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http://www.cybertown.com

Cybertown -- A World Apart
By Max Van Kleek

background -----

Cybertown is modern incarnation of a MUD. Instead of using a text-based interface, though, CyberTown is accessed through the web, and is navigated via a 3D, VRML-like environment. While the 3D is expectedly rather crude, each CyberTown citizen has a uniquely customizable animated avatar, and each person may move one's avatar freely within the shared 3D space, where one sees other avatars. Citizens communicate through an IRC-format chat window located beneath their window into the 3D space. Cybercitizens and may chat in any of 8 languages including French, Hebrew, and Japanese.

Space in Cybertown is partitioned into individual colonies and landmarks. Colonies are named particular themes, such as "Teens", "Sci-Fi", and "Inner Realms". They are themselves divided into Building Zones, which consist of arrangements of individuals' houses. Each house, colony, and landmark holds a individual virtual landsape, and a corresponding new IRC chat space.

cybertown society ------

From inspecting its interface elements, one might gather that Cybertown is just another avatar-based chat system, putting it alongside many other services like The Palace, or Adobe's new "Atmosphere" 3D avatar-world authoring system. While these systems are not without their own communities, their communities exist entirely for social interaction and rarely extend outside the notion of a 'irc community'.

Yet, the citizens of cybertown seem to live in a complex virtual world that, in many ways, resembles the real world. Not only does each member of the society have his or her own social status, but people also have formal titles, are encouraged to join clubs and form loyalties with social circles, and establish geographic communities. Throughout Cybertown, there is a rudimentary economic system, permitting citizens conduct virtual commerce by trading merchandise, purchase new merchandise, or even build houses and clubs. Perhaps the most unique aspect of Cybertown, however, is its employment system.

employment ------

Cybertownians do not take their jobs lightly. At the Cybertown Employment Office, citizens hired by employers to recruit for them greet passerbys. Informal interviews are conducted in the office, and, if a good pairing is discovered, the recruiter escorts the potential employee to his manager's home, where a more formal interview is conducted in private. These interviews are for positions of varying degrees of power, from "Club Assistant" all the way up to a position of "Block Deputy", the most powerful hired rank in society. If an citizen is hired, their title is affixed to their username, publishing their social status to the world.

Duties vary widely between positions. Like the real world, greater power frequently equals greater responsibility. While Club Assistants' responsibilities consist of logging on for a minimum of two hours per week to moderate their club and conduct quizzes and contests, Block Deputies are expected to spend most of every night keeping order in their territories, conducting business with others, establishing clubs, and hiring assistants.

Most Cybertown citizens take their positions so seriously that it becomes a part of their real lives. Block Deputies will communicate with their employees outside of the Cybertown environment, usually via personal email, or MSN Instant Messenger. In this way, Cybertown traverses its own barriers of its physical VR environment, and passes into the lives of the people participating in the community. The degree of involvement and participation that results is comparable only with that of some of the more successful role playing and live action role playing (LARP) games.

cybertown as life -------

Cybertown currently boasts a registered userbase of 665,000 citizens, and routinely ranges from two hundred users online at any particular moment, to several thousand. If these statistics alone do not say enough about Cybertown's success, then speaking with its citizens will. One can immediately tell that most citizens are entirely immersed in Cybertown - and have entirely abandoned their physical identities in favor of their self-designed avatars. More accurately put, it seems that they have established a new identity for themselves, which they have worked hard to design, and to build a reputation for within this virtual society. In order to achieve this degree of immersion, Cybertown did not have to turn to cutting-edge computer graphics or haptic interfaces; rather, Cybertown uses only third-rate blocky 3D graphics with a primitive chat interface. Yet, the sense of community within Cybertown fosters a feeling of "belongedness" that is undoubtedly the greatest source of attraction for the users to the Cybertown. This makes Cybertown an exceptional example of a successful virtual community.

One question that Cybertown may ultimately help us answer might be this: once one begins to replace face-to-face human interaction with virtual interaction in digital spaces, what elements will be essential for providing good human interaction, permitting people to form strong social connections, or conduct business? Cybertown might help us answer these questions, because it has isolated a "virtual" reality, that is, a simplified model that contains many of the same elements that exist in the real world.