Multi-User Dungeon Pioneer Interviewed 23
Thanks to Stratics for posting an interview with Richard Bartle, the co-creator of the original text-based multi-user dungeon (MUD) environment. This chat with Bartle, who is also renowned for writing Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs, an early exploration of the effects of PKing (player killing) on virtual worlds, discusses the current crop of MMORPGs and their likely longevity: "Sooner or later a major world WILL be closed down, but I think they are far more stable then many players realise."
Bartle's website also contains a treasure trove of early writings on MUDs, both by Bartle himself and other pioneers, and it's interesting to contrast this new interview with a 1995-era interview with Bartle, in which he foreshadows this new era of graphical MMORPGs.
"HCSD" is good but ... (Score:4, Insightful)
Re:"HCSD" is good but ... (Score:4, Informative)
Re:"HCSD" is good but ... (Score:3, Interesting)
However, making the pk onerous is a requirement for there to be pk's at all! For instance, in Diablo 2 (not hardcore mode though) there is no pkilling. It's all a joke, because you don't lose anything except a l
Re:"HCSD" is good but ... (Score:1)
Re:"HCSD" is good but ... (Score:2)
After all, how many players would take all the time to develop a strong character to PK people when they can lose it quickly? After all, you kill a couple players, get the rep for being a PK, and get hunted down and killed yoursel
Re:"HCSD" is good but ... (Score:1)
I played on a mud for a long time, and there was a specific zone I frequented because of the relatively easy kills but great XP I got. After a certain level though, you weren't allowed to enter the zone again because the kills were much too easy with higher level EQ (well, that and the stats). It worked well though because everyone got to play there once and it was no big deal. Keep in mind the zone was PK-able, but only to a certain range of levels (t
Re:"HCSD" is good but ... (Score:5, Informative)
I disagree with his assertion that a world "needs" PKs.
In the interview, Bartle claims he has made no such assertion:
And, in HCDS itself, Bartle writes:
FWIW, I don't detect any strong pro-PK bias in HCDS. (Back when I used to MUD, I myself disliked PKing.)
Re:"HCSD" is good but ... (Score:4, Insightful)
Imagine a world with no PKing...what mortal dangers does your character really face. It's not a real world simulation if you can't kill each other. Now, as many have pointed out, your typical PKer would walk into a room with you, slay you, and be headed off to the next room to kill your buddy before you could type 'Ho there!'. Most players could probably be described as 'jackasses'. That doesn't mean, however they aren't necessary. What is necessary is a way to curtail the behavior so that, just as in the real world, there are consequences for your actions. If you kill another player that happens to be good alignment, I would imagine the local authorities aren't going to like you. As with the real world, you best make sure you can handle the authorities and the gangs of do-gooders that will come around looking to snag the price on your head.
I do think PKing is essential...I don't a game should promote ONLY PKing (a lot of MUDs advertised for that, and I failed to see how they kept a user base).
--trb
Re:"HCSD" is good but ... (Score:2)
The book _Developing Online Game_ reviewed a while ago in
Re:"HCSD" is good but ... (Score:2, Interesting)
Re:"HCSD" is good but ... (Score:1)
Odd (Score:2, Interesting)
Re:Odd (Score:2)
Daniel
Best Bartle Quotes (Score:3, Interesting)
forever (Score:1, Interesting)
For example, back in 1995 Fujitsu launched what was would have, at the time, been called a "virtual world." More like the whole Snow Crash thing than an actual game. I seem to forget the names of several 3D virtual worlds that were lau
Re:forever (Score:2, Interesting)
That's really the key phrase for me in the above comments. I think in general, when the control of the game is in the hands of a small company or group of people that did the project not only as a business venture, but as a labor of love, there's some chance of them trying to keep it going for more than a decade. (Though they may lose interest, focus, financial resources to do so, or get sucked into newer projects that pay the bills). I know Gemstone III is still
Re:forever (Score:2, Informative)
Yep. We're located at http://www.meridian59.com/ [meridian59.com]. We're even working on a new rendering engine for the game.
The trick is to stay small enough to be self-supporting until you can grow normally. I love Meridian, so we've taken steps to make sure it'll be around for a long time. :)
My thoughts,
Brian "Psychochild" Green
Comment removed (Score:3, Funny)
Re:Confessions of an Arch-Wizard (Score:1)
http://www.linuxjournal.com/article.php?s
Somewhat lame MUD Planet interview with Alan:
http://www.mudplanet.org/interviews/index.
Bartle Column at Skotos (Score:2, Informative)
The column tends to be more technically focused then the other columns at Skotos, with topics including issues of mud text parsing, code inheritance and heirarchies in muds, methods of generating quests, etc.
-- Herder of Cats