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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.

15 of 113 comments (clear)

  1. Realism vs Fun by angst7 · · Score: 4, Insightful

    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.

    Having played on and assisted in development of a host of muds for over 10 years (ranging from old diku and lp based all the way through EQ, Planetscape, etc...) I would agree 100%. There is no substitute for 'Fun Factor' in a mud. In fact the more reasonable and sensable (our world like) a mud becomes, the less interesting I find it.

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  2. Aren't a lot of these problems solved by life? by 192939495969798999 · · Score: 3, Insightful

    I think a lot of these problems can be solved simply by observation of the real world, and then deciding to either subset it or superset it. It is easy to think of current existence as a black box with certain properties, that one would either want to take a subset of those properties, or extend them in some way. I don't think it takes a special book -- if you're looking for a book on life, try all the millions of great novels out there. Those writers (i.e. Steinbeck) present a lot of information about the design of a world in the way that they create their "virtual worlds".

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    stuff |
    1. Re:Aren't a lot of these problems solved by life? by Anonymous Coward · · Score: 2, Insightful
      Those writers (i.e. Steinbeck) present a lot of information about the design of a world in the way that they create their "virtual worlds".

      I both agree and disagree.

      From a pure "model a world" point of view, both fiction and the real world are necessary inputs.

      However, when one is designing a virtual world (or multiple virtual worlds) for gameplay, there are more considerations. Fiction is not a particularly good input, since the bulk of fiction is a linear experience of one form or another. A virtual world being played in parallel by hundreds, thousands, or even hundreds of thousands of players necessarily needs to fulfill different goals.

      (An accurate, or even only marginally idealized, simulation of the real world wouldn't necessarily make a lot of great gaming.)

      Although drawing on fiction is interesting from a world-building point of view, it's rarely instructive. Most fictional worlds exist only to serve the story -- the Tolkien approach is much, much rarer (where the backstory was sketched in years before he wrote anything, and then he picked an interesting point in the history of his world to write about).

      And even if authors do occasionally do the "create the world in extreme detail, then write about some tiny bit of it" thing, the novels won't have those details -- you'd be better served with the notes leading into the novel.

      Even having those background notes, however, is still not enough, because one of the goals would be to present satisfying gameplay for many people simultaneously. This is very, very different from creating a single story which thousands of people read separately -- this is handling thousands of people being in different stages of a story at the same time, while allowing them the ability to divert it, change the outcome, or just explore the world and ignore the story altogether.

      Novels and real life are interesting source materials, but there's a whole lot more to making an interesting world to interact in than reading Steinbeck. (Of Mice and Men as MMORPG -- yes, you too can play a migrant farm worker in Depression-era America! And pay $10/mo for the privilege, which is probably more than those workers took home!)

  3. How many others by phorm · · Score: 4, Insightful

    Start breathing a little more rapidly after discovering that their article (or worse website) has been posted up on a major site such as slashdot. Pending bandwidth disasters aside, many things are meant to be shared with the general "world-at-large," but not with a large portion of the world. More scary is when they only focus on part of a story or opinion, leading to the appearing of bias on the part of the writer.

    It's nice to see that not only did Mr Rickey put in a "full-opinion" follow-up, but that /. was good enough to post it up.

    Personally, I have a lot of stories, postings, etc that I really have no problem sharing with a random interested netter... but having several thousand people poring over and commenting on it would make me a bit green.

    A lot of slashdotters write that "if you don't want it read, don't post it"... but really there's a difference between putting something up so that global interested parties can check it out, and having it swarmed on by the masses. Makes me wonder if I should append a "property of owner XYZ, please do not copy or link this article without permission"... at least to cover my ass in some form if such an article got in the wild.

    1. Re:How many others by stratjakt · · Score: 3, Insightful

      You think slashdot is bad?

      Pray you aren't linked to by a truly massive portal site like msn.com or yahoo, or a large news site like cnn.com or msnbc.

      CNN stuck a link to the small company I work for in an article about a year back. A slashdotting might last an hour or two, we were pummelled for weeks.

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    2. Re:How many others by MegaFur · · Score: 2, Insightful
      A lot of slashdotters write that "if you don't want it read, don't post it"... but really there's a difference between putting something up so that global interested parties can check it out, and having it swarmed on by the masses. Makes me wonder if I should append a "property of owner XYZ, please do not copy or link this article without permission"... at least to cover my ass in some form if such an article got in the wild.

      I agree with you that there's a difference between something you want only a few people to see and something you want truly everyone to see. IMHO however, once you put it on the Web, all bets are off. To put it more bluntly, if you were to put something on the web and then say "please do not copy or link this article without permission" I will happily ignore your claim. I might even post some links to it out of spite.

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  4. Misnomer... by kneecarrot · · Score: 3, Insightful

    Calling the environments created in the glut of recent MMORPG "virtual worlds" is a disservice to the term. Most of these so-called worlds are woefully small in scope and the inhabitants reduced to a very small subset of brainless activities.

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  5. Re:If Dr. Bartle says one thing by Anonymous Coward · · Score: 1, Insightful
    insightful? A reference to a wine cooler brand name is modded insightful? Wow.

    Maybe funny...maybe.

  6. They are just games by mao+che+minh · · Score: 4, Insightful
    People like to go on profound, philosophical meanderings about MMOGs and MUDs all of the time. I have played a lot of them. You know what? They ain't nothing but games. The difference between "virtual worlds" and your average role playing game is that companies that run MMOGs can get away with making sub-par games and provide crappy customer service. This is because the target audience for MMOGs have proven that they will actually keep paying for this type of customer service and buggy products.

    It's all so inane to me. They are crappy games, that's all. I wish people would stop trying to find some mystical and spiritual meaning in them.

    1. Re:They are just games by Kwil · · Score: 3, Insightful

      I see in venerable Slashdot tradition you actually haven't read anything below the opening blurb on the front page. Kudos!

      Had you gone further, you would have seen that these articles have nothing to do with mystical or spiritual meaning, but rather with an attempt to better classify the types of games and/or players, thus leading to a more complete and sound theory of what makes them interesting and to who. By doing this, the hope is that less of the sub-par crap you moan about will be released because people will have a background of knowledge to draw upon and so can see ahead of time when something probably won't work.

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      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  7. MUDs in the mainstream by true_tavish · · Score: 4, Insightful

    Don't be fooled by the MMO description, EQ, UO and their ilk are still MUDs. Adding pretty pictures to a concept does not change what it is.

  8. A Few Dozen Virtual World Designers? by Nova+Express · · Score: 2, Insightful

    I think the reviewer needs to define just what the book's scope is, and just what "virtual worlds" consist of. The phrase "a few dozen people in the world currently make their living at virtual world design," makes me believe that he's only considering the chief designers at high-profile commercial MMORPGs, leaving out everyone who might design non-online gaming worlds, sub-designers, etc. Not to mention all those people creating things off in Hollywood. Not to mention pen-and-paper game designers. And not to mention my science fiction writing breathern, of which there are, at a minimum, some 200 or so making their living from designing "virtual worlds" consisting of words on a page...

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  9. Re:More info on the author... by dhall · · Score: 2, Insightful

    Dr. Bartle was a trend setter for a genre that is still in it's growth stage. Much like how Gordon Moore was able to set words to a trend that was formulating before him, Bartle attempted to attach theories to a microcosm of online societies.

    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.

    Nice to know that Dave attempts to offset his first treatise with an almost narcissistic comment. A thorough review of Dave's background, as well as following his comments on various boards when he worked for Mythic Entertainment will show a clear disdain for his predecessors within the industry. An egocentrism that seems to permeate most "Devs" for online games that goes all the way down to MUD's.

    Bartle is not a Fred Brooks or Don Knuth, but his background, his past accomplishments and achievements does tend to merit more weighing to his analysis and prose.

  10. Re:a related book people might want to check out.. by Kwil · · Score: 2, Insightful

    Not necessarily. More accurate to say that it's a stage without actors. You could still have a setting, or even multiple settings, props, etc.

    And in fact, that's how you want it -- because ideally your players are your actors, and the stories are those that they make up themselves.

    The ideal experience for a game company is to set up a stage so compelling that actors flock to it to tell their own stories, thus lessening the work on you.

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    That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  11. It's not Mystical - it's Social by Razor+Blades+are+Not · · Score: 2, Insightful

    You miss the point.
    The game is the background for social interactions between real people. Without that there would be nothing much to wax philosophical about.
    the book is about making these kinds of games more fun/successful. In single-player games the experience is entirely about the one person playing it. Some of the same principles still apply, but it is the added dimension of social interaction which distinguishes MMOGs from regular games.

    And guess what - when you get a bunch of people together you have to be able to satisfy as many of them at the same time as you can.

    That's what MMOG designers need to learn, and that's what this book is mostly about.