Habitat (video game)
Encyclopedia
Lucasfilm's Habitat was an early and technologically influential online role-playing game
MMORPG
Massively multiplayer online role-playing game is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world....

 developed by Lucasfilm Games
LucasArts
LucasArts Entertainment Company, LLC is an American video game developer and publisher. The company was once famous for its innovative line of graphic adventure games, the critical and commercial success of which peaked in the mid 1990s...

 and made available as a beta test in 1986 by Quantum Link
Quantum Link
Quantum Link was a U.S. and Canadian online service for Commodore 64 and 128 personal computers that operated from November 5, 1985 to November 1, 1995. It was operated by Quantum Computer Services of Vienna, Virginia. In October 1991 they changed the name to America Online, which continues to...

, an online service for the Commodore 64
Commodore 64
The Commodore 64 is an 8-bit home computer introduced by Commodore International in January 1982.Volume production started in the spring of 1982, with machines being released on to the market in August at a price of US$595...

 computer and the corporate progenitor to America Online. It was initially created in 1985 by Randy Farmer
Randy Farmer
F. Randall "Randy" Farmer has created and organized numerous online communities. He is probably most famous for his role creating one of the first graphical online MMOGs, Lucasfilm's graphical MUD Habitat, with Chip Morningstar...

 and Chip Morningstar
Chip Morningstar
Chip Morningstar is an author, academic and developer of software systems for online entertainment and communication. A University of Michigan graduate, he participated in Project Xanadu, for which the word hypertext was first coined. Later, he overhauled the chat environment known as The Palace,...

, who were given a "First Penguin Award" at the 2001 Game Developers Choice Awards
Game Developers Choice Awards
The Game Developers Choice Awards are annually presented by the Game Developers Conference for outstanding game developers and games.Introduced in 2001, the Game Developers Choice Awards were preceded by the Spotlight Awards, which were presented from 1997 to 1999.The 2009 award presentation was...

 for this innovative work, and was the first attempt at a large-scale commercial virtual community
Virtual community
A virtual community is a social network of individuals who interact through specific media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals...

 (Morningstar and Farmer 1990; Robinett 1994) that was graphically based. Habitat was not a 3D environment and did not incorporate immersion
Immersion (virtual reality)
Immersion is the state of consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; often artificial. This mental state is frequently accompanied with spatial excess, intense focus, a distorted sense of time, and...

 techniques. While not VR (virtual reality), as a "graphical MUD" it is considered a forerunner of the modern MMORPG
MMORPG
Massively multiplayer online role-playing game is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world....

s, which are more similar to VR-style applications, and it was quite unlike other online communities of the time (i.e. MUD
MUD
A MUD , pronounced , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat...

s and MOO
MOO
A MOO is a text-based online virtual reality system to which multiple users are connected at the same time.The term MOO is used in two distinct, but related, senses...

s with text-based interfaces). The Habitat had a GUI and large userbase of consumer-oriented users, and those elements in particular have made the Habitat a much-cited project and acknowledged benchmark for the design of today's online communities that incorporate accelerated 3D computer graphics
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...

 and immersive elements into their environments.

Culture

Users in the virtual world
Virtual world
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of...

 were represented by onscreen avatar
Avatar (computing)
In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities. It can also refer to a text...

s, meaning that individual users had a third-person perspective of themselves, thus making the environment rather videogame-like in nature. The players in the same region (denoted by all objects and elements shown on a particular screen) could see, speak (through onscreen text output from the users), and interact with one another. Interesting notes about Habitat was that it was self-governed by its citizenry. The only off-limits portions were those concerning the underlying software constructs and physical components of the system. The users were responsible for laws and acceptable behavior within the Habitat. The authors of Habitat were greatly concerned with allowing the broadest range of interaction possible, since they felt that interaction
Interaction
Interaction is a kind of action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, as opposed to a one-way causal effect...

, not technology or information, truly drove cyberspace
Cyberspace
Cyberspace is the electronic medium of computer networks, in which online communication takes place.The term "cyberspace" was first used by the cyberpunk science fiction author William Gibson, though the concept was described somewhat earlier, for example in the Vernor Vinge short story "True...

. Avatars had to barter
Barter
Barter is a method of exchange by which goods or services are directly exchanged for other goods or services without using a medium of exchange, such as money. It is usually bilateral, but may be multilateral, and usually exists parallel to monetary systems in most developed countries, though to a...

 for resources within the Habitat, and could even be robbed or "killed" by other avatars. Initially, this led to chaos within the Habitat, which led to rules and regulations (and authority avatars) to maintain order.

Timeline

Lucasfilm's Habitat ran from 1986 to 1988, after which it was closed down at the end of the pilot run. A sized-down incarnation but with vastly improved graphics (avatars became equipped with facial expressions, for example) was launched for general release as Club Caribe
Club Caribe
Club Caribe was one of the first graphical online worlds. It was available in the 1980s on the exclusively Commodore 64 online service Quantum Link. Originally available in limited release as Habitat, Club Caribe was eventually released to the public as an extension of Q-Link's "People Connection"...

 on Quantum Link
Quantum Link
Quantum Link was a U.S. and Canadian online service for Commodore 64 and 128 personal computers that operated from November 5, 1985 to November 1, 1995. It was operated by Quantum Computer Services of Vienna, Virginia. In October 1991 they changed the name to America Online, which continues to...

 in January 1988. Lucasfilm
Lucasfilm
Lucasfilm Limited is an American film production company founded by George Lucas in 1971, based in San Francisco, California. Lucas is the company's current chairman and CEO, and Micheline Chau is the president and COO....

 licensed the technology underlying Habitat and Club Caribe
Club Caribe
Club Caribe was one of the first graphical online worlds. It was available in the 1980s on the exclusively Commodore 64 online service Quantum Link. Originally available in limited release as Habitat, Club Caribe was eventually released to the public as an extension of Q-Link's "People Connection"...

 to Fujitsu
Fujitsu
is a Japanese multinational information technology equipment and services company headquartered in Tokyo, Japan. It is the world's third-largest IT services provider measured by revenues....

 in 1989, and an elaborated and evolved version launched in Japan
Japan
Japan is an island nation in East Asia. Located in the Pacific Ocean, it lies to the east of the Sea of Japan, China, North Korea, South Korea and Russia, stretching from the Sea of Okhotsk in the north to the East China Sea and Taiwan in the south...

 as Fujitsu Habitat in 1990. Fujitsu later bought the technology outright, and an even more sophisticated system was relaunched on CompuServe
CompuServe
CompuServe was the first major commercial online service in the United States. It dominated the field during the 1980s and remained a major player through the mid-1990s, when it was sidelined by the rise of services such as AOL with monthly subscriptions rather than hourly rates...

 in 1995 as WorldsAway
WorldsAway
WorldsAway is an online graphical "virtual chat" environment in which users designed their own two dimensionally represented avatars. It was one of the first visual virtual worlds. In 1996 it was one of the top 20 most popular forums on Compuserve.- History :...

. As CompuServe
CompuServe
CompuServe was the first major commercial online service in the United States. It dominated the field during the 1980s and remained a major player through the mid-1990s, when it was sidelined by the rise of services such as AOL with monthly subscriptions rather than hourly rates...

 morphed into AOL
AOL
AOL Inc. is an American global Internet services and media company. AOL is headquartered at 770 Broadway in New York. Founded in 1983 as Control Video Corporation, it has franchised its services to companies in several nations around the world or set up international versions of its services...

's "value brand," Fujitsu sought to sell off its product as they were making a loss. Inworlds.com (who later became Avaterra, Inc) stepped up and bought the licensing rights and took over the reins. As of 2011 WorldsAway
WorldsAway
WorldsAway is an online graphical "virtual chat" environment in which users designed their own two dimensionally represented avatars. It was one of the first visual virtual worlds. In 1996 it was one of the top 20 most popular forums on Compuserve.- History :...

's flagship world known as the Dreamscape
Dreamscape (chat)
Dreamscape is a graphical online chat environment owned by Stratagem Corporation. Once one becomes a member and download the software, one enters the world and chooses an avatar, which is a physical representation of oneself. One's avatar can talk , move, gesture, use facial expressions, and is...

has survived independently as one of the VZones.com worlds - owned by Stratagem Corporation. Other WorldsAway worlds using the same client/server software have since been launched by Stratagem: newHorizone, Seducity and Datylus.

Creation

One challenge in producing games is to resist the "conceit that all things may be planned in advance and then directly implemented according to the plan's detailed specification". Morningstar and Farmer argues that this mentality only leads to failure as the potential capabilities and imagination of a game would remain confined within the small niche of developers. They generalized this well by pointing out that "even [the most] imaginative people are limited in the range of variation that they can produce, especially if they are working in a virgin environment uninfluenced by the works and reactions of other designers".

With this outlook Morningstar and Farmer stated that a developer should consider providing a variety of possible experiences within the cyberspace, ranging from events with established rules and goals (i.e. hunts) to activities propelled by the user's own motivations (entrepreneur) to completely free-form, purely existential activities (socializing with other members). The best method to manage and maintain such an immense project, they've discovered, was to simply to let the people drive the direction of design and aid them in achieving their desires. In summary, the owners became the facilitators as much as designers and implementers

Regardless, the authors note the importance of separation between the access levels of the designer and the operator. They classify the two coexisting virtuality as the "infrastructure level" (implementation of the cyberspace, or the "reality" of the world), which the creators should only control, and the "experiential level" (visual and interactive feature for users), which the operators are free to explore. The user not need to be aware of how data are encoded in the application. This naturally follows from the good programming practice of encapsulation. (Wardrip-Fruin, 670-672)

External links

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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