LambdaMOO

Last updated
LambdaMOO
Developers Pavel Curtis, project community
Engine MOO
Platform Platform independent
Release1990
Genre Social MUD
Mode Multiplayer

LambdaMOO is an online community [1] of the variety called a MOO. It is the oldest MOO today. [2]

Contents

LambdaMOO was founded in 1990 by Pavel Curtis at Xerox PARC. [3] [4] [5] [6] Now hosted in the state of Washington, it is operated and administered entirely on a volunteer basis. Guests are allowed, and membership is free to anyone with an e-mail address.

LambdaMOO gained some notoriety when Julian Dibbell wrote a book called My Tiny Life describing his experiences there. [7] Over its history, LambdaMOO has been highly influential in the examination of virtual-world social issues. [3]

Usage

As is typical for the genre, LambdaMOO is accessed with the Telnet protocol [a] which allows users to send commands and receive text in response from the server. It sends a written description of the virtual area or room where the user is located. [8] From there, the user can specify a direction to travel in the virtual world.

Users can see one another [b] in the virtual world and interact. If a user named Lynn types "So what's up?" into her terminal, everyone nearby will read "Lynn says 'So what's up?'" appearing on their screens. Lynn could also describe herself performing an action by typing a command prefixed with a colon such as:eyes the crowd warily, her peers will be shown "Lynn eyes the crowd warily". [9] Users also interact with the virtual environment; for example, in the presence of a cookie platter, the server will reply to eat cookies with a message indicating that the user has taken and eaten a cookie, including a description of what it tastes like. Other commands like take or give would also be applicable to objects like cookies. [10]

Setting

LambdaMOO's virtual world is centered on a digital recreation of Pavel Curtis's California home. A coat closet serves as the spawn point leading to the living room, an important social organ of the house. [1] [6] The house contains functioning appliances and can be explored in its entirety, even including the ductwork, hidden rooms and an underground complex. [11]

The neighborhood immediately surrounding the house can also be explored, though the hazardous edge of the world [c] is a short distance away. [12] In addition, certain ornaments throughout the house can be entered to visit entirely different areas, such as an Alpine village in a snow globe [11] or a hotel game piece on a Monopoly board. [13] The world is user-generated. [11]

After visiting the real-world house, LambdaMOO user Julian Dibbell described it as "rearranged, as when a memory from waking life becomes a parody of itself when you’re asleep." Judy Anderson, who lived in the real house, "felt at home" in the digital version. [11]

Development

LambdaMOO has its roots in the 1978–1980 work by Roy Trubshaw and Richard Bartle to create and expand the concept of Multi-User Dungeon (MUD) – virtual communities. [14] Around 1987–1988, the expansion of the global Internet allowed more users to experience the MUD. Pavel Curtis at Xerox PARC noted that they were "almost exclusively for recreational purposes." [15] Curtis determined to explore whether the MUD could be non-recreational. He developed LambdaMOO software to run on the LambdaMOO server, which implements the MOO programming language. This software was subsequently made available to the public. Several starter databases, known as cores, are available for MOOs; LambdaMOO itself uses the LambdaCore database. The "Lambda" name is from Curtis's own username on earlier MUD systems. [16]

LambdaMOO can refer to the software, the server, or the community of users. [14]

Governance

While most MOOs are run by administrative fiat, in summer of 1993 LambdaMOO implemented a petition/ballot mechanism, allowing the community to propose and vote on new policies and other administrative actions. A petition may be created by anyone eligible to participate in politics (those who have maintained accounts at the MOO for at least 30 days), can be signed by other players, and may then be submitted for administrative 'vetting'. Once vetted, the petition has a limited time to collect enough signatures to become valid and be made into a ballot. Ballots are subsequently voted on; those with a 66% approval rating are passed and will be implemented. This system suffered quite a lot of evolution and eventually passed into a state where wizards took back the power they'd passed into the hands of the people, but still maintain the ballot system as a way for the community to express its opinions. [17]

Community

The population of LambdaMOO numbered close to 10,000 around 1994, with over 300 actively connected at any time. [6] [18]

See also

Notes

  1. The address is telnet://lambda.moo.mud.org:8888.
  2. The server describes others coming and going to the area, and includes them in the area's written description.
  3. Falling off of the edge will disable one's user account.

References

  1. 1 2 Quittner, Josh (March 1994). "Johnny Manhattan Meets the Furry Muckers". Wired . Vol. 2, no. 3. Retrieved 2008-09-21. In come into LambdaMOO through the closet. The closet is the port of entry, the Ellis Island for all immigrants to this virtual world. It's a dark, cramped space and I keep bumping into coats, boots, and the bodies of sleeping, huddled masses. [...] That's what's happening at LambdaMOO, a 3-year-old MOO set up by Pavel Curtis at Xerox's Palo Alto Research Center (see WIRED 2.02, page 90). Curtis, a programming language designer and implementer, put the MOO together as an experiment; it has turned into a real community.
  2. Maragkou, Eleni. "Escape From the Internet". The Couch. Het HEM. Retrieved 1 June 2024.
  3. 1 2 Mulligan, Jessica; Patrovsky, Bridgette (2003). Developing Online Games: An Insider's Guide. New Riders. p. 452. ISBN   1-59273-000-0. 1990 [...] Pavel Curtis does substantial modifications to White's MOO code, creating LambdaMOO. LambdaMOO opens, hosted at Xerox PARC, where it promptly becomes a major influence in the development of social issues in virtual spaces.
  4. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 11. ISBN   0-13-101816-7. MOO had two important offspring: Pavel Curtis' LambdaMOO (which was to become a favorite of journalists, academics, and social misfits) [...]
  5. Rheingold, Howard (April 1994). "PARC Is Back!". Wired . Vol. 2, no. 2. Retrieved 2010-04-07. One PARC researcher, Pavel Curtis, is looking closely at MUDs [...] Curtis built on the work of Steven White, a student at the University of Waterloo (Canada). In January 1991, he opened LambdaMOO. Hundreds of players flocked to it.
  6. 1 2 3 Stivale, Charles J. (1997). "Spam: Heteroglossia and Harassment in Cyberspace". In Porter, David (ed.). Internet Culture (pbk. ed.). Routledge. pp. 94–95. ISBN   0-415-91684-4. I will examine this spectrum of practices with reference to a specific chat and role-playing site on the Internet, one of the numerous MUDs (multi-user dungeons or dimensions) known as LambdaMOO (MOO referring to MUD-Object-Oriented programming language), located at Xeroc PARC (Palo Alto Research Center) and installed and run there since 1990 by Pavel Curtis.6 This site is structured like a large house with nearby grounds and community. It forms a paradigm within which participants can log on via telnet from different locations around the globe, adopt character names ranging from "real" to, more commonly, some form of fantasy, and converse directly with one another in real time.7 In this house, one may move from room to room by indicating directions to "walk" or by "teleporting" directly, create one's own personalized abode, and entertain discussion with the vast populationover 8000of inhabitants. [...] interactions within the LambdaMOO commons, the Living Room, acclimate one quickly [...]
  7. Dibbell, Julian (1999). My Tiny Life. London: Fourth Estate Limited. ISBN   1-84115-058-4.
  8. Weise, Elizabeth (October 1, 1995). "Play in the Mud: Multi-user Dungeons are a Big On-line Hit". Associated Press . Retrieved January 20, 2026.
  9. "Virtual Reality Comes Closer via Internet". Associated Press . June 7, 1995. Retrieved January 20, 2026.
  10. Bennahum, David (May 1994). "Fly Me To the MOO". Lingua Franca . Vol. 4, no. 4. Retrieved January 20, 2026.
  11. 1 2 3 4 Evans, Claire (July 20, 2018). "A Mansion Filled With Hidden Worlds: When the Internet Was Young". Undark Magazine . Retrieved January 19, 2026.
  12. Hess, Elizabeth (2003). Yib’s Guide to MOOing: Getting the Most from Virtual Communities on the Internet (PDF).
  13. Dibbell, Julian (1998). "A Rape in Cyberspace". My Tiny Life: Crime and Passion in a Virtual World. New York: Owl. ISBN   0805036261.
  14. 1 2 Malloy, Judy (1999), "Public Literature: Narratives and Narrative Structures in LambaMOO", Art and Innovation - The Xerox PARC Artist-in-Residence Program, MIT Press, retrieved 2008-08-05
  15. Pavel Curtis and David A. Nichols. "MUDs Grow Up: Social Virtual Reality in the Real World". Xerox PARC, May 5, 1993.
  16. "G4 - Feature - The Incredible Tale of LambdaMOO". Archived from the original on 2007-09-29.
  17. Bartle, Richard (2003). Designing Virtual Worlds . New Riders. p. 60. ISBN   0-13-101816-7. The original designers only create the core of the world and the means by which it can be extended; thereafter, they hand it over to the players to do with as they wish (although there's a problem if what the players wish for is that the designers will take back control, as they famously did with LambdaMOO).
  18. Maloni, Kelly; Baker, Derek; Wice, Nathaniel (1994). Net Games . Random House / Michael Wolff & Company, Inc. pp.  210. ISBN   0-679-75592-6. Definitely the leading candidate for the title of largest MOO (more than 8,000 residents), Lambda is a veritable universe, centering on a cavernous mansion [...]