Multi-User Dungeon Pioneer Interviewed
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.
I think i found a glitch in the matrix
I disagree with his assertion that a world "needs" PKs. I played UO for a number of years, and had a lot of friends leave precisely because of PKs. Guess what, getting killed was NOT fun for a lot people -- if a person is not having fun, the game is not a good one.
That was kind of an odd interview. He kept giving weird answers. I also would've expected him to really be playing more games, since he's famous for making the first MUD. I thought he would've been one of the huge MMORPG people.
Fuck Slashdot
If UO were to be shut down, I expect that player run shards could last nearly forever. I don't know about some of these other MMORPGs ability to be run off server emulators, but as long as someone out there wants and has the ability to run a server, the game can't really die.
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 launched around the same time, but they are definately dieing if not dead already. Well, I used the thing pretty steady from about 1996-1999 and thought any day it would die. Well, it didn't, largely thanks to volunteer support. I imagine it became alot cheaper to run that back in the early days. From what I heard Fujitsu spent millions of dollars to develop it (to be fair, there was both a Japanese and American version, american first exclusively available through compuserve, then later made available to all web users for something like $50 a month -- and I was paying like $200 a month through compuserve, billed by the hour.)
Anyways, the point is that I expect any MMORPG, especially with a large audience, and a little support from the developer to exect nearly forever. Ironically the biggest threat to the life of the game would be copyright law.
o/~ Join us now and share the software
"Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs"
That is seriously the worst title I have ever heard for a book...
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