hypermush was an introduction to p2p technologies, their functioning and user-application, disguised as a multi-user-shared-hallucination (MUSH) videogame.

MUSH are an evolution of MUD, multi-user-dungeon: early multiplayer text-based adventure videogames from the '70s.

We used the MUSH game dynamics to explore the p2p dat protocol, and build shared interconnected narratives by way of dungeon explorations, user group formation, file tradings, key discovery... until it got hyperreal.


What is the difference between http(s) and p2p?

◦ you can just simply connect with other computers (publish and share stuff, working on same files, broadcasting, etc);

◦ you are using your own computation power instead of using dedicated computers acting as servers;

→ p2p makes a good alternative to most silicon-valley applications.

Why not a decentralised + small distributed nodes model, rather than always a planetary synchronised ledger aka blockchain?


schedule and practical information

People needed to bring their laptop. moreover, it was suggested to make use of the outcomes of the previous days (files, ideas, etc) to inform the design of the dungeon and the general gameplay of the MUSH.