Graphical MUD

Space

Graphical MUD's incorporate many of the conceptual rooms in textual MUD's into the graphical interface. Each participant is represented by an avatar that moves about in a three-dimensional space. The first figure below shows a snapshot from Avaterra, formerly known as Worlds Away. It depicts several avatars standing in the lobby of the largest residential complex there.

The representation of people and how they navigate the space are two key features that differentiate graphical MUD's from text-based muds. Participants are depicted by an avatar. In the particular case of Avaterra, the avatar has a humanoid form. Users have the ability to personalize their appearance to the extent that they can select their gender, their face, skin, hair, and, clothes color on this template form.

The view of the space is from the third person. One sees themself and the others in the same room. Conversation in Avaterra is similar to that in text-based MUD's with the exception that messages can be posted concurrently and they appear in a bubble above the speaker's head.

Movement in this space is controlled by using the arrow keys at the bottom of the screen. A participant can move left right, forward or back. They can also change expressions and posture by clicking on the predefined movements below the window. It is movement in three-dimensions with limited degrees of freedom. This actually eliminates much of the disorientation found in three-dimensional systems where every minute movement is controlled directly by the user. The user also the option of moving about as a ghost. They appear as a cloud floating in the space so that others know they are there, yet they cannot speak in this guise.

One can also pick up objects in the space, move objects, and possess objects by putting them in their pockets or in their homes. The notion of objects in this space is similar to that in many of the text-based MUD's. Objects that are rare have increased value and are prized. Avaterra took this a step further. They introduced currency into the world. This could be used to buy objects, gain entry into certain places, pay rent, etc. People accumulated currency for every hour they were logged on, through donations, through trades, and through theft.

Movement in the space mimics much of what we are familiar with in our surroundings. People walk through doors, go up and down escalators, etc. Many of these graphical worlds become very elaborate through time. They begin to challenge physical conventions and eventually create disjoint spaces. Some of these spaces can only be reached through teleporting (also available with text-based MUD's). The ease of teleporting then let people move from common areas to their apartment. It allows for ease of movement in a complex three-dimensional space.

 

Time

Conversations in Avaterra are synchronous. One types a message and upon pressing 'enter', it appears as a bubble above the users. Timing has another role here as well. Participants accumulate currency or tokens for every hour they are logged on. Also, events are scheduled for the inhabitants of Avaterra at the city hall, casino, etc. at specified times for people to meet.

 


Figure 1. Snapshot of Avaterra apartment lobby. Ghost is in the upper right hand corner.

 



Figure 2. Snapshot of a portal used to teleport to disjoing locations.

 



Figure 3. Snapshot of a studio apartment in Avaterra. Users can customize their space by buying furniture at the stores. They can invite people to their homes as well as have lists for who may or may not enter.