Designing Virtual Worlds 113
Designing Virtual Worlds | |
author | Richard A. Bartle |
pages | 768 |
publisher | New Riders |
rating | Very Good |
reviewer | Dave Rickey |
ISBN | 0131018167 |
summary | An overview of Virtual World Design by one of the field's founders |
It never occurred to me that my review would be read by a wider public, most of whom had never heard of me or even Dr. Bartle, and would see only the hostility, and not understand the narrowness of the focus. When the column was picked up by Slashdot I was stunned, when I realized it was also linked by Clay Shirky in Many to Many and by Joystick101 among other places, I felt slightly ill. Without intending to, I may have damaged the reputation of Dr. Bartle and of his book, and I feel an obligation to set the record straight with an actual review of his book. I'm not sure why it has not already received such a review, except that only a few dozen people in the world currently make their living at virtual world design and would really be qualified to write it.
What is in the book?
The "Introduction to Virtual Worlds" of the first chapter does a very good job of laying out what a virtual world is, and defending that definition as a category that includes but is not limited to the online games that are the most common examples of the type. The history lesson included a lot of information even I, after six years in the industry and a serious attempt at studying it, was not aware of. The second chapter gives a very good overview of the process by which the world is created both in business terms and in structural arrangements. The third includes a reprise and updating of Dr. Bartle's now-classic Players that Suit MUD's, the touchstone for every theory of player motivation in online games, and continues into a description of the properties and dynamics of the communities that form in and around the worlds.Where most of the first three chapters are a primer -- containing the base knowledge needed to understand the whole field in functional terms -- the 4th and 5th chapters focus much more on the worlds as games. The mechanics of game systems, the structure of "advancement" systems and the psychology that makes them run, all of the myriad elements that make a virtual world a game.
Chapters 6 and 7 take a more academic overview of the field, discussing the "why's" of the worlds, what they are, what they may become, and what other fields of human endeavour they are most similar to and therefore may have lessons to offer. Chapter 7's effort to establish the academic and artistic "legitimacy" of virtual worlds was the main source of my disagreement with the book: I think that virtual worlds are entirely capable of standing on their own merits and do not need to be considered credible by the academic arts to be worthy. But this is the "almost theological" issue, and although significant to myself and a handful of others in the field, it's not something that should be counted against the work as a whole.
Chapter 8 focuses on the fact that as virtual as the worlds may be, the people in them (and therefore the relationships) are real, and therefore certain ethical factors normally not considered an issue in game design become much more important. Added to this are questions of "ownership"; if there is no game without the players, but the operator has a finger on the power button, who is in control? Who should be? The book doesn't solve many of these problems (every solution is likely to be unique to a particular setting), but does lay out where most of the fracture lines occur.
What I liked:
The book establishes good points and brings the reader up to date on the known principles of the field, with copious references to other writings on the subject provided in the footnotes. The general focus on the "players eye" view is a very important attribute: too often, discussions of virtual worlds have the "God's Eye" designer's view from orbit, and forget that in the end it's the ground-level "fun or not-fun" experience of the players that makes or breaks a design.
What I didn't like:
Dr. Bartle is much more broadly educated than I am (they don't give out any titles for an Associates degree in electronics), and tries very hard to make a case to the academic community that virtual worlds are worthy of consideration as serious works of Capital-A "Art." Since I am not concerned about credibility with the dilettantes and dabblers who make up most of academia in the Arts, the repeated references to the Hero's Journey and the effort to define a dramatic theory of online games in Chapter 7 distracted and occasionally annoyed me. But those interested in such things will probably find his efforts there as workmanlike as the rest of the volume.
Summary:
This book is a must-read for anyone who works in the field of online games, and highly recommended for anyone who wants to understand the theory and structure of the systems that make them run, or to effectively discuss them with the teams that work on them.
You can purchase Designing Virtual Worlds from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Don't be upset. (Score:1, Funny)
More info on the author... (Score:5, Informative)
MUDs in the mainstream (Score:4, Insightful)
Re:MUDs in the mainstream (Score:1, Informative)
Look at EverQuest's socials sometime. Spend a few minutes going through them. Then look in interp.c from the Merc codebase.
See anything amusing?
I also like the 'new' features that all these graphical games are introducing as being innovative. Housing? Had it two decades ago. Horses? Been there, done that. Player vs. player? Please.
The only real advantage of this generation of muds are a) graphics, and b) the fact that not just any 12 year old kid can download a codebase, slap on ANSI col
Let them have it. :) (Score:1)
Re:Let them have it. :) (Score:1)
A little history (Score:3, Interesting)
Re:A little history (Score:2, Informative)
a pvp question (Score:1, Interesting)
The pvp server population increased after the expansion was released, so he assumes that the two are directly related to each other. My qualm is that it is has been my experience that expan
Re:More info on the author... (Score:2, Insightful)
Without intending to, I may have damaged the reputation of Dr. Bartle and of his book, and I feel an obligation to set the record straight with an actual review of his book.
Nice to know that Dave attempts to offset his first treatise with an almost narcissistic com
If Dr. Bartle says one thing (Score:4, Funny)
Re:If Dr. Bartle says one thing (Score:1, Insightful)
Maybe funny...maybe.
Re:If Dr. Bartle says one thing (Score:1, Funny)
And remember ... (Score:3, Funny)
Insightful? (Score:1)
Re:Insightful? (Score:1)
Wine coolers are insightful?
Funny, insightful, yeah what the diff. You however are redundant, my friend :).
Re:Insightful? (Score:1)
Re:Insightful? (Score:1)
The diff is that you don't get karma for being funny.
graspee
Re:Insightful? (Score:1)
The diff is that you don't get karma for being funny.
Ah, you do have a point. Now, in my opinion the original poster made an insightful joke (he noticed a pun on the name of the professor and a famous fictional character used to market wine coolers) so it was actually both, anyway. I was just trying to be funny myself, anyway.
Realism vs Fun (Score:5, Insightful)
Having played on and assisted in development of a host of muds for over 10 years (ranging from old diku and lp based all the way through EQ, Planetscape, etc...) I would agree 100%. There is no substitute for 'Fun Factor' in a mud. In fact the more reasonable and sensable (our world like) a mud becomes, the less interesting I find it.
---
Jedimom.com [jedimom.com], now with twice the pudding!
Re:Realism vs Fun (Score:3, Interesting)
ttyl
Farrell
Planetscape wasn't fun. (Score:1)
I admit that some of the combat was massively intense (as in 5 frames-per-second intense on a fast rig), but the periods of inaction and travel time between hotspots got boring; the
Re:Realism vs Fun (Score:2)
Art can be thought of as a system to abstract and highlight a point of view in some media as a mechinism to communicate.
Every artistic media has a natural vocabulary that is suitible for the range of that media.
Artist working in a medi
Aren't a lot of these problems solved by life? (Score:4, Insightful)
Re:Aren't a lot of these problems solved by life? (Score:2, Insightful)
I both agree and disagree.
From a pure "model a world" point of view, both fiction and the real world are necessary inputs.
However, when one is designing a virtual world (or multiple virtual worlds) for gameplay, there are more considerations. Fiction is not a particularly good input, since the bulk of fiction is a linear experience of one form or another. A virtual wo
Not in the least (Score:2)
Regarding the first problem - in the real world, why aren't you out living adventures? What makes it an exciting notion to think that someone would have adventures? It's the r
Re:Aren't a lot of these problems solved by life? (Score:2)
How many others (Score:5, Insightful)
It's nice to see that not only did Mr Rickey put in a "full-opinion" follow-up, but that
Personally, I have a lot of stories, postings, etc that I really have no problem sharing with a random interested netter... but having several thousand people poring over and commenting on it would make me a bit green.
A lot of slashdotters write that "if you don't want it read, don't post it"... but really there's a difference between putting something up so that global interested parties can check it out, and having it swarmed on by the masses. Makes me wonder if I should append a "property of owner XYZ, please do not copy or link this article without permission"... at least to cover my ass in some form if such an article got in the wild.
Re:How many others (Score:3, Insightful)
Pray you aren't linked to by a truly massive portal site like msn.com or yahoo, or a large news site like cnn.com or msnbc.
CNN stuck a link to the small company I work for in an article about a year back. A slashdotting might last an hour or two, we were pummelled for weeks.
Re:How many others (Score:3, Insightful)
I agree with you that there's a difference between something you want only a fe
Re:How many others (Score:2)
Then your an asshole. Now, if you had a huge portal or site like slashdot, and I had said article crouched in legaleze, and you still posted the damn link, you might even be liable for the huge f**ing bandwidth charges that are likely incurred if you flagrantly ignored such a notice.
Hopefully, slashdot editors would not be so ignorant as to disregard such a warning.
Website owners should be able to have some exectation that if they put up reasonable warn
Re:How many others (Score:1, Funny)
You keep using
Re:How many others (Score:2)
Sure, and I might be able to fart a dialtone, but it's highly unlikely.
In terms of who can read what when and how, posting something anywhere on the web without security (warnings and disclaimers are not security) is no different from writing it d
Re:How many others (Score:2)
But I suppose you think SPAM is wrong. But then... you have an email that is globally accessible too, for many even guessable. So I guess you should be securing that better too and tough luck if you get spammed with 100 goatse's in a day?
It's called a "reasonable expection from a reasonable human being." Unfortunately, with the attitude of people today, reasonable expectation is that you will mee
Re:How many others (Score:1)
Annoying sometimes, yes. Wrong? Well, it's not illegal, most of it is not immoral (IMHO). I don't like it, but I'm not sure it's wrong.
So I guess you should be securing that better too and tough luck if you get spammed with 100 goatse's in a day?
Well, the mildly-obfuscated email of mine here on
we've already been here (Score:2)
*sigh* You [slashdot.org] are [slashdot.org] obviously [slashdot.org] new [slashdot.org] here [slashdot.org]. This [slashdot.org] has [slashdot.org] already [slashdot.org] been [slashdot.org] debated [slashdot.org]. (a lot!)
Of course most of these refer to "deep linking" which is an extra "evil" version of linking. But since you're against any large entity linking to your page you are probably against them "deep linking" to your page as well. This page [dontlink.com] (note this link comes from the "has" article) lists a number of sites that don't want anyone to link to them or have linking policies that heavily restrict how they can be linked to. At least in th
Re:we've already been here (Score:2)
Re:How many others (Score:2)
If your site is on someone else's hostserver, you're pretty much SOL for doing anything about it, but if you are running on your own webserver, you should be able to go into the server configuration and configure your site so that articles are restricted by the HTTP-REFERER header field (admittedly, it can be s
Sounds like (Score:2)
Re:How many others (Score:2)
I have a friend whose site was hammered by a major media outlet -- other than Sla
Misnomer... (Score:3, Insightful)
Try to have an opinion (Score:2, Interesting)
In any case a virtual world (The Matrix if you will) is hardly going to spring into being fully formed. There have to be steps to get there. Hopefully this book is about what steps have been tried.
What MMOGs have you tried, and what would you do differently?
Try to be friendlier (Score:1)
Chill dude. If you can bluff, I can call :) (Score:1)
Can't say I'm surprised though.
Actually, yes I am, I'm surprised you didn't get to +5...
Re:Misnomer... (Score:1, Funny)
Sounds like the real world to me.
Whats not to like? (Score:5, Funny)
I like books written by people more educated than myself, that way I learn things. If you want to feel intellectually superior, check out the local thrift/used book shop for some old "choose your own adventure"s
Or read anything by Grisham or Clancy.
Re:Whats not to like? (Score:1, Funny)
Obviously you are feeling rather intellectually superior.
Re:Whats not to like? (Score:1)
To be somewhat closer to topic, it's like video games. Sometimes I like a more thought-inducing RPG or adventure, with obscure puzzles and whatnot to figure out (I miss the infocom days - puzzles today seem to be "find 4 red magic blocks"), sometimes I like to just blow shit up or punch guys out.
Hey you were that jerk GM of Povar, right? (Score:1)
They are just games (Score:4, Insightful)
It's all so inane to me. They are crappy games, that's all. I wish people would stop trying to find some mystical and spiritual meaning in them.
Re:They are just games (Score:3, Funny)
Obviously you've never played everquest. I mean.. you can DRINK BEER. The screen gets all crazy! It's like, actually drinking beer... but not.
You've got to try it man.
Re:They are just games (Score:3, Interesting)
Re:They are just games (Score:3, Insightful)
Had you gone further, you would have seen that these articles have nothing to do with mystical or spiritual meaning, but rather with an attempt to better classify the types of games and/or players, thus leading to a more complete and sound theory of what makes them interesting and to who. By doing this, the hope is that less of the sub-par crap you moan about will be released because pe
It's not Mystical - it's Social (Score:2, Insightful)
The game is the background for social interactions between real people. Without that there would be nothing much to wax philosophical about.
the book is about making these kinds of games more fun/successful. In single-player games the experience is entirely about the one person playing it. Some of the same principles still apply, but it is the added dimension of social interaction which distinguishes MMOGs from regular games.
And guess what - when you get a bunch of people together you hav
Re:It's not Mystical - it's Social (Score:1)
You are so the sort of person I'm inviting to my next orgy...
graspee
Re:They are just games (Score:1)
Wait... so TSR didn't realease a lot of sub-par games (boot hill? gangbusters?) and provide crappy customer service? Sure they did!
Their customers may have been bitter, cal
Real Cause:Virtual Effect :: Virtual Cause:Real (Score:3, Interesting)
I think one of the most interesting things to me in the games, esp. set in virtual worlds is the relationship of cause and effect.
In real life, we get to "learn" some cause-effects, and use them in making future decisions. But, I personally believe, that there are no hard and fast cause-effects that do not alter when the frame of the system in question is either reduced or enlarged.
I play the games so that I can understand the cause-effect equation. I can sometimes try something in the virtual world and see a real world physical or psychological effect. At other times I can try something in the real-world and see its effect in the virtual world.
The round trip i.e. real-virtual-real is very much possible and observable by me. But the other round trip i.e. virtual-real-virtual is not possible for me, and the only way that I can imagine that is to consider it to be loosely a "mirror" form of the real-virtual-real string.
These cause and effect in the real-virtual-real and virtual-real-virtual strings, and how they in some way help me make sense of my body-mind duality is why the virtual worlds are very real for me .... That is why I am drawn to these "virtual" worlds that very "real" for me ...
Re:Real Cause:Virtual Effect :: Virtual Cause:Real (Score:2)
The only reason I'm drawn to these games is that a real world to me would involve staring into the corner of my cubicle for 8 hours.
I don't often shoot laser beams at faries in my day to day life.
Re:Real Cause:Virtual Effect :: Virtual Cause:Real (Score:1)
Virtual worlds for spacecraft and underwater (Score:2, Interesting)
I've been writing some lecture notes [schwehr.org] for a class on designing virtual worlds that illustrate the real world (usually under water here) and have not discussed with those in the class the how, why, and philosophy of designing virtual worlds.
thanks for the review!
His Games (Score:2, Informative)
Huff
A Few Dozen Virtual World Designers? (Score:3, Insightful)
Online gaming: Practical and useful observations. (Score:3, Interesting)
I've been playing video games of all sorts for plenty of years now, and I have no problem admitting that I am not hooked on Counter-Strike. I'm involved with a gaming center [dmerz.com] that hosts one of those servers, and it is regularly active. I don't love CS, but I don't consider myself a bad player either.... Most of the maps in rotation are simple deathmatch type maps, none of the maps from version 1.5.... Typically, I rank in the top 3 or 4 out of 20 players when I hop on once or twice a month, a stat that surprises me even now. However, being the "old school" gamer, I often switch to maps that aren't so usual... With the CS 1.5 maps or classic maps (vegas, 747, as_ maps), I completely blow everyone else out of the water. I wouldn't say that it's the "lag" of newer maps, nor the fact that most of these guys don't know the maps... Heck, I hardly know some of these maps, so much of this is just a raw skill competition.
I honestly believe that well over 80%, maybe up to 90% of "regular" online gamers are in it primarily for the social contact and environment. I'm sure there's plenty of people (like me) who would rather play for other primary reasons, such as the andrenaline rush or competitive nature, and those factors influence the social gamers greatly, but nontheless.... The vast majority of gamers seem to enjoy or are addicted to the social aspects more than anything else, and learn how to "go through the motions" and base their gameplay on mastery of these motions, and complain when things are altered in the slightest, even to the benefit of gameplay.
I would have been much more interested to hear from the author about his own firsthand experiences with the dynamics of balancing social and gameplay components.... How *DO* you improve a game that people are addicted to, when addicts tend to fight change of any sort? As for that entire article, it seemed too pseudo-intellectual, and I see no benefit of questioning where the lines are drawn between art, social matters, and gaming... After all, I could classify the results of a masterful promoter attracting masses to an art exhibition as art itself.
Re:Online gaming: Practical and useful observation (Score:2)
Excuse me for using my peronsal experience as an example. I should have used someone else's point-of-view instead
The social factor is a BIG (Score:3, Informative)
Also I reallt think in games like EQ, people underestimate the number of women playing and just
Rebuttals to Column at Skotos (Score:5, Informative)
There is a lot more there worth reading.
Also, Richard Bartle is also doing a column at Skotos called Notes from the Dawn of Time [skotos.net].
-- Herder of Cats
Re:Rebuttals to Column at Skotos (Score:2, Interesting)
Strangely, even though Bartle confuses theory in his rebuttal..
Re:Rebuttals to Column at Skotos (Score:3, Interesting)
This is a classic debate (look up "Kuhn vs. Popper"), but he's not making a good case for either side.
Real theories are f
Re:Rebuttals to Column at Skotos (Score:1)
That reminds me... (Score:2, Interesting)
Take Big Brother 4 for example, the participants acknowledge
Re:That reminds me... (Score:1)
Re:That reminds me... (Score:1)
That's exactly my point. Way to put it into a nutshell for me. :)
a related book people might want to check out.... (Score:2, Interesting)
lots of good art history and how it relates to immersive worlds:
http://www.amazon.com/exec/obidos/tg/detail/-/0735 711712/ [amazon.com]
Re:a related book people might want to check out.. (Score:2, Insightful)
And in fact, that's how you want it -- because ideally your players are your actors, and the stories are those that they make up themselves.
The ideal experience for a game company is to set up a stage so compelling that actors flock to it to tell their own stories, thus lessening the work on you.
blah (Score:1)
Re: (Score:1)
A book I've actually held in my hand! (Score:1)
I think I'll go back and give it another peek (if it's still on the shelf when I get there - the last time there was a reviewed book on
Re:A book I've actually held in my hand! (Score:2)
More from a technical standpoint, but does not get into code. Interesting if you are into playing MMORPGs.
My personal review (Score:2)
Re:Virtual Visits (Score:1)