Habitat (video Game) - Culture

Culture

Habitat is "a multi-participant online virtual environment," a cyberspace. Each participant ("player") uses a home computer (Commodore 64) as an intelligent, interactive client, communicating via modem and telephone over a commercial packet-switching network to a centralized, mainframe host system. The client software provides the user interface, generating a real-time animated display of what is going on and translating input from the player into messages to the host. The host maintains the system's world model enforcing the rules and keeping each player's client informed about the constantly changing state of the universe. —Farmer 1993

Users in the virtual world were represented by onscreen avatars, meaning that individual users had a third-person perspective of themselves, making it rather like a videogame. 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. Interestingly, Habitat was 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, not technology or information, truly drove cyberspace. Avatars had to barter 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.

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