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Designing Virtual Worlds

Mahrin Skel (Dave Rickey) writes "When I wrote up my Engines of Creation column for August 12th with a focus on Dr. Richard Bartle's Designing Virtual Worlds , I had no idea it was the closest thing to an independent review the book had yet received. I hadn't intended my column as a review, but simply as nit-picking over an almost theological point of disagreement between my philosophy of game design and that of Dr. Bartle. My intended audience was the normal readers of my column, mostly other people already working in the Online Games industry." Rickey provides a review of Bartle's book for a more general audience below, and explains his reasoning for doing so. Designing Virtual Worlds author Richard A. Bartle pages 768 publisher New Riders rating Very Good reviewer Dave Rickey ISBN 0131018167 summary An overview of Virtual World Design by one of the field's founders

It never occurred to me that my review would be read by a wider public, most of whom had never heard of me or even Dr. Bartle, and would see only the hostility, and not understand the narrowness of the focus. When the column was picked up by Slashdot I was stunned, when I realized it was also linked by Clay Shirky in Many to Many and by Joystick101 among other places, I felt slightly ill. Without intending to, I may have damaged the reputation of Dr. Bartle and of his book, and I feel an obligation to set the record straight with an actual review of his book. I'm not sure why it has not already received such a review, except that only a few dozen people in the world currently make their living at virtual world design and would really be qualified to write it.

What is in the book? The "Introduction to Virtual Worlds" of the first chapter does a very good job of laying out what a virtual world is, and defending that definition as a category that includes but is not limited to the online games that are the most common examples of the type. The history lesson included a lot of information even I, after six years in the industry and a serious attempt at studying it, was not aware of. The second chapter gives a very good overview of the process by which the world is created both in business terms and in structural arrangements. The third includes a reprise and updating of Dr. Bartle's now-classic Players that Suit MUD's, the touchstone for every theory of player motivation in online games, and continues into a description of the properties and dynamics of the communities that form in and around the worlds.

Where most of the first three chapters are a primer -- containing the base knowledge needed to understand the whole field in functional terms -- the 4th and 5th chapters focus much more on the worlds as games. The mechanics of game systems, the structure of "advancement" systems and the psychology that makes them run, all of the myriad elements that make a virtual world a game.

Chapters 6 and 7 take a more academic overview of the field, discussing the "why's" of the worlds, what they are, what they may become, and what other fields of human endeavour they are most similar to and therefore may have lessons to offer. Chapter 7's effort to establish the academic and artistic "legitimacy" of virtual worlds was the main source of my disagreement with the book: I think that virtual worlds are entirely capable of standing on their own merits and do not need to be considered credible by the academic arts to be worthy. But this is the "almost theological" issue, and although significant to myself and a handful of others in the field, it's not something that should be counted against the work as a whole.

Chapter 8 focuses on the fact that as virtual as the worlds may be, the people in them (and therefore the relationships) are real, and therefore certain ethical factors normally not considered an issue in game design become much more important. Added to this are questions of "ownership"; if there is no game without the players, but the operator has a finger on the power button, who is in control? Who should be? The book doesn't solve many of these problems (every solution is likely to be unique to a particular setting), but does lay out where most of the fracture lines occur.

What I liked: The book establishes good points and brings the reader up to date on the known principles of the field, with copious references to other writings on the subject provided in the footnotes. The general focus on the "players eye" view is a very important attribute: too often, discussions of virtual worlds have the "God's Eye" designer's view from orbit, and forget that in the end it's the ground-level "fun or not-fun" experience of the players that makes or breaks a design.

What I didn't like: Dr. Bartle is much more broadly educated than I am (they don't give out any titles for an Associates degree in electronics), and tries very hard to make a case to the academic community that virtual worlds are worthy of consideration as serious works of Capital-A "Art." Since I am not concerned about credibility with the dilettantes and dabblers who make up most of academia in the Arts, the repeated references to the Hero's Journey and the effort to define a dramatic theory of online games in Chapter 7 distracted and occasionally annoyed me. But those interested in such things will probably find his efforts there as workmanlike as the rest of the volume.

Summary: This book is a must-read for anyone who works in the field of online games, and highly recommended for anyone who wants to understand the theory and structure of the systems that make them run, or to effectively discuss them with the teams that work on them.

You can purchase Designing Virtual Worlds from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

6 of 113 comments (clear)

  1. More info on the author... by camilita · · Score: 5, Informative
    Since the topic is interesting to me I did a quick search on his name. This is part of the information of the author that can be found in the detail of the book:
    Richard Allan Bartle, Ph.D., co-wrote the first virtual world, MUD ("Multi-User Dungeon"), in 1978, thus being at the forefront of the online gaming industry from its very inception. A former university lecturer in Artificial Intelligence, he is an influential writer on all aspects of virtual world design and development. As an independent consultant, he has worked with almost every major online gaming company in the U.K. and the U.S. over the past 20 years. Richard lives with his...
  2. His Games by Huff · · Score: 2, Informative

    Just a small plug for one of the incarnations of his game MUD2 www.mudii.co.uk .Having also met Richard at a few mudmeets (where the players and wizzes all meet up in a pub and get very drunk :-)) not only is he clever with the text based games, he is also a funny chap.

    Huff

  3. Rebuttals to Column at Skotos by herderofcats · · Score: 5, Informative
    There are also some interesting rebuttals/conversaion by Richard Bartle responding to Dave Rickey's Engines of Creation column at Skotos in the Skotos Forums. In that, Richard says:
    The crux of Dave's objection (as I see it) is that I'm developing a "theory" of virtual worlds that is neither provable nor disprovable, therefore it's not a theory. Well strictly speaking, from a Science standpoint, all theories are not only provable but are actually proven; anything else is merely a falsehood or an hypothesis. Dave is therefore correct: it isn't a formal theory.

    However, I wasn't speaking from a Science standpoint, I was speaking from an Art standpoint. I was using the word "theory" in the same way that it's used in "Film Theory" or "Theory of Art". These aren't theories in the scientific sense, but they are in the Comparative Studies sense. The idea is that an individual wishing to understand a work of art subscribes to one or more individual theories (which may or may not be consistent with other theories - or indeed one another) and applies these to "read" the work of art. You choose the theory you subscribe to based on criteria such as its relevance to your interests, the compellingness of its derivation, the degree to which you are convinced by its conclusions, the similarity of its judgments to your own aesthetic sensibilities etc..

    There is a lot more there worth reading.

    Also, Richard Bartle is also doing a column at Skotos called Notes from the Dawn of Time.

    -- Herder of Cats

  4. The social factor is a BIG by Archfeld · · Score: 2, Informative

    motivator for more than half of our very large clan as well. It can be seen by the number of people just chatting, I also see a corelation between age, the younger are generally more driven and competitive, while the older are generally more relaxed and there for the social aspect. This does not always hold true of course but I've been playing online games for a long time in many formats and that's what I've seen.
    Also I reallt think in games like EQ, people underestimate the number of women playing and just NOT telling anyone they are female. After a long term association with several guild members I was able to pick out numerous closet women playing male characters and actively trying to hide there sex.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  5. Re:MUDs in the mainstream by Anonymous Coward · · Score: 1, Informative

    Exactly.

    Look at EverQuest's socials sometime. Spend a few minutes going through them. Then look in interp.c from the Merc codebase.

    See anything amusing?

    I also like the 'new' features that all these graphical games are introducing as being innovative. Housing? Had it two decades ago. Horses? Been there, done that. Player vs. player? Please.

    The only real advantage of this generation of muds are a) graphics, and b) the fact that not just any 12 year old kid can download a codebase, slap on ANSI color and call it 'fully customized'.

    Thus, there's a much lower signal-to-noise ratio when one attempts to find something to play. And thankfully, the commercial enterprises seem to be going for diversity - Everquest is vastly different than Dark Age of Camelot, and they're both quite different from, say, Anarchy Online.

  6. Re:A little history by jbmadsen · · Score: 2, Informative

    PLATO is mentioned in the book.