CS377: MOO Study
Christian mogensen@cs.stanford.edu
http://www-pcd.stanford.edu/mogens/377/mooer.html
I have little prior experience with MUDs, however I am quite
familiar with how they work and so on. MUDs suck too
much time from work. The WWW is bad enough. I play text adventures:
Zork, ADVENT and so on.
You see a small, white house.
What now?
The audio quality on the tape was quite poor and very irritating as
it faded in and out.
What do we learn about the subject ?
-
He is familiar with text processing - he has used a computer
before. He knows how to edit text and scroll back. So he is not
a computer novice.
-
He has played adventure games before - specifically Zork.
He uses habits of adventure game players: writing down key words,
useful names. Unfortunately we can't see what he is writing on
and what he is writing. Note: I could be misinterpreting this:
he may be writing things down because he was told to. We do not
know enough context to determine for certain.
Basically we have no idea what information the researchers have provided to
the subject.
He does appear to have a list of initial commands to try out.
We do not see these or any other aids in the video, but this does
not mean they weren't there. Are there postit notes on the screen?
-
He appears to have been briefed thoroughly about the MOO: he comes
across a reference to 'home' and asks
"Home? do they mean the cupboard?"
-
He wants to play within the game world - when the news clipping
mentions server downtime, then he complains about being pulled
out of game context into this meta-world above the game itself.
-
He is thrown off by some of the jargon used in MOOs:
Wizards, vanilla (meaning common) and home. The objects
in his first room are strangely named - he does not know
who are people or who are things.
-
He has been given an explicit series of tasks to accomplish:
reading the etiquette documents and getting out of the room.
However, the study does not appear to have a clear focus -
the subject flounders around the MOO, looking for a hint to
what he should be doing.
He's "supposed to look at [help manners]" without knowing why he should.
He is not self-motivated - hence unlikely to achieve 'flow' or
identify with the problems in the game.
-
The explicitness of the tasks prevents him from doing what
he would normally do: access the help and tutorial system and
explore the system in his own way.
-
He is clearly worried about completing the assigned tasks in
the alotted time.
-
The camera is intrusive - he is clearly conscious of it (10 min. mark)
"Oh that's right - I'm not supposed to pay attention to the camera."
The MOO
-
A very frustrating room - it describes several things in the LOOK
message, but few of them respond to common actions, The common
error message frustrates and irritates the user. None of the
exits are made visible to the user.
"Jesus Christ! I'm never gonna get to another room"
then later (asking the game) "HOW do I get to another place?"
Finally, after discovering a guitar in the corner: "Do I have to play
the guitar to get out of here? Is Paul Allen gonna play the guitar?"
-
There is little context provided for the exercise the user is doing:
'long forgotten tea brands' - I don't even know what that means.
Dropping the user into this particular room instead of at his normal 'home',
'the cupboard' seems strange. It is not clear why this was done or what he
was supposed to achieve in this particular room.
-
The objects in the game are very specifically named - there are no
synonyms - 'shoebox' and 'show box' are treated differently.
-
This rigidity in the interface makes for great predictability
(since a command always means the same thing) "It's gonna say
the same damn thing!" - it also means it is a pain to learn
as it does not forgive errors.
-
There is a steep learning curve for this game - many commands must be
mastered before play can begin.
The User Interface
- Overly constrained - don't move - don't change anything and everything
will be fine. It's not a natural setting for the exercise.
- The terminal used for viewing was straightforward enough, but its
appearance was optimized for the video, not for its user. He hated
the font, the colors and the size of the window.
- It's line mode and primitive. Keyboards only - check mice at door.
On the other hand, it's very flexible, since words can describe
anything. Command lines are very expressive, but difficult for novice
users, since few operations are 'made visible' in Normanic terms.
- The game tries to be helpful. It is overly helpful - given its
line by line text only interface, there is nothing more frightening
than 300 lines of help delivered in 15 line chunks.
"I'm starting to glaze out" as he says after the fourth page
of help on manners.
The amount of text is too much for a simple line mode - a better
presentation mechanism would be a scrollable list or similar.
Some hypertext system or similar would be easier to navigate than
the endless stream of HELP commands.
"Examine - see HELP EXAMINE".
- "I've already forgotten where I am."
After viewing help in the MOO, it is difficult to check your location.
You must type LOOK to find out where you are. The old Zork games solved
this by always showing the name of the current location at the top of the screen.
There's that Normanic principle of 'making things visible' at work again.
-
The user interpreted a delay in processing a command as success - by
implication: since
an erroneous command was quickly detected, this must mean I've managed to get
the system to do more work by issuing a correct one. This is wrong - it
is merely net-lag - and frustrating for the user.
-
While the user interface is not bad in itself, but rather some of
the things that this particular interface is asked to do are
best implemented in other systems which are better suited.
The video