracle, which typically, I knew
from experience, was consulted at moments when one's life path
had reached a fork and the need for direction signs had become
acute. I liked this resonance in particular, and was pleased
as well to recognize a second one lurking within it—a second
text, not to be found in the pages of the I Ching but
definitely related to it, and more definitely related to my
long-term understanding of the MOO than I could at that moment
have guessed.
For I was thinking then of yet another
Borges story. This one told the tale of a captured Chinese spy
in World War I who discovered far from home and in the final
moments of his life the legacy of an accomplished ancestor,
one Ts'ui Pén, whose own final achievement had been the
composition of a book that was at once a “chaotic novel” and a
labyrinth. It was a labyrinth “forking in time, not in space,”
however—a violation of the terms of both conventional fiction
and daily existence, with their requirement that “each time a
man is confronted with several alternatives, he chooses one
and eliminates the others.” In Ts'ui Pén's fiction—to the
mournful admiration of his condemned descendant, whose own
self-chosen doom lay implacable moments away—all alternatives
were pursued, every fork in history's path taken. At each
instant of choice, the protagonist created “diverse futures .
. . which themselves also proliferate and fork,” producing a
convoluted “network of times” that embraced “all possibilities.”
This network was the labyrinth, and
though I'm aware that Borges's depiction of it has since been
glossed by techno-sawy literary critics as a premonition of
the branching digital structures underlying hypertextual
universes such as the World Wide Web, what I saw in it just
then was a crystalline image of the existential space the I
Ching aimed to guide its readers through—and that I now aimed
obliquely to model in virtual space. I had no hope of
rendering the concept as exquisitely as Borges had, but I
decided nonetheless that it wouldn't be too vain of me to
borrow for my work the name he'd given both his story and the
remarkable artifact it framed. For wasn't my creation the real
“Garden of Forking Paths” anyway? Ts'ui Pén's only
metaphorically deserved the title, after all, and here I was
about to build the literal thing—garden, paths, forks, and
all.
Or so I fondly believed. But I wasn't
then figuring into my plans that same geometric proliferation
of possibility that had mired the last thirteen years of Tsui
Pén's life in an essentially unfinishable effort. My own task
wasn't quite so open-ended, of course, but as I quickly
discovered once I broke ground on the garden, even the six
simple choices the I Ching called for would require me to
build no fewer than 127 locations, each one containing either
a fork or a hexa-grammatic end point. And though it was no
great challenge to carve the basic shape of all those sites
out of thin MOO air (I took care of that right away,
mindlessly typing the @dig command
127 times in a single late-night, finger-numbing frenzy),
composing the scenery for each of them was a far more daunting
matter. I wanted unique descriptions for every site, you
see—not just the final hexagrams, but every stop along the
way. I wanted every route to every destination to leave a
trail of indelible images in the traveler's mind, to fuse in
memory the I Ching's message and the path that led to it. And
I soon reached the conclusion that what I wanted was going to
cost me more late-night frenzies of composition than I could
possibly, in those early, tentative days of my relationship to
the MOO, afford to spend.
And so, almost as abruptly as I had
taken up the project, I let it drop. Which isn't to say I
threw it out: I didn't want to, and I didn't really need to
either, having carved its sixty-four pathways into a
palm-sized jewel-box landscape that fit almost unnoticeably
into the arabesque decor of my television set. I entered the
jewel box now and then, showed exu and other friends around
its barren, labyrinthine terrain, its fork-sites spreading
monotonously like so many fresh-built soundstages waiting for
the set crew to come fill them with the illusion of place.
Sometimes I took a crack at a description or two, and
sometimes I even pictured myself finally scrounging up the
hours and the inspiration to finish the job in its
overwhelming entirety. But mostly I thought I knew better.
Mostly I thought the garden was an engaging dream, and a nice
conversation piece, and ultimately just another monument to
the unearned ambition of newbies such as I, destined to
languish like dozens of other eternally half-done mega-objects
mothballed away in player-rooms across LambdaMOO.
But then on that first midsummer day of
my immersion in VR, I rode a balloon to the top of the sky and
looked back down on a MOO I hadn't quite recognized before,
and in that moment my prognosis for the Garden of Forking
Paths changed markedly for the better. All the sights and
insights that floated up to me in that high-flying basket—the
impossible, churning shape that the MOOish cosmos presented to
my mind's eye; the map that I saw inextricably embedded in
that shape and the cultural marvel that I saw in every wrinkle
of that map—they all added up in the end to just one
realization: I was going to build my garden after all.
It was going to be the mark I left on
LambdaMOO's map. And more than that, it was going to be my
homage to that map. For I understood now that at some not too
airy level of analogy, the garden was the spitting image of
the MOO that I was seeing for the first time that day—the MOO
whose history began somewhere on Asian steppes, millennia ago,
when humans first gazed fascinated at the tiny abstract
territory embodied in maps and decided they would ride their
tiny abstract horses into that place. The MOO that hovered
now, I Ching-like, between the seductive whimsy of a game and
the supple seriousness of life. The MOO that in the months
ahead would come to seem to me a catalog of all the human
hopes and anxieties that ride the border between what is and
what might be—from the Utopian longings surging through MOO
politics to the experimentalist urges and schizo-paranoid
tendencies amok in MOO identity play to my own lifelong
commitment jitters, soon sorely to be tested in this lush
terrarium of possibility. I would eventually see all these
emotions and all these MOOs reflected, honored, in the network
of paths and choices my garden was to come to be.
But for now I had seen all I needed to
see.
I let the balloon drift for a while. I
sank it on a downdraft to tree-top height, cruised randomly
till the barnyard came into sight below me, then pulled myself
up over the basket rim and leapt. No parachute, of course, and
no matter: I plummeted screaming to the ground, made a largish
crater there, and arose from it unscathed, like the textual
cartoon character I was.
Evening had come to the barnyard,
written into the description by a clever little algorithm that
kept track of the hour and season and supplied the appropriate
atmospherics. The barn rose up before me, its decade-old coat
of red paint chipped and peeling, the gray-brown shingles of
its roof covered with moss and withered leaves and festooned
at the eaves with clumps of twigs, dry
grass, and string, where swallows
have built their nests. Attached here and there to the
front of the barn was an eclectic but somehow meaningful
disarray of plastic doll heads, bright-painted animal bones,
and warped 45 rpm records, while old farm implements and
whimsical shrines littered the yard around me.
I smiled, recognizing exu's style in
the place and loving it. I decided then that I would gladly
take her up on her invitation after all, and lay my television
set to rest out here amid this handsome clutter. It hardly
mattered to me anymore that a barnyard was not the proper
place to put a TV set. The Garden of Forking Paths would be
finished soon enough, and when it was I could easily build a
cozy little cottage all my own just off the garden path. But
in the meantime I wanted most of all to make my home among my
friends, right here, where the closest of them had built a
place of memory and precious junk, and offered me a piece of
it.
I would have told her all this then and
there, except that exu had had to make a sudden disconnection
just a few moments before. She did most of her MOO-ing, I
knew, during whatever slack time she could scrape from her
office day job, and when she had to go, she had to go. I could
tell her in the morning, and she could attend to the
moderately complicated business of building my TV set into the
scenery here whenever she got a chance to. I didn't mind
waiting.
I wasn't, in fact, in much of a mood to
mind anything just then. I felt sated with the discoveries of
the day, and touched by exu's welcoming gesture, and at the
edge of those emotions I could feel the onset of a sort of
runaway affection I had come to think of as peculiar to VR—a
strangely weightless feeling that seemed unwilling to remain
attached to the particular people who brought it on. It tended
to expand out of all proportion, to seep gaslike through the
gauzy limits of whatever virtual object contained it and bathe
the surroundings in its pinkish haze, so that presently I
found myself wanting vaguely to hug not only exu, wherever she
might be, but the twisted old oak tree in the middle of the
barnyard, the barn itself perhaps, and maybe even the very
pixels of my computer monitor, if I could somehow manage
it.
I let the feeling pass unacted-on,
however, and did not rule out the possibility that I had
simply gone dizzy with hunger. For it was true that my stomach
was growling fiercely by then, and it was also true that
though the satisfactions to be found in LambdaMOO were many,
dinner was not among them.
I typed @quit,
therefore, and shut my computer off, and made my way
upstairs to find a bite to eat.
RL
DELAWARE WATER
GAP NATIONAL
RECREATION AREA, JULY 1994
A Rock in Midstream
You are on a comfortable,
flood-smoothed rock somewhere between the New Jersey and the
Pennsylvania shores of the Delaware River. The rock's face
rises a foot or two above the waterline, with ledges you can
walk on spreading out from it just underneath the surface. The
river flows on toward the southwest, placid and cool.
You see inflatable raft and inflatable
raft here.
Jessica,
A_Girlfriend_of_Jessica's_and_the_Boyfriend_
of_the_Girlfriend, and The_Author are here.
The afternoon sun shines bright,
warming the surface of the rock.
The_Author wades out into the shallow
waters that ring the rock, leaving the others to soak up sun,
eat cheese and apples, rest a while from the rigors of
rowing.
The_Author walks a couple yards to
where the ledge drops off and stands there holding an oar in
his hand, feeling the river pass gently around his bare feet,
ankles, and calves.
The_Author looks up at the nearer
shore, the New Jersey side.
look new jersey
High bluffs rising lush-green from the
water's edge, turning ashen as they climb, becoming pine, and
shale, and edges sharp as cut glass where they meet the
cloudless sky.
The_Author looks over at the farther
shore.
look Pennsylvania
High bluffs rising lush-green from the
water's edge, turning ashen as they climb, becoming pine, and
shale, and edges sharp as cut glass where they meet the
cloudless sky.
The_Author grins. He has that ticklish
sensation a person sometimes gets when standing on or near a
border line. You know the feeling: Your senses tell you there
is no essential difference between the land on either side of
the line, your sense of sociopolitical reality insists as
strongly that there _is_ one, and the contradiction spins
your head around a little.
The_Author feels too lazy at the
moment, though, to think very hard about this ticklish
feeling. Too bad. It might help him explain why, after two
weeks of daily immersion in virtual reality, this sudden
getaway into the great outdoors doesn't hit him with as stark
a sense of contrast as he thought it would. It might occur to
him, for instance, that he hasn't really gotten away. That
sociopolitical reality is not that different, finally, from
the virtual kind, and that a human being never inhabits a
physical landscape without also inhabiting its ghostly,
abstract counterpart -- the geography of language, law, and
fantasy we overlay, collectively, on everything we look
at.
The_Author (none of this occurring to
him) turns and looks at his companions on the rock, and
smiles.
A_Girlfriend_of_Jessica's_and_the_Boyfriend_of_the_ Girlfriend, as it happens, are presently of two minds about
The_Author: 1. The Girlfriend isn't sure The_Author is exactly
what Jessica needs in her life right now. 2. The Boyfriend is
asleep.
The_Author respects these opinions,
having shared them both at one time or another.
The_Author has wondered lately, in
particular, how fail to Jessica all this MOOing is, and
whether it won't end up being a flashpoint for the tensions
always looming in their apartment. He has already picked up
hints that she resents his lengthening hours on Lambda, nor
does he much blame her: there is a strange world plugged into
the wall just outside their bedroom, and she's no longer part
of it.
The_Author turns away again, looks out
at the river's broad stream, breathes deep.
The_Author takes a playful swat at the
water's surface with the flat of his oar, a glancing blow that
sends a small splash arcing high and upstream. He watches as
the flying water beads and catches sunlight just before it
drops back down, and then he swats the river and watches it
fly again. And again.
Jessica laughs.
The_Author turns and sees her grinning
warmly at him from her perch on the rock, watching him
play.
look jess
Jessica
You see cream-white skin spread smooth
across broad angles of bone and splashed with dark: black
eyebrows arching sharp and fine over sloe-brown eyes, thin
strands of chestnut hair licking down toward her neck, toward
a body shaped like ocean waves and wrapped up, at the moment,
in a striped blue-and-white two-piece bathing suit.
She is awake and looks alert.
Carrying:
half-eaten apple
The Fifth-Year Grad Student Blues (one
case)
The_Author, as he always does, melts at
the sight of her like this, her smile open, unabashed,
inviting him to drop his guard for good and claim his right to
a lifetime of this moment's sweetness.
The_Author, as he always does, stops
only a little short of accepting the invitation.
VR
3
The Purple Guest
Or TINYLAW, and Its Discontents
Time had a slow and slippery way of
flowing on the MOO. Broken up by the insistent interruptions
of RL (of sleep, work, meals, and social life), my MOO days
stuttered like an archipelago of dreams across the surface of
the real days, touching down for just an hour or two at a time
but somehow lingering in my imagination for much longer. In my
first week I clocked fewer than ten hours in VR (far short of
my standing aim of thirty, and well shy of the hard-core
MOOer's typical fifty, sixty, or even seventy weekly hours),
yet it felt to me as if I'd already spent a lazy season there.
MOO time was in no hurry, it seemed, and consequently neither
was I: the work of completing my garden could wait, and so,
for that matter, could anything else requiring my focused
attention.
So I flitted instead from diversion to
diversion. I explored the grounds some more, gossiped with
friends and small-talked with strangers. I read casually from
the MOO's organic tabloids—the mailing lists, with their daily
accumulations of scandal, scuttlebutt, and silliness. And when
the Fourth of July swung by, I joined a friendly crowd in the
backyard to watch virtual fireworks light up the midnight
LambdaMOO sky. I sat with exu and others in the grass
reminiscing about sparklers and charcoal snakes, gazing up at
a potluck of pyrotechnics programmed earlier in the day by
assorted locals. We applauded the best of the creations:
Hackamore's O.J. Simpson starburst (A thousand tiny lawyers come sparkling out
of the OJ Rocket, falling like pin-striped rain through the
darkness), exu's airborne Thomas Pynchon allusion (A screaming comes across the sky. . .),
Kerrit's climactic typographic blowout, which looked like
nothing so much as . . . well, which looked pretty much
exactly like this:
All right, maybe you had to be there.
But there I was, and unless I reached back into my earliest
childhood memories, I couldn't remember a Fourth of July that
had so amused me.
I was starting to feel, in fact, as if
an unbroken procession of such amusements lay ahead of me in
this virtual sojourn of mine. I'd been around the MOO long
enough to know better, of course, but all the pleasant
distractions with which I'd been occupying myself—the clever
camaraderie and the mechanical marvels, the leisurely chitchat
and the home-made fantasylands—were beginning to make me
wonder. Perhaps, after all, there was
some truth to the newbie's naive first impression: perhaps
LambdaMOO really was, in the end, just fun and games.
And then one day an old familiar
stranger came to call on me in the privacy of my TV set, and
once again I learned just how mistaken that first impression
can be.
It was near the end of my second week,
while I was in the middle of a leisurely afternoon of reading
through the messages on * social,
that I noticed the wall inside my television set suddenly
twist and groan. Briefly the wall tried to force itself into
the form of a certain “Purple_Guest,” and then as suddenly as
it had begun to warp, the room snapped, with a crack, back
into shape.
I scarcely raised an eyebrow. This was
simply the room's way of telling me that yet another flailing
guest character had tried and failed to teleport in past the
television set's programmable security mechanisms. It was a
common enough occurrence. Guests were typically the newest of
newbies, and as such they had an infantlike tendency to stick
their unformed noses into whatever corner of the MOO caught
their unformed eyes. You couldn't stop them from trying,
really, and you tended to respond to their unbidden visits
about the same way you responded to the unmanageability of
infants generally, which is to say somewhere in the emotional
range between gruff annoyance and smiling indulgence.
Myself, I was feeling rather smilingly
indulgent at the moment, so I had the room's security
subroutine-beam a formal invitation to the would-be interloper
and prepared myself to answer the usual guestly questions and
hand out the usual old-timerly tips.
“Oh brave new woild,” said the purple
guest, teleporting in.
“Welcome,” I said.
The purple guest laughed. “Thanks, Dr.
B. Now I guess you have to work out whether I was quoting Will
or Aldous.”
DrBombay .oO( Will?)
“I trust you are well,” said the purple
guest. “Oh, as in Shakespeare, The tempest.”
Purple _Guest's
on a first-name basis with the mortal bard.
“Ah.” I said. “I am well, but not so
well-educated as yourself, I guess.”
The purple guest grinned.
And I grinned back.
But to tell the truth, I was not sure
how indulgent I felt anymore. There was something unsettling
about this guest—something in the way it moved and spoke, in
the ease with which it handled the basics of MOO-mediated
interaction and in the casual familiarity with which it
addressed me, that suggested the guest was not quite what it
appeared to be.
What it appeared to be, of course, was
nothing much. In addition to their neutral gender, guests were
given a blank description by default, completely featureless
except for the randomly assigned color that distinguished one
guest from another. Just looking at the purple guest, in other
words, told me nothing about who it really was, or what
exactly its game might be, and I was getting impatient to
know.
“Well, enough idle banter, Bond,” I
said, only half in jest. “What did you come to see me
about?”
The guest seemed somewhat rattled by
the directness of the question.
“Oh . . . nothing, really,” it said. “I
guess I've achieved that in ample measure, so will be
off.”
Achieved what?” I asked, my impatience
mounting.
“Nothing, really,” it assured me.
But I was hardly reassured. The
suspicion that this stranger was no stranger at all had now
firmly lodged itself in my mind, and I was starting to
consider the possibilities. I imagined various smirking
friends of mine sitting hidden behind that blank description,
having a quiet laugh at my cluelessness; and I imagined worse:
some tentacle of the Bungle collective perhaps, arriving at
last to play head games on me in a twisted response to my
long-gone attempts at contact. Of course, it was entirely
possible that the guest really was just a guest, and if it
was, I hardly wanted to give it the impression we were all a
bunch of hair-trigger paranoids here on LambdaMOO. But all the
same, I couldn't help continuing my interrogation.
“Well... do you have a character here
yet?” I asked, cloaking the question as best I could in the
guise of disinterested small talk.
PurplejGuest is
completely devoid of character.
“I see. Well, have you been on here
many times before?”
There was a pause.
“Yeeeesss,” said the guest. “I think
you could say that.”
Aha! Then it was true—the “guest” was a
regular, and therefore probably an acquaintance as well. The
cat was out of the bag, or halfway out anyway, and we both
knew what that meant: it was time to play the ever-popular
LambdaMOO parlor game “Guess the Guesst.”
But my purple visitor demurred:
“Let's just do lighthearted banter,” it
insisted. “Unless the imbalance of identity bothers you
overmuch. Take it as read, however, I mean you no harm.”
DrBombay holds
his chin and cocks a wary eyebrow at you, I emoted. It
seemed safe enough at this point to believe that the guest was
not in fact intent on messing with my mind, but I wasn't about
to stop my detective work now.
“Liked your Goldfinger reference
earlier, by the way,” said the guest, obviously trying to
distract me from thoughts of further investigation. “We could
do dueling Blofelds, eh? Eh, Mr. So-Called Dr. Bombay? Ahm
very much afrrrraid your plans for worrrld domination are
doomed.”
The purple guest giggled. But I was
having none of it.
DrBombay pokes
you about the soft squishy parts in an investigative sort of
way.
“Or we could do a kind of Chandler
thing . . . .” said the guest.
“A chandler thing?” I punned. “Sorry, I
lost all my candle-making skills centuries ago, back when they
invented whale-oil lamps.”
“I was thinking Raymond, but never
mind. Mean gritty streets, mean gritty detective, interspersed
with poetry.”
DrBombay starts
yanking vigorously on that nosish-looking thing there in the
middle of that headish-looking thing toward the upper part of
you. “Gotta be one of them Halloween type masks,” he mutters.
“Everything profound loves the mask,”
replied the purple guest, quoting somebody or other, I
guess.
I said nothing.
The guest said nothing.
The seconds passed while I tried to
think of something even remotely clever to say.
DrBombay has
gone all fuzzy-headed, I emoted finally. And it was true.
The rambling thrust and parry of the conversation had at last
exhausted me. It was hard enough maintaining the requisite
flow of hyperliterate semisequiturs during late-night hangouts
up in exu's Crossroads, where I more or less knew who was who,
but here, in the mysterious presence of the purple guest, it
was starting to seem impossible. I knew it wasn't cool of me
to feel this way, at least not by the standards of my MOOish
friends, who greatly prized a certain studied insouciance in
the face of VR's never-ending supply of indeterminate
identities. But I couldn't help it: Not knowing which of my
acquaintances I was talking to apparently caused the banter
centers in my brain to simply shut down.
The purple guest sighed.
“Just wanted a chat,” it said. “An
Escape from Dread Significance.”
I tried again to think of something to
say, but couldn't.
“I guess an absence of significance is
just as significant, though,” the guest continued. “And as
they say: There is no significance without a despotic
assemblage.”
I blinked.
I read those words again.
And suddenly I felt a bit of the
fuzziness clear from my head as a smile of comprehension
spread across my face.
It wasn't that I had a very good idea
what the guest was talking about—or even the slightest notion
what a “despotic assemblage” was—but I knew a quote from the
fashionable French anarcho-philosopher Gilles Deleuze when I
saw one, and I knew therefore, at last, exactly who my mystery
caller was. For of all the admirers of Deleuze I'd encounted
on the MOO (and the place was lousy with them, for reasons I
never quite fathomed and would in any case probably take a
dissertation to explain), only one had so hungrily consumed
the great man's words that he seemed incapable of getting
through a conversation without burping a few of them up here
and there. And only one, moreover, had any particularly
compelling motive to keep his identity hidden as he made his
way about the MOO. The purple guest, I had to conclude, was
none other than Horton-Who—brilliantly loquacious Australian
autodidact, perennial MOO-anarchist agitator, and as of some
five weeks previous, the first and only one of Mr. Bungle's
one-time persecutors to have met with the same capital fate as
the notorious voodoo-doll rapist.
I was chatting with a ghost, in other
words. Or more precisely with a geist,
as some MOOers designated those semipresent souls who,
having lost access to their regular characters (either by
official judgment or, more often, through an act of “MOOicide”
meant to free them from a hard case of VR addiction), returned
to haunt the place wearing the one virtual body still readily
available to them: that of the faceless, fleeting guest.
What HortonWho had done to deserve his
banishment to geisthood's twilight existence wasn't entirely
clear to me at the time. I knew that a dispute had been filed
against him under the new mediation system, that the dispute
had accused him of the harassment of some half a dozen leading
citizens of LambdaMOO (all female, though no one seemed to
have characterized his harassment as sexual), and that even
though the sentence ultimately handed down wasn't quite as
unforgiving as Mr. Bungle's (HortonWho had been newted rather
than toaded— his character put in a coma, so to speak, rather
than put to death, and scheduled for revival at the end of six
months), its severity suggested that whatever the precise
nature of HortonWho's supposed transgressions, they weren't
exactly your average, run-of-the-mill breach of local
etiquette.
Beyond that much, however, I don't
think I really wanted to know a lot
more about the matter. I liked HortonWho, as it happened.
Though famously abrasive in both public and private debate, he
was also singularly cordial and urbane when he wanted to be,
and he seemed mostly to want to be on the few occasions we'd
spent much time together. But it also happened that among
HortonWho's alleged victims was a former number-one ally of
his (a former VR lover as well, I had come to learn) by the
name of exu, and my friendship with her was by now beginning
to feel as strong as any I had formed in real life. The
thought of delving deeper into the dispute's details,
therefore—of trying to choose a side (or not choose one) as I
sifted through the heap of conflicting interpretations and
partial truths in which the episode seemed likely to be
mired—put my stomach in knots.
But there was no way around it now.
HortonWho had blown his cover, and didn't seem to mind much
having done so. He obviously was in a mood to talk, and
obviously there would be no avoiding the subject of his
newting. But I supposed that was all right with me. I was glad
to see him now, six months earlier than I thought I'd get to,
and if there was to be an awkward moment or two in our
conversation, that was a small price to pay for the chance to
converse at all.
Our reunion was in any event a pleasant
one. We grinned; we hugged; we shared an imaginary bottle of
plum brandy to celebrate the occasion. And then, because my
dread of unpleasant topics was not so great as my desire to
get caught up with a not-so-very-long-lost friend, I asked
him:
“How are you, old man?”
“Well, I've been better,” said the
purple guest. “Lost net access courtesy of the cabal. Mostly
fine, though.”
I was taken aback. I had been prepared
to hem and haw about HortonWho's expulsion from the MOO, but
the news that he'd been temporarily banished from the Internet
as well left me at a loss for words. All I could think to ask
was how in the world this had happened. And HortonWho,
naturally, told me how, because upon this matter, as upon most
others, HortonWho had quite a bit to say.
He explained, for starters, that when
he spoke of the “cabal” he meant the small group of MOOers who
had filed virtual suit against him, consisting of the six
aggrieved female players and of one male player, by the name
of Cro, who had initiated the dispute on their behalf. He went
on to explain that among the most aggrieved of the aggrieved
was a certain Laurel—another one-time virtual intimate of
his—and that in the heat of the dispute against him Laurel had
decided to take matters beyond the confines of the MOO.
She took them all the way to Melbourne,
in fact, where HortonWho lived and worked, by sending
intercontinental e-mail detailing the allegations against him
to both his supervisor in a software developing venture and
his local Internet site administrator. The acts alleged were
largely “threats,” including threats of “making spurious
professional complaints, leveling fabricated charges of
academic misconduct, contacting professional journals,
revealing confidences and medical information to employers and
professional colleagues, attacking professional works in
public fora, making crank phone calls, and so forth.” “This
individual,” the e-mail further claimed, “is also articulate
and clever enough to make his threats carefully worded and
veiled to be difficult to interpret from a casual inspection
of computer logs. ...” Additionally, HortonWho was charged
with “vile public communication,” “offensive behavior,” and
sundry other menacing speech acts, the sum total converging on
an all-inclusive charge of “systematic harassment.”
HortonWho denied it all (though he
seemed ready to admit to the more-than-occasional episode of
“offensive behavior,” and I certainly never heard him say he
wasn't “clever” and “articulate”). But the university
administrators in charge of his Internet account could not be
moved. “They pulled the plug immediately,” said the purple
guest. “They refuse to discuss Laurel's nastygram with me. The
more stridently I insist, the more convinced they are that the
e-mail is correct.”
Horton's boss, on the other hand, was
more inclined to give him the benefit of the doubt. But the
boss was “livid,” nonetheless, about the fact that Horton's
adventures in VR had resulted in a potential threat to
business operations (the possibility of criminal charges
against one of the company's few employees was the least of
it: Horton needed Net access for his daily programming work),
and after calming down a bit the man delivered an ultimatum:
either the MOOing stopped or Horton's job was history.
For most people, I suppose, the choice
would have been an easy one, but anybody who knew HortonWho
knew how many months of intense emotional and intellectual
energy he had by now invested in his MOOish existence, and I
don't doubt that he agonized over his decision. But in the end
he chose employment, and after scaring up a temporary,
jerry-rigged connection to the Net, he logged on to Lambda
just long enough to post to *social
and other mailing lists the announcement of his withdrawal
from MOO society—to which MOO society soon replied by
officially declaring the withdrawal mutual and sentencing
HortonWho in absentia to his six-month banishment.
And now the outcast stood before me, a
skulking geist, come MOOing on the sly to ruminate upon the
ruins of his virtual life.
Purple_Guest
[sings] HortonWho died last week, and now he's buried in the
rocks. Everyone still talks about how badly they were shocked.
But me, I expected it to happen, I
knew he'd lost control, when he built afire on Lambda, and
shot it full of holes.
DrBombay takes a
swig of plum brandy and passes you the bottle.
Purple_Guest was
(for some reason) surprised when VR crossed the border into
RL. Both are thereby
impoverished.
Purple_Guest
takes the bottle, taking a deep draught and swilling
quietly.
I thought for a bit, and had to agree:
there was something startling and a little sad about the way
the virtual had collided with the real in Horton's case. It
was a blunt reminder that the MOO was not the self-contained
world its conventions pretended it to be, and it came as
something of a shock to me.
Not that I had any more excuse for my
surprise than Horton did—the Bungle Affair had taught me
nothing if it hadn't taught me that the line between VR and RL
was no more impermeable than the line between what happens
inside our heads and what happens outside of them. But the
Bungle Affair, in its final outcome, had taught me other
things as well—that true community might be possible in the
MOO, for instance, and that there might be something like real
justice to be found in that community's enforcement of its
defining values. And now I couldn't help feeling that those
possibilities were in a kind of jeopardy. For hadn't the
decision not to pursue RL charges
against Mr. Bungle been the act that declared LambdaMOO's
readiness, at long last, to handle its problems on its own?
Hadn't it established a consensus that MOO crimes would be met
with MOO punishment, no more or less? And hadn't that
consensus been built as much on pragmatism as on poetic
justice—intended as a kind of insurance against the confusions
that might come of seeking redress from institutions
ill-equipped to grasp the quirks and subtleties of MOOish
life, and a kind of guarantee that the requisitely clueful
institutions would be built and nurtured within the MOO?
I'd thought so anyway, and I thought
now that I must be glimpsing a partial, and maybe even
ultimately a total, unraveling of that consensus. It was true,
of course, that if Laurel's charges were valid, then it was
Horton Who himself, with his RL threats, who had first pushed
the conflict into the world outside the MOO, thereby obliging
his antagonists to seek its resolution there. But however it
had happened, a boundary had been breached, and the case of
Horton Who, I sensed, had come to straddle the line between VR
and RL far more challengingly than the case of Mr. Bungle ever
had.
Just how great a challenge it was,
however, was hard to gauge without knowing how it was that
Horton Who had ended up a newt as well as a MOOicide. How, I
wondered, had the participants in Cro's dispute against him
handled the question of the extravirtual dimensions of the
case? Which aspects of the now thoroughly tangled web of RL
and VR events had they chosen to consider, and what had they
opted not to judge? What, in short, were the newtable acts
alleged in that dispute?
“Unspecified. Totally,” said the purple
guest. “I was accused and convicted of 'harassment' (however
spelled) without being confronted with my accusers or their
evidence.”
He told me I should have a look at * D:Cro.vs.HortonWho, the official
mailing list attached to the dispute, if I wanted something
like the full story. I groaned at the thought. The list, I
knew, was probably hundreds of messages long and was sure to
be a sprawling hairball of contradiction and recrimination.
But where else could I go from here? I decided I would give
the list a skim, at least, and I muttered something to that
effect.
And then I changed the subject to a
hopefully more cheery one:
“You will be HortonWho again, won't
you, when the six months are up?”
I could only assume he would. The heat
from his boss would have to blow over, eventually, and even if
it didn't, I couldn't picture HortonWho abandoning for good
the character he'd spent the last two years building up into a
fixture of LambdaMOO's sociopolitical landscape.
Nor, apparently, could HortonWho. But
his plans for the afterlife of his lately estranged virtual
body were not quite what I'd imagined.
“I doubt I'll reactivate him,” said the
purple guest. “I have an idea for a hanged man clock, may have
mentioned. Kinda installation.”
I was intrigued, and the guest was only
too happy to elaborate:
“HortonWho on a gallows. In a dark
landscape. A raven on his shoulder. Listening, creaking. Feet
dangling in a puddle, rope creaking, wind whistling, a
smouldering fire splutters and gives off acrid smoke. The
activity of observers makes the body react, feet pointing to
one of twelve signs. The signs being zodiacal, and interpreted
elementally.”
Purple_Guest's
after an iconic representation of the hanged god, he
added. “I'm hoping it will be sumptuous in mourning. Like a
black velvet Elvis painting with eyes that follow you around
the room :)”
I laughed. “You know, it's kinda dull
around here without you.”
The purple guest smiled. “I think the
dullness is endemic. I mean, look at it. . . all the people
who used to have a revolutionary spark are now simpering
reactionaries, apologising for the structures here and the
fact they don't work.”
There was a pause, and then I nodded,
grinning. But I felt a twinge of awkwardness as I did so.
Because for one thing, though I'd heard enough today to wonder
if something wasn't just a little rotten in the state of
Lambda, I wasn't actually so certain that the social
structures of the MOO weren't working, all things considered.
And what was more discomfiting, in any case, was that I more
or less knew which MOOers Horton had in mind when he spoke of
former “revolutionaries,” and I knew that the one who surely
loomed the largest for him was his old comrade-in-arms exu,
toward whom, I further knew, he felt more bitterness and hurt
than he did toward anybody on the MOO. I could understand why,
to a certain extent—their affair had ended badly, in confusion
and betrayals—and I could even, if I had to, sympathize. But I
preferred not to have to, because for my part, I could think
of nobody on the MOO toward whom I felt more warmth and
admiration, and it frankly made me squirm when he got even
remotely close to talking about her.
But the purple guest, thankfully, left
exu's name unspoken. He preferred instead to hint darkly at
the retribution he would one day visit on the “cabal” and all
allied with them. He spoke of “gathering force” in his exile,
and of the grave mistake his enemies had made in chasing him
off the MOO when they should have let him stay where they
could keep an eye on him.
“The sparks from this will glow for a
long long time,” the purple guest warned. “Incendiary dreams
will walk.”
And right about then, as if on cue, I
got a cheerful page from exu, who had just logged on and
seemed to want to chat. I paged her back, and then, anxious to
avoid a disagreeable scene, I whispered to the guest that exu
was around and possibly on her way over to my room.
“Eeep. OK, I'll vanish. Don't let on,
'K?” said the guest. “She +will+ ask, if I'm any judge.”
I agreed, a bit wearily, to guard the
secret of his identity, for it was true enough that given the
variety of surveillance tools used regularly by LambdaMOOers
to keep track of who was where, exu might already have taken
note of the purple guest's presence in my room. But the guest
was gone before my assurances even left my computer. So I said
good-bye to the empty air and teleported over to exu's, where
I was greeted with a hug and a pleasant conversation and not a
single question about who my visitor had been or so much as an
allusion to the once and maybe future HortonWho.
I breathed a heavy sigh, two parts
relief to one part sadness. They were both my friends, these
two sworn enemies, and I hoped that sooner or later I could
figure out a way to be a friend to both of them without also,
at the same time, feeling like a traitor to them both. In the
meantime, I now realized with a glum sense of resignation, the
least I owed all three of us was to give *D:Cro.vs.HortonWho more than just a
skim.
And so, not long thereafter, I did
exactly that: I spent two hours siphoning the contents of the
mailing list from the MOO to my hard drive to my laser
printer; and on the day after that I took the resulting 102
single-spaced, small-typed pages to work with me. And there—in
the idle moments I might otherwise have spent with a copy of
The New York Times in hand,
updating my supply of common knowledge about the world my
coworkers and I generally agreed we all lived in—I opened that
fat document from another reality and began to read.
This was not the first document of its
kind that I had waded into. For that matter, it wasn't even
the first such document I had read in which HortonWho figured
so centrally. Getting lost in the vast underbrush of legal and
legislative documentation introduced by the new political
order was in fact fast becoming one of the MOO populace's
favorite “leisure” activities, and it had lately become one of
mine as well. It so happened, moreover, that my initiation
into this arduous pastime had been occasioned more or less
directly by HortonWho himself, some two months earlier, when
he'd filed a dispute I couldn't resist having a look at.
Registered in the Lambda legal archives
as D:HortonWho.vs.aCleanWell-LightedMOO, the case and its attendant
contradictions would later strike me as more than slightly
relevant to my attempts at understanding the dispute that led
to HortonWho's newting, yet at the time it intrigued me mainly
as a spectacle of potentially historic dimensions. I was aware
that the new mediation mechanisms had by that point been
brought to bear on a wide variety of conflicts—ranging from
the usual cases of harassment and MOO rape to flare-ups
involving such rarefied issues as the responsibilities of
public-room owners and the ambiguous privileges of the
archwizard Haakon in a democratic MOO—but as far as I knew the
scope of Horton Who's dispute was unprecedented. For the first
time in the existence of this curious, fledgling legal system,
a plaintiff was seeking satisfaction in a matter of what was
semiseriously being referred to as “international law.”
HortonWho, that is to say, was bringing suit against another
MUD.
You didn't have to know the historical
background of the dispute to understand how such a thing had
come about, but it helped. aCleanWellLightedMOO, was, after
all, not just any MUD, but the oldest and the stablest of
Lambda's breakaway worlds, and in taking it on, HortonWho was
thrusting himself into the middle of a long and complicated
relationship. Public opinion about CleanWellLighted was mixed,
to say the least, and had been ever since CWL's inception in
the waning days of the old wizardocracy, when certain less
enfranchised quarters of the population had looked
suspiciously on the fact that the new MOO's founders and
earliest colonizers were almost exclusively members of
Lambda's so-called “Power Elite” (the wizards and their
friends). Haakon's subsequent dissolution of the wizards'
reign (rumored to have met with only grudging acceptance among
some of his corulers) didn't help matters much either: As
LambdaMOO plunged forward into the ensuing months of
tumultuous political change, and Clean-WellLighted continued
to govern itself in the same autocratic fashion still
preferred to this day by 99.9 percent of all MUDs, it grew
easy and eventually common to think of CWL—as HortonWho, for
example, did—as “the MOO founded in reaction to the Lambda
democracy, the place the Power Elite fled to.”
HortonWho, however, was perhaps more
inclined than most LambdaMOOers to think of CWL that way, for
it was his belief that he himself had played a pivotal role in
causing the Power Elite to flee. Nor, though he had a tendency
to exaggerate his own importance in the great events of MOOish
history, was he altogether deluded in this belief. In the
months preceding the wizards' abdication, HortonWho had been a
prominent member of what was called by some the MOO
Underground, a loose affiliation of the politically
disaffected that included exu and Kropotkin, among several
others, and was dedicated more or less to the overthrow of the
existing social order. “We were trying to make anarchy,” exu
said later. This seemed to mean, in practice, a lot of late
nights hanging out in one another's rooms theorizing the local
power structure, a good deal of agitating on the lists and in
the living room for an end to the wizards' summary toadings of
alleged troublemakers, and occasionally, a frank
heart-to-heart with the powers-that-be about the need for
fundamental change.
It was in the course of one of these
latter conversations, Horton told me, that what he seemed to
think of as his shining hour came to pass. It happened one
evening when the leading lights of the Power Elite were
gathered in and around the cafe in the backyard, as was their
habit, and Horton, who had been haranguing them to no effect
about the moral and political urgency of abandoning their
dictatorial ways, decided to try a different tack: “I walked
up to each of the wizards, in turn, Haakon, enaj,
TomTraceback, Chevy, and put it to them personally. I pointed
out to them that if they were going to insist on being social
wheels, it could easily eat up all their RL and MOO time.
They'd assumed they could effect control. By the application
of terror, I guess. But as I explained, it's easier to make
ungovernable than to govern. And I think that realisation hit
them hard.”
No doubt it did, I agreed, but I
couldn't help asking: had it really never hit them before?
Could it really never have occurred to them that the day-in,
day-out job of keeping the peace in this crowded virtual
funhouse might in the long run be a huge drain on their time
and energy? “Not in such stark terms, I think,” said
HortonWho—and anyway, he added, look at the timing: just a day
or two after this parley in the cafe, Haakon delivered his
edict withdrawing the wizards from the social sphere. What
more proof could anyone need that HortonWho had effectively
toppled the wizards' regime?
Well, however much weight you assigned
to Horton's role in this first phase of the transition to
democracy (and the archwizard, for one, was flabbergasted to
learn years later that Horton assigned it any weight at all),
there was no denying his centrality in phase two: the debates
that led to Mr. Bungle's toading and, subsequently, to the
introduction of the petition system. For by then it was a
fairly well known fact that Horton Who's relations with
Bungle's principal victim had progressed well past the stage
of comradely solidarity. By which I mean, of course, that
somewhere amid the heady days and nights that followed in the
wake of the wizardocracy's collapse, amid the rubble of the
old ways and the possibilities for new ones that seemed to lie
wide open all around them, exu and Horton had become lovers.
And so it was that when exu found herself grappling, confused,
with the strange mix of violation and exasperation that
Bungle's attack had left her feeling, it was to HortonWho she
went for comfort. So too, it was in the closest of
consultations with him that she reached the fateful decision
to transform her confusion into action, to politicize it, so
to speak, with her call for Bungle's toading. And therefore it
was also really no surprise that HortonWho was first in line
to publicly second her request—or that he made his subsequent
arguments in its support with so much passion and rigor that
TomTraceback would later cite them as decisive in persuading
him, finally, that Bungle had to go.
In time, HortonWho came to lament his
crucial part in the Bungle Affair as publicly and as
forcefully as he had once performed it, but this too was
perhaps to be expected. As it happened, the final outcome of
the episode had never sat entirely well with him or, for that
matter, with any of the self-styled anarchist crowd, exu
included. After all their talk of building community and
consensus, after all the hopes for a new form of social
organization freely risen from the ruins of the old, Haakon's
archwizardly imposition of the petition system had left a
somewhat ashy taste in their mouths, and for a while, said
exu, “we were really pissed. He was trying to do this deus ex
machina social engineering when we were really trying to get a
movement together.”
By the time the first anniversary of
Bungle's toading rolled around, the movement had pretty much
moved on, but in the interim HortonWho had acquired sharper,
more personal reasons for regretting his contribution to the
evil clown's demise. His relationship with exu had crashed and
burned—after a year in which the two had discovered for the
first time just how deeply an affair conducted over the wire
could reach into their minds and bodies—and he had come to
mistrust her on a variety of levels, not the least of them
being the political, exu had by now essentially made her peace
with the new MOO order, and she'd even got herself elected to
a position in the closest thing there was to a government
agency on LambdaMOO—the Architecture Review Board, which
helped establish and maintain guidelines for local building
and programming. But Horton's view of things had only gotten
darker and more skeptical, and in particular, he had grown to
think of the Bungle debates as one of the great shams of
Lambda history. “Street theatre with a sacrificial clown,”
Horton now called it—a brazen, manipulative power play into
which he, like the rest of the public, had unwittingly been
enlisted by the treacherous exu.
As for the Power Elite, HortonWho
seemed less and less inclined to believe their withdrawal to
aCleanWellLightedMOO was anything but a tactical retreat— a
way of continuing to wield their influence over Lambda's
social affairs from a safe and unobtrusive distance. And
though he wasn't the only MOOer who subscribed to some version
of this theory (“Ruling from Orbit” was commonly said to be
CWL's unofficial motto), he did seem more intent than most on
doing something about it. He took to hanging out from time to
time on CWL—mostly, he said, because there were a few people
there he actually liked to talk to, but also, clearly, for the
purposes of keeping an eye out for evidence of wizardly
conspiracies to hoodwink the LambdaMOO public. These he sought
to ferret out in various ways, including most notably the
technique of planting himself in the middle of the CWL living
room and hurling accusations with his proven passion and
rigor, on the off chance that one or another of his rhetorical
projectiles might actually dislodge a clue.
Needless to say, Horton's investigative
methods did not, in the long run, much amuse the established
residents of aCleanWellLightedMOO. And since their own
amusement was more or less the whole point of the place, they
put him on notice that any further obstreperousness on his
part would result in his immediate eviction. Horton being
Horton, however, this warning only led to a new round of
living room denunciations, and in due time the local autocracy
made good on its promise—first they newted him for a while,
then they denewted him to see if the experience had taught him
to stop his “baiting and provoking,” then at last, having
judged without further ado that he could not be taught, they
toaded him. Horton, outraged, made one final attempt to regain
his place in CWL: he logged on to LambdaMOO, located an
ingenious MOO-to-MOO communications link maintained there by
the CWL crowd, and through it transmitted a heartfelt appeal
for clemency to his CleanWellLighted toaders. To which they
responded by cutting off his access to the link.
And thus, dear reader, we arrive at the
end of the historical background to D:HortonWho.vs.aCleanWellLightedMOO
and the beginning of the dispute itself. For it was at
this point that HortonWho decided that his treatment at the
hands of the CWLers had gone beyond mere personal affront. It
was a casus belli now, as far as he was concerned, and he
wasted no time setting the machinery of a full-scale inter-MOO
confrontation in motion. With a blind eye turned to the
dullish fact that CWL's governing social metaphor wasn't so
much that of the modern national polity as it was that of the
senior prom (with best behavior expected from all and all
rights to eject unwanted partiers reserved by the organizers),
HortonWho immediately proceeded with his “international
dispute,” declaring CleanWellLighted “a repressive fascist
state,” offering his own “summary @toading without due
process” as exhibit A, and insisting that Lambda-MOO, to
preserve its integrity as a democratic society, must break off
official relations with the offending power at once.
Nor did the apparent absence of any
official relations to break off faze him a whit. He overcame
that problem, in fact, in the same dazzling, three-point leap
of logic that got him over the equally formidable hurdle of
the mediation system's rules of engagement, which clearly
forbade disputing any type of entity other than individual
LambdaMOO players. This minor marvel of conceptual acrobatics
on HortonWho's part began, if I understood it correctly, with
the conjecture that in VR perhaps no relations were more
official than the technological kind; it went on to the
observation that the CleanWellLighted communications link was
about as concrete a technological relation between Lambda and
CWL as one could imagine; and it landed ultimately on the
curious fact that the link, for some perverse technical
reason, existed on Lambda as a player object—conveniently
enough named aCleanWellLightedMOO, logged in continuously from
the CWL machine at Boston's Northeastern University, and
residing in a corner of the database evocatively entitled
“Orbiting LambdaMOO.”
Granted, HortonWho didn't make each one
of these points explicit in his dispute, but then he didn't
have to. All were elegantly implied in the bold, concise, and
really only slightly crackpot proposition he submitted finally
for the mediator's consideration:
Toad the link.
He didn't seem to be even remotely
joking about it either. “Evil flourishes when good people do
nothing,” he intoned at the end of his opening brief. “Cut the
link. @toad. . . aCleanWellLightedMOO.”
Unfortunately for HortonWho, however,
and for my expectations of a historic spectacle in the making,
the good people of LambdaMOO seemed perfectly willing, in this
case at least, to do nothing. To be sure, of the dozen and a
half onlookers who gathered around the dispute's mailing list,
there were those who appreciated HortonWho's general political
points, and there were even a few who were willing to get
behind his quixotically inventive specifics. But the majority
opinion seemed ultimately to be that this dispute was just a
waste of everybody's time. Some, for instance, saw it as
formally groundless: if the dispute's standing depended on the
premise that the link was a toadable player, they reasoned,
then why did it not founder on the fact that the link itself
had done nothing more heinous than stop talking to HortonWho?
Others saw the issue as a social one, and wondered why it was
that HortonWho was trying to convince a lone mediator to sever
the entire MOO's communications with CleanWellLighted. Why did
he not place a matter of such wide-reaching public consequence
before the public itself, in the form of a petition?
That these questions failed, shall we
say, to appreciate the poetry of Horton-Who's dispute was
obvious. That they were in some cases also just rhetorical
weaponry wielded by CleanWellLighted partisans seemed likely
as well. But they were good questions nonetheless, especially
if you took mediation at all seriously as an institution, and
as they mounted it grew increasingly clear that the mediator
(one Dr. Fate, if you can believe it) was in warm sympathy
with them. Whether or not HortonWho's request was in fact
headed for dismissal, though, remains technically speaking a
mystery—for it wasn't long before the dispute got bogged down
in procedural complications and HortonWho, in a possibly
face-saving show of exasperation, withdrew it. I don't know if
he gave much thought just then to transforming his complaint
into a petition, but in any case events would soon enough
convince HortonWho that CWL was a minor evil compared to
Lambda itself. His brief career as an inter-MOO human rights
activist was over, and the great cross-cultural showdown I had
thought I saw gathering like thunderclouds over his dispute
dispersed with scarcely a rumble.
Yet as I sat down during a coffee break
two months later to examine the contentious beginnings of
HortonWho's new career as a sometime geist and full-time newt,
it was starting to dawn on me that the one broadly meaningful
query posed by his abortive toad-the-link campaign was still
very much in the MOO air. Half-baked or not, the proposal had sought, among other things, to
test the depth of LambdaMOO's commitment to its new social
system. Was Lambda-mocracy worth defending against less open
forms of virtual government—the dispute had implicitly
asked—or was it not? Of course, the possibility of a broadly
meaningful response to that question had mostly been swallowed
up by the dispute's provocative idiosyncrasies, but here and
there an eyebrow-raising comment had gotten through.
“Personally,” wrote the gruff Alpacazoid somewhere amid the
wranglings of the *D:HortonWho.vs.aCleanWellLightedMOO
mailing list, “I think democracy is overrated, especially
for resources like MUDs.”
And maybe Alpacazoid had it right. But
me, I didn't know for certain one way or the other, and in
that regard I was hardly alone. All around me, in fact, in a
scattered but persistent buzz, a vast deliberation on the
merits of the new MOO regime was under way. In quiet
one-on-one conversations and searing *social-issues flame wars, in the
intimacy of real-time mediation sessions and in the living
room glad-handing of Architecture Review Board election
campaigns, LambdaMOO was trying on virtual democracy like a
new and hastily purchased pair of gloves, always questioning
at some level whether the choice had been mistaken or whether
its subsequent discomforts were just the inevitable complaints
of a breaking-in period. It was everywhere, this mood of
anxious experiment, but nowhere could it be felt more palpably
than in the debates surrounding the great MOO-wide decisions
of the day—the ballot measures that resulted when petitions
finally came to a vote.
I had by now a certain familiarity with
these debates. The taste for MOO-political entertainment that
HortonWho's anti-CWL jihad had aroused in me had spurred me on
toward bigger and better spectacles, and for the most part
they didn't come any bigger and better than the ballots and
their boisterous mailing lists.
The legislative history of the ballot
*B:Minimal_Population_Growth, for
instance, was a fascinating piece of sociology comprising
several dozen screenfuls of intergenerational resentments,
vigorously aired. Alarmed at the explosive population boom
sparked by a recent spate of MOO-related RL media coverage
(including, regrettably, my own), older residents bewailed the
declining quality of Lambda life and called for an immediate
locking of the gates against the newbie hordes. Newer
arrivals, in response, grumbled loudly at the implication that
they somehow had less of a right to be there than the old
folks. The parallels to real-world controversies over
immigration policy were obvious and even mildly amusing, but I
was pleased to see that the arguments never took on quite the
level of hysteria often present in such debates. And I was
relieved as well to see the sensible outcome, in which the
problem I had in some degree helped cause was resolved through
passage of a compromise measure, written by exu, that reduced
the growth rate from an average of fifty new characters a day
to a much more manageable five.
* B:AntiRape,
on the other hand, was a somewhat less inspiring affair.
Written by Laurel just a little over a year after Bungle's
toading, the petition was an attempt to finally codify the
MOO's consensus that virtual rape was “abhorrent and totally
unacceptable in this society.” Its passage should have been a
cakewalk, really, and would have been, had Laurel not insisted
on additionally attempting the impossible: her petition
included a clause establishing a clear division between
virtual “speech” and virtual “action,” with full freedom for
even the most violent instances of the former and mandatory
toading for any instance of the latter that could reasonably
be described as rape. It was a noble try at enlightened zero
tolerance, but it was a tall order indeed to ask MOOers to
envision a solid line between words and deeds in a universe
made entirely of text.
“I just don't think people _make_ the
distinction with any clarity here,” Tom-Traceback wrote to the
ballot's mailing list, and if the lack of clarity in the
surrounding discussion was anything to go by, he was right.
The epistemological complexities that the previous year's
debate had navigated so nimbly now rose up to swamp this one.
Some MOOers, this time around, professed themselves appalled
at the very concept of “virtual rape,” declaring it a
contradiction in terms and a painful trivialization of the
experiences of RL rape victims. Others replied that this
complaint was both wholly valid and, considering among other
things the centrality of metaphor to the workings of MOOish
VR, sort of beside the point. Libertarians and libertines,
meanwhile, fearing for their virtual rights and their virtual
hides respectively, were aghast at the draconian penalties
proposed for behavior whose definition so depended on the
vagaries of language and interpretation.
And there were other, less
philosophical lines of argument as well. Mud was slung,
personal morals were impugned. Supporters and opponents of the
ballot wrestled hither and yon across a broad rhetorical
battlefield whose cratered landmarks included charges of
sexism (from both camps), tortured examinations of the meaning
of sexual consent (with the requisite cross-references to RL
date-rape controversies), occasional pointed reminders about
the genuine suffering of MOO-rape's victim's (with the
obligatory pointed rejoinders about the genuine suffering of
the wrongfully toaded), and eventually, allegations of kinship
between opponents' arguments and the policies of the Third
Reich (with the leaden predictability of a flame war close to
burning itself out).
At which approximate point exu—who had
all along been putting up some of the ballot's more nuanced
defenses—posted to *B:AntiRape
proclaiming the discussion now “contentious nigh unto the
point of incoherence” and proposing, for the sake of
entertainment if nothing else, that future contributions to
the mailing list be made “in limerick form if you oppose the
ballot, and in haiku if you support it.” Almost all the
leading participants in the debate took up the challenge
(prize-winning entry: stingaree's “cherry blossoms fall/the
goldfish darts in the pond/ VOTE YES OR DIE SOON”), and the
debate collapsed into slap-happy silliness. Ultimately, a
relative newcomer by the name of Evandra wrote up a less
ambitious alternative petition asking simply that a notice be
posted, for all inhabitants to see, warning that “sexual
harassment (particularly involving unsolicited acts which
simulate rape against unwilling participants)” could result in
permanent expulsion. Evandra's proposal swiftly passed,
Laurel's went down to narrow defeat, and the MOO breathed a
collective sigh of relief, happy to leave the discussion
behind it. It had been a messy, divisive business, after all,
and I was happy to get to the end of it myself.
All the same, my reading of it left me
tentatively hopeful. For all its confusion and ugliness, the
*B:AntiRape debate had produced a
far ampler discussion of the issues surrounding virtual
violence than the Bungle Affair had. And in the end, through
Evandra's timely intervention, the process had allowed
Lambda-MOO at last to take the forceful, unified stand that
Mr. Bungle had so long before dared it to. In this case at
least, and in its own shambling, imperfect way, Lambdamocracy
appeared to have worked.
Of all the ballot decisions I had
studied by the time I took up studying the case of HortonWho,
however, the one that seemed the greatest test of the new
social order was a proposal that still loomed undecided. It
had risen to ballot status just eleven days before, which
meant that three more days remained before the end of its
two-week polling period arrived. Three days: and then the
votes would at last be tallied, the results would be made
public, and the question posed by the ballot—a question that
was currently burning up the pages of *
social and inspiring endless shouting matches in the
living room—would in principle be resolved.
On the face of it, the question was a
relatively straightforward one. The name of the ballot was * B:DisbandMediation, and you didn't
need to know much more than that to get the gist of its
intentions: informed by the possibly extreme but not exactly
uncommon belief that LambdaMOO's existing mediation system had
proved itself to be an irreparable morass of toxic
inconsistency and well-intentioned incompetence, the ballot's
initial clause proposed simply to scrap it.
But there the straightforwardness
ended, for as the text proceeded, it became clear that this
legislation aimed ultimately to banish not just the present form but the very idea of mediation from the MOO,
and the route by which it would arrive at that end was a loopy
one indeed. To start with, the ballot would henceforth
invalidate nearly all petitions intended to promote or
regulate “mannerly behavior,” excepting only those that
enforced such behavior at the level of MOO physics—i.e., of
binary code. Examples of such proposals might include a
mechanism that would curb the social no-no known as “spamming”
(the abrupt filling of other people's screens with excessive
amounts of text) by automatically limiting the length of
people's utterances, or they might include an optional
subroutine designed to search for and delete all textual
obscenities before they reached the virtual ears of those who
preferred not to hear them. The most basic and necessary of
such gadgets would, upon passage of the ballot, be determined
by an elected committee of fifteen MOO-citizens, who would
thereupon submit a list of them to the voting public and then
pass the winning selections on to the wizards for immediate
implementation. Additionally, the committee of fifteen would
solicit input toward a revised help file on “manners,” which
would become the community's last word regarding what was and
wasn't kosher behavior—and would also thenceforth serve as a
kind of pledge of allegiance to the local value system, to be
signed by all MOO characters, present and future, under pain
of automatic newting.
Once all of these tasks were completed,
the committee would dissolve itself, and from that day forward
MOO society, presumably, would run itself like the well-oiled
machine into which it had been transformed, its members by and
large unable to offend one another even if they wanted to, and
far less likely in any case to want to, having all been forced
at newt-point to agree to be nice.
It was hard to determine just what sort
of fantasy was being floated here. Critics from the ranks of
the MOO's libertarians, techno- and otherwise, saw it as the
ultimate in hive-minded totalitarianism, a horror show of
Orwellian control mechanisms and McCarthyite loyalty oaths.
Those more concerned with nurturing a coherent and healthy MOO
community, on the other hand, saw precisely the opposite
problem: to them, the proposal was technolibertarianism's
reductio ad absurdum—a final transfer of power from the
community as a whole to the technology that was meant to serve
it, and a naive denial of “the necessarily social and
collective nature of human life” (as the eloquently fired-up
communitarian Mzilikasi put it, adding for good measure, “I'm
real gone the moment this passes”).
That the text of the ballot answered
with perfect alacrity to either of these opposing
interpretations hardly helped clarify matters. Indeed, so
finely balanced was the ballot's political ambiguity that it
seemed almost purposefully designed to sow maximum dissension
and bewilderment among the voting public—as if it had been
crafted by a mind intimately familiar with the deepest
nightmares haunting the MOO's political unconscious and
possessed of a perverse genius for driving thoughtful,
socially aware MOO citizens to hair-rending distraction.
Which, actually, it had been. The
author of the ballot was a player named Minnie, and Minnie had
indeed been driving fellow MOOers batty for some time now. She
was on a relentless one-woman campaign to reform MOO politics
from the ground up, and while this on its own would hardly
have ruffled many feathers in a MOO now more or less governed
by the aspirations of self-appointed reformers, its power to
confound and annoy was greatly magnified by the manner in
which she made her case. “Useful stuff incredibly encrusted in
verbiage and weirdness” was how a MOO-acquaintance once
defined for me the vexing style of discourse known to some as
the “Art of Minnie,” and for a firsthand glimpse of it I had
only to examine her defense of *B:Disband. Long, semicoherent screeds
spilling from one mail-message to another, cogent points
drowning in rivers of psychobabble, dulcet-toned conciliatory
gestures alternating with recklessly provocative condescension
and sarcasm—all of these combined to earn Minnie much more
than the average ballot-author's share of ad hominem attacks,
and threatened at times to turn the entire discussion into a
referendum on her maddeningly contradictory personality.
Where on earth had Minnie come from? It
was a question often pondered. She seemed to have burst onto
the political scene out of nowhere, suddenly bombarding it
with screen after screen of her jumbled rhetoric, all in the
service of an agenda sometimes only barely recognizable as
of-this-MOO. And yet the truth was, Minnie was as much a
creation of Lambda's political system as she was a pain in its
butt, for it had taken months of grinding struggle with the
machinery of MOOish governance to hone her peculiar compulsion
to take a hammer to it.
Which isn't to say she hadn't arrived
on the MOO already inclined to a critical view of its
organization. She frequently made the claim, for instance,
that her real-life background as a professional mediator in
the Colorado court system, along with additional accreditation
in the mental health field, was what compelled and authorized
her to straighten out the MOO's “dysfunctional” social
structure. But in fact, when she had first turned up, nothing
about Minnie's behavior suggested any interest in the deeper
workings of the place. She had seemed content to occupy
herself with pleasant conversation in the public places of the
MOO, and with the occasional construction of new ones for the
pleasure of her fellow chatters. Some of those places were
quite congenial, actually, like the popular “Hotter Tub” she'd
built next to the original hot tub, adorning it with a lovely
backdrop of distant hills and stars rendered in the
typographic pictural style known as ASCII art, for which she
had something of a flair. She might, for all we know, have
happily gone on producing such creations for the rest of her
virtual life, except that one day she found she'd used up her
allotted building quota—and if she wanted more, she learned,
she would have to go before the Architecture Review Board and
ask for it. And that was the day Minnie's MOO-political
awakening began.
The ARB rejected her request. Its
ruling, she believed, was rooted partly in the board's
longstanding prejudice against ASCII art, and that in itself
was galling enough. But the closer she examined the decision,
the more convinced she grew that it was fraught with
procedural irregularities as well, particularly on the part of
a certain ARB member named BriarWood. When she filed a dispute
against Briar Wood and lost, she began to suspect that forces
larger than just the ARB were arrayed against her. And in a
sense she was right: BriarWood, she discovered, was a rather
well-connected MOOer, an adept young programmer with enough
friends among the Power Elite to qualify as a junior member of
the PE himself. But where most MOOers tended to think of the
PE (if they thought of it at all) as a kind of social clique,
no more or less noxious than the alpha cliques who lord it
over secondary-school existence everywhere, Minnie quickly
came to the minority view that they were something worse: a
conspiracy to quietly subvert the rights and circumvent the
will of the people of LambdaMOO whenever it pleased them to do
so.
Paranoia, let me now point out in
Minnie's defense, was in VR a somewhat more reasonable filter
for apprehending reality than it was in real life. You have
already seen, for instance, how the MOO's various social tools
made possible a degree of surreptitious communication and
observation unusual in most RL communities, except maybe the
government-intelligence kind. Consider too that there was very
little about the MOO that could not in principle be fiddled
with on the sly by other MOOers, especially by those who had
initiated themselves into the mysteries of the database's
complex programming language, and most especially by those
whom Haakon (but not necessarily anybody else) trusted enough
to endow with the arcane powers of a wizard. Add to all this
the recent, explosive proliferation of legal and political
documents—which, at the same time as it exposed to light much
of the hitherto-unseen conduct of social affairs, also
introduced endless opportunities for disinformation—and you
can understand, perhaps, that it was a simple matter of
precaution to assume that in the MOO, at nearly every level of
its workings, a good deal more was going on than met the
eye.
In Minnie's case, however, this simple
precaution grew to be a sort of passion. She became the
leading conspiracy theorist on the MOO, outdoing in fervor (if
not in shrewdness) even HortonWho, whom she considered so soft
on the Power Elite as to more or less be one of them. In
pursuit of her suspicions, she filed disputes against one PE
figure after another, mostly for obscure abuses of the public
trust, and never with much success. Inevitably some of her
targets turned the tables, disputing her for abuse of them, and one or two of those disputes
did not go favorably for her. She began to suspect that the
dispute system was rigged, designed specifically for ease of
manipulation by the wizards and their pals, and she
increasingly turned her efforts toward unrigging it. The
mediation system permitted minor amendments to its rules if
they were signed by at least thirty qualified players, so
Minnie took to introducing amendments on a regular basis. Some
of her proposals failed; those that passed were often
overturned; and it was periodically alleged that she herself
was trying to rig the system with her endless attempts at
tinkering. It was all at last too much: the time had come, she
realized, to tear mediation down and start again from scratch.
The time had come to set before the people of the MOO the plan
that would be known as *B:Disband.
By then, of course, Minnie's
transformation into a political animal was complete. She could
still be found getting silly in the living room on occasion,
but otherwise her time was almost wholly taken up now with the
business of composing mini-essays for the mailing lists,
fending off legal attacks of one sort or another, going on
occasional spying missions into aCleanWellLightedMOO to
eavesdrop for evidence of PE malfeasance and collusion, and
doing whatever else it took to advance her various causes. A
broader public began to take notice of her, if only to observe
that her mailing-list messages (or “posts,” as such messages
were commonly called) were getting to be intolerably long and
repetitive. Minnie accommodated by introducing posts
consisting only of a brief index referring readers to some
other post she'd made weeks earlier, or on another list, but
the resulting network of posts and pointers to posts hardly
seemed to diminish her public presence. Instead the web of her
messages spread like kudzu across the surface of the lists,
consuming and at last becoming her identity as it grew. How
thoroughly this mass of texts came finally to envelop her
public persona may be gauged by a simple and somewhat
melancholy fact, and that is that I cannot tell you to this
day what Minnie's character was: whether she had created her
MOO-self in the image of a goddess or of a unicorn or of a
cartoon character or a loaf of bread I do not know, because by
the time I got the chance to take a look at her description,
she had replaced it with a long, rambling political
advertisement, which she rewrote from time to time according
to the daily urgencies of her campaign.
I felt a little sorry for her, myself,
and I know I wasn't the only MOOer who did. What I did not
feel, however, and in this I'm sure I also had plenty of
company, was totally convinced she was anything but a crank.
And consequently I was mystified, at first, to behold the
vehemence and gravity with which Minnie's confused proposal to
replace mediation with fully automated justice was being
discussed. Why, I wondered, was this garbled scheme being
taken seriously at all?
But I stopped wondering after I'd read
my way through a few dozen messages on *B:Disband. For as the arguments wore
on, it grew harder and harder not to recognize that the real
confusions stirring the debate were hardly Minnie's—and that
the ballot's core contradictions were in fact nothing more or
less than an extension of those built into the mediation
system itself.
Indeed, if you went back to the text of
the ballot that had initiated the system, what you found was a
document strikingly similar to Minnie's in its political
ambidexterity. What you also found was a document by now
historic: Crotchet the wizard's *B:
Arbitration, the first ballot ever presented to the
LambdaMOO voting public, and perhaps for that very reason a
ballot crafted in such a way as to allow either of the two
broadly opposing tendencies of the fragile new democracy to
find something they could like about it. For those still wary
of even the barest trappings of a virtual state, Crotchet's
proposed system could be understood as just a loosely
organized cooperative for the provision of neutral third
parties— ostensibly modeled on the binding but noncoercive
structure of RL arbitration (the name-change to “mediation”
came later, further softening the degree of discipline
implied), staffed by an all-volunteer pool of mediators, and
guided in its rulings neither by legal code or precedent but
by each mediator's own “understanding of manners and common
sense.” Yet Crotchet's proposal was equally generous to those
who were eager, in the still-choppy wake of the Bungle
episode, for a dependable means of enforcing minimal community
values: mediators would be given broad powers to punish
wrongdoers (subject to a kind of peer review whereby any five
eligible citizens might vote to overturn the decision),
disputes could proceed whether or not the disputed party chose
to participate, and judgments could even be rendered in
absentia if the “guilty” player failed to log on during the
dispute process.
That there were basic incompatibilities
between the two ideals on which the projected system was
founded seems not to have given many people much pause at the
time it was voted on: Crotchet's ballot passed by a solid
three-to-one margin. But in time the cracks began to show, as
inevitably they would. Those who thought they'd voted in a
process for helping disputants quietly work out their
differences couldn't help noticing—as the actual process got
under way— that not all disputants were going willingly into
the mediator's chambers. Those who thought they'd voted for
community empowerment, meanwhile, started to realize just how
little they could count on the collective power of a system
that left each of its decisions almost entirely in the hands
of whichever individual felt like tackling it. Grumbling set
in, then various attempts at reform, some of them small scale
(through the amendment process), some of them larger (*B:AntiRape, for instance), but all
of them really just postponements of the day when the system
as a whole would finally have to face the judgment of
experience.
And if it was fate's idea of a joke
that the occasion for that judgment should at last have
arrived in the form of Minnie's
verbiage-and-weirdness-encrusted plan to turn the MOO into one
big digital engine of social harmony, no one seemed to be
laughing. By now the urgency of the matter was such that even
the most absurdly concocted scheme for replacing mediation
would probably have been seized on as an opportunity for
taking the final measure of Crotchet's embattled brainchild.
As it was, the modest absurdities of *B:DisbandMediation were hardly enough
to deflect attention from the burning issue nestled among them
and summarized in the ballot's title. Scores of reasonable
critics had been hammering away from every direction at the
not-so-brilliantly-conceived particulars of Minnie's proposal
since the moment she released it. But by the time the debate
started coming to a boil, there were just as many voices being
raised in support of the ballot's most basic aim, and these
too came from both ends and every corner of the MOO's
ideological map.
There were the lingering
parliamentarians, convinced more than ever that the MOO needed
a duly structured and elected officialdom to manage its
day-to-day conflicts (BriarWood, for instance, seemed to have
been working for months on the designs for a full-fledged
judicial system, complete with courts of appeals and a
constitution). There was the odd unregenerate wizardist, for
whom the mediation system was but a messy travesty of the
swift justice of yore. And there were of course the legions of
the libertarian-leaning, raring to shake off an institution
they now regarded as dead weight at best (“a couple dozen megs
of shit” added to the LambdaMOO hard drive, wrote one) and a
crude foretaste of the dread rule of bureaucracy at worst.
It fell mainly to Minnie, however, in
one of her more lucid passages, to locate the simple sense of
a hope disappointed that united all these otherwise
conflicting critiques. “Whatever way one chooses to view
Mediation,” she wrote on *B:Disband,
“as a court system to enforce 'laws' or as a 'neutral
friend' who will listen to two others and help them kiss and
make up, it hasn't been successful, and has created more
problems than it's helped.”
Opponents of the ballot scrambled to
point out that in reality dozens of disputes had been resolved
by then to the substantial satisfaction of at least one of the
parties, and often of both. But merely by recognizing the need
to defend mediation they were ceding the high ground in the
debate. For even the staunchest believers in the system's
effectiveness had to grant, over and over, that its
inconsistencies were more than just minor annoyances. Give it
time, they pleaded nonetheless, let the forces in contention
around the system balance themselves out, and mediation would
no doubt mature into the reliable instrument of peace and
justice we had every right to expect it to be.
It would have been much more fun, of
course, to keep picking at the far greater inconsistencies of
the system Minnie intended to replace mediation with, but if
the B:Disband debate had ever
really had much to do with the actual text of the ballot, that
moment seemed now to have long since passed. In three days the
polling period would end, the votes would be counted, and the
results would be posted, but what that final figure would mean
could no longer be stated with any precision. In three days I
might try and guess whether LambdaMOO had had its say on
Minnie's visions of reform, on Minnie herself, on the
workability of the mediation system, or on the possibility of
ever resolving the tension between the needs of the community
and the needs of the individual in this or any other
society—but a guess would surely be the best I could
manage.
In the meantime, on a desktop far away
from LambdaMOO, sat the text of *D:Cro.vs.HortonWho, waiting to be
plumbed. And that was more than enough to puzzle over.
“Just make it quick, OK?” was
HortonWho's first message to the *D:Cro list after the sticky
preliminaries of selecting a mediator had been completed.
Horton had reasons of his own for
urging haste (word of Laurel's letter to his systems
administrator had just reached him, and he suspected it
wouldn't be long before his connection got shut down), but his
sentiment was doubtless widely shared. Certainly Cro, the
character who had called the dispute on behalf of six
acquaintances and presumably spoke for them as well, was eager
to see the matter “confronted directly, without histrionics,”
and with as little distracting input from the gallery as
possible. Likewise the mediator—ace haiku-slinger and longtime
MOOer stingaree, as it happened—made plain his willingness to
expedite the proceedings, which after all were at this point
intended merely to give the injured parties a forum in which
to air their grievances with the disputee. As for myself, I
too couldn't help hoping, though the thickness of the document
I held in my hands told me not to dare, that the process I was
about to watch unfold would prove a swift and relatively
simple one.
And in a way, I suppose, we got our
wish. For .HortonWho's next message to the list was also his
last: it was his MOOicide note. And the message posted after
that, barely five hours later, came from stingaree, presenting
his abrupt decision, after all the earlier talk of nonpunitive
dialogue, to slap a six-month newting on top of HortonWho's
sudden self-exile. The dispute was as good as over, in other
words, and now it appeared there wasn't much left to do but
try and figure out how it had ended this way.
The bulk of the clues, naturally, were
to be found in HortonWho's prodigious farewell message—two
hundred lines of bitter indictment and rueful valediction that
began with a brief and acid explanation of why he was
leaving:
“I have been asked to choose between
completing a long-term collaborative project, and continuing
to play LambdaMOO. The choice was put to me by my
collaborators, but in reality, was
forced upon us by the actions of Laurel _.____ ,
because her confusion between RL and VR
is so complete that it extends into RL, and probably did so
before VR was even a technical possibility.”
The message revealed more than just the
immediate reasons for HortonWho's precipitous exit, of course.
Those curious blank lines following Laurel's name, for
instance, were not HortonWho's doing but a judicious bit of
post-facto censorhip imposed by stingaree after Horton had
committed one of the more blasphemous speech acts it was
possible to author within the MOO: the forced exposure of a
fellow player's full real name. Evidently Horton Who meant to
invade Laurel's real life as disruptively as she had invaded
his, and if the attempt at letting all the MOO in on her RL
identity was easily enough contained, his message went on to
list other measures that might not be. “After close reading of
our interactions,” he warned, “Commonwealth police in this
country are to investigate several possibly felonious actions
by Miss__ . Feds in yours will likely be contacted. It will
become public.” The possibility of an Australian libel suit
was also raised, along with the observation that “the last
recorded settlement of a less damaging case alike in most
other details was in excess of $40,000.”
And there was more. The Xerox
Corporation itself, we were told, might be named as an
accessory in the imminent legal warfare, with the likely
consequence being that the full weight of the RL state
apparatus would soon come crashing down on “the cosy little
world you +think+ you inhabit.” That cozy little world was in
any case not a very safe place to spend time these days, since
“the closer it's drawn to RL, by the press, $$$, addiction,
social acceptance; the more unreal, irreal, destructive of the
real it becomes.” By which presumably he meant that more and
more the place would be attracting the likes of Laurel, a
victim, he believed, of a full rack of “delusions and
hysteria” whose psychological composition he proceeded to
delineate in venomously clinical detail. It was at our own
peril, he added, that the rest of us continued to MOO at all,
and as of this posting he would have nothing more to do with
any of us except outside the boundaries of this place. “Those
of you who have been spoken with know where to find me (and
yourselves),” he wrote, in a closing aside to the MOOers he
still considered friends. “You start by typing @quit.”
I had to smile when I read that final
line, knowing as I did just how long Horton had subsequently
managed to stay away. But the rest was not so amusing. The
document's more personal aggressions, particularly, made me
wince; and they had clearly done as much or more to stingaree,
judging by his swift and hard-edged response.
“I had been hoping to delay my decision
in this matter until I had collected further evidence,” the
mediator's lengthy explanation began. “However, Horton-Who has
forced my hand with his. . . open and vicious attack on the
character Laurel, and more importantly [on] the person who
controls that player.” With the forum for any conceivable
rapprochement transformed into an arena for just the sort of
vitriolic threat-mongering with which HortonWho stood vaguely
charged—and with the possibility of further dialogue in any
case now gone the way of the accused himself—Horton's newting
seemed to stingaree an obvious resolution. While essentially
just confirming the disputee's decision to withdraw from the
life of LambdaMOO, it also strongly reiterated the MOO's
disapproval of harassing behavior, and with any luck might
give everybody involved enough time to cool off and regain
some perspective on the whole episode.
There was one not-so-small problem with
the mediator's otherwise Solomonic decision, however: on its
own, HortonWho's final outburst was simply not enough to
verify the charges of severe and persistent harassment brought
against him, and so far nobody had been shown any other
evidence of newtable delinquency. Not that any had really been
required till now. In the sort of purely negotiatory dispute
this one had started out as—and especially in one involving
such deeply personal animosities—it was perfectly reasonable
to keep the details hidden from the public's prying eye. But
given the sharply judicial turn the case had since taken, and
given too the mandatory period of public review it would now
have to undergo, it seemed unlikely that the mediator's ruling
would stand unless some substantial and compelling testimony
was produced, in particular from the heretofore silent victims
whose cause Cro had taken up.
Which raised a related question: just
who was this Cro anyway, that he should be allowed to broach a
dispute in which he made no claim of direct damage at the
hands of the disputed? A cynical answer suggested itself. For
as most of the MOO well knew, Cro was in fact Crotchet—or more
precisely, “Cro” was one of several aliases registered to the
owner of Crotchet. And Crotchet was of course not merely one
of the MOO's oldest and most active wizards but the founder of
the very system governing this dispute. And if so formidable a
member of Lambda society were (let us say) to file a dispute
of dubious substance, what were the chances that the weakness
of his case would be overlooked, or that he would be spared
the punishments mediators sometimes meted out to those who
called spurious disputes? Better than most other MOOers'
chances, certainly, and possibly good enough that his friends
might be tempted to take advantage of them, prevailing on him
to make their weighty accusations by proxy and thus shielding
themselves from the risks and responsibilities they would run
in launching the dispute on their own.
The possibility of just such a
conspiracy, as it happened, was the first aspersion cast as
D:Cro's public airing-out got under
way. Avid mediation-watcher Nikto lobbed it in a roundly
skeptical message posted just after stingaree's decision— “In
a word,” he summarized, “this stinks”—and was immediately
obliged to duck, as first stingaree and then Margaret (a
CleanWellLighted regular and the first of Horton's alleged
victims to pipe up) tossed back spirited defenses of Cro's
role in the dispute. Both noted that Cro had called the
dispute entirely on his own initiative, as a concerned citizen
and friend, and whether or not he'd meant thereby to run cover
for HortonWho's accusers, added Margaret, all six of them had
subsequently stepped forth from Cro's shadow by officially
joining the dispute as “interested parties.” Nikto's response
was diplomatic but unyielding. He considered the arguments,
had a chat with Cro, and forthwith tendered an apology for
suggesting that the disputants had engaged in any actively
fishy collusion. He conceded, too, that his own familiarity
with the goings-on of the previous several months made him “as
sure as anyone can be about things MOOish” that the dispute
was not spurious. But he stood by his belief that Cro's
involvement set a worrisome precedent, and as the gathering
momentum of the discussion made clear, he hardly stood
alone.
Minnie in particular (drawn like a fly
to honey by the dispute's aroma of procedural irregularity,
and plainly eager to butt heads with the founder of the system
she hoped one day to demolish) heaped criticism on Cro. Yet as
other self-appointed peer reviewers chimed in with their
concerns, it was becoming plain that Cro's role remained
troublesome mainly because of the continuing inaccessibility
of the evidence. If the details of HortonWho's actions were
open for all to see, then the matter of Cro's standing would
no doubt be reduced to a largely technical worry—but where were the details? Over and over,
the question was asked by the accumulating onlookers. And over
and over the questioners in turn were asked—by other
spectators, by stingaree, by the interested parties
themselves—to trust the mediator when he told them that the
details he'd seen sufficed to warrant Horton's penalty.
Which isn't to say no explanations were
given for the veil of privacy, or that the explanations
weren't well worth considering. There was the. claim, for
instance, that much of the relevant data consisted of deeply
intimate RL information HortonWho had gleaned and maliciously
threatened to go public with. And more convincingly perhaps,
there was the argument that any general scrutiny of what had
by all available reports become an ugly and debasing state of
affairs would only serve to extend the degradation. As exu put
it: “I don't feel like having every nineteen-year-old on the
MOO with an opinion deciding if I was harassed enough, whether
I deserved it, or what constitutes harassment anyway.”
Yet even exu couldn't long deny that in
that unpleasant-sounding scenario lay something distantly akin
to the essence of judicial procedure in an open society, and
eventually she too found herself wondering aloud whether the
veil hadn't been drawn too tight in this case, and whether
some sane middle ground between “secret process and public
spectacle” couldn't be reached in time to salvage the
mediator's decision.
As the final phase of the review period
began, however, no such compromise was in sight. At 8:05 Palo
Alto time on the evening of the sixth day after Horton-Who's
explosive departure, stingaree started the clock running on
the twenty-four hours his decision would be open to official
votes of no-confidence, and by 4 o'clock on the following
afternoon the count was a slim two votes away from the five
that were necessary to overturn. Though Minnie, first in line
to cast her nay, had discovered, courtesy of the mediation
software's automatic conflict-of-interest detector, that her
litigious history disqualified her from voting on this
particular dispute (“Another reason this process has become
absurd ...” she sputtered), and though the stalwart Nikto had
yet to log in since the polling period started, the spirit of
their dissent seemed to animate the accelerating movement
toward dismissal. The three players who had managed to register their
rejections offered a variety of reasons for doing so, but
underlying them all was the same broad mood of unease that
only a fuller airing of the evidence was likely to dispel. How
unlikely was it, then, that at least two more players who
shared that unease would connect within the next four hours
and vote to over-turn? Not very. The prospects for the
survival of stingaree's ruling were looking bleaker than
ever.
In a sense, therefore, what happened
next wasn't actually much of a surprise. For given the urgency
of the situation and the persistence of the doubts surrounding
the dispute, what choice did its embattled protagonists really
have? They broke their silence. First Margaret, at ten to 5;
then twenty minutes later, exu and emmeline. Each posted a
detailed message to the mailing list enumerating her
complaints about HortonWho. Each described weeks or months of
sustained and unrequited hostilities, variously including
relentless taunts, poisonous MOO-mail, constant public
defamations, malicious invasions of privacy, and repeated
threats of worse to come, both in-MOO and beyond. Each listed
measures she had taken to evade Horton's harassment
(retreating from public rooms, blocking out his mail with the
@refuse command, refusing other
remote communications such as real-time pages), and each
recounted ways he'd managed to circumvent those measures
(sending mail from guest accounts, hacking his way into the
women's private rooms, or simply ranting about them in public
to the point that much of his venom reached their ears through
third parties anyway).
The testimony had its weaknesses.
Though VR interactions were easily and commonly captured to
offline files (or “logs,” as MUDders termed them), and though
existing logs of HortonWho's alleged verbal violence had been
alluded to throughout the discussion, none were now produced.
It being an undetectably simple matter to alter the digital
stuff of which a log consisted, of course, the files might not
have carried much evidentiary weight anyway, but their
presence couldn't have hurt, and the claim that Horton's abuse
was sometimes too artful to be recognized as such by anyone
but its intended recipient didn't exactly explain away their
absence. There were other problematic claims as well, some
targeting behavior too typical of daily MOOish discourse to
really be viewed with much alarm (“i've . . . been compared to
hitler, in a rather subtle way,” charged emmeline), some too
infused with MOOish surreality to know quite what to make of
without further explanation (“He made a puppet, named it after
me and described it to look exactly like me, and used it to
impersonate me in public,” wrote exu).
By and large, however, and considered
in sum, the statements given in the three messages painted a
picture too vivid to be altogether disbelieved. Not all the
pieces were there, perhaps, but you didn't have to squint too
hard to see the pattern they fell into, or the cumulative toll
they must have taken. The evidence that critics had been
clamoring for was for all intents and purposes on record, and
traffic on the mailing list, which had ramped up to a brisk
ten messages an hour before the testimony was posted, dropped
off to a nearly total silence in the three hours of voting
time that remained. More significantly, no further votes to
overturn were registered, and in fact two of the three already
cast had been retracted by the time the last of the
testimonial messages hit the list, so that when the 8:05
closing time at last arrived just one quiet no-vote still
clung to stinga-ree's decision. The tally implied a somewhat
more solid consensus than actually existed, as it turned out,
and in days to come invective pro and con would once again be
splattered across the mailing list as participants maneuvered
for the coveted last word. But from this moment on no message
could ever really be more final than the automatically
generated one that presently appeared, confirming stingaree's
decision as official. The newting of HortonWho had reached its
formal conclusion, and there wasn't much that could undo it
now except the steady passage of half a year's time.
I kept on reading, of course—the
onward, dialectic flow of the debate pulled me along no less
insistently than it pulled the debaters—but by this point in
my perusal of *D:Cro.vs.HortonWho I
had reached a conclusion or two myself. The question that had
brought me this far now had an answer of sorts, and the
answer, as best I could make it out, was yes: this dispute did
not bode pleasant things for
LambdaMOO's efforts to define itself as a community.
It wasn't that the conflict's leakage
into the outside world had, as I'd feared, done any special
damage to the MOO's implicit agreement to meet its own
home-grown problems with its own home-grown solutions. On the
contrary, the discussion in *D:Cro
had retained throughout an almost unshakable focus on
in-MOO matters, and even HortonWho's dramatic threats to
plunge the MOO into the middle of an international RL legal
scandal had failed to come true, as of a month and a half
after he'd made them (as indeed they never would). Nor was it
the dispute's undeniable lapses of due process that struck me
as so ominous— though these were several, and in a few cases
deeply unsettling. The inability of Horton to respond to his
accusers' testimony, for instance—and especially considering
the fact that it was those same accusers, or one of them
anyway, who had arranged that inability for him—was a
particularly glaring flaw in the proceedings.
But in the end, what most disturbed me
about the case, what seemed so insistently foreboding, was the
same thing that had always disturbed me about it, starting
from the moment I'd first learned of it. For as I came to the
end of my examination of the dispute, I found I could no
longer close my eyes to the painfully personal connections
that loomed at its core, and that I had once hoped to keep my
distance from. Not that they'd been paraded before the mailing
list's readership, exactly: even in the detailed final
messages of Margaret, exu, and emmeline, there'd been only a
small number of clues as to the possible reasons for
HortonWho's months of hostility. Yet to my mind, at least,
those few hints told a long, unhappy story.
The story's unhappiness might have
struck me less forcefully, I imagine, if its narrative hadn't
seemed to revolve around the two people who mattered to me
most in all of this. But ineluctably, it did, and so I
couldn't help but pick up on the signs and the suggestive
circumstances: the particular intensity of the harassment
described by exu; the fact that it had begun at a time when
all the other women attached to the dispute (Laurel included)
still knew HortonWho as a friend and not a fury; the fact that
it had begun, in fact, in January of that year, a time
coinciding roughly (as I and anybody close to exu knew) with
the end of her ten-month-long involvement with HortonWho.
These signs and others traced the sketchy version of events it
saddened me now to contemplate: the flame of obsessive rage
sparked in the embers of a dying love affair; its hungry,
indiscriminate spread from one relationship to another, the
fueling betrayals it must have sought from whatever
representatives of womankind were nearest to hand; betrayals
sometimes real perhaps, sometimes imagined, but always no
doubt magnified in HortonWho's mind by a lingering hurt that
possibly only now, with distance forced on him, might have a
chance to subside.
“I once thought that the one thing
about MOO that was real was its interactions . . . ,”
HortonWho had mused in one of the calmer moments of his
MOO-icide note. “I have considered that to be quite false for
some time now, at least since January 1994.”
I hadn't caught the significance of the
date the first time around, but on rereading the message now I
could hardly miss it. Nor could I ignore any longer the
disturbing sense of déjà vu Horton's words provoked, their
curiously contrapuntal echo of the ones Mr. Bungle had spoken
on the night of his toading, when asked to explain how he
could have done what he'd done. “It was purely a sequence of
events with no consequence on my RL existence”—wasn't that
what Bungle had said? And on its surface at least, wasn't
HortonWho's disavowal of the reality of human interactions in
VR very nearly a paraphrase? Very nearly, yes. But beneath
that surface, of course, the story was a different and
ultimately a more troubling one. For HortonWho was no Mr.
Bungle, not by a long stretch, and to understand what little I
did of his story was to know as much. It was to recognize that
the challenge he posed to the community wasn't that of a
player who failed to take seriously what was most serious
about VR—i.e., the hearts and minds of other players—but that
of one who had succeeded only too well in doing so, and had
subsequently retreated from that bittersweet success in one
great, thrashing howl of pain spread across five months, two
MOOs, and the lives of at least six former friends.
And while I'd always felt optimistic
about LambdaMOO's ability to rise to Mr. Bungle's sort of
challenge, by now I wasn't at all certain how well equipped it
was to handle the likes of Horton Who's . Responding to the
depredations of someone who had never really made himself a
part of the MOO's social fabric was a relatively simple thing,
after all—you just cut him off at the interface and that, more
or less, was that. But things got complicated fast when the
violence in question was as intimately entwined with on-going
virtual relationships as Horton Who's had been. The stakes got
higher, the feelings got deeper, the civics got thornier— and
under the weight of all this intensification the machinery of
LambdaMOO justice groaned more precariously than ever.
Nor would it do simply to fortify the
existing system. True, mediation might better weather the
storms of cases like Horton Who's if lasting solutions were
found for the sorts of glaringly unanswered formal questions
that had battered *D:Cro. (the
murky legality of third-party disputes, for instance, or of
confidential testimony). But it was also true, I was coming to
realize, that no matter how close the mediation system came to
procedural perfection, it might never quite feel adequate to
managing the complex webs of interrelationship that put the
reality in virtual reality. Indeed, the more explicitly the
rules of the system were spelled out, the more likely it was
to resemble what MOOers repeatedly insisted their virtual
lives were not: a game.
This might not have been much of a
problem, naturally, in RL, where the disjunction between the
bloodless formalities of the courtroom and the existentially
freighted conflicts they presumed to resolve was a matter of
mostly academic concern. But transposed onto the MOO, I
sensed, that disjunction resonated all too unsettlingly with
VR's essential ambiguousness—with the flickering fictionality
that framed its every moment, making those constant assertions
of its authenticity so naggingly necessary and those
occasional Bungle-esque denials of the same so disruptively
plausible. Trying single-handedly to navigate the perilous
waters of human connection was nerve-wracking enough under
such circumstances; relying on the guidance of what even its
defenders sometimes called a “toy legal system” could only, it
seemed to me, compound the anxiety. “Mediation LambdaMOO style
was never intended to be for handling issues this damned
serious,” Minnie had declared a few hours before the official
close of *D:Cro, and a few weeks
after it, conversing quietly with me inside my TV set, exu had
uneasily suggested that mediation was ultimately “just not
suited for all kinds of things, or even, I think, most kinds
of things.” I had to agree. And I had to wonder whether any virtual judicial system could ever
evolve into a truly satisfying answer to the problem of
virtual conflict.
Which isn't to say I thought much, by
this point, of the leading alternatives— though I'll admit
that I had at various times and to varying degrees felt the
tug of their utopian appeal. It was hard not to, frankly,
whether on the MOO or in any other online community I'd ever
poked my head into. The very building materials of such
places, it seemed—the strong yet infinitely malleable
structure of their underlying binary code, the powerfully
convincing presence of the words that fleshed them
out—encouraged the belief that there wasn't a problem within
their boundaries that couldn't be solved by either moderately
inventive programming or a sufficiently voluminous exchange of
dialogue. On Lambda, the various expressions of this belief
were too numerous and diverse to detail, but with respect to
the issue of virtual justice at least, all you needed was a
quick look at the *B:Disband
mailing list to grasp the basic arguments and the depth of
their popularity.
I'd surveyed that list myself, of
course, and as I said, the seductions of these utopianisms
weren't entirely lost on me. But if some of their gleam, as I
saw it, had already rubbed off amid the complications of the
Bungle Affair, the hard case of *D:Cro,vs.HortonWho had by now taken
the shine off altogether. For how could I believe in the
all-healing power of negotiation after witnessing the
spectacular breakdown of dialogue that had effectively sealed
HortonWho's fate? And what faith in the omnipotence of the
software fix could I hold on to after the impossibility of
techno-filtering Horton's intensely personal brand of
harassment had been made so plain? To be sure, both dialogue
and programming still commanded my respect as strategies for
dealing with virtual conflict. But as solutions? They were
partial at best, like the budding “toy legal system” itself,
and certainly no replacement for it.
Which left me at last, amid the many
disturbing lessons I was obliged to take home from my reading
of the case, with only one really meaningful response. I'm not
sure just when it came to me, whether it had taken shape in my
mind by the time I turned over the last page, dazed and
somewhat drained, that day in the office or whether it fell
into place sometime after that. But I do know that by the end
of the following day I had made my response official:
I had voted no on *B:DisbandMediation.
Only later would it occur to me that
that was the first time I had ever voted on a LambdaMOO
ballot. Later, too, it would occur to me to wish that I'd
savored that vote as the moment I ceased being merely a
spectator in the arena of Lambda politics and finally took a
small step into the circle of the participants.
But as best I recall I did not bring
much enthusiasm to the exercise. And ultimately there wasn't
much reason to. I wasn't voting so much for the existing mediation system as
against the idea that there was
anything significantly better ready to replace it, and given
the present state of things that was a fairly grim proposition
to be endorsing. Even conceding that mediation “LambdaMOO
style” would at its finest never be a wholly satisfactory
enterprise, it would still be a long time and a lot of work
before the system would begin to deserve a break from constant
criticism. In the meantime, it seemed clear, the attacks would
continue. Anarcho-utopian urges, only slightly diminished by
the occasional defections of disillusioned souls like me,
would continue to crash against the insistent evolution of
virtual law. Intricate and deeply intimate webworks of feeling
would continue to be caught up in the clumsy, experimental
mechanisms of that evolution, coming apart with grindingly
unpleasant effects. And all in all, the most rending aspects
of what I had seen unfold in *D:Cro
would continue to assert themselves, in one form or
another.
I was voting for all of this, and could
not pretend that I wasn't. For I had been warned, after all.
“The sparks from this will glow for a long long time,” the
purple guest had told me, and though I hadn't been sure what
he had meant then, by now I was afraid I had a much better
idea.
RL
NEW YORK CITY, JULY 1994
The Bedroom
You are in the basement level of an
overpriced and undersized East Village duplex apartment. It's
either cramped or cozy down here, depending on your mood. The
ceiling is low and the walls are never farther than a couple
arms' lengths away. Pine bookshelves cover one wall, three
dresser drawers (two black-lacquered and one cherry-stained)
line another. In the northwest corner there's a bed: a
waist-high platform painted white, a futon mattress also
white, white sheets, white comforter, two bloodred
pillows.
A black metal staircase spirals up to
the ceiling. A passage to the southeast opens into
The_Author's Fabulous Office Nook.
Jessica (sleeping) and The_Author
(sleeping) lie in the bed.
You see 19-Inch Television Set
here.
A little patch of morning sunlight
nudges in through a window next to the bed.
The_Author snores.
Jessica rolls over, half-awake, pulls
her body close to The_Author's and whispers gently in his ear:
“Stop it.”
The_Author stops snoring.
Jessica smiles and presses her face
against the warm skin of The_Author's neck and drifts back
into sleep.
The_Author snores.
The_Author is dreaming. In his dream,
he sits before his computer, watching words from exu slide
across the screen. They are angry words; she is accusing him
of betraying intimate information about her to some third
party, HortonWho perhaps. exu changes shape, becomes Kali,
goddess of destruction. “Now you will feel the wrath of Kali,”
she pages ominously. She types a command that causes the text
on The_Author's screen to shudder, as if in an earthquake. He
tries hard to think of something witty to say that might
defuse the situation. He decides to wake up instead.
The_Author shuts his mouth in mid
snore. Slowly opens one eye. Lets it fall shut again.
The_Author yawns.
The_Author says, “You know, I wish I
were awake enough to leave this bed, because I must say I have
never experienced so prodigious an urge to pee.”
Jessica raises herself on an elbow and
looks with groggy disbelief at The_Author.
Jessica says, “Please don't use words
like that this early in the morning.”
The_Author laughs. “Words like
what?”
Jessica says, “Like 'prodigious.'“
Jessica rolls over, away from
The_Author, back to sleep.
The_Author says, “Oh. Heh. Sorry.”
The_Author says, “I think it was all
that MOOing I did last night.”
The_Author isn't kidding either. These
intense, late-night VR conversations, he has noticed, have a
funny way of messing with the language circuits in his brain.
Something about the ambiguity of the medium, he figures, about
the way it hovers between speech and writing. After a couple
hours glued to monitor and keyboard trading words as fast as
finger muscles will allow, he can sometimes start to feel a
kind of meltdown going on inside him, as if the part of him
that usually does the talking and the part of him that usually
does the writing are getting all mixed up together. Sometimes
the feeling lingers after he has logged off, and he wakes up
the next day with a throatful of writerly cadences and
two-dollar words waiting to be coughed up like morning
phlegm.
The_Author rolls over and presses
himself close to Jessica, feeling her warmth the length of his
body.
The_Author tries to recollect the
details of the various conversations that kept him up till
2:30 last night.
The_Author remembers something else
instead: text shaking violently on a computer screen, an angry
goddess, a friend betrayed . . .
The_Author . o 0 ( Hey! My first MOO
dream! )
VR
4
Samantha, Among Others
Or TINYGENDER, A Love Story
I should tell you now, I guess, about
Samantha. Or tell you, anyway, as much as I know about her,
which is either precious little or nearly everything, or maybe
both, depending on how you look at it.
I know, for one thing, exactly what
people saw when they glanced her way: It's really her,
the brief description read, twitching her nose just like she did on the show.
You see a light dusting of white
powder on her upper lip, which might explain the nose-twitching, and an anxious dream of power
in her eyes. I know, too, exactly what she did the first
time she showed up on LambdaMOO. And exactly what she did on
the last. And roughly what she did on every visit in between.
I know that no one on the MOO knew her better than I did, or
had ever been closer to me than she was. Not exu, not even
Ecco.
But I may never know, I think, in any
final way, the things it mattered most for me to know about
Samantha. My intimate access to the facts of her online life
was a trivial achievement, after all. I'd made her, named her,
crafted her appearance, and animated her every step, her every
utterance on the MOO. How could I not have known her in the
ways I did? To put it plainly, she was me: a morph, in MOOspeak, or in a different
language alter ego. An “other
self.” And if the self I'd lived with in RL for over
thirty-one years remained in many respects a mystery to me, I
can't pretend my brief acquaintance with this new one ever
really let me grasp much more about her than the basics of her
virtual biography. Precisely who she was to me, and to the
world she lived in—these are the things about Samantha that I
struggle still to make some satisfying sense of, and suspect I
never will.
I'd had other morphs, of course, and
would have more. There was the dolphin— Faaa, I called him,
after the tragic, finny hero of the 1973 movie thriller Day of the Dolphin—and the rest: a handful of
text-bodies I'd written and erased on the fly, or kept around
for the purposes of an occasional, joking transformation. But
prior to Samantha my morph-making had not yet crossed the
gender line, and from the instant I first stepped into her, I
felt the difference about the same way you feel the sudden
lightness when an elevator starts to drop.
The moment still lives fresh in my
mind. I created her one winter evening not long after the
toading of Dr. Jest: replaced my hefty description of
Samantha's cousin Dr. Bombay (I'd written him as a walking optical illusion,
oscillating randomly between the sitcom's plump,
pseudoscholarly fop and the image of a lean old streetwise
back-alley medic) with her four-line wisp of text (It's really her. . .), typed a brief
command that rendered the sex change complete (@gender female), and saved the persona
to a new file under Samantha's name. And then I headed out to
show my creation to the world.
Or more precisely, I headed out to show
her to my friend Sebastiano. Not that I wanted him especially to see her, but someone
had to, and Sebastiano happened to be the only MOOer of my
acquaintance logged in just then. Besides which, I'd been
meaning to pay him a visit for some time. Sebastiano lived in
an airy cottage in the middle of Weaveworld, a rolling, woodsy
region of the MOO tucked in amid the fibers of a tapestry
hanging from a wall inside the barn, and he had promised to
show me around the neighborhood someday. The place had been
conceived in part, Sebastiano told me, as a sort of
subcommunity for Lambda's queer contingent, a realm where the
sympathetically oriented could build their homes and fill in a
landscape together, and I was curious to see how this
experiment in creative sociogeography was working out. And so
I joined my friend that night, and we went walking, he and I—a
thirtysomething gay computer scientist wearing the shape of a
sullen teenboy lust-object, and a heterosexual adult male
wrapped in a childhood recollection of pop-iconic
femininity—along the leafy, moonlit pathways of
Weaveworld.
At least I remember them as moonlit. I
have a lot of memories about that night, not all of them quite
accurate perhaps, but all still remarkably, sensorily present
to me. They linger largely as a series of lucid images, the
vibrant residue of a long and long-forgotten scroll of
monochrome text: our hike from Sebastiano's cottage down a
rolling green hillside, our pause amid a tidy, villagelike
cluster of little sandstone buildings, our passage through the
small town square and on to a vaguely tropical forest's edge,
where we sat on benches beneath the stars, watching an
automated monkey (Sebastiano's work) cavort among the trees.
But most of all what I remember is the curious, enveloping
sensation through which I apprehended these scenes, a
sensation so delicate I could barely pick it out from the
surrounding swirl of impressions and yet so insistently
attached to all of them I could hardly have failed to notice
it.
Or ultimately to have identified it.
For though at first I couldn't have begun to say just whence
this gauzy feeling came, by the time Sebastiano and I reached
the monkey trees I knew there wasn't any mistaking its source:
it was Samantha's skin—a woman's skin—and the feeling was that
of being in it.
I hadn't expected anything like this. I
hadn't thought, in fact, that I'd really be aware at all of
the particular morph I was in. I'd hoped, of course, that
Sebastiano might take note of my makeover and say something
appreciative; and I felt gratified when he did. But I'd
assumed that after that Samantha's presence would fade from my
imagination, coming quickly to feel the same way my other
morphs tended to—like costumes, donned in the spirit of the
vast, extended costume party LambdaMOO sometimes seemed to be,
but easily ignored once they'd made their splash.
Not that I didn't feel a kind of
closeness to those masks, or sense certain deeply embedded
aspects of myself carved into the surfaces of some of them. My
attachment to the dolphin Faaa, for instance, was surely not
without some lurking totemic significance. And as for Dr.
Bombay, my core persona, I had no doubt that the wavering
ambiguity I'd written into his description—its uneasy
suspension between intellectualized ridiculousness and
hardened competence— encoded all sorts of conflicting and
barely examined truths about my self-image, both in VR and out
of it. But in the end, however meaningful the statements these
morphs made about me, in my mind they by and large remained
just that: statements, attached to the phantom body I
projected into MOOspace no more or less intimately than any
slogan I might wear on a T-shirt.
Whereas Samantha—well, Samantha fit
that body so closely I couldn't really detect the place where
she began and the body ended. Nor did I very much want to. For
here was the second surprise about being Samantha: it felt
delicious. It felt soft, and graceful, and sexually alluring.
It felt receptive, and charming, and poised, and several other
ideally “feminine” things I'd thought myself too sophisticated
to imagine as the defining aspects of a woman's inner life.
Yet here they were, defining my experience of virtual
womanhood in ways my intellect seemed to have nothing to do
with, in ways that bypassed all the layers of irony built into
my half-parodic identification with a half-parodic TV
witch-mom and went straight to whatever part of me it was that
found the fictions of gender as solidly believable as the
ground beneath my feet.
Was I at all embarrassed then, that
night, walking around possessed by so predictable a notion of
what it felt like to be a woman? On some level yes, I suppose
I was. But mostly, I confess, I was enchanted. Enchanted with
myself, no less—or with this
temporary self, I should say, though it came to essentially
the same narcissistic thing. I chatted amiably enough with
Sebastiano about the sights and social affairs of Weaveworld,
but the truth was I'd lost all interest in the questions that
had drawn me there. By now I was talking mainly just to hear
myself talk, to hear the words pass through my head in
Samantha's voice, and if there was anything in particular I
wanted those words to be about, it really wasn't anything but
Samantha. I would have liked to say exactly what it was I felt
as I typed the text that moved her body around, to say just
what was going on in my mind as I stood up playfully on one of
the benches, walked along its surface, threw my head back to
look up with a quiet smile at the stars.
But the words were slow to come, and
when they finally did arrive they were not any I could call my
own. They lent themselves to me, is how I'd put it—rose up
into my thoughts out of the same basement warehouse of
mass-cultural memories I'd borrowed Samantha from. For a brief
Technicolor moment I saw Natalie Wood dancing self-enchantedly
before a mirror in her finest party whites, and then the
sentence just popped out, apropros of nothing my friend and I
happened to be discussing right then but somehow, evidently,
very much in need of being said:
“I feel pretty!” I declared, to the
bemused Sebastiano, to the unhearing robot monkey, and to the
warm night breezes I swear I felt caressing the smooth skin of
Samantha's outstretched arms. There was, of course, much more
that might need saying. For that matter, there still is. That
evening I had only begun to move beyond the shallowest
engagement with the ways a gendered self could mutate and
multiply inside the MOO, and to this day I can hardly say I've
plumbed the depths. But it wasn't long after Samantha's debut
that I began to acquire an ampler understanding of the
possibilities, and if I'm really going to tell you all I know
about her, I suppose I 'd better tell you roughly what that
understanding was, and how I came to have it. I suppose, in
other words, I'd better pause a while now to tell you what I
know about the brief but passionate encounter of a girl called
Lisbet and a boy called Emory.
Let me start, though, by admitting that
I knew the characters themselves not very well, or not at
all—I never met Lisbet, never even got a glimpse of her, and I
came in contact with Emory only three or four times in all my
virtual existence. Still, I was well acquainted with them both
in some of their other incarnations. Emory, as it happens, was
one of exu's morphs, a lanky, denim-clad kid she told me she
had modeled on the adolescent memory of a longed-for older
cousin. And Lisbet (“Preppy With a Past,” a mutual friend once
told me, “dark haired, white skinned, repressed”) in fact
belonged to the RL-male player I knew as Niacin, although it
seemed to be a matter of some indifference just which of his
aliases you called him by. He had a lot of morphs, and never
really lingered long in any one of them. In one form or
another, though, he'd been a friend of mine for about as long
as I'd known exu, which is to say about as long as I'd been
around the MOO.
In fact, it was about the time I met
them both that Niacin and exu themselves first got to know
each other. Not that I had anything to do with their
acquaintance—and not that it had that much to do with the
story of Lisbet and Emory. Not really. Those characters were
still undreamt-of then, and anyway there wasn't much about exu
and Niacin's relationship at first to differentiate it from
the thousands of other casual connections formed every day in
the public spaces of the MOO. They both were regulars at Club
Doome, the lively hangout tucked away inside the train set in
the guest room, and there amid the general banter they
sometimes found themselves trading quips about such mutual
interests as poststructuralist psychoanalytic theory,
contemporary avant-garde literature, and obscurely remembered
'70s pop tunes (exu was thirty-two in real life, Niacin was
only a couple years younger, and in the predominantly
undergraduate environment of the MOO, we elders tended to be
grateful for the presence of whatever peers our cultural
radars could detect).
Beyond such passing moments of
camaraderie, however, exu and Niacin might as well have been
logging in to two different MOOs, for all their virtual lives
coincided. exu, after all, was an experience-laden old-timer
by then, an active veteran of the complex maneuverings of MOO
politics and at the time well into her first full-blown
tinysexual relationship, the extended affair with Horton-Who
that already was instructing her in the exhilarations and
exasperations awaiting those who took virtual intimacy to its
limits. Niacin, on the other hand, was just another newbie
then—still blinking wide-eyed at the very fact of VR, still
only dimly recognizing the full range of social interactions
that the MOO made possible, content for now to pass his time
just being witty among the witty semi-strangers of Club Doome.
Inevitably his callowness would fade, but whether his virtual
existence would really change much in the long run was still
an open question. For many MOOers, the simple pleasures of
collective banter remained throughout their MOOish days the
most they ever asked for from the place, and from the looks of
things young Niacin might very well have grown up to be just
such a chat potato.
But then one day he took the leap that
was to vault him into another orbit altogether: he made his
first female morph. He called her Giustina and described her
as a delicate specimen of fallen eighteenth-century gentility,
and he wrote her a tattered but elegant silk gown and gave her
elaborate tresses that were just beginning to come undone. I
couldn't say just why he made her that way, or why he made
himself a female persona at all, any more than I could say
exactly what caused me to do the same, months later. I can,
though, tell you that by the social standards of LambdaMOO we
were neither of us doing anything particularly groundbreaking.
Indeed, a year before Niacin first switched his gender, Pavel
Curtis had already devoted a page or two of a paper on typical
MOOish behaviors to the phenomenon of male players
masquerading part- or full-time as females. So commonplace had
the practice become, he remarked, that “many female players
report that they are frequently (and sometimes quite
aggressively) challenged to 'prove' that they are, in fact,
female.” (“To the best of my knowledge,” he added,
“male-presenting players are rarely if ever so
challenged.”)
Pavel also took a number of
well-educated guesses as to why so many males might choose to
pass as females in VR, but he didn't have a lot to say about
what is probably the most meaningful answer to that question:
Because they could. It was a remarkably easy thing to do, in
point of fact—much easier certainly than it had ever been in
the physical world, where the telltale flesh and bones of the
cross-dresser created difficulties that, in a universe of pure
text, could largely be transcended by a simple change of
personal pronouns. And it was much easier too, for that
matter, than might be deduced from Pavel's reports of
spot-checks by self-appointed gender police. The truth is,
such outright paranoia was really just a deviation from a far
more nuanced norm, in which players generally took for granted
the marked fluidity of gender in VR, yet at the same time also
tended to take at face value the virtual gender of whomever
they were interacting with. It wasn't a question of
gullibility, mind you. It was simply that the players' need to
slot their fellow players into the conceptual pigeonholes of
gender turned out, in the end, to be more urgent than their
need to know the biological truth about them. And thus it came
to be the case that as a rule (and not without notable
exceptions), a “female-presenting” player was presumed female
until such time as someone went to the unlikely trouble of
proving otherwise.
Why wonder, then, at the numbers of
male MOOers who experimented with virtual drag? Or bother to
ask what particular urges led them to do so in the first
place? In real life, perhaps, the risk and effort and general
stigma associated with effective cross-dressing might require
of its practitioners a certain well-tended fire in the belly,
but in an atmosphere like LambdaMOO it hardly took much in the
way of inner compulsion to take the plunge. In fact it rarely
took a lot more than a whim, as far as I could tell: a passing
spell of boredom maybe, or a twitch of idle curiosity, and
suddenly there you were, your gender flipped, your description
rewritten, your new self loose among the MUDding crowds. And
only then did you begin to sort out what, if anything,
intrigued you about the experience.
Which isn't to say you might not have a
lot of sorting out to do. As Pavel had concluded, and Lambda's
collective wisdom confirmed, the payoffs of cross-gendered
MOOing for male players were many and varied, and potentially
rather knotty. Some players, of course, simply enjoyed the
extra attention given to women in any social setting, and
especially in one where men outnumbered them by about two to
one. Others liked the challenge of deception, testing the
limits of their ability to pass for female with a daring that
Shannon McRae, another participant ethnographer of Lambda
folkways, once wrote of as an improbable sort of” '90s
machismo.” Still others came to value the experience as a
glimpse of life on the far side of the gender gap—a firsthand,
eye-opening sampler of the routine harassments, double-edged
perks, and broad-brushed preconceptions most women encounter
every day. And naturally there were many players in whom any
number of these sometimes contradictory motivations could be
found commingling to one degree or another, which may begin to
give you some idea of what a tricky proposition it could be to
say just what was going on when real-life boys got it into
their heads to become virtual girls.
But it got trickier, and for Niacin it
quickly got about as tricky as it could. For of all the
various ways in which tinytransvestism engaged the male
imaginations of LambdaMOO, none complicated analysis quite so
thoroughly as the one that soon became the centerpiece of
Niacin's new life as an imaginary female.
Did I say complicated? The phrase is
adequate, I guess. But if you really want a feel for the size
and shape of what our boy was heading into, I suggest you
consider briefly the incident that got him going in the first
place:
Consider the girl he was that night—his
second female morph, or maybe his third, a tautly sketched
generation-Z neofeminist called Furie, about five eight,
chin-length black hair tucked into a black stocking cap
emblazoned HIPS TITS LIPS = POWER, black jeans, white T-shirt,
harness boots, black hooded Carhartt jacket, and on the back of her left hand, between the
thumb and forefinger, a small dark
blue tattoo in the shape of a gothic cross.
Consider, too, the unmistakable
attentions of a certain Blaize, a female-presenting character
who'd been friends with Niacin for a while now, who knew of
his cross-gendered creations, who even recognized Furie as one
of them the moment she met her in the living room that evening
(it wasn't hard—morphs changed a player's name and description
only, not the readily accessible object number attached to the
player's account). Who nonetheless found herself drawn to the
girl in a more than amicable way.
Consider, then, the fact that Niacin,
though still a netsex virgin after six months' MOOing, was
well-enough informed by now to know where Blaize's open
flirtations were headed. Consider the pent-up curiosity they
stirred in him. Consider his excitement, his anxiety, as Furie
flirted back. His half-panicked, half-suggestive exit to the
mansion's roof. The readiness with which Blaize followed. And
there, at last, the meeting of their virtual lips tits hips,
high up above the grounds of LambdaMOO, a swirl of textual
gropings exchanged almost as fast as network lag times would
allow and brought, alas, to a premature end when Niacin's RL
roommate had to use the phone and left him staring at his
abruptly disconnected computer, shaken, aroused, in
wonder.
And after you're done considering all
that, save a thought or two for this detail: it is not known
to me, nor was it known to Niacin with any certainty, what the
real-life gender of the character who deflowered him was. “The
word is that she was a he RL,” Niacin told me many months
later on an afternoon visit to my TV set, “but I never found
out one way or another. I sorta thought Blaize was a girl at
the time, but I was obviously aware of the possibilities to
the contrary.”
Obviously: he was one such possibility
himself.
All right now: how would you propose to locate on the
standard-issue map of human sexualities what happened between
Blaize and Furie that night?
I can tell you that in the real world
Niacin had always lived and lusted as a heterosexual. I can
tell you too that in the virtual world it was hardly unheard
of for straight men to log on as queer women and cruise for
girl-girl action, with the predictable result that much if not
most of the lesbian sex that took place on the MOO was
performed by smirking pairs of mutually deceived male players.
But Niacin was not so easily taken in, nor did his casual
recognition of Blaize's sexual indeterminacy suggest that he
was all that eager to be. He knew that even if Blaize was
actually a woman, the chances that she very firmly believed him to be one were far too slim to let
him claim their liaison had stolen him a peek into the secret
life of lesbians. Yet he also knew that even if Blaize was
really a man, he couldn't quite claim that he'd just
experienced his first homosexual encounter either.
What had it truly been then, underneath
the surface? A straight couple heated in their embrace by the
exoticizing mediation of a same-sex fantasy? Two men joined by
their feminine reflection in a postmodern variation on the
ancient, murkily homoerotic theme of the circle jerk? Or had
it, perhaps, been finally nothing else but what its surface
mutely insisted it to be: an unresolved pastiche of possible
bodies both real and imagined, a moment of attraction
suspended among the available categories of gender-marked
desire like an image lost amid a house of mirrors, bounced
endlessly from one to another to the next and back until you
knew that if you tried to find where the truth of it stood
you'd only end up equally as lost?
Well, maybe. Maybe not. In any event,
as we've established, Niacin never bothered to learn just what
flavor of body had reached out and touched him that night, nor
did he ever have sex with Blaize again. Exactly why their
history ended there I do not know, but I can tell you one
thing: it wasn't because Niacin had lost interest in the
possibilities their gender-warped assignation had introduced
him to.
On the contrary, he set out almost
immediately on what he would remember as “a really aggressive
girlmorph cruising phase”—a manic many weeks of seductions,
dalliances, brief affairs, half-hour stands. The
configurations of these couplings were never quite as
open-ended, though, as Blaize and Furie's multiply coded
rooftop tryst had been. Invariably Niacin chose partners who
presented male, invariably he believed them also to be RL
males, and almost as invariably he was careful not to disturb
whatever illusions they might cherish as to his own RL
womanhood. It was, in short, a rather tightly scripted
scenario he gravitated toward.
And what's more, whether he knew it or
not at the time, the script was not exactly an original one.
For here, again, the literature and the local lore had long
before codified Niacin's new pastime as a characteristically
MOOish phenomenon, with Pavel Curtis's brief but canonical
discussion of tinydrag more or less revolving around the
subject of those cross-dressers who contrived, as he somewhat
clinically put it, “to entice male-presenting players into
sexually explicit discussions and interactions.” Pavel's view
seemed to be that these false seductresses did what they did
primarily “for the fun of deceiving others,” and in some ways
Niacin's approach to his transgendered conquests vouched for
this hypothesis. To be sure, he never displayed the sort of
maliciousness that notoriously led some cross-dressers to log
the text of their grapplings with eager, clueless males and
then to post the resulting document of said males'
cluelessness in as public a virtual place as they could find.
But you only had to look at the women Niacin invented to sense
he took a certain craftsmanlike pleasure in overcoming
potential skeptics. There was never anything too flagrant
about their attractiveness, never anything that quite put them
over that line separating the run of female text-bodies from
what were sometimes called FabulousHotBabes, after a legendary
character once created by a prominent male MOOer to parody the
shameless porn fantasies in which (so common wisdom held)
transvestites on the prowl usually cloaked themselves.
Niacin's women were fantasies too, of course, but by the time
he hit the scene, it seems, the common wisdom had so convinced
most male players of their ability to spot the fictional
temptresses among them that to tempt successfully required
only a minimal respect for decorum, and maybe a little
style.
And style, I should note, was something
Niacin had more than the average MOOer's share of. I never got
the opportunity to read the short stories he liked to write
when he wasn't on the MOO (or otherwise slacking his way
through the Austin, Texas, software-company day job that was
his lifeline to VR), but I have no doubt that the people in
them were drawn with memorable concision—or that he would have
made an excellent writer of fashion-catalog copy as well.
Indeed, some of his most popular MOO descriptions were, like
Furie's, essentially nothing but the details of their clothing
and their hairstyles, presented nonetheless with such
precision and flair that they seemed almost the distillation
of a personality, the story of a character condensed, as it
were, into the moment just before its telling.
Further along in his morphmaking
career, Niacin's profiles would at times get more elaborately
literary, as for instance in the case of his middle-period
tour de force Electraglide, your basic
six-foot-one streaky-blonde half-Bengali snowboard goddess gurl, whose four-paragraph
description interwove the usual spot-on fashion touches (Deadbolt baseball hat. . . big K-Mart lumberjack shirt. . . majorly
bad cutoffs) with a neo-Beat
litany of lyrical brush strokes (Electraglide is about wind-burn. Electraglide is about speed.
Electraglide is strung so high that colors blur around her. .
. . Electraglide isn't doing shoes today. . . . Electraglide
is crazy). But even at their simplest, his creations
always sparkled with the artful care he put into them,
conjuring an image whose clarity the boys of LambdaMOO somehow
found easy to mistake for honesty.
Nor, as I've said, was Niacin merely a
passive witness to such mistakes. In his defense, I guess, it
should be pointed out that on at least one occasion he did try to open a male suitor's mind to
the possibility that the virtual female who stood before him
might not in fact be animated by the body of an actual one
(“Your clothes descriptions couldn't possibly be the work of a
man,” was the gentleman's blithely self-deluded reply). But
even then, you'll note, Niacin forbore from cutting to the
blunt truth of the situation, and more often he concealed that
truth with a considerably more active hand. He made up
convincingly mundane RL lives to go with his stylish VR
personae, for example, and he fed their details to his
partners. He “acquired” unused e-mail accounts from female
colleagues at work, and he used those e-mail addresses and
others to obtain from Lambda's tight-fisted registrar of
players a small legion of “spare” accounts—each one a numbered
object unto itself, each untraceable to the others, and each,
therefore, a tool well-suited to the fraudulent ends Niacin
now pursued.
But finally it has to be asked: Was the
pursuit itself in fact what spurred him on? Did Niacin thrill,
as the literature and lore might have us suspect, to the
deceptions he was working? Was he for instance pleased as
punch, do you suppose, to learn one day that a perfectly
unobjectionable young MOOer (call him Raytheon) had fallen
big-time for a spare of his named Alexandra—and not just for
the appealing, red-haired lass of Alexandra's
description-text, but for the RL woman with whom Raytheon
believed he had shared a string of intimacies, with whom he'd
exchanged stories about their respective real lives, with whom
he was now painfully, obsessively in love? Trust me, folks:
Niacin was not amused. He felt like a heel, in fact, and the
feeling didn't exactly abate when (some time after he had
nervously and without so much as a “Dear Raytheon” taken
Alexandra out of circulation) Niacin and the unsuspecting dupe
happened to become fairly good friends, obliging him regularly
to nurse his silent guilt in the telepresence of the boy whose
heart he hadn't ever meant to wound.
“I never
told him the truth,” Niacin confessed to me, a very long
while later, “and I still feel weird about it.”
Do not assume, then, that the practice
of subterfuge was all fun and games for Niacin. In fact, let's
clear this up right now: it wasn't even mostly fun and games. The truth is,
deception thrilled him only a little—and frustrated him sort
of a lot. “I wanted to be what I
represented as much as possible,” he later explained, and
hence his private knowledge of the falsity of his
representations proved “more of an annoyance than anything
else.” Niacin would frankly rather not have known that the men
projecting their desires onto his projections were being
bamboozled—if anything he would have preferred to be just as
caught up in the illusion as they were. But if this was the
only way he was going to experience how it felt to be on the
receiving end of a man's desire for a woman, then bamboozle he
must. For it was that experience, finally, and none other,
that he wanted most from his secret incursions into the sex
lives of other men.
Yes, but why, I hear you ask
impatiently, why exactly did he want that? A fair question, I
suppose, though I would have thought the answer obvious:
He got off on it.
Or as Niacin himself no less
matter-of-factly put it: “It was hot.” Beyond that, I'm not
really sure what to tell you. I could point you back to the
common wisdom, I guess, whose counsel obliged even the
sober-minded Pavel Curtis to acknowledge, in the end, that the
motivations of men who tinyvamp their fellow men might
possibly have as much to do with erotic impulses as with
pranksterish schadenfreude. “Some MUD players have suggested
to me,” he wrote, “that such transvestite flirts are perhaps
acting out their own (latent or otherwise) homosexual urges or
fantasies, taking advantage of the perfect safety of the MUD
situation to see how it feels to approach other men.” Pavel
deemed the notion “plausible,” and I for one would hardly
dispute its basic validity.
Nor, it seems, would Niacin.
“Homoerotic desire? Of course,” he told me once when I asked
if that had played a part in his cruiser-girl activities. “It
was no big deal.”
But there was also, surely, more to it
than that. After all, if his was just a simple case of
repressed homosexuality finally breaking out of its compulsory
heterosexual shell, then why wasn't Niacin seeking the company
of the MOO's many homosexuals? Why wasn't he “taking advantage
of the perfect safety of the MUD situation” to see how it felt
to approach men who were themselves unabashedly attracted to
other men—the likes of Sebastiano and his Weaveworld pals,
say? Was it really only lingering denial that kept his
homoerotic explorations so thoroughgoingly entangled in a web
of simulated heterosex?
I reserve for you the option of
believing that it was. Read on, however, and I think you'll
come to share my own conclusion that, in fact, the dormant
sexual appetite now awakened in him was a taste for nothing
quite so much as for that thoroughgoing entanglement
itself.
He kissed the boys, then, and sometimes
even made them cry, and all in all— those awkward teardrops
notwithstanding—he found sufficient titillation in his
cross-gendered forays to keep him coming back for more. But as
the weeks passed and what had been a discovery became a habit,
he started by and by to wonder if there wasn't, possibly, some
dimension of the experience that was eluding him.
You have to keep in mind, of course,
the sorts of situations he was falling into. Easily arranged,
hastily consummated, and necessarily not much deeper than the
seductive facades Niacin brought to them, his sexual
encounters during this period were somewhat—how to say
it?—limited in their power to engage the soul. Keep in mind as
well the sort of person he was falling in with. Self-selected
in large part from the barely postadolescent majority of
MOOish males (and naturally from the most hot-to-trot of the
bunch), Niacin's partners had, by the end of his first two
netsexual months, taught him a lesson about young straight men
in general that he might otherwise have gone to his grave
unschooled in. To wit: “How woefully unimaginative and
cloddish they are inna sack.”
Clearly, Niacin was ready now for
something a bit more challenging.
He was ready, in other words, for
Emory.
And Emory? What was he ready for?
Pretty much whatever, from the looks of him:
Having pissed
away what was left of the family money and nothing to show for
it but an old red and black BSA motorbike that he keeps in
perfect working order, he ended up
in the North Woods, where he does carpentry sometimes.
He keeps his
long, sandy hair tied back mostly. His eyes are pale blue,
with flecks of gold in them and
grey rings around the iris. High cheekbones, mouth quirked up
in an ironic grin. He's wearing a
black t-shirt tucked into a pair of tight, faded levis and
black workbots. In the pocket of
his shirt, a pack of Lucky Strikes and the tooth of a wolf.
The description was a classic of its
genre, in much the same careful way so many of Niacin's also
were. Archetypally butch, but almost delicately so; plainly
good-looking, but never plainly described as such; clearly
fictional, but of that sort of fiction that conveys a lived
familiarity with its subject matter—Emory was built for
netsex, it was obvious, and yet not quite so obvious as to
spoil the illusion of hard-edged, soft-centered,
unselfconscious manhood he projected. Had I myself come across
him before I knew who'd written him, I don't think I would
have guessed his author was a woman—and if I had, I'm sure I
would have figured her for an old hand at the cross-gendered
seduction game.
The truth, however, was that exu had
never really attempted a boy-morph before Emory. She'd made a
male or two before, but those were gods, not men— a Xango
(deity of thunder) and an Ogum (war) to round out her
Afro-Brazilian pantheon—and anyway she hadn't ever much
identified with them. In fact, for most of her MOOish life she
hadn't really identified with her few female characters
either. Instead, the gender she had mostly preferred to spend
her time in was, precisely speaking, neither masculine nor feminine. It was
hermaphrodite.
This was something of an unusual
choice—though hardly on account of its evasion of the usual RL
options. As it happens, the MOO's @gender command offered a fairly wide
variety of neither-male-nor-female possibilities, and players
not infrequently took the offer up. For example, in addition
to the hermaphrodites (to whom the gender-tracking subroutines
assigned the label either and the
pronouns s/he, him/her, his/her,
his/hers, and him/herself),
there were those who opted at least occasionally for neuter (it, its, itself; useful when
playing talking toaster ovens and the like), plural (they, them, their . . .; nice
for collective organisms: bee swarms, codependent couples), egotistical (J, me, my . . . ; no third person
references allowed, see also the royal
gender's we, us, our, etc., and
second person's you, your, yours . . .), or
the graphically noncommital splat (*e,
h*, h*s, h*self).
By far outweighing all of these in
popularity, though, was an invention known as Spivak, whose pronouns e, em, eir, eirs, emself had the
unique attraction of feeling and functioning much like one of
the standard gendered pronoun sets without, however, quite
bringing either of them to mind. Whether Spivak therefore represented an
absence of gender or simply a third alternative was a matter,
evidently, of some debate. I can recall putting the question
to a thoughtful spivak friend of mine one evening in the hot
tub and failing, not surprisingly I guess, to get a straight
answer out of em. On the other hand, I have since learned from
McRae's investigations that some spivaks—especially those with
active tinysex lives—had a pretty clear sense of emselves as
inhabiting a specific gender, with its own roles, its own
predilections, and even its own genitalia (think
tendrils).
Whatever the spivaks ontological
status, however, the option never much appealed to exu. “I
liked the idea of containing both, not being without,” she
said of her hermaphrodite period. To be a spivak, as she saw
it, was to efface one's real-life gender status, when what
she'd really wanted in those days was to keep that status in
play, unsettled, indeterminate. “For an entire year,” she
remembered, “not even my closer MOO friends were certain of
what my real gender was—and guesses were pretty sharply
divided. It was fun being gender
ambiguous.”
Yet in the end, she admitted somewhat
wistfully, what she'd liked best about that ambiguity was not
so very different from what seemed to attract many spivaks to
their choice. For whether a spivak saw emself as a
spaghetti-crotched mutant or a conceptual void, eir curious
pronoun-choice tended to have roughly the same effect on eir
dealings with other players as exu's hermaphrodism often did:
it shorted out the binary circuitry with which those players'
minds processed gender, rendering the very notion blessedly,
if temporarily, inapplicable. Or as exu later sighed: “People
treated me as a me rather than as a gendered being.”
And who could begrudge her her longing
for that unsexed state? I wouldn't dream of it. And yet I
can't help surmising that that same longing was in a sense its
own contradiction—that in it lay the closest thing there was,
that is, to an essential difference between the ways men and
women fucked with gender on the MOO.
It was a MOOish commonplace, of course,
that if men sometimes went female just to enjoy the mixed
privileges of “standing out,” by the same token women most
often flipped their bits in order to evade the constant
attention that rained down on virtual females regardless of
their real-world packaging. But what exu was talking about, I
think, was something a little deeper. It was an escape not
just from femininity but from the onerous primacy of gender
itself in most women's lives—from the constantly echoed
insinuation that the face of humanity, like that of God, will
always be a man's, and that a woman consequently might as well
resign herself to being all her life a female first and only
secondly a human being.
And if therefore it made some sense,
however paradoxically, to think of Spivak and either and the other disgendered
options as characteristically female choices, then what of
Niacin's headlong plunge into tinyfemininity? Might it not be
argued by a similar logic that he was chasing an experience
only a man could really find intriguing? By which I mean, of
course, not so much the experience of inhabiting the opposite
gender as that of consciously inhabiting gender at all— an
experience somewhat more alien to men than women, after all,
in a culture that still hasn't quite decided whether “man” is
a synonym for people in general or just the ones with penises.
Just as exu's fondness for hermaphrodism, then, might be read
as a woman's logical desire to flee the territory of
conventional sex roles at the earliest opportunity, so
Niacin's thing for virtual drag might best be understood as a
uniquely male romance with the thought of exiting the unmarked
vehicle of masculine identity for a while and, as it were,
exploring that territory on foot.
It's a hypothesis anyway. Whether it
applied to MOOish gender play in general is a question I leave
for future sociologists of the virtual to resolve. My own
research, if you want to call it that, never really got close
to conclusive. I asked around a bit, kept my eyes open, and
quickly fell in with the general consensus that there were in
fact a great deal more RL men playing virtual women than there
were RL women posing as virtual men (a phenomenon roughly
mirrored, by the way, and probably not coincidentally, in the
real world's ratios of drag queens to kings). But I never felt
as certain about the RL gender breakdown of the
spivak/hermaphrodite population. It might be true that most of
them were really women; or it might not. What was, however,
certainly the case was that the handful I got to know
firsthand, while indeed predominantly female in real life,
didn't exactly add up to a representative sample.
Let me restrict my observations, then,
to the particular, and simply note that however devoutly exu
may have wished to escape the constraints of RL gender, it
would not be long before she learned that LambdaMOO wasn't
really the place to make her getaway. I don't know if she came
to share my intuition that her VR eitherness was as much a reflection of
her fixed RL gender status as a release from it. But even if
she did, I can assure you it wasn't anything so wispy as an
intuition that finally shook her loose from her vaguely
Utopian attachment to virtual her-maphrodism.
What did it, of course, was Mr.
Bungle.
One wonders, idly, why exu's sexual
haziness failed in Bungle's case to do its job and spare her
his severely gender-coded attentions. Had he somehow
discovered the RL truth behind her ambiguous VR mask? Had he
just been guessing, like myself, that that sort of ambiguity
was more likely a woman's gambit than a man's? Or had he in
fact guessed nothing? Had he simply defaulted to the crude
paranoia of the queer-basher, lashing out at exu precisely because she was ill-defined, and
therefore threatening to the boundaries that maintain male
privilege?
One wonders. And yet for exu such
conjectures were somewhat beside the point. What mattered to
her, in the end, was not what Bungle had been thinking as he'd
dragged her androgyne self back into the poisonous web of RL
sexual power relations. What mattered was that he had thought
to do so at all.
“The Bungle Incident gendered me in a
nasty kind of way,” exu told me many times, in so many words.
“ That was part of the shock of it.”
She switched to female not long after that night, and
she never went back to hermaphrodism again. She didn't have to
give it up, of course. It wasn't as if Bungle had blown her
cover, after all, or even as if she'd felt she had a cover to
blow—the truth was, she'd never really cared that much who
knew her RL gender, so long as they'd respected her MOOish
indefinition. But Bungle had taken something from her
nonetheless, and even if it was only a certain naivete about
the possibilities for breaking free of gender's gravity in the
seemingly weightless space of VR, the quiet, hopeful thrill of
being either just wouldn't be the
same without it.
Mostly, she chose not to dwell on what
she'd left behind. But sometimes if you asked her about it a
kind of bitterness welled up again, and she might tell you
then that she could almost wholeheartedly agree with the grim
arguments of certain psychoanalytic feminists she'd read in
school: “That women are gendered precisely by Bungle's sort of
violence: by loss, lack, violation. We're made holes of from
the moment we become aware, and if we forget, we're reminded
soon enough.”
You can imagine, then, the ticklish mix
of feelings with which exu—female by something less than
choice for about half a year now—learned that her old pal
Niacin had lately taken up the habit of being a woman more or
less just for the fun of it.
Or can you? No, I suppose there is a
detail or two I'd better fill you in on first. Such as, for
starters: I'm afraid I may have misled you when I said there
was nothing all that special about exu and Niacin's friendship
in its early days. That happens, actually, to be true; but
unless you understand that a certain ambient flirtatiousness
tended to seep into even the most innocuous relationships on
the MOO—a byproduct, I'd guess, of MOOish pseudonymity and the
instant intimacy it nurtured—then you might have taken me to
imply that not so much as a spark of erotic feeling flashed
between the two new acquaintances. And there you would be
wrong.
There was a spark. And as the months
went by there gradually was more: a gently provocative edge
crept into the occasional crossings of their well-matched
conversational styles, a tension just insistent enough to
register in both their minds as something a little more,
perhaps, than the usual Club Doome bonhomie. “It was a game,”
exu recalled. 'A game of wit, consisting entirely of sporadic
verbal volleys. And it didn't matter which way the game
went.”
Actually, it wasn't even clear the game
was going anywhere at all. By the time of Niacin's rooftop
induction into tinysexual maturity, after all, exu still had
her virtual hands full with HortonWho, and in the weeks that
followed it certainly wasn't as if Niacin's dance card
remained empty either.
But when one afternoon Niacin
introduced exu to his newly minted Giustina morph, exu had a
sudden inkling of the destination toward which their aimless
game had actually been drifting all along. Giustina flashed
her aristocratic ankles, she tossed her half-undone tresses,
and if exu in her mourning cloak of biologically correct femaleness felt any hint of annoyance
at the spectacle of Niacin's giddy, snap-on girlyhood, it was
presently eclipsed, surprise surprise, by a vivid and most
unmournful urge. To be precise: “I wanted,” exu told me, “to
undo her hair the rest of the way, roughly, with my fingers,
while bending her head back and kissing her throat.”
The surprise, I should add, lay not so
much in exu's attraction to the image of a female body (she'd
had her share of same-sex liaisons in real life) as in the
possibilities that this attraction seemed suddenly to be
nudging her toward. Mr. Bungle had beaten all the fun out of
her dreams of living beyond gender, of course, but what was
this coquettish invitation Giustina's ankles were presenting
to her now? Could there really be a sequel to her ill-fated
foray into gender play— a new approach, this time not seeking
to silence gender's incessantly chattering voice, but to
amplify it instead, channeling it into a strange, cross-wired
loop of desire and letting it feed back on itself until its
own noise overwhelmed it?
Well, why not? That day exu chose not
to make her feelings known to Niacin/Giustina, but from then
on the next move in their game waited quietly in the back of
her mind. Weeks passed, exu's affair with HortonWho began to
teeter and Horton himself, for uncertain reasons, began to
show up less and less on the MOO. Niacin meanwhile leapt into
the arms of one young virtual dude after another, intrigued,
compelled, but edging every day a little closer to the limit
of his patience with their uninventive tumblings.
And then, at last, another spark: out
of some not very well-illuminated corner of Niacin's
imagination Lisbet sprang one day—white-skinned, dark-haired,
repressed; the preppy with a past. And while it's possible he
wrote her up with other aims in mind than escalating the
exchange of gentle provocations between exu and himself, it's
indisputable that this became, within a few hours of the
keystrokes that created her, the first notable accomplishment
of Lisbet's brief, unreal existence. For no sooner did exu lay
eyes on the girl's description than Emory began to take shape
in her mind, provoked into being by the implicit challenge in
Lisbet's cool, brittle exterior and imbued with just the aura
of wiry, tobacco-scented naturalism exu thought it would take
to meet that challenge.
In short, and not to put too fine a
point on it, Emory was conceived for the express purpose of
getting into Lisbet's pants.
Which goal proved not so very difficult
to attain, given the variety of circumstances conspiring to
bring it within Emory's reach. The long, subtextual flirtation
between his author and Lisbet's didn't hurt, of course, and
beyond that there was Niacin's almost Stanislavskian eagerness
to inhabit the personae he created, so that although he knew
full well who'd invented the boy-morph who suddenly was
hovering around his latest girl-morph, he couldn't help but
see Emory through the girl-morph's eyes, responding pretty
much as exu had planned to the wiry, tobacco-scented image
Lisbet's own tight-laced vulnerability had inspired. “Emory
made me totally wet,” said Niacin, and that was only the
effect of the boy's description. “Emory started remote-emoting
at me then, very discreetly and ornately,” and after the
desert of cloddish, postadolescent come-ons through which
Niacin had for two months been wandering, the subtlety of
exu/Emory's approach fell on him like a quenching rain: “I was
a goner. ...”
Indeed he was. But how far gone he
couldn't then have guessed; nor did exu have any notion,
really, of what she was so discreetly and ornately getting
herself into. They both had reason to believe, of course, that
they were adequately versed in the mechanics and dynamics of
virtual eros by now. They'd each been around the block a time
or two, by one route or another. But it is safe to say that
within minutes of Lisbet and Emory's first embrace, both
knew—both felt the knowledge coursing through their RL
bodies—that they had stumbled onto an intensity undreamt of in
their personal philosophies of tinysex.
“That first encounter practically blew
the roof of my head off,” was how Niacin put it. “As sex, it
was one of the most amazing experiences I've had, VR or RL.
... I almost passed out. ... I was at work, all faint and
shaky, practically coming in my pants. ... I was afraid to
move.”
And exu, though she tended to be a
little less indelicate in her descriptions of what happened
that day, was clearly reduced to a similar state of
distraction. Logged in from her workplace as well, she too
felt almost physically rent by the gap between her mundane
surroundings and the place into which her psyche had abruptly
been thrust, a place which—well, “What was it like?” I asked,
and exu:
“Like white hot. Like nuclear,” she
said. “It really was like melting into the screen.”
All right all right, I realize that
some among you are by this point shifting skeptically in your
seats, anxious for just a bit more in the way of documentary
detail— a scrap or two, let's say, of the text that traveled
between Austin and Seattle that afternoon so that you, the
most discriminating of my readers, can be the judges of what
was or wasn't white hot, nuclear, roof-blowing, etc. And let
me assure you that I feel your frustration, that I understand
your desire for a closer look, and that I certainly would
never, ever, mistake for mere voyeurism the spirit of purely
intellectual inquiry that so obviously has awoken that desire
in you.
But I'm afraid I'll have to ask you,
nonetheless, to be satisfied with the secondhand scraps I've
already supplied. Because for one thing: they're all the
scraps I've got (there were limits,
after all, to my two friends' openness about their sex lives).
And for another: even if I had a complete, unexpurgated log of
Lisbet and Emory's first tryst to show you, it almost
certainly would fail to convey whatever power inhered in that
event. I'm sorry, but it's true—transcriptions of tinysex are
a notoriously underwhelming form of erotica. Invariably, the
real-time dance of two heatedly thinking-feeling minds that
brings a decent textual shagging to life evaporates the
instant it's saved to disk. Invariably, what's left behind is
either at best a dry but not uninteresting prose poem or, in
the vast majority of encounters, a slapdash collection of
banalities that wouldn't even make the cut at the Penthouse letters desk. The upshot
being in either case—as it was undoubtedly in Emory and
Lisbet's—that you really just had to be there to get the
point.
But listen, if it's any consolation, I
can tell you these details: On that October day a woman
pretending to be a man made a kind of love to a man pretending
to be a woman; the woman knew that the man was pretending and
the man believed the same about the woman, and neither thought
the other was deceived on this account; and nonetheless the
man played his part carefully from beginning to end and the
woman too was careful all the while to keep alive the fiction
that she was a man. More than ever now, in other words, their
interaction was a game. And if you're willing to take my word
for it, I can tell you too that it was somehow precisely
this—their final self-abandonment to the principle of play, of
make-believe—that made that game at last so mind-shakingly
real to them.
It scared them, frankly. Holed up in
the Crossroads early the next day, Emory received a brief page
from Lisbet, who was at the same time chatting with a small
crowd on the hot tub deck. The message said: “I want you so
much I can't even be in the same room with you”—and though
there was surely an edge of playful, romance-novelesque
hyperbole there, the undertone of erotic dread was
genuine.
Actually, in the case of the man who'd
written Lisbet's message, that dread was not only genuine but
of a certain rather textbook variety. Amid the run-up to the
previous afternoon's tangle, you see, it had passingly
occurred to him that, though he tended to assume exu was in
reality a girl, the question of her real gender had in fact
never openly come up in all their months of friendship—and
now, in the aftermath of said tangle, he suddenly was
beginning to feel afflicted by the uncertainty. And no, I
wouldn't blame you one bit if you happened to find it just a
tad absurd that Niacin, after months of lifting his virtual
skirts for pretty much any able-minded RL male not otherwise
occupied, only now saw fit to suffer his first attack of
homosexual panic. But understand: the stakes had changed. “I
sensed the potential,” Niacin said, “for something other than
a quick fuck with Emory, a potential that was never there
before. And while fucking boys put me off not a bit, the idea
of having a thang with a boy was a
bit troublesome. Especially in the case of one who was a
closeish friend. ...”
Ultimately, then, Niacin's fear wasn't
quite so much the queasiness of homophobia as it was the
anxiety of any playboy plunged unexpectedly into deep
emotional waters. And in this, exu's anxieties were not much
different. Not that she was any kind of dilettante, of
course—her relationship with HortonWho had already taken her
into some not inconsiderable amorous depths. But what she'd
experienced the day before, with Lisbet, had felt like a whole
new territory. She'd stepped into a psychic landscape she
would only later have words to describe, and even then they
would be words bleary with mysticism and poetry: “burning
howling core of silent wind,” “complete sloshing of identity,”
“ego dissolution,” that sort of thing. What in God's name was
she thinking, then, setting off into this realm with a person
whose real face she'd never seen and whose real character she
could only judge on the basis of a long, intermittent exchange
of clever remarks?
But it was too late now for second
thoughts. exu's apprehensions were fighting a losing battle
against her desires; and Niacin's anxieties were no match for
the attraction pulling him back toward the place his game with
exu had finally led to yesterday. They met again, Lisbet and
Emory. And after that they met another time, and then another.
And soon you couldn't even call it meeting anymore: they were
in each other's company from the moment exu's workday began
until the moment Niacin's ended, trying their RL best to hide
the arousal of their physical bodies, attending to their RL
duties no more than they had to keep from losing their RL
jobs.
They were playing harder now, inventing
new characters and trying out old ones on each other. Niacin
was no longer Lisbet only, but sometimes also Giustina, or the
virile, bay-rum-scented Ishmael, or the lean old traveler
Wattson; exu might be Emory or Xango or the sea-goddess
Iemanja or even, on occasion, exu herself, whatever that was.
For Niacin there was an element of rediscovery—as if all the
permutations that had lurked unexamined in the heart of his
hurried grope with the mysterious Blaize were now being taken
out, each in its turn, and carefully, lovingly looked over.
“We were boy/girl, boy/boy, girl/girl,” he said. “I was boy
and she girl and vice versa ... we did every possible combo. .
. . We were like that for [weeks], shifting genders and
bodies, fucking like mad, totally in love.”
It was funny, in a way—the two of them
furiously shuffling their identities and at the same time
coming to know each other more intimately, perhaps, than they
had ever known anyone. Between fictions, real-life stories
were getting told: exu learned more and more about the
complicated progress of Niacin's RL love life (he was by then
six months into a stormy relationship with a woman who knew
nothing about his virtual excursions); and Niacin in turn
picked up details about exu's marriage that, among other
things, helped finally to settle his doubts about her RL
gender. But it wasn't really in these departures from
play-acting that exu and Niacin caught their deepest glimpses
into one another. Instead, it was in the play-acting itself—in
their fluid minuet of name changes and textual makeovers—that
they began to feel their innermost, least namable identities
laid bare. “For some reason,” said exu, “interacting through
the fictions got [us] into these weird, core selves that were
almost unbearable. Like the more fictional we were, the closer
to some wordless reality we got.”
And this was funny too, though perhaps
not in a terribly amusing way. For what could it possibly mean
to approach a wordless knowledge of another person through a
medium composed entirely of words? Could exu and Niacin ever
really arrive at such a knowledge, or did their headlong
flight toward it doom their affair to crash against a terminal
paradox?
It's a good question, if I do say so
myself—although I regret to report that it remains a purely
theoretical one as well. For in the end, the affair in fact
ran aground on a somewhat less esoteric sort of
contradiction:
“At a certain point my mind just
fried,” said Niacin. “The RL/VR split was making me crazy.
...”
And yes, it's possible he could have
handled that split a little better if he'd felt at all able to
discuss its VR side with his RL SO—as exu somehow managed to
with hers. But exu's policy of domestic honesty was not
exactly for the faint of heart, and when you got right down to
it Niacin's decision to keep his girlfriend in the dark about
his virtual sex life was arguably not the most selfish of the
choices he'd made since that life began. It wasn't easy on
him, anyway: obliged at the end of the day to try and switch
his feelings for exu off along with his computer, Niacin was
forced to live with the awkward impossibility of doing so.
Images of afternoon encounters bled through, inevitably, into
disorienting dinnertimes and even more confusing bedtimes, and
as both relationships progressed, the confusion only
intensified. He rode it as far as possible, he said, “feeling
totally fissured . . . but kinda relishing living on the edge
that way . . . until I just felt like I couldn't take it
anymore. ...”
And there the story ended. Two months
after Lisbet and Emory first met, they met again for the final
time. Or maybe they didn't. Perhaps it was Wattson and Xango
who met that day, or Giustina and Iemanja, or just plain
Niacin and exu. It could have been any of them by that point,
of course, and their interaction could have gone any number of
ways. Niacin may have offered explanations for the two of them
to haggle over, or he may have kept his intentions to himself
while they indulged in one last afternoon of dizzying play.
But it doesn't really matter which of the possible scenarios
he ultimately chose, because in all of them the outcome was
the same: the game would go no further from then on. Niacin
checked out—just disappeared into the real world for a good
long while and left exu to sift through the memories and begin
to try and put them in some kind of order she could make sense
of.
God knows she had her work cut out for
her. And if she took time out at any point to cry a little
while for Emory's sake, or even for her own, I don't recall
her ever telling me about it.
I do recall, though, something of my
state of mind as the details of Lisbet and Emory's story
started trickling my way. Samantha's maiden, moonlit walk was
several weeks behind me by then, and if my initial wonder at
that curious experience had already begun to fade, my slowly
accumulating knowledge of what exu and Niacin had been through
together did little to revive it. I saw now just how narrowly
I had opened the door onto the world of virtual gender play
that evening, and I began half-consciously to guess at the
things I might eventually feel (besides pretty) if I chose to
move further into that world. Would I discover in myself the
same VR-induced chaos of erotic tendencies that Niacin had
finally, in his weeks of kaleidoscopic experiment with exu,
come face-to-face with—that part of him he referred to (with
only the slightest whisp of a virtual chuckle) as his
“polygendered omnisexuality”? Would I arrive at the strange
state of ego-melting, postgendered grace that exu, for her
part, swore she'd reached amid the same kaleidoscopic
afternoons, in those moments when the game went white hot and
“whatever it is that links gender to identity got completely
displaced”?
I wasn't counting on it. But as I
settled into an awareness of the possibilities, I found myself
spending more and more of my limited MOO time as Samantha,
moving about the Lambda grounds not so much in search of
cross-gendered adventures as idly tempting fate to toss a few
of them my way. Fate was in no hurry to oblige, it seemed, but
I didn't mind. I continued to enjoy the almost fragrantly
delicate sensation of being wrapped in my own secondhand
notions of femininity, and by the time summer arrived and the
MOO at last became a daily habit, I was as often in Samantha's
skin as out of it—open still to whatever interactions she
might lead me into, and casually hopeful that somewhere among
them might lurk something as intense, as rich, or as
illuminating as exu/Emory and Lisbet/Niacin's encounter seemed
to me to have been.
But why should I pretend with you?
Surely you'll have guessed by now that if Samantha's story had
ever finally led to anything in the same league as Lisbet and
Emory's, I would have skipped the long digression and told you
all about it pages ago. And even if instead this comes as news
to you, well anyway now you know: what's left to say about
Samantha does not amount to much.
She did, in the end, have her share of
memorable encounters; that much is true. But they were hardly
what I'd call adventures, nor did they leave me feeling
especially enriched. On the contrary, what I remember most
about Samantha's ample portion of my first few weeks of daily
residence (for it was in her body, you might now be interested
to know, that I rode the scarlet balloon to the top of
Lambda's sky on that inaugural afternoon, that I subsequently
did much of my early scouting for a likely place to put the
Garden of Forking Paths, and that I later cast my vote against
Minnie's seductive dreams of technotopia) is a feeling of
increasing wariness, as more and more regularly, it seemed, my
female incarnation was approached by male strangers apparently
convinced that she had nothing better to do than supply them
with the time of day and other, perhaps more stimulating
varieties of data.
Wherever I might be, whatever I was
actually up to at the moment, their often stunningly graceless
overtures somehow managed to blunder onto my screen.
“Samantha, you are sexy,” a certain plaid guest observed out
loud in the middle of a crowded hot tub one evening. He then,
when this silver-tongued inducement failed to lure me away
with him to a more intimate setting, proceeded to curse me out
in surprisingly expressive comic-strip style (his exact words:
“$%@$%^%^&#^%&#&65”). And Plaid was hardly the
least tactful of them. “Would you like to have some fun with
my 10 inches?” a beige guest paged me once, from God knows
where and without even the courtesy of a what's-your-sign to
break the ice, while I was in the middle of a fairly involved
discussion with a friend on the deck outside the living room.
(“Why yes actually!” I paged back, “I just bought a new
cutlery set and I've been looking for something to try it out
on!”—but this proved too subtle for my would-be playmate, and
I was obliged finally to spell it out for him in two- and
three-letter words.)
The relentlessness of these intrusions
came as something of a revelation to me (yes, even after all
the real-life times I'd nodded sympathetically while
girlfriends fumed about the one streetcorner lothario too many
they'd put up with that day). And let me be frank, my fellow
men: it didn't exactly make me proud to be one of us. In
fairness, though, I should also note that not all my suitors
were quite such discredits to the sex. Nor, to be entirely
honest, was I always quite so unreceptive to their approaches.
I liked to think of myself as a basically nice person, for one
thing, and so, like many an RL woman I suppose, I found it
hard to very firmly rebuff a man who put at least a little
civility into his attempts to get to know me. But more to the
point: it wasn't like I never felt the least bit curious
myself about where those attempts might lead.
In fact, it had by then become a kind
of semiofficial policy of mine that if I was going to have
tinysex with anyone at all (now that Ecco was no longer
around, that is), it was going to be with one of these same
random lugs buzzing so reliably around the flower of
Samantha's femininity. It seemed the simplest way to go about
it, after all. I would scarcely have to lift a finger to get
my hands on a partner, and better yet, I wouldn't have to
worry much about any emotional complications either. I mean, I
wanted some adventure, sure, but I found my real love life far
too challenging as it was to want to risk the kinds of RL/VR
conflicts Niacin and exu had had to negotiate.exu herself
advised me against it, and she seemed to agree that if a
quick, pinhole glimpse of the exotic territory she and Niacin
had explored was enough to satisfy my curiosity, then a
cross-gendered tumble with a randy stranger would easily—and
safely—do the trick.
But it didn't take me long to figure
out that, for Samantha anyway, there could be no such zipless
tinyfuck: I simply lacked the nerve to pull it off. Nor was my
squeamishness a matter of deep-seated sexual hang-ups, I don't
think, or even of the ethical quandaries involved in letting
another man deceive himself as to my real gender. Oh, I
suppose I wrestled a bit with the moral issues, but was it
really my fault if some people
didn't know better than to believe everything they read on
their computer screens? No: what unmanned me, finally, was not
the prospect of a guilty conscience, but a rather less
honorable fear of being discovered and publicly exposed for a
fraud—an anxiety I didn't even quite realize was there until
it overcame me one evening while I was holding up Samantha's
end of a long conversation that had all the earmarks of a
virtual date. “You like horses, right?” had been the young
man's inaccurate but inoffensive opening line, after which
he'd suggested we get acquainted over a game of one-on-one
Scrabble in the dining room. A microscopic dew of nervous
sweat started to glaze my RL skin then as suddenly, in quick
succession, the Scrabble game ground to a halt, my date
murmured silkily that he'd “much rather just talk to you
anyway” (back in his room of course), and I proceeded to
imagine all the horrible things he was going to say about me
on *social and elsewhere once he
traced Samantha back to Dr. Bombay and did enough asking
around to put two and two together.
I managed, that night, to duck out
before things got too cozy, and I even managed afterward to
remain on friendly terms with the man in question, who called
himself Leshko, who claimed in real life to be a
thirty-one-year-old goldsmith and former heroin addict from
Chicago, and who seemed, to my immense relief, almost totally
unruffled when he did at last deduce my RL gender not too many
days after our first meeting. By then, however, I had already
abandoned once and for all my scheme to use Samantha as a
vehicle for tinysex. I still held on to the possibility of a
cross-gendered fling, but I no longer dared risk my MOOish
reputation by having that fling in a morph traceable to Dr.
Bombay. This meant, in effect, that I would have to postpone
any actual flinging until after I had worked out the
moderately complicated details of hacking myself an illegal
second character.
Between this change of plans, then, and
the increasingly tiresome barrage of Neanderthal pick-up
lines, Samantha lost a good portion of her original appeal for
me. In the time that remained of her existence (for her days,
like those of all my morphs, were numbered, though I did not
know it then), I think I slipped into her body on maybe four
or five more occasions. Of these, I will mention only one just
now.
It was in mid-August. I was in the hot
tub once again, with friends, and very much enjoying the
playful mood I had almost forgotten Samantha sometimes helped
me into, when suddenly two guests, a magenta one and a khaki
one, splashed boisterously into the water. These guests seemed
to be of about the same age and sensibility as MTV's notorious
teenage wastrels Beavis and Butt-head, and I imagine we would
have simply ignored the pair if one of them hadn't then
happened to address the other with that universal term of
teenboy endearment “fag.” With that, however, my friend
theroux-que-sault insisted on holding up a big sign inscribed
with the words No homophobic slurs,
please, to which the magenta guest insisted on replying
“Fuck you queer,” to which my friend Enver in turn replied by
teleporting both guests to a harshly described area of the MOO
called Hades.
Within a few minutes, the magenta guest
splashed back into the tub, and presently the bunch of us saw
on our screens the unappetizing sentence Magenta_ Guest
pisses in the water. I happened to have a voodoo doll on
me, so I retaliated with the sentence As if against its will, Magenta_Guestdrinks
its own piss water. To which Magenta made the
devilishly-clever rebuttal “Well, no”—which prompted from me
the equally Wildean “Well, uh, yeah.”
And it was at about this point, when it
appeared the goings-on could not possibly get any more
juvenile, that the magenta guest did the one thing that stands
out in my mind above all else that occurred that night.
“Samantha, can I pet your poodle?”
asked Magenta. “Please?” And then before I could even begin to
roll my eyeballs at the kid, it had happened: the magenta
guest had grabbed my poodle.
Whatever that was supposed to mean.
But of course I knew very well what the
gutter-minded little guest intended it to mean, which is why I
remember that moment so clearly. For though I couldn't help
chuckling at the inanity of the offense—and though we
immediately packed the offender off to hell again as casually
as you might shoo a fly—I logged out at the end of the evening
with a low flame of humiliation burning in me and a galling
new sliver of knowledge lodged in my heart. I had learned at
the guest's poodle-grabbing hand, you see, that if being in
Samantha's body had the capacity to make me feel pretty, it
could also let me feel a kind of ugly that a male body gave me
only limited access to. The deeply embedded gender fictions
that had brought the power of feminine sexual charm to life
inside me turned out to work just as well for the
powerlessness of feminine sexual subjugation, it turned out,
and as I lay awake in my RL bed that night with angry,
impotent fantasies of revenge floating lightly through my
head, it amused me to suppose that after having long believed
I'd successfully comprehended the curious, ambivalent rage of
Mr. Bungle's victims, I had at last been given the opportunity
to feel that very rage within myself.
But the truth is this: I was no more
certain then than I am today of the extent to which my
experiences as Samantha gave me firsthand experience of a
woman's perspective. Just as it was unclear what she was to
other people—the woman that the magenta guest and others saw,
or the costume that my friends saw—so it remained unclear what
she was to me: a man's fantasies of femininity turned loose,
or a taste of the disembodied cultural voice that speaks
inside a woman's head, that tells her how a woman acts, and
how a woman feels.
RL
NEW YORK CITY, JULY
1994
A Groovy Booth
You are in a high-backed, wood-paneled
booth in what is surely, this week anyway, the grooviest
little boho eatery on Ludlow Street. In the murk beyond the
confines of the booth, you can just make out the gist of the
restaurant's decor -- a peculiarly mid-'90s blend of
thrift-store drabbery and art-schooled elegance.
Jessica and The_Author are here.
Jessica takes a sip from her
martini.
The_Author chews the olive from his
martini.
Jessica smiles at The_Author.
The_Author smiles at Jessica.
The_Author wonders how to put this,
exactly.
The_Author says, “So. Uh . . .”
Jessica raises an eyebrow.
The_Author says, “So I've been
thinking, you know, and it's like -- well if I'm really gonna
do this whole MOO thing, OK, I mean I _am_ gonna have to at
least _try_ this whole tinysex thing, right?”
Jessica says, “Uh-huh. Which of course
you did already.”
The_Author gives her a quizzical
look.
Jessica says, “Remember? You, me, the
master bedroom?”
The_Author says, “Oh. Ha! Right. No,
totally, yeah. Of course I remember. Heh . . . But it's, uh .
. .”
The_Author says, “It's just that I
think I should try it with someone I haven't, you know,
actually had sex with in real life or, I mean, even _seen_ in
real life. You know?”
The_Author says, “I mean as a sort of
experimental thing?”
The_Author says, “Just to sort of see
what it's like?”
Jessica looks at The_Author with a
slight narrowing of her eyes and an even slighter grin.
Jessica says, “You want to just sort of
see what it's like to have netsex with another woman. This is
what you're saying?”
The_Author says, “Oh, no! No no no. I
mean, probably not. I mean, no, I'm thinking definitely that
the most interesting thing probably would be to do it in my
female morph with some, just, random guy.”
The_Author says, “Most likely.”
Jessica sighs.
Jessica says, “So what's your point,
Julian?”
The_Author says, “Oh. Well I mean I was
just wondering, you know? I mean how you would feel about
that?”
The_Author watches Jessica carefully.
He does not particularly want to be having this conversation,
but he has been advised it's for the best. exu told him so;
something about the need for negotiating boundaries and
anticipating potential disruptions and so forth. It all
sounded pretty sensible to him at the time. Right now, though,
he is not so sure.
Jessica shrugs, and gently smirks.
Jessica says, “Well what can I say? I
mean you _know_ how I'm feeling about This Whole Monogamy
Thing these days. Do whatever you want, I don't care.”
WesleyYourWaiterForThisEvening appears
as if from nowhere, two steaming plates of food in his
hands.
The_Author . o 0 ( Hm. Not quite the
answer we wanted to hear, nope. )
WesleyYourWaiterForThisEvening sets a
plate of Blackened Catfish with Zucchini and Rice on the table
before Jessica.
The_Author . o 0 ( Then again,
certainly not the answer we _didn't_ want to hear. )
WesleyYourWaiterForThisEvening sets a
plate of Grilled Pork Chops with Sauteed Spinach and Garlic
Mashed Potatoes on the table before The_Author.
WesleyYourWaiterForThisEvening chirps
“Enjoy” and disappears back into the murk.
The_Author begins to carve into his
Grilled Pork Chops, looks up at Jessica.
The_Author says, “So you don't have a
problem with this?”
Jessica, her mouth full of Blackened
Catfish, looks at him inquiringly.
The_Author says, “I mean with me having
tinysex on a, uh, on an experimental basis.”
Jessica swallows, shakes her head and
says “No problem,” and she's smiling as she says it.
The_Author notes, however, that this is
not the smile he loves. Not the one that melts and invites
him. It has a hint of formality in it, this smile, and he has
never seen her wear it except in self-defense.
The_Author grins back at her, more
broadly than he means to, and starts cutting up his Grilled
Pork Chops again.
The_Author thinks he may have lost his
appetite.
VR
5
How Did My
Garden Grow
Or TINYECONOMICS, Theoretical and Applied
In the early evening of the day after I
voted no on *B:DisbandMediation, I
found myself standing in a realm of pure possibility and
wondering (as one often does in realms of that sort) just how
I was to proceed from there.
The surroundings didn't offer much in
the way of clues. You are standing on a
path in a realm of pure possibility
was what I saw when I looked. And there was this advice as
well: You can stay here as long as you
like, hut it's boring, and more nerve-racking than you might imagine. Why not go
north? Or south? Sort the yarrow stalk, toss a coin, pray for guidance. Seek and
you will find.
But I knew better. I knew that if I
went south, for instance, I would find very little—just a few
patches of hazily sketched scenery followed by a featureless
wasteland of undescribed spaces. I knew, too, that if I went
north the prospects wouldn't be much better. I knew, in short,
that it was high time for me to get to work on the task I'd
been so blithely putting off for the last few weeks: I must go
forth now and finish my garden.
But as I said, exactly how I was to do
so remained a question. Nor was it now the same simple
question I'd once thought it was, back when the view from the
scarlet balloon had seemed to promise me a limitless space in
which to shape my monumental landscape. There were limits
after all, I had learned—as inevitably there must be. For
though I had the option, here within the MOO, of tucking the
Garden of Forking Paths inside a jewel box or a carrot seed or
even a passing thought if I so chose, out there in the real
world there was only one place it could be stored, and that
was the same small whirring disk of ferromagnetized metal upon
which every other object in the crowded MOOish cosmos resided.
Boundless though the imaginations that built LambdaMOO might
be, in other words, its material resources were finite. There
were only so many bytes of hard-drive space to go around, and
as I had lately and dismayingly come to understand, my share
of those bytes—my “quota,” as the.local jargon termed it—was
quite possibly never going to be large enough to accommodate
the grandiose construction I had in mind.
It was exu who had pointed out the
problem to me. It was sort of her job to, actually. As a newly
elected member of the Architecture Review Board (or ARB, which
rhymes with “barb”), she was one of about a dozen MOOers
officially charged with determining whose virtual creations
had the right stuff to qualify for increased allocations of
disk space. I knew very well of course that I was ultimately
going to have to apply for such an increase myself—at 130
kilobytes and rising, the garden had already bloated me
irrevocably beyond the initial 50-kilobyte quota granted each
new player on the MOO. But somehow it had never occurred to me
that the ARB might actually turn my application down. And it
was on this point that exu finally was obliged to set me
straight: she liked the garden a lot, as it happened, but she
regretted to inform me that other ARB members might not be as
willing as she was to overlook the project's almost absurdly
extravagant bulk.
“The thing is this,” she explained.
“There's this new economy of scarcity around here. It's utter
bullshit. Partly leftover hysteria about the recent population
explosion; partly other stuff. But the upshot is, the ARB is
giving out quota these days like hardly at all. Even when they
do, first-time applicants generally apply for no more than
50K—and you're gonna need, what, 100? 150?”
I got her drift, and I didn't much like
it. Sure, living over-quota wasn't the worst thing that had
ever happened to me. It wasn't even quite the “big fucking
pain in the ass” that exu sympathetically made it out to be.
But its effects were quietly and steadily debilitating
nonetheless: I couldn't create new objects, I couldn't add
programming to the ones I already had, I couldn't invent new
morphs. I was a virtual cripple, and what was maybe worse, I
was a bum—living on borrowed quota, squatting on public disk
space, dreaming of the day my finished garden would at last
earn me a full reimbursement from the ARB and make a
self-supporting citizen out of me again. Now exu seemed to be
telling me that day might never come, and you can imagine how
the news unnerved me.
DrBombay gives
you a fearful look, I emoted at her, and “Jeez,” I said,
“what am I supposed to do?”
exu frets
ARBishly, she emoted back. _Hates_
this.
“I wanna subvert this fucking fascist
ARB stranglehold on creative building, is the thing,” she
said. “And this is just the sort of situation that gets me
steamed. But don't worry for now, OK? I'm gonna ask some of
the real long-time ARBers if they have any ideas on how to get
you your quota back. They tend to be the biggest nazis of the
bunch—especially the ones that were appointed by Haakon back
in the pre-Bungle days—but I trust a few of them.”
“Sigh,” I sighed. “Well, see what you
can do. Nothing beyond the bounds of propriety of course.”
“Of course,” said exu, grinning.
“Meanwhile, you should prolly talk to Finn. Fellow ARB member.
Elected. He's got a petition for term limits for ARBers which
will hopefully shake loose some of the most severe fascists.
And he's way, way helpful if you can catch him in the
mood.
“Besides which,” she added, with
another grin, “you need to know him. He's part of the local
color.”
That much I knew. Almost from my first
day on the MOO, in fact, I'd been hearing people talk about
this Finn. Finn the outlaw, some called him. Finn the martyr,
said others. Finn the patron saint of anarchists and
libertines; Finn the hacker of wizbits and inventor of erotic
player classes. Finn the hero—or villain, depending on who you
talked to—of a distant piece of MOOish history called the
Schmoo Wars. Or something like that. His exact place in the
local mythologies hadn't been the easiest thing for me to keep
track of, but by now at least I'd gotten the message loud and
clear that it was a prominent one.
So naturally when exu offered to invite
this illustrious personage to drop by my not-so-humble
construction site for a look, I didn't dare decline. And thus
it came to pass that in the early evening of the day after I
voted no on *B:Disband-Mediation, I
found myself waiting at the heart of my garden for Finn's
imminent arrival—alone in a realm of pure possibility and
wondering, as I believe I've mentioned, just how I was to
proceed from there.
I wondered too of course just how, and
even whether, Finn was going to help me proceed. His celebrity
intrigued me, certainly, but at the moment what interested me
more was his authority. He was an ARB official, after all, and
even though exu was too, I couldn't really think of her as
anything but a friend, or of her occasional visits to my
garden as anything but social calls. Finn's impending
appearance, on the other hand, loomed in my mind as a kind of
preliminary hearing. My work, I sensed, was to be sized up now
by an impartial emissary of the board—inspected, dissected,
weighed in the balance, and in the end declared viable or not.
If the verdict was positive, I could go ahead as planned,
reasonably confident that exu's fears were exaggerated and
that I wasn't just digging myself into a lifetime of quota
deprivation. And if the verdict was not positive—well, so be
it. I had shelved my plans for the garden once before. It
wasn't like it would kill me to put this foolish dream of mine
to rest once and for all.
Thus then, in an attitude of stoic
reflection, did I approach the proceedings. Finn arrived,
introducing himself with a simple “Howdy!”, and had I bothered
taking a look at him I would have seen an equally
straightforward description—a 5'9” young man of lithe build with dark hair. . .full lips. . . eyes of blue
steel. . . a confident smile
and so on, cleanly written but otherwise unremarkable
except, perhaps, for the “I LOVE LORENA BOBBITT” T-shirt
fitted snugly to his chest. I did not look at any of this,
however, for I was otherwise engaged: almost the instant Finn
appeared my stoicism had crumbled, and it was taking all my
concentration now to keep from throwing myself prostrate at
his feet in an abject plea for his ARBly approval.
“It's a pleasure to make your
acquaintance!” I gushed, shaking his hand perhaps a little too
eagerly.
Finn grinned. A friendly grin? A
perfunctory grin? A grin shot through with the easy contempt
of the powerful for their supplicants? In the real world maybe
I could have read the peripheral details of his gesture for
some clue to my impending fate, but here there were no such
visual aids: Finn grins was all I
had to go on.
“Likewise,” he said.
Then he said nothing.
“Oh, yeah,” I managed, after a bit.
“Well, this is my garden. Pretty much all that remains to be
done here is to finish the descriptions of the various rooms.
There's something like, er, 128.”
I blushed, embarrassed to admit how big
the place was. But Finn said nothing still. No doubt he had
already typed @measure and gotten a
look at the garden's egregious byte-count.
“Let me take you on a tour of one of
the more finished wings,” I offered, eager to change the
subject. I headed north from the realm of pure possibility
into the “room” I called Yin (as opposed to Yang, of course,
which lay to the south).
Darkness
surrounds you—said the description there—deep and comforting. To the northwest (left) you sense something
may be happening. To the northeast (right) you sense something else may be
happening.Finn entered from the south, behind me. “What's
the idea here?” he asked. “Is there some kind of cosmic
divination going on?”
I told him then about the garden's
concept: about the branching paths and the way they modeled
the binary lines of the I Ching's hexagrams, about the unique
words of guidance waiting at the end of each of the sixty-four
possible pathways. I told him, also, how to use the garden's
“oracle” program to navigate the paths. “At every fork, type
one of three commands,” I explained. “ 'Toss' coins, 'sort'
yarrow stalks, or simply 'pray.' The oracle will tell you
whether you've drawn a 'solid' line or a 'broken' one, and
hence which way to go.”
These details were important, but what
I mainly wanted him to grasp about the oracle was that I'd
programmed it myself. Not that this amounted to any great
feat, you understand—the oracle was a mere ten lines of the
sort of code no nine-year-old programmer would brag about
these days. But it happened also to be the only actual code
I'd written into the project myself, and I knew enough about
the ARB's guidelines to know that original coding often made
the difference between approval and rejection. Without it,
even the most carefully crafted description-texts didn't count
for much, and for that matter, they could even count against
you. “Tinyscenery,” it was called—place-descriptions that were
nice to look at but impossible to interact with—and ARBish
literature tended to speak of it in much the same tones the
Bible reserved for practices like idolatry and fornication.
Myself, I liked to think that the 128 handsome
place-descriptions of which my garden was eventually to
consist would fit together far too interestingly to be
dismissed as the irredeemable heap of tinyscenery it might
otherwise resemble. But I knew, even so, that it couldn't hurt
to draw attention to the site's more obviously interactive
aspects.
It heartened me therefore to see Finn
linger, there in the darkness of Yin, and play with the oracle
for a bit.
He tossed the coins and the oracle
said: “The line is solid. Go right.”
He sorted the yarrow stalks: “Go
right,” it said.
He prayed for guidance: “Go right,”
again.
And then, for a fourth time, the
supposedly randomized program pointed him to the right, and I
started to get the feeling things were not prepared to go my
way tonight. True, four solid lines in a row didn't
necessarily mean the oracle was broken, but it did look weird
enough to cast doubt on my programming skills. And worse, the
weirdness wasn't even pointing in the proper direction: the
right-hand fork, I knew, led only into a desert of
still-undescribed rooms—one empty place after another telling
the visitor, You see nothing
special.
“Uh, heh, let's uh, let's go left
instead,” I said. “Screw the oracle.”
So left we went. Northwest:
It's winter.
Frost is in the air. To the west (left) stands a grove of
fruit trees. To the north (right) a
mountain rises.
From there we went left again, toward
the trees and into them:
You are in a
grove of skeletal fruit trees, stripped bare by winter. The
earth beneath them is black and
pungent, rich with the life force that will reanimate the
trees in spring. To the southwest
(left), a path leads on through the grove. Another one leads
to the northwest (right).
I chose the right-hand path this
time:
You stand at the
northern edge of a fruitless fruit grove. In the northeastern
distance Ken mountain rises,
snow-capped. A path leads west (left), toward a sound of
rushing water. Another leads north (right), across a gentle
upward slope covered with dry yellow grass, to a stand of firs.
I climbed the gentle upward slope:
You are in a
sparse stand of firs on the southwest slope of a hill. The
wind whispers in the branches. To the northwest (left) a path
slopes down to a grassy clearing. To the northeast (right) a path climbs the
hill.
I paused there, before the sixth and
final fork, and waited amid the whispering firs for Finn to
catch up with me. It took a mind-bogglingly long time—about a
minute or two.
“Goddamn! Are you as lagged as I?” he
asked when he arrived.
I wasn't. But I had to agree the lag
was pretty bad that night, and silently I cursed it for yet
another worrisome omen. People liked to say that lag was VR's
closest equivalent to real weather, and they definitely had a
point (if only because the lag and its vagaries occupied about
the same proportion of casual conversation in the MOO as the
weather did in real life). But the truth is, lag was more like
air pollution: it was ugly, it was hazardous to the healthy
functioning of MOOish society, and in the final analysis, it
was attributable to nothing but the activities of that very
same society. Debates sometimes flared up over just which of
those activities contributed most to the lag. Quite a few
MOOers seemed to believe it could all be blamed on the steady
swelling of the database files, spreading funguslike across
the surface of the hard drive as the number of inhabitants
grew and their creations proliferated. Others argued it was
something a little more complicated—most likely some factor of
the number of people connected at any one time, with an
equally probable correlation to the size and complexity of the
objects those people were playing with. But either argument
led to pretty much the same policy implications: small was
beautiful, and projects as humongous as the Garden of Forking
Paths had better show some seriously socially redeeming
qualities if their architects wanted room to build them
in.
Consequently, I couldn't help
interpreting Finn's complaint about the lag as a veiled
critique of my own burgeoning contribution to it. Nor did it
encourage me much that he'd said so little else in the course
of our walk, despite my chatty, running commentary on the
Taoistical significance of the various sights along the way.
My spirits sank as I imagined the scathing review he must have
been composing in his silence, and when at last I led Finn up
the rightward fork to the top of the hill, it only mildly
amused me to see how well the final vista matched my mood.
From the top of
a gently sloping hill, you look down upon a barren plain. The
sky above is overcast, hidden. As
far as you can see, it is the same: the closed face of the
sky, the lifeless earth, their
union at a horizon you will never reach.
There wasn't much more to say. Except
this:
“Type 'look within,'“ I said to Finn,
and then I did the same.
After a laggy moment or two, I saw on
my screen the cryptic but unmistakably gloomy counsel
associated with the I Ching hexagram P'i, or Standstill:
“Heaven and earth do not unite:/ The image of Standstill./
Thus the superior man falls back upon his inner worth/ In
order to escape the difficulties./ He does not permit himself
to be honored with revenue.”
Briefly I pondered the words. In
general they were taken to mean that the situation at hand had
reached a hopeless impasse, which frankly sounded about right
to me just then, and God knows the bit about not getting
honored with revenue didn't make the passage seem any less
painfully relevant. Still, it wasn't the I Ching's opinion I
had come all the way out to this hilltop to hear. It was
Finn's, and at this point I figured he might as well let me
have it.
“So what do you think?” I asked. “Does
this seem like a totally unconscionable byte-hog to you? Be
honest.”
And he was. But to my simultaneous
relief and consternation, his honesty delivered neither the
abrupt dismissal I had feared nor the unequivocal thumbs-up I
had hoped for. Instead, Finn patiently explained that it was
just too early to determine what the ARB's final judgment
would be. “This thing is damn large,” he informed me, but that
didn't mean it couldn't win approval in the end: “You're going
to have to convince us it's being used and enjoyed by the
public, and that it is in some way themely.”
I nodded politely, not exactly thrilled
to be shown the hoops I still had to leap through to earn my
quota biscuit, but not exactly devastated either. It was true,
I knew, that the sin of “unthemeliness” ranked even higher
than tinyscenery on the ARB's list of architectural no-no's.
But I also knew that all I really had to do to bring the
garden into conformity with LambdaMOO's “theme”—i.e., the
fiction that everything there existed on or around the grounds
of a vaguely magical mansion in the hills above Palo Alto—was
spruce up its little jewel-box container and find some
not-too-crowded tabletop or mantelpiece to put it on. As for
showing that the garden was a hit with the public, well, what
that appeared to mean was that I'd have to finish the thing
and then test-market it a while before I could even think
about beginning the official application process, and I
supposed I could live with that.
But when Finn further advised me to
meet with other ARB members before I did any more building,
something in me snapped. Suddenly, and with profound
irritation, I pictured an endless parade of bureaucrats
marching through my creation, each one offering “helpful”
suggestions and critiques while I took dutiful notes and tried
hard to keep smiling lest some dyspeptic Servant of the People
or another decided to dock me points for bad attitude.
“Aw fer shit's sake,” I said, unable
finally to contain my exasperation. “Well, at least it's nice
to be reminded there's other political issues around here
besides harassment.”
And actually, I sort of meant that:
there was a grim fascination in discovering just how little my
balloon-borne rhapsody on the marvels of LambdaMOO's
collective self-construction had anticipated the
conflict-ridden land-use issues that awaited me down here on
the ground. But despite Finn's own ongoing attempt at
legislating ARB reform, my newfound interest in the
sociopolitical dimensions of quota distribution evidently
failed to rouse his sympathy. In fact, he rather seemed to
take it personally:
“That's not fair,” he snapped. “We
can't approve every request these days. The MOO can't grow
forever. The more space used, the slower the MOO, the worse
off we all are.”
And he was right, of course, in the
long run. But that pretty much tore it for me. I didn't know
quite how much stock to put in the rumors of Finn's mythic
mischievousness, but right now I knew one thing for sure: if
he'd ever been even one-tenth the hell-raising anarch those
rumors made him out to be, his transformation into the
straight-faced mouther of civic pieties who stood before me
now was proof enough that something evil lurked in the heart
of the ARB.
I apologized, all the same, for losing
my cool. And in fact I would later come to recognize in Finn a
figure every bit as colorful as—and a shade more complicated
than—the Finn of legend. But for now our acquaintance had
taught me only that I wanted as little to do with the ARB as
possible. I simply did not have the stomach to keep on
canvassing its members for their approval; and more to the
point, I found I didn't have the heart to let their potential
disapproval stand between me and my foolish dream after all.
There wasn't any question in my mind about it now: I would
build my garden with or without the blessing of the MOOish
state—and with or without it (I heard a brave, small voice
inside me declare) I would get my quota back too.
Brave, did I say? Yes, and all the
braver given that I didn't have the slightest idea, just then,
that there was any source of quota in the whole wide MOOish
world except the state. But five
days later, as I sat on a beach by the virtual Pacific
complaining about the ARB's tightfistedness to exu and another
of her celebrity pals (the famous Doome: ARB member,
quasi-wizardly programmer, and owner-architect of the storied
night spot Club Doome), I learned that there was indeed
another way for an overweening novice builder like myself to
get his hands on more quota than he probably deserved:
“You could just talk to people and ask
them to give you some of theirs,” suggested Doome. “It might
be the only answer at this point.”
My RL mouth fell open. My RL eyes
widened. How could I have missed so simple and so brilliant a
solution?
Well, easily, as it turned out:
elementary though it was, the notion that players ought to be
allowed to transfer unused quota among themselves had only
recently become a reality on LambdaMOO, and it remained one of
the least conspicuous of the great post-Bungle social
transformations. A ballot vote had ushered it in five months
earlier (after weeks of vigorous campaigning by the ballot's
author, a cheerful young gadfly by the name of dunkirk), but
the wizards had been slow in bringing the new quota-transfer
mechanisms up to the mandated user-friendly standards, and the
practice hadn't yet caught on except among a small number of
pioneering sophisticates.
Still, even in this embryonic form,
quota-transfer was clearly an innovation of sweeping, even
radical, implications. For one thing, it spelled the end of
the ARB's state-sanctioned monopoly on the doling out of disk
space; and as I quickly and somewhat giddily realized, it also
therefore stood to take away much of the ARB's leverage over
individual creative decisions. Beyond these immediate effects,
however, lay the possibility of an even deeper challenge to
the MOOish status quo. For though dunkirk had been careful to
cast his petition as just another piece of LambdaMOO's ongoing
democratization, nobody had mistaken it for a simple political
reform. Quite plainly, quota-transfer was an economic reform,
and quite plainly it was one that opened the door to a
phenomenon whose world-transforming effects have long been
known to outmuscle those of any mere system of government.
I refer, of course, to money. For what
else had dunkirk's initiative made of quota but an incipient
form of currency? Like the heads of cattle passed around among
members of primitive herding societies, the MOO's most prized
material resource could now be traded freely from player to
player, and in thoroughly fungible, conveniently numbered
little chunks, no less. It wasn't MOO-money yet, to be sure,
but if ever there'd been a plum candidate for the job,
transferable quota was it.
My curiosity was piqued, to say the
least. There was something about the idea of virtual money
that made me itch in a part of my brain I couldn't quite
scratch: Wasn't money itself, I wondered, already a kind of
virtual reality? Didn't its quasi-magical transmutation of
worthless paper into genuine worth take place inside that same
flickering gap between fact and fiction that VR inhabited?
What then might it mean to reinvent money in VR's terms? Could
a virtual society have any real use for such a thing—or would
the desperate, necessity-driven suspension of disbelief that
made money function in the real world simply dissolve amid the
playful ambiguities of a place like LambdaMOO?
As it happened, this wasn't the first
time I had asked myself these questions. In fact, I dated my
fascination with virtual money to a moment several months
prior to my discovery of quota-transfer, when I'd heard a talk
touching glancingly on the subject at an RL symposium on MUDs
at the Massachusetts Institute of Technology. The speaker was
a man named Randall Farmer, who in the mid-1980s had helped
design and run an early, commercial experiment in online VR
called Habitat. Strictly speaking, Habitat wasn't a MUD, since
it used animated, two-dimensional graphics to represent
players and spaces, along with text-filled balloons hovering
over the players' heads to convey their speech. But it worked
enough like a MUD to merit the name, and all of the features
Farmer described—including the monetary system that caught my
attention—could easily have been ported over to the kinds of
MUDs with which I was familiar.
Indeed, I had by that point already
encountered a MUD or two in which pennies appeared randomly on
the ground, so that if you spent enough time walking around
looking for them, you might actually accumulate enough of them
to pay for a virtual cab ride so that you wouldn't have to
spend so much time walking around. But Habitat offered
something rather more elaborate. On every day that a player
logged in, Farmer explained, that player's Habitat bank
account was credited with one hundred units of the local
currency—virtual coins known as Tokens. Over and above this
minimum wage, he continued, “players could acquire . . . funds
by engaging in business, winning contests, finding buried
treasure, and so on.” And naturally there were things to buy:
weapons, dolls, magic objects of various sorts, available
mainly in vending machines called Vendroids, and redeemable at
buy-back stations known as Pawn Machines (for a reasonably
depreciated price, of course).
Here, in other words, was a rough stab
at a full-fledged economy, and I was intrigued by its workings
and its possibilities. But I found myself equally intrigued by
my own sense that Habitat's Token system somehow came closer
to being “real” money than that game of random pennies had.
Once again I was reminded of the peculiar fact that it felt
possible (as many MUDders besides myself have experienced) to
distinguish among relative degrees of realness within these
spaces in which everything seemed nonetheless to be at once
true and false. And I began to suspect that figuring out the
difference between “genuine” MUD money and “play” MUD money
might shine a good deal of light into the murky
semifictionality at the heart of VR's appeal.
Certainly Farmer's account of the
Habitat experiment offered ample food for thought in that
regard. For if the Token system looked like an interesting
first step toward a robustly organic virtual economy, its
failure to take off in that direction was no less interesting,
and seemed mostly related to the ways in which the dictates of
maintaining a believable make-believe world overrode the
possibilities for cultivating something like functional
markets. Some of these obstacles were really just temporary
glitches of course. There was, for example, the Habitat
world-builders' attempt to replicate the real-world phenomenon
of local price variations by arbitrarily establishing price
differences from Vendroid to Vendroid, which accidentally
resulted one day in the sale-price of crystal balls at a
certain Vendroid falling well below the amount being offered
for the same item at a certain Pawn Machine on the other side
of town. This was quicldy discovered by a small band of
players, who one night while the Habitat gods were sleeping
spent hours shlepping crystal balls between the Vendroid and
the Pawn Machine, buying low and selling high until by morning
they had increased the balance in their bank accounts by two
or three orders of magnitude.
Needless to say, that bug was fixed in
pretty short order, but the programmers were never able to
tackle a deeper problem—namely, that the economy they had
created was an absurdly and inevitably inflationary one. After
all, it didn't appear possible to compel the players to get
virtual jobs—they were there to
play—and hence it seemed necessary, if the Tokens were going
to circulate at all, to keep on doling them out, automatically
creating a hundred new ones out of thin air every time a
player logged in for the day. The result in the long run was
that Tokens grew increasingly worthless, while the objects
most valued by the citizenry turned out to be (I kid you not)
prosthetic heads, which players could win in contests and
adventures of different sorts and use thereafter to replace
their own heads as the mood struck them. Affluence became a
matter not of how much money one had in the bank but of how
many heads lined the walls of one's home, and nobody bothered
translating the value of those heads into Tokens, or creating
a Token-based market in heads, or indeed even trading heads
for anything but other heads, as far as I know. Habitat's
Tokens, then, ended up being just play money too.
Would quota-money meet the same fate?
Or would it manage to take Habitat's experiment to the next
level of virtual realism? And could I even say exactly what
that level might look like? I couldn't, but by then it seemed
clear to me that at the very least it would have to anchor the
monetary system in what felt most real about the MOO, namely
the human emotions invested in it. Desire, in other words—what
MOOers really wanted out of the place, and what they were
willing to pay for it—would have to be what regulated the
creation of MOO money at every point in the system.
This was pretty basic economics, I
suppose, but in practice it didn't seem all that simple to
implement. As luck would have it, I came across an interesting
attempt a day or two after my seaside visit with exu and
Doome, when I logged in to an experimental MOO called Pt.
MOOt, which was run out of the University of Texas and
predicated on the notion (among others) that if you did not go
out and acquire enough MOO money to buy some MOO food on a
regular basis, your virtual body would end up flat on its back
in the MOO hospital. Tying the circulation of money to the
player's fundamental desire to keep circulating seemed like a
sharp move to me, and I ended up spending a fair amount of
time there, testing the system out. Mainly I occupied myself
digging for gold in the virtual hills around the town of Pt.
MOOt (yes, digging: there was a command for wielding a pickax
and I spent hours typing and retyping it in hopes of finding a
nugget) or roaming the countryside in search of bees to
capture and sell to a bee-eating robot back in town who paid a
decent amount for them. But it wasn't long before I realized
that instead of selling the bees and nuggets to someone who
really wanted them, I was just selling them back to the
database whence they had emerged—so that in fact the whole
process turned out to be just a more complicated version of
Habitat's old mechanisms for creating virtual money out of
thin air.
It wasn't that interesting things
didn't happen in Pt. MOOt's economy. They did: joint-stock
corporations emerged, and games of chance, and needless to
say, the fact that Pt. MOOt managed to make the idea of taking
up a virtual occupation even passingly appealing was in itself
something of a coup. But none of this changed the harder fact
that the money there remained, at bottom, funny.
What I took home from my Pt. MOOt
foray, then, was a final, simple lesson: If LambdaMOO's quota
was going to evolve into anything that could meaningfully be
called real virtual money, it was going to have to do just
that—evolve. As in the genesis of LambdaMOO's self-government,
in other words, whatever monetary system might eventually take
root there would do so only when at last a broad social need
for it grew painfully obvious—and not simply because I or the
wizards or anybody else happened to think it might be
reality-enhancing, instructive, or just plain neat to try and
implement it.
All the same, I couldn't help thinking
that the possibilities implicit in the move to quota-transfer
really were, well, sort of neat. Though to be honest, maybe
neat wasn't exactly the word. Because I'll confess that for
all the purely intellectual fascination those possibilities
held for me, the one that ultimately loomed largest in my
imagination was this: that somewhere in the newly fluid,
protomonetary status of quota lurked some clever way for rne
to come into a big, fat, handsome pile of it, no strings
attached, and overnight if possible.
Let me not give you the impression,
however, that the problem of funding was my sole preoccupation
in those days.
On the contrary, my virtual life had
taken on a brisk, engaging complexity by that point, with
quota worries only one among a healthy assortment of ongoing
concerns and endeavors. Local politics, for instance, were
more than ever on my mind, what with ARB elections in full
swing and Minnie's antijudiciary campaign growing more
confrontational by the day. *B:DisbandMeditation had met with
resounding defeat in the end, but that had hardly seemed to
slow her down. She came back immediately with a leaner, meaner
version, a petition entitled *P:NoMoreMediation that abandoned
altogether any pie-in-the-sky attempts at automating justice
and focused laserlike on the rather simpler goal of
annihilating the arbitration system (Throw the Bums Out, if I recall
correctly, was the new petition's subtitle). At the same time,
she was doing her very best—intentionally or not—to gum up for
good the already gummy works of that haphazard system, filing
one possibly-useful-but-maddeningly-incoherent reform proposal
after another. The maddened arbitrators who had to vote on
these proposals responded with increasing impatience, and
Minnie responded with increasingly fevered insinuations of an
elitist conspiracy arrayed against her, and inevitably the
whole mess spilled out onto the pages of * social, where the resulting reams of
flame and counterflame began requiring much more of my
attention than I really wanted to part with.
Nor was I alone in my discomfort with
the situation. “I had a weird, middle of the night thought,”
exu paged me one afternoon. “Power on Lambda is being
exercised now primarily by Minnie. She shapes and frames all public discourse these days.”
Still feeling a little cranky about the
ARB's lingering power to shape and frame my public discourse (and looking
forward to casting my ARB-election vote for dunkirk, who
promised to strip the board of its discretion over anything
but the size of the total quota supply), I couldn't say I
wholeheartedly agreed with exu's analysis. But that Minnie was
a blight on the political culture? That much was fast on its
way to becoming a MOOwide consensus. There were even, in some
quarters, dark grumblings to be heard that drastic
measures—including ominously unspecified acts of virtual
violence—might be necessary to alleviate that blight.
Myself, though, I could care only so
much about the public life of the MOO. After all, I had my
private life there to look after too. And what that mostly
seemed to entail right now was the very private business of
acquiring an illicit second character. I had decided to call
her Shayla: she would be a raven-haired and piercingly
clear-eyed Irishwoman, a pickpocket and a vagabond, and the
vehicle (I hoped) of as many untraceable cross-gendered
conquests as I might find the time and interest for.
But first I had to get her embodied,
and as I had anticipated, this was not an entirely
uncomplicated proposition. To sign up for the new account I
needed to submit a working Internet e-mail address, which in
itself was no big challenge— as long as I was willing to
submit my own. But in that case, the automatic
character-creation system would officially register Shayla as
a second character of Dr. Bombay's. And though in principle no
humans except the LambdaMOO registrar (and, as always, the
wizards) would have access to that information, that was
already more humans than I wanted in on the secret. The trick,
then, if I was going to keep the clandestine relationship
between Shayla and the doctor hidden from even the all-seeing
wizards, was to get my hands on a second Internet account, and
one that didn't have my name attached to it.
Borrowing a friend's account was
certainly not the way to go (I'd have to trust the friend to
forward me the new character's password without peeking; fat
chance). Nor was I shameless enough (or, let's face it, clever
enough) to outright steal one. There remained to me,
therefore, only the tender mercies of the free market, which
in its infinite bounty soon delivered my solution in the form
of a struggling local Internet access provider, desperate for
new subscribers and happy to hand out a one-month trial e-mail
account to anything that claimed to breathe, no questions
asked.
1 signed up as Rod Switt (a slight
alteration of a dimly remembered college dormmate's name) and
made my application for a LambdaMOO character posthaste.
Certain flaky-looking aspects of my new provider's hook-up
flagged the application as a suspicious one, and I was obliged
to spend an anxious few days e-mailing even flakier
explanations to the skeptical Lambda registrar (a post held at
the time by the venerable wizard Sredna, a one-time RL
girlfriend of Pavel's and the closest thing the MOO had to a
den mother). But in the end she sent “Rod Switt” his new
password anyway: I mouthed a silent, triumphal “Yes!” as the
code came up on my fraudulent e-mail screen, experienced a
brief twinge of guilt for having pulled the wool over the
long-suffering Sredna's eyes, and promptly checked Shayla into
the little red hotel inside the Monopoly set in the dining
room.
She would not make her debut as a
tinyvamp till several weeks later, though. It's possible I
lacked the nerve for it just then, but what I told myself (and
what was true in any case) was that I lacked the time. There
was Dr. Bombay's own increasingly busy social calendar to
manage, for one thing, and even that was swiftly getting
crowded out now by the one activity that—finally—was taking
precedence above all others for me: the long-postponed
construction of the Garden of Forking Paths.
By then I was devoting hours to it
daily—many more than I was spending with my friends on the
MOO, and on average nearly as many as I spent at my real-life
workplace. Indeed, I would have gladly quit my office job
right then and there, I think, had someone told me of a way to
make my living as a full-time virtual gardener. The work
delighted me: I did it offline mostly, sometimes writing down
the scenery on notepads at my desk, sometimes on a laptop
computer as I reclined on the living room futon, but always
feeling myself drawn into a virtual space as vivid and as ripe
for exploration as the MOO itself was.
Perhaps even more so, by that point.
Like many a player before me, after all, I was coming to
recognize that my sense of virtual place grew more diffuse in
very near proportion to the rate at which my virtual social
life grew more concre |