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.
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.
I disagree 100%. What's very important is to make absolutely certain that a player who's careful and quick enough can avoid being pk'ed - that there are no ways that you can be pk'ed without any warning. Ie, give every player a fair chance of getting out of it alive no matter how good the pk'er is.
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 little bit of xp and some gold, so no one really cares about being pk'ed. On this mud I used to play, though, where you lost everything you were carrying, not to mention 1/3 of a level of xp (and there were only 30 levels overall, so that was a lot), and with the possiblity of losing stats points if you lost a level, dying *really* mattered. That gave you a very good motivation to:
1) Form groups of trusted players that you knew weren't going to pk you.
2) Be very aware of what other groups/clans/lone assholes were known to pk randomly so that you could get away quickly if you met them.
3) Never leave your character sitting on his ass in the wilderness - only do that in 'safe rooms' like the inn and the guilds and such, cause otherwise even a clueless newbie could kill you.
4) Always carry the essential stuff to get away from anywhere quick (ie several scrolls of recall, and wear a lucky charm to prevent other people from summoning you).
These all made the game much more fun, because there was an element of risk. I never saw a single person complain that this mud was not balanced pk-wise, though at some points in the faraway past (before I started playing it) it had some unbalances such as a clan taking over the fountain of a major city and charging coins to allow people to fill their waterskins, on penalty of death. Even that was referred to by all with some fondness though.
Even when I got pk'ed, I could always point the finger to one point where I panicked and didn't do the right thing or didn't know the right thing, and fucked up. I had the means to avoid pk. That's how it should be balanced.
Daniel
Carpe Diem
Of course this opinion applies mainly to the MUD style games, where being killed usually involves losing resources and/or progress you put noticable amounts of time and effort into acquiring. Part of the brilliance of Doom/Quake/Half-Life and the many others in that genre is that when you die, all you lose is the weapons you spent the last 30 seconds running around and gathering up. The victor gets the satisfaction of "I killed you", the loser doesn't feel as upset as when killed in a MUD. Also the fast pace and simpler gameplay makes it likely that most or all of the players will get at least *some* kills. Contrast this to MUDs/MMORPGs where often only the killer(s) will have a "win" to be satisfied about in a given play session, and the victims have nothing to be happy about. In "low impact death" games like Quake, a higher percentage of the population will be in categories A and B than in games like Everquest.
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