MUD Co-Creator Bartle On Voice Chat in MMOGs
Fusty writes "In 1979, Richard Bartle co-created a MUD, the first system for players to share adventures online. Aside from veteran game coding skills, Bartle has strong opinions about game design. He recently examined the idea of voice chat in massively-multiplayer online role-playing games (MMORPGs). His opinion? Not Yet You Fools! - on Game Girl Advance."
I guess the world isnt ready to hear:
"n0 way I k1ll3d u d00d! u c4mp1ng f4g!"
Be you Admins? nay, we are but lusers!
From the article:
.strong opinions... the idea of voice chat in massively-multiplayer online role-playing games..
Okay, here's the scenario:
Strong opinions: All Slashdotters have them
Voice vhat : Vow! That'd be cool over here...
Massively-multiplayer : The very definition of Slashdot.
Online role-playing: Yeah, we have the MS shills, the Apple astro-turfers, the GNU devotees, the FSF freaks, the trolls, the GNAA folks...
Let's get this chap to write Slashcode I say!
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If you keep throwing chairs, one day you'll break windows....
Not only would voice destroy the ROLE PLAYING element (as he nicely puts it: "Hey, this elf babe is from England!". Hello reality."), but they present a number of technical problems. Just how would you log these chats for abuse? What about bandwidth and processing power? Even MUD servers never seem to have enough bandwidth, in graphical MMO's lag is always a huge problem, but instead of fixing those problems they go and intruduce a whole new dimension based on the presumption that it's going to "attract newbies". Well guess what? It's going to turn away long.time players.
I can just see it now, "I'm humping you, see my character going back and forth, oh yeah, finger yourself babe, I want to hear you moan, oh yeah, oh YEAAAAAAAH, OH SWEET JESUS THANK MICROSOFT FOR GIVING ME THE CHANCE TO GET LAID!"
-If God wanted people to be better than me, he would have made them that way.
I think Richard Bartle has lost touch with what role playing's origins. If we apply his logic to pen and paper games we see how flawed his argument really is. Afterall how many of us sat around the table throwing dice passing written notes back and forth explaining what our chacters were doing/saying? I think "voice communication" was as acceptable then as it remains now. I think people are becomming a little TOO immersed in the digital world and forgeting that there are analog analogies to some of these problems. Think people. I doubt that most people in these games are concernied about character development anyway... its all about the amount of "stuff" you can gather. Those geeks that are into playing out their bvirtual cahracters arent going to be disuaded by the fact that voice has been introduced into the game. I wasn't when I role played my Theif in 1988...
He, and everyone else who is against voicechat in games, just don't get what voice really means. Their argument always goes: 'it will break your suspension of disbelief'.
:) ).
/while you're listening to his lecture/!
It won't, and I have proof: everyone who has ever played a tabletop roleplaying game knows what I'm talking about. If a voice is enough to destroy your suspension of disbelief, it wasn't very strong to begin with.
Not only that, but voice filters can (and will) make you sound like a troll (
The only halfway valid argument he makes is the 'difficulty' of having to deal with two streams of communication, text and voice. And the only people who can't cope with that aren't too bright; we've all had school here where you read and write down what the teacher has written on the blackboard
Fact is that voice is just the best/fastest comm system available. The only problem it does have, which mister whiskers didn't even address, is that sometimes people don't speak the common carrier language well enough...in which case they might have to type, thereby communicating slower than others.
Which means they'll either learn better english (or mandarin, whatever) or go adventuring with people who speak the same language.
And as for abuse; even a basic personal kick/ban system will take care of that.
In short: the guy might know his MUD's, but I think he should have stayed there.
-- Waht? Tehr's a preveiw buottn?
"Who the HELL wants to hear actors talk?" H.M. Warner, Warner Brothers, 1927
Is this article just the online equivalent?
-- the only thing we have to fear is really scary things
Well, I hate to say it, but I agree with the man. I never cared much for voice chat in games, much less voices in games. Anyone like the voices in FFX? I know I don't. Because it ruins the imagination. The experience. Well, lets extend this concept to voice recognition in games. Same thing. Ruins the entire virtual aspect of MMORPG. I think I'll eat a peanut butter and jelly sandwich now...
Personally, I think the problem goes both ways, the hardcore roleplayers often want too much from the people who are playing and just want to have some fun, and those people often just go too far out in having really idiotic names, and running about with leetspeak and everything. Personally I think it's best when you have a compromise. Make them have decent names, and not blantently go about with OOC stuff in more public places, but don't penatlize them for not having a 6 page essay on their charecters motivations and such and let them have their fun killing the denizens and getting loot. In the end it'd probally make both side much happier.
...for someone to turn on their stereo while playing his favorite MMORPG, only to find the RIAA busting the entire player population of Everquest for listening to pirated music.
Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
The last thing I needed is some lamer in Everquest shouting 'OMFG YOU KILL STEALER'. These games have poor role playing environments as it is, don't make them worse.