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 a necessary component of allowing TK's is making the penalty for being killed not that onerous. It sucks to get killed and then lose a level, your equipment, etc, and then have to work your way back up. In addition, PK'ing needs to be tightly controlled, so some level 500 or so player doesnt prey upon some newbie. Confining it to specific areas and allowing it only within certain skill ranges is necessary. In general, it is best to let the noobs run around fighting NPC's, allowing only the higher level characters to kill each other- especially since they are more involved in the game and therefore better equipped to handle it- A player may have a vendetta against another player and use his social connections to seek revenge, and as long as it is all done 'in character' and somewhat maturely, it could add a great storyline to the game.
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.)
Luke, I am your signature. Search your feelings, you know it to be true...