Such an interesting read. Thanks for the pointer!
At first I thought it was going to be about the existence of
communications tools, especially ^_C to immediately chat
with anyone who was online (findable by various means,
starting with PEEK). However, it seems to start with a focus
on the "spying" capability, which I rarely if ever used. If you
were really curious what someone had been doing, you could
just skim their file directory.
Instead, the most important social aspect for me was the
ability to communicate. We could either chat directly in
real time (^_C) or :SEND notes (similar to today's "texts"),
also in real time, or send email -- at first fairly crudely.
Because I was deaf (still am :-), this opened up a new world of
communication and community that I never had before,
and I did what I could to make it even better by writing
COMSAT to provide mailing lists and other features both
locally and remotely. That also turned out to become my
BS thesis, since MIT at the time required undergraduates
to undergo the thesis ordeal; maybe they still do.
Small groups of us also socialized via games, initially
Spacewar on the PDP-6 & 340 display, and later
there would be larger groups (up to 8) heading down to
the 2nd floor very late at night after everyone in DM/CG
had left, in order to play
MAZE on their Imlacs. (Whoa, that
link actually has a lot of great info.) How interesting
that online multiplayer 3D first-person shooter games
are now one of the primary ways that kids socialize,
even more so during the pandemic.
KMP is right that it was a pretty amazing and productive
environment, one that we didn't fully appreciate at the time
(how could we, not having ventured beyond the walled garden?)
The tragedy of the commons hit us hard when the constantly
increasing number of Arpanet sites caused a constantly
increasing influx of bad apples, although we had this charming
theory that crackers would leave us alone because there was nothing
to be cracked.
Google in the early days was somewhat similar. If you were a
full-time employee you had access to pretty much everything
inside the freshly-built walled garden that wasn't personal.
Fun times! Today, of course, you can only enter a few buildings,
source code is tightly restricted, all access is tracked, credentials
must constantly be renewed, 20%-time projects are a
quaint memory, and on and on. But I've seen enough
viciously bad actors to have boundless appreciation for the
people in our security teams trying to keep us safe.
Sigh... again, thanks for the memories!
--Ken