http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&feed=atom&action=historyText-Based Computer Games - Revision history2024-03-28T12:14:55ZRevision history for this page on the wikiMediaWiki 1.25.2http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=12638&oldid=prevFinnb: Undo revision 12593 by Egugecuge (Talk)2010-11-24T14:24:46Z<p>Undo revision 12593 by <a href="/deadmedia/index.php/Special:Contributions/Egugecuge" title="Special:Contributions/Egugecuge">Egugecuge</a> (<a href="/deadmedia/index.php?title=User_talk:Egugecuge&action=edit&redlink=1" class="new" title="User talk:Egugecuge (page does not exist)">Talk</a>)</p>
<a href="http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=12638&oldid=12593">Show changes</a>Finnbhttp://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=12593&oldid=prevEgugecuge at 08:32, 24 November 20102010-11-24T08:32:50Z<p></p>
<a href="http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=12593&oldid=12341">Show changes</a>Egugecugehttp://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=12341&oldid=prevAzolides at 19:25, 15 November 20102010-11-15T19:25:24Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 19:25, 15 November 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L54" >Line 54:</td>
<td colspan="2" class="diff-lineno">Line 54:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Gaming]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Gaming]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Visuality]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Visuality]]</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Category:<del class="diffchange diffchange-inline">Computing</del>]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Category:<ins class="diffchange diffchange-inline">Computation</ins>]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
</table>Azolideshttp://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=10165&oldid=prevSadsong23 at 21:32, 26 September 20102010-09-26T21:32:05Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 21:32, 26 September 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L37" >Line 37:</td>
<td colspan="2" class="diff-lineno">Line 37:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Everquest.jpg|thumb|right|Navigating EverQuest.]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Everquest.jpg|thumb|right|Navigating EverQuest.]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to a dwindling audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online <del class="diffchange diffchange-inline">became </del>one of the dominant genres <del class="diffchange diffchange-inline">of </del>computer <del class="diffchange diffchange-inline">games </del>in the late 1990s, working through visually constructed fantasy world in which players can create an avatar and use it to take part in game play, moving their physical bodies further away from computer gaming. The function of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside [comfortably] within existing models of narrative" (Carr, 38). In image-based computer games users have more mobility than text-based games allowing the player to disregard the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands and the opportunity for OOP, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, offsetting game play to his or her avatar rather than engaging their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to a dwindling audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online <ins class="diffchange diffchange-inline">replaced text-based games </ins>one of the dominant genres <ins class="diffchange diffchange-inline">for </ins>computer <ins class="diffchange diffchange-inline">gaming </ins>in the late 1990s, working through visually constructed fantasy world in which players can create an avatar and use it to take part in game play, moving their physical bodies further away from computer gaming. The function of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside [comfortably] within existing models of narrative" (Carr, 38). In image-based computer games users have more mobility than text-based games allowing the player to disregard the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands and the opportunity for OOP, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, offsetting game play to his or her avatar rather than engaging their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td></tr>
</table>Sadsong23http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=10164&oldid=prevSadsong23 at 21:29, 26 September 20102010-09-26T21:29:57Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 21:29, 26 September 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L11" >Line 11:</td>
<td colspan="2" class="diff-lineno">Line 11:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===The Typed Word===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===The Typed Word===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The principal mode of interaction players use in text-based computer games is the keyboard, through which they type instructions that allow them to move through the game's narrative. Kittler claims that "the typewriter cannot conjure up anything imaginary, as cinema can; it cannot simulate the real..." (Kittler, 183). Although the keyboard, a remediated version of the typewriter which operates similarly, cannot explicitly reproduce the real in the way cinema can, it is a mode of simulating the real in text-based computer games. Through the keyboard one can open letters, climb a cliff, and explore a forest. Kittler cites Heidegger's idea that the typewriter demeans the hand, since it "'...deprives the hand of its rank in the realm of the written word and degrades the word to a means of communication'" in addition to making "'everyone look the same'" (Kittler, 199). Heidegger believes that one's identity is held in one's handwriting, and type homogenizes handwriting. However, I would argue that in text-based computer games the typed word is not an inferior mode of communication, but rather a powerful mode of controlling and navigating the virtual realm in a more direct way. <del class="diffchange diffchange-inline">Rather than </del>the point-and-click method of moving an avatar <del class="diffchange diffchange-inline">through </del>many modern image-based computer games, by typing the player is not transferring their agency onto a fictitious character, but more directly immersing themselves into the game. Rather than allowing type to "withdraw from man the essential rank of the hand," the player utilizes mechanic type in order to dominate and win a game (Kittler, 199).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The principal mode of interaction players use in text-based computer games is the keyboard, through which they type instructions that allow them to move through the game's narrative. <ins class="diffchange diffchange-inline">In ''Gramophone, Film, Typewriter,'' Friedrich </ins>Kittler claims that "the typewriter cannot conjure up anything imaginary, as cinema can; it cannot simulate the real..." (Kittler, 183). Although the keyboard, a remediated version of the typewriter which operates similarly, cannot explicitly reproduce the real in the way cinema can, it is a mode of simulating the real in text-based computer games. Through the keyboard one can open letters, climb a cliff, and explore a forest. Kittler cites Heidegger's idea that the typewriter demeans the hand, since it "'...deprives the hand of its rank in the realm of the written word and degrades the word to a means of communication'" in addition to making "'everyone look the same'" (Kittler, 199). Heidegger believes that one's identity is held in one's handwriting, and type homogenizes handwriting. However, I would argue that in text-based computer games the typed word is not an inferior mode of communication, but rather a powerful mode of controlling and navigating the virtual realm in a more direct way. <ins class="diffchange diffchange-inline">Unlike </ins>the point-and-click method of moving an avatar <ins class="diffchange diffchange-inline">that is predominant in </ins>many modern image-based computer games, by typing the player is not transferring their agency onto a fictitious character, but more directly immersing themselves into the game. Rather than allowing type to "withdraw from man the essential rank of the hand," the player utilizes mechanic type in order to dominate and win a game (Kittler, 199).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==Visuality/The Imagined==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==Visuality/The Imagined==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Because there are no graphics, the act of seeing and observing in a text-based computer game is, aside from reading, an entirely internal process for the player. The mediation between eyes and text constructs images in the mind, and this act of imagining creates a unique relationship between machine and body. Because the only aid in creating the gaming landscape is an often brief textual description, I will <del class="diffchange diffchange-inline">uphold </del>Crary's idea that "the human body, in all its contingency and specificity...becomes the active producer of optical experience" <del class="diffchange diffchange-inline">and apply it </del>to the experience of text-based computer gaming (Crary, 69). Rather than an "optical experience" resulting in a user viewing an image and making inferences about that image, the player is physically creating an image. Similar to Maine de Biran's concept of the "'sens intime,'" this mode of gaming is centered around an internal experience. Likewise, <del class="diffchange diffchange-inline">Shoperhauer </del>"rejected any model of the observer as passive receiver of sensation, and instead posed a subject who was both the site and producer of sensation...[he was] concerned with "'what occurs within the brain'" (Crary, 75). What occurs within the brain is directly tied to the game, since the game is basically mapped out in the mind. While the read/write process occurs physically, and the player types commands and sends them to the computer, the gaming experience is almost entirely dependent on the active imagination constantly forming and reforming images. This process allows the brain to become an active part of the game, tying the body closely to the computer, with the hands acting as an extension of the brain, typing commands as the mind configures a setting and decides the player's movements, which are executed through the fingers.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Because there are no graphics, the act of seeing and observing in a text-based computer game is, aside from reading, an entirely internal process for the player. The mediation between eyes and text constructs images in the mind, and this act of imagining creates a unique relationship between machine and body. Because the only aid in creating the gaming landscape is an often brief textual description, I will <ins class="diffchange diffchange-inline">argue that </ins>Crary's idea that "the human body, in all its contingency and specificity...becomes the active producer of optical experience" <ins class="diffchange diffchange-inline">can justifiably be applied </ins>to the experience of text-based computer gaming (Crary, 69). Rather than an "optical experience" resulting in a user viewing an image and making inferences about that image, the player is physically creating an image. Similar to Maine de Biran's concept of the "'sens intime,'" this mode of gaming is centered around an internal experience. Likewise, <ins class="diffchange diffchange-inline">Schopenhauer </ins>"rejected any model of the observer as passive receiver of sensation, and instead posed a subject who was both the site and producer of sensation...[he was] concerned with "'what occurs within the brain'" (Crary, 75). What occurs within the brain is directly tied to the game, since the game is basically mapped out in the mind. While the read/write process occurs physically, and the player types commands and sends them to the computer, the gaming experience is almost entirely dependent on the active imagination constantly forming and reforming images. This process allows the brain to become an active part of the game, tying the body closely to the computer, with the hands acting as an extension of the brain, typing commands as the mind configures a setting and decides the player's movements, which are executed through the fingers.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==MOOs, OOP, and Interface==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==MOOs, OOP, and Interface==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Lambdamoo.jpg|thumb|right|A map of LambdaMoo.]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Lambdamoo.jpg|thumb|right|A map of LambdaMoo.]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===The MOO===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===The MOO===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">A </del>MOO is not a game in that there is no means to an end, and no way of winning, but it is closely tied to interactive fiction in that users must still navigate a maze-like setting in order to understand the landscape of the virtual world. A MOO is somewhat closer to a modern computer game because it requires a user to register a handle, and sometimes create a character, although one that is still represented textually. For example, in the popular MOO LambdaMoo, a user registers a handle and then can choose certain "physical" characteristics of their character, i.e. by changing the gender you are changing the personal pronouns that will be used to describe and address that character. The character "lives" in the virtual world and will often continue to stay there (sometimes as "sleeping") even if the user is not logged in.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">In the strictest sense, a </ins>MOO is not a game in that there is no means to an end, and no way of winning, but <ins class="diffchange diffchange-inline">in many ways </ins>it is closely tied to interactive fiction in that users must still navigate a maze-like setting in order to understand the landscape of the virtual world. A MOO is somewhat closer to a modern computer game because it requires a user to register a handle, and sometimes create a character, although one that is still represented textually. For example, in the popular MOO LambdaMoo, a user registers a handle<ins class="diffchange diffchange-inline">--a pseudonym used while online--</ins>and then can choose certain "physical" characteristics of their character, i.e. by changing the gender you are changing the personal pronouns that will be used to describe and address that character. The character "lives" in the virtual world and will often continue to stay there (sometimes as "sleeping") even if the user is not logged in.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===OOP and Interface===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===OOP and Interface===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>What is especially significant about MOOs is that many allow users to participate in object-oriented programming (OOP), <del class="diffchange diffchange-inline">trumping </del>Vismann and Krajewski's <del class="diffchange diffchange-inline">idea </del>that "...the computer show[s] only its anthropomorphic face; that is, its interface...[the user] is born as one who is capable of neither any insight beyond the surface nor any programmer's knowledge whatsoever" (96). Although a game's interface depends on the interface of the operating system (the two must "agree"), MOOs allow users to physically change their surroundings through programming (via the MOO programming language) within the server of the game. You could add rooms, change the setting, and alter play with the knowledge of MOO programming language. In the world of gaming, this could be considered a hack, since players are typically not permitted to change a game's narrative structure. While Vismann and Krajewski would argue that not everyone is a programmer, and thus OOP is not accessible to all users, making it "...impossible to decipher the product specifications of the finished product or even to change these specifications," the MOO programming language is relatively easy and straightforward for English-speakers, and can be learned quickly by anyone who is computer-savvy enough to navigate an English language-based MOO (96).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>What is especially significant about MOOs is that many allow users to participate in object-oriented programming (OOP), <ins class="diffchange diffchange-inline">calling into question </ins>Vismann and Krajewski's <ins class="diffchange diffchange-inline">notion </ins>that "...the computer show[s] only its anthropomorphic face; that is, its interface...[the user] is born as one who is capable of neither any insight beyond the surface nor any programmer's knowledge whatsoever" (96). Although a game's interface depends on the interface of the operating system (the two must "agree"), MOOs allow users to physically change their surroundings through programming (via the MOO programming language) within the server of the game. You could add rooms, change the setting, and alter play with the knowledge of MOO programming language. In the world of gaming, this could be considered a hack, since players are typically not permitted to change a game's narrative structure. While Vismann and Krajewski would argue that not everyone is a programmer, and thus OOP is not accessible to all users, making it "...impossible to decipher the product specifications of the finished product or even to change these specifications," the MOO programming language is relatively easy and straightforward for English-speakers, and can be learned quickly by anyone who is computer-savvy enough to navigate an English language-based MOO (96).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The classic Hello world program can be written in MOO programming language as:</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The classic Hello world program can be written in MOO programming language as:</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="L31" >Line 31:</td>
<td colspan="2" class="diff-lineno">Line 31:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div></pre></div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div></pre></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>By acknowledging the ability for users to change their virtual world through code, thus affecting the law of the world, we can argue that saying "beyond the interface, users have no access whatsoever" is variable, and not always as concrete as Vissman and Krajewski argue (100). Law is continuously changing in the world of the MOO, relationships between users and their setting are never definite, and code can reflect a common vision the users share (i.e. they want their MOO to be a safe, welcoming place). The use of OOP to alter a MOO also counters the idea that computer and video games are contained within a "black box" and players/users cannot view or change the software's mechanics, which are often shrouded by interface. However, what remains unclear is if older MOOs, popular in the 1990s, that still exist, continue <del class="diffchange diffchange-inline">this </del>open <del class="diffchange diffchange-inline">feature</del>, or if they remain closed as a sort of artifact that people can tour.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>By acknowledging the ability for users to change their virtual world through code, thus affecting the law of the world, we can argue that saying "beyond the interface, users have no access whatsoever" is variable, and not always as concrete as Vissman and Krajewski argue (100). Law is continuously changing in the world of the MOO, relationships between users and their setting are never definite, and code can reflect a common vision the users share (i.e. they want their MOO to be a safe, welcoming place). The use of OOP to alter a MOO also counters the idea that computer and video games are contained within a "black box" and players/users cannot view or change the software's mechanics, which are often shrouded by interface. However, what remains unclear is if older MOOs, popular in the 1990s, that still exist, continue <ins class="diffchange diffchange-inline">to compel such </ins>open <ins class="diffchange diffchange-inline">use</ins>, or if they remain closed as a sort of artifact that people can tour.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==The Image-Based Computer Game==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==The Image-Based Computer Game==</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="L37" >Line 37:</td>
<td colspan="2" class="diff-lineno">Line 37:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Everquest.jpg|thumb|right|Navigating EverQuest.]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Everquest.jpg|thumb|right|Navigating EverQuest.]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to <del class="diffchange diffchange-inline">an even smaller nice </del>audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online became one of the dominant genres of computer games in the late 1990s, <del class="diffchange diffchange-inline">and </del>visually constructed <del class="diffchange diffchange-inline">a </del>fantasy world in which players <del class="diffchange diffchange-inline">would </del>create an avatar and use it take part in game play, moving their physical bodies further away from computer gaming. The <del class="diffchange diffchange-inline">idea </del>of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside <del class="diffchange diffchange-inline">comfortable </del>within existing models of narrative" (Carr, 38). <del class="diffchange diffchange-inline">Image</del>-based computer games have more mobility than text-based games <del class="diffchange diffchange-inline">and </del>the player <del class="diffchange diffchange-inline">can choose </del>to <del class="diffchange diffchange-inline">not follow </del>the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands and the opportunity for OOP, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, <del class="diffchange diffchange-inline">passing along </del>game play to his or her avatar rather than <del class="diffchange diffchange-inline">using </del>their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to <ins class="diffchange diffchange-inline">a dwindling </ins>audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online became one of the dominant genres of computer games in the late 1990s, <ins class="diffchange diffchange-inline">working through </ins>visually constructed fantasy world in which players <ins class="diffchange diffchange-inline">can </ins>create an avatar and use it <ins class="diffchange diffchange-inline">to </ins>take part in game play, moving their physical bodies further away from computer gaming. The <ins class="diffchange diffchange-inline">function </ins>of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside <ins class="diffchange diffchange-inline">[comfortably] </ins>within existing models of narrative" (Carr, 38). <ins class="diffchange diffchange-inline">In image</ins>-based computer games <ins class="diffchange diffchange-inline">users </ins>have more mobility than text-based games <ins class="diffchange diffchange-inline">allowing </ins>the player to <ins class="diffchange diffchange-inline">disregard </ins>the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands and the opportunity for OOP, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, <ins class="diffchange diffchange-inline">offsetting </ins>game play to his or her avatar rather than <ins class="diffchange diffchange-inline">engaging </ins>their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td></tr>
</table>Sadsong23http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=10161&oldid=prevSadsong23 at 20:47, 26 September 20102010-09-26T20:47:32Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 20:47, 26 September 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:zork.png|thumb|right|The opening sequence of Zork I, created in 1979 by Infocom.]]  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:zork.png|thumb|right|The opening sequence of Zork I, created in 1979 by Infocom.]]  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Text-Based Computer Games are a <del class="diffchange diffchange-inline">mode </del>of gaming, popular during the 1980s, that requires players to read lines of text on their computer screen which describe a virtual world and prompts players to interact within and navigate that world by typing textual commands <del class="diffchange diffchange-inline">using </del>a keyboard. <del class="diffchange diffchange-inline">The </del>games did not contain graphics (pixel-based images such as bitmaps or raster graphics), <del class="diffchange diffchange-inline">and </del>required <del class="diffchange diffchange-inline">heavy </del>participating from the user, creating an experience that closely <del class="diffchange diffchange-inline">linked </del>the human body <del class="diffchange diffchange-inline">to </del>machine. Games such as Zork and Adventureland are <del class="diffchange diffchange-inline">definitive </del>examples of text-based computer games, and although <del class="diffchange diffchange-inline">they are not obsolete</del>, they have generally been remediated by image-based computer games such as World of Warcraft and EverQuest that feature advanced computer graphics, ultimately allowing the user to detach themselves from the game, replacing their physical body with that of a digitized avatar. This article will explore the <del class="diffchange diffchange-inline">experience of </del>text-based computer gaming<del class="diffchange diffchange-inline">, and </del>argue that <del class="diffchange diffchange-inline">is </del>a form of interactive fiction which prompts players to actively use their minds in order to imagine a virtual world, allowing them to solve a maze-like puzzle by executing textual commands via type. This article will also include an analysis of Multi-User Dungeon Object Oriented virtual realms (MOOs), because although they are not technically "games," they are text-based virtual worlds which users can explore and navigate while interacting with other users in a chat-based setting, while additionally allowing users to participate in narrative creation through object-oriented programming.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Text-Based Computer Games are a <ins class="diffchange diffchange-inline">form </ins>of gaming, popular during the 1980s, that requires players to read lines of text on their computer screen which describe a virtual world and prompts players to interact within and navigate that world by typing textual commands <ins class="diffchange diffchange-inline">on </ins>a keyboard. <ins class="diffchange diffchange-inline">Because these </ins>games did not contain graphics (pixel-based images such as bitmaps or raster graphics), <ins class="diffchange diffchange-inline">they </ins>required <ins class="diffchange diffchange-inline">a large degree of </ins>participating from the user, creating an experience that <ins class="diffchange diffchange-inline">worked to </ins>closely <ins class="diffchange diffchange-inline">link </ins>the human body <ins class="diffchange diffchange-inline">with the </ins>machine. Games such as Zork and Adventureland are <ins class="diffchange diffchange-inline">classic </ins>examples of text-based computer games, and although <ins class="diffchange diffchange-inline">their use has declined in recent years</ins>, they have generally been remediated by image-based computer games such as World of Warcraft and EverQuest that feature advanced computer graphics, ultimately allowing the user to detach themselves from the game, replacing their physical body with that of a digitized avatar. This article will explore the <ins class="diffchange diffchange-inline">protocols surrounding the </ins>text-based computer gaming <ins class="diffchange diffchange-inline">experience in order to </ins>argue that <ins class="diffchange diffchange-inline">text-based games can be read as </ins>a form of <ins class="diffchange diffchange-inline">"</ins>interactive fiction<ins class="diffchange diffchange-inline">", </ins>which prompts players to actively use their minds in order to imagine a virtual world, allowing them to solve a maze-like puzzle by executing textual commands via type. This article will also include an analysis of Multi-User Dungeon Object Oriented virtual realms (MOOs), because although they are not technically "games," they are text-based virtual worlds which users can explore and navigate while interacting with other users in a chat-based setting, while additionally allowing users to participate in narrative creation through object-oriented programming.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==Interactive Fiction==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==Interactive Fiction==</div></td></tr>
</table>Sadsong23http://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=9767&oldid=prevElisaverna: /* The Image-Based Computer Game */2010-04-26T18:15:38Z<p><span dir="auto"><span class="autocomment">The Image-Based Computer Game</span></span></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:15, 26 April 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L37" >Line 37:</td>
<td colspan="2" class="diff-lineno">Line 37:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Everquest.jpg|thumb|right|Navigating EverQuest.]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Image:Everquest.jpg|thumb|right|Navigating EverQuest.]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to an even smaller nice audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online became one of the dominant genres of computer games in the late 1990s, and visually constructed a fantasy world in which players would create an avatar and use it take part in game play, moving their physical bodies further away from computer gaming. The idea of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside comfortable within existing models of narrative" (Carr, 38). Image-based computer games have more mobility than text-based games and the player can choose to not follow the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, passing along game play to his or her avatar rather than using their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to an even smaller nice audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online became one of the dominant genres of computer games in the late 1990s, and visually constructed a fantasy world in which players would create an avatar and use it take part in game play, moving their physical bodies further away from computer gaming. The idea of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside comfortable within existing models of narrative" (Carr, 38). Image-based computer games have more mobility than text-based games and the player can choose to not follow the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands <ins class="diffchange diffchange-inline">and the opportunity for OOP</ins>, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, passing along game play to his or her avatar rather than using their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td></tr>
</table>Elisavernahttp://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=9649&oldid=prevElisaverna: /* References */2010-04-26T16:41:26Z<p><span dir="auto"><span class="autocomment">References</span></span></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:41, 26 April 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L40" >Line 40:</td>
<td colspan="2" class="diff-lineno">Line 40:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==References==</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Carr, Diane. "Games and Narrative." Computer Games: Text, Narrative, and Play. Cambridge: Polity, 2006. Print. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Crary, Jonathan. Techniques of the Observer: on Vision and Modernity in the Nineteenth Century. Cambridge, Mass.: MIT, 1990. Print. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Kittler, Friedrich A. Gramophone, Film, Typewriter. Stanford, Calif.: Stanford UP, 1999. Print. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Montfort, Nick. Twisty Little Passages: an Approach to Interactive Fiction. Cambridge, Mass.: MIT, 2003. Print. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Vismann, Cornelia, and Markus Krajewski. "Computer Juridisms." Grey Room 29 (2008): 90-109. Web. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Gaming]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Gaming]]</div></td></tr>
</table>Elisavernahttp://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=9638&oldid=prevElisaverna at 16:33, 26 April 20102010-04-26T16:33:40Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:33, 26 April 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L38" >Line 38:</td>
<td colspan="2" class="diff-lineno">Line 38:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to an even smaller nice audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online became one of the dominant genres of computer games in the late 1990s, and visually constructed a fantasy world in which players would create an avatar and use it take part in game play, moving their physical bodies further away from computer gaming. The idea of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside comfortable within existing models of narrative" (Carr, 38). Image-based computer games have more mobility than text-based games and the player can choose to not follow the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, passing along game play to his or her avatar rather than using their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>As computer technology advanced and more image-based computer games were released, the text-based computer game fell out of favor and became something that appealed to an even smaller nice audience of programmers and "geeks." Massively Multiplayer Online Role-Playing Games (MMORPGs) like Ultima Online became one of the dominant genres of computer games in the late 1990s, and visually constructed a fantasy world in which players would create an avatar and use it take part in game play, moving their physical bodies further away from computer gaming. The idea of storytelling and narrative also changed, proving that "computer games, even those that contain substantial amounts of storytelling, do not reside comfortable within existing models of narrative" (Carr, 38). Image-based computer games have more mobility than text-based games and the player can choose to not follow the narrative embedded within the game (i.e. my avatar can just walk around a field killing monsters in WoW rather than complete quests). With the advancement of computer graphics came this increased mobility and a point-and-click method of moving. By eliminating textual commands, the computer game became more of a closed system, resulting in an interface that was entirely one-way and not malleable. Rather than type where I want to go in an imagined setting, I click my avatar through hills and forests that have already been visually created for me. The player becomes more passive, passing along game play to his or her avatar rather than using their body and mind as part of the game. Rather than the game being a "process of subjectivization in which the subject is simultaneously the object of knowledge and the object of procedures of control and normalization," the game becomes an objective experience in which subjectivity ends when you choose your avatar's hair color (Crary, 92).</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==References==</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Gaming]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Gaming]]</div></td></tr>
</table>Elisavernahttp://cultureandcommunication.org/deadmedia/index.php?title=Text-Based_Computer_Games&diff=9635&oldid=prevElisaverna: /* OOP and Interface */2010-04-26T16:32:20Z<p><span dir="auto"><span class="autocomment">OOP and Interface</span></span></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:32, 26 April 2010</td>
</tr><tr><td colspan="2" class="diff-lineno" id="L25" >Line 25:</td>
<td colspan="2" class="diff-lineno">Line 25:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>What is especially significant about MOOs is that many allow users to participate in object-oriented programming (OOP), trumping Vismann and Krajewski's idea that "...the computer show[s] only its anthropomorphic face; that is, its interface...[the user] is born as one who is capable of neither any insight beyond the surface nor any programmer's knowledge whatsoever" (96). Although a game's interface depends on the interface of the operating system (the two must "agree"), MOOs allow users to physically change their surroundings through programming (via the MOO programming language) within the server of the game. You could add rooms, change the setting, and alter play with the knowledge of MOO programming language. In the world of gaming, this could be considered a hack, since players are typically not permitted to change a game's narrative structure. While Vismann and Krajewski would argue that not everyone is a programmer, and thus OOP is not accessible to all users, making it "...impossible to decipher the product specifications of the finished product or even to change these specifications," the MOO programming language is relatively easy and straightforward for English-speakers, and can be learned quickly by anyone who is computer-savvy enough to navigate an English language-based MOO (96).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>What is especially significant about MOOs is that many allow users to participate in object-oriented programming (OOP), trumping Vismann and Krajewski's idea that "...the computer show[s] only its anthropomorphic face; that is, its interface...[the user] is born as one who is capable of neither any insight beyond the surface nor any programmer's knowledge whatsoever" (96). Although a game's interface depends on the interface of the operating system (the two must "agree"), MOOs allow users to physically change their surroundings through programming (via the MOO programming language) within the server of the game. You could add rooms, change the setting, and alter play with the knowledge of MOO programming language. In the world of gaming, this could be considered a hack, since players are typically not permitted to change a game's narrative structure. While Vismann and Krajewski would argue that not everyone is a programmer, and thus OOP is not accessible to all users, making it "...impossible to decipher the product specifications of the finished product or even to change these specifications," the MOO programming language is relatively easy and straightforward for English-speakers, and can be learned quickly by anyone who is computer-savvy enough to navigate an English language-based MOO (96).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The classic Hello world program can be written in MOO as:</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The classic Hello world program can be written in MOO <ins class="diffchange diffchange-inline">programming language </ins>as:</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div><pre></div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div><pre></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>@program hello:run</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>@program hello:run</div></td></tr>
</table>Elisaverna