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 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.
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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 running after a really long time, and still making money. (I think it was the first online game to make over a million dollars in gross revenues in one year). Achaea is another for-pay game I'd expect to see stick around for a long time.
When there's a big corporate daddy that has final say, games are more likely to die off when their usage (and thus revenues) fall below a certain point. And since graphic games are a lot more expensive to create, you'll usually (though not always) see them under the control of a big corporation. I have occasionally seen small groups of people acquire rights to their dearly beloved game after it's been shut down, but usually they come back a lot smaller, and gradually fade from sight. Castle Infinity from Starwave was one of those. More recently, two of the original programmers of Meridian 59 got the rights back from 3DO, and seem to be doing ok so far, even fixing some old bugs and adding new features. And the latest incarnation of Habitat in the US, Dreamscape, is still limping along the last I heard. Something like server emulators as an option to keep a game alive is a newer phenomenon, but I think those would have trouble living much past the five year mark, because the community will fragment to multiple emulators right from the start, the emulators won't have 100% of the features people liked in the original game, and the game probably won't progress technologically or artistically on the client end.
I've always deliberately kept my team and my overhead small on my game. For the first few years, we worked other full-time jobs and maintained and expanded it in our spare time - and operational and support costs are still so low we could switch back to doing that in a heartbeat, if we really had to. In addition, I owned over 50% of the company when two of us founded it, I own over 50% of it now, and I will always own over 50% of it. I won't sign any contracts that'd give any outside party the authority to shut our game down for good, so nobody can get rid of it till they pry my source code from my cold, dead fingers. I think I ought to easily be able to live another 50 years or more, so maybe I can set some kind of new duration record eventually!
Though I do think in 50 years most kids would rather play the new 4D holo-stim games than my old technologically backwards crude looking "retro" game. Also I think MUD 2 is still running somewhere, which started a long time before Furcadia did. I don't know if there's any copies of MUD 1 running anywhere - probably so. I think a few of the old mid-70s Plato multiuser graphic dungeon games that preceeded MUD can still be found on things like NovaNet, though I haven't checked in the last couple of years.
Furcadia - A free online game with user created content, DragonSpeak scripting, & more.
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
Yep. We're located at http://www.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. :)
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Brian "Psychochild" Green
Brian "Psychochild" Green
MMO developer's blog