MUDs

By Lene Tøftestuen, 25 May, 2021
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Abstract (in English)

Though not an ideal solution, lyric reflection can be a significant method of preserving electronic literature. Having lost Flash, one solution is mimetic: a technical project resulting in a faithful copy of the original work, allowing the work to be experienced in all its particularity and interactivity. Failing that, footage, screenshots, and thorough, plainly descriptive writing can make a long-term accessible record so that at least that space in the genre’s history can be seen and understood by future generations. What happens, however, when a work a work features elements of ephemerality? On a computational level, this can happen to a far greater degree than with a traditional print book. Outside of rare tragedies, we can retrieve an old text from the archives, but we cannot retrieve the experience of, for instance, Multi-User Dungeons in the late 1990s. Lyric recollection, however, provides a literary model for securing something very close to the experience of the work.Two particularly notable sources here are William Wordsworth for an early example and Indra Sinha for a specifically elit example. In his preface to the second edition of Lyrical Ballads, Wordsworth wrote, “poetry is the spontaneous overflow of powerful feelings: it takes its origin from emotion recollected in tranquility … the emotion is contemplated till, by a species of reaction, the tranquility gradually disappears, and an emotion, kindred to that which was before the subject of contemplation, is gradually produced, and does itself actually exist in the mind.” The poem, therefore, is not located in the original experience nor is it trying to be a mimetic copy of it. In the tranquil reflection, however, the poet is able, ideally, to capture the process of remembering so clearly that a new instance of the original type of emotion is actively produced by this new virtual encounter. In a similar way, Sinha records 1990s MUDs in his 1999 memoir The Cybergypsies, carefully shifting between forms to recreate the imaginative depth of the experience. We might also imagine a lighter form of this in the wild success of Façade – which parallels something of the social, writing-based experience of MUDS – on YouTube.Pavel Curtis suggests in 1997 that “it is difficult to properly convey the sense of the experience in words. Readers desiring more detailed information are advised to try mudding themselves” (124-5). Writing such as Sinha’s presents a model for how we might preserve important elements of generational and platform-specific electronic literature for future personal, authorial, and scholarly consideration. Such writing about personal online experience was popular around that time. In 2020, Anna Weiner’s Uncanny Valley and Joanne McNeil’s Lurking indicate a return to this more broadly. Among more formal archival efforts, in imagining a long literature history of elit for the future, lyric narratives – particularly in incorporating instances of the computer text as in Sinha – will inevitably play a significant role in how future generations ephemeral and social elit works.

(Source: Author's own abstract)

By Daniele Giampà, 12 November, 2014
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Abstract (in English)

Fabrizio Venerandi is author of two novels published in form of hypertextual ebooks and also co-founder of the publishing house Quintadicopertina. In this interview he talks about the book series Polistorie (Polystories) and about the basic ideas that inspired this project. Recalling the experience he made with the groundbreaking work on the first MUD in Italy in 1990, Venerandi describes the relations between literature and video games. Starting from a comparison between print literature tradition and new media, at last, he faces the problems of creation and preservation of digital works.

Abstract (in original language)

Fabrizio Venerandi è autore di due romanzi pubblicati in forma di ebook ipertestuali ed è anche cofondatore della casa editrice Quintadicopertina. In questa intervista parla della collana delle Polistorie e delle idee di fondo che hanno ispirato questo progetto. Ricordando l’esperienza legata al lavoro pioneristico al primo MUD italiano del 1990, Venerandi descrive la relazione tra letteratura e i video giochi. Da un paragone tra la tradizione della letteratura a stampa e i nuovi media, infine, affronta il problema della creazione e della preservazione delle opere digitali.

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By Jill Walker Rettberg, 23 August, 2013
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Abstract (in English)

The collaborative development of text-based Multi-User Dungeons (MUDs) has afforded writers an electronic medium for the discussion, production, and publication of e-literature. A MUD is designed to provide an immersive and interactive experience, and is achieved by the creation of a code-based structure that supports a literary text. However, when multiple contributors are involved there is a tension between the inherently fixed nature of literature and the more fluid versioning of software. In many software development environments, ownership over a work is considered to be counter-productive, whereas authorship of literature is assumed more freely and, as a means of contextual explication, is actively encouraged. MUDs must therefore function under colliding principles of authorship and ownership. The production of a large MUD’s literary text is conceived similar to the cinematic production of a film, with the lead designer of a MUD assuming the role of a ‘director’. The production and proliferation of electronic literature presents new and unique challenges to both the longitudinal administration of a MUD and to the coherence of the literary text. Cohesion of both work and text is hindered by the potentially out-dated, though still functioning, software code of earlier versions of the MUD. Further complications arise during the integration of a new literary text with the already established text of the MUD: style, grammar, language, and thematics, for example, must be uniform. A creative writer, whose intent is to produce a new literary text for a MUD, may be confronted by an already-established literature, into which his or her literary text must be incorporated. The limitations of the code base itself may likewise limit the creative scope for expression. A contributor is limited to only those interactive elements that are supported by the underlying coding architecture. Old versions of code must remain compatible with newer versions, and the opportunities for coherent revision of the entirety of creative output are limited by available developer expertise and the scope of the exercise. A MUD is structurally and creatively dynamic, yet all elements must cohere. We discuss the collaborative development of creative works within the context of software communities, and how systems such as auteur theory have difficulty in providing a theoretical framework for multi-author software projects that have creative outputs, even in those hierarchical projects where they would seem most appropriate. We outline how players in these environments encounter a rich and varied literary experience that is an amalgamation of multiple authors and styles of writing. We discuss relevant models for analysing and understanding this type of e-literature, and provide guidelines for how they can be altered to allow for a more effective application.

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