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Date: Wed, 15 Mar 2006 17:39:36 -0600
From: mIEKAL aND <[EMAIL PROTECTED]>
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Subject: [webartery] Coding Tool Is a Text Adventure

Coding Tool Is a Text Adventure

http://www.wired.com/news/technology/0,70413-0.html

By Quinn Norton | Also by this reporter
02:00 AM Mar, 15, 2006 EST

You're in a maze of twisty subroutines, all alike.

Now, thanks to a new software-collaboration tool, you and your
intrepid party of fellow hackers can navigate your labyrinth of code
and slay its dastardly bugs, all in a dungeonlike world similar to an
old-school text adventure.

Called playsh, the new tool is a collaborative programming
environment based on the multi-user domains, or MUDs, so popular
online in the early 1990s.

Trying to do things in playsh is most similar to games like Zork from
the 1970s. To go north, you type north. To examine an object, you
type look. There are no graphics, just descriptions.

But instead of ducking grues and collecting zorkmids, you're
interacting with whatever program code you're working on, as well as
the data and hardware devices that it uses. "It treats the web and
APIs as just more objects and places, and is a platform for writing
and sharing your own code to manipulate those objects and places,"
says developer Matt Webb, who unveiled the tool at last week's
O'Reilly Emerging Technology Conference in San Diego.

Playsh is inspired by the user-customizable variety of MUD called a
MOO, for "MUD object-oriented." MOOs were like chat rooms, except the
members of the community could create new objects by programming them
into the virtual world in a dedicated programming language, shaping
the game as it went along.

When you log into playsh, you see a basic description of the room and
whoever is in the room with you. The current incarnation of playsh is
written in Python, and each room has a Python interpreter built into
it that anyone in the room can access. Adventurers contribute to the
code while simultaneously interacting with the room's objects and
each other.

"It's a laboratory for (user interface) metaphors," says co-developer
Ben Cervany.

Webb came to the idea after trying to solve a difficult programming
problem with his partner at consulting firm Schulze & Webb. "I don't
work physically colocated with Jack (Schulze) a lot of the time, but
we have to write a lot of code together," Webb says.

Ultimately, adding this sense of place back to the placelessness of
the net is something Webb believes could have wide uses. He cites the
example of online banking, which has struggled with fraud that takes
advantage of the fact that naive users don't know where they are on
the internet.

"Imagine using a bank where you move transparently between the
automated and human-assisted interface because they occur in the same
mode," says Webb. "The human can show you how to use the ATM, which
is over at the side of the room".





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