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Bartle to MMOG Players - Newbs!

Gamasutra (registration required) has begun running an excellent column called "Soapbox". The first article up on the site is penned by Richard Bartle, one of the gents who created MUD1. Why Virtual Worlds are Designed by Newbies [non-reg alternate] is a great look at the lessons of past games and the foibles of designing a new one. From the article: "Virtual worlds are being designed by know-nothing newbies, and there's not a damned thing anyone can do about it. I don't mean newbie designers, I mean newbie players - first timers. They're dictating design through a twisted "survival of the not-quite-fittest" form of natural selection that will lead to a long-term decay in quality, guaranteed."

336 comments

  1. Oh, the horror of bad gaming by The+I+Shing · · Score: 4, Funny

    It's gotten so bad in the virtual worlds that I've given them up and have been forced to take up exercise and reading. God, I'm getting smarter and healthier, someone help me!

    --
    You are in error. No-one is screaming. Thank you for your cooperation.
    1. Re:Oh, the horror of bad gaming by Anonymous Coward · · Score: 5, Funny

      God, I'm getting smarter and healthier...

      ...says the individual reading MUD articles on Slashdot.

    2. Re:Oh, the horror of bad gaming by arose · · Score: 1
      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    3. Re:Oh, the horror of bad gaming by theMerovingian · · Score: 2, Funny


      Ha, me too! I was playing Star Wars Galaxies 30 hours a week, but that got boring...

      Now, I'm thinking of going to law school to fill the empty hours. I've also been lifting weights, and am even thinking about talking to a girl sometime in the next few weeks (if the opportunity presents itself).

      --
      "If you think you have things under control, you're not going fast enough." --Mario Andretti
    4. Re:Oh, the horror of bad gaming by The+I+Shing · · Score: 2, Funny

      Whoa, slow it down, man, one step at a time, one step at a time!

      --
      You are in error. No-one is screaming. Thank you for your cooperation.
  2. Wait a minute by Anonymous Coward · · Score: 3, Funny

    Are you telling me they can be designed with PHP?

    1. Re:Wait a minute by Anonymous Coward · · Score: 0

      And MySQL.

    2. Re:Wait a minute by Jouser · · Score: 1

      Yes, they can be designed with PHP but the MOST POPULAR choice is Perl.

    3. Re:Wait a minute by AndroidCat · · Score: 1

      I do it with VB to SQL Server on IIS. uh. Massively Microsoft Online Gaming, right...?

      --
      One line blog. I hear that they're called Twitters now.
    4. Re:Wait a minute by Anonymous Coward · · Score: 0

      sorta like CNN is the MOST WATCHED cable news network *cough*Bullshit*cough*

  3. Regisitration Required. Slashdot Sucks. by TheMysteriousFuture · · Score: 4, Informative

    Regisitration Required

    How lame...Why on earth do "we" even bother reading slashdot anymore. The editors might as well be (un)trained monkeys.

    Use:

    Username: slashdot@mailinator.com
    Password: slashdot
    article linky

    bugmenot login generator

    Feel free to hijack this thread to complain about how slashdot is going to the dogs these days... I remember the good ol' days when they used to run real live interesting tech stories...not some

    --
    .sig
    1. Re:Regisitration Required. Slashdot Sucks. by Pxtl · · Score: 1, Troll

      I think Gamasutra Wireless is no login...

      http://www.gamasutra.com/features/20041103/bartl e_ mobile.shtml

      But I might be wrong, as I already logged in on the site with that usr/pwd you posted.

    2. Re:Regisitration Required. Slashdot Sucks. by UserGoogol · · Score: 2, Insightful

      Slashdot has problems. GNAA adds problems. I don't see how GNAA could serve any practical purpose besides allowing people to burn some extra time by posting swastikas and goatses.

      --
      "Never attribute to malice that which can be adequately explained by stupidity." -- Hanlon's Razor
    3. Re:Regisitration Required. Slashdot Sucks. by rnx · · Score: 2, Informative

      gamasutras login can actually be avoided by simply
      turning off javascript

    4. Re:Regisitration Required. Slashdot Sucks. by luvbassonacid · · Score: 3, Insightful

      now dont get me wrong, i am neither here nor there on this issue. considering im a relative /. newb (i havent been here nearly as long as the people who have been here before me.. ahhm...) anyways, "good ol' days" aside, how can we get past the fact that a "non-reg alternative" was clearly posted next to the reg required link? is there another problem at hand here or am i just to darn stupid to see the obvious peril and turmoil this *gasp* RR-linkaged is causing in the more-hardcore-/.er-then-thou crowd? i can see if every link on the homepage was RR, is this the way it seems..?

      --
      --- Why rant when you can rave?
    5. Re:Regisitration Required. Slashdot Sucks. by Anonymous Coward · · Score: 0

      The non-reg alternative wasn't there in the original post, it got updated. /. editors trying to cover their asses probably.

    6. Re:Regisitration Required. Slashdot Sucks. by slashzero · · Score: 1

      A priceless site: http://www.bugmenot.com Install Firefox Extension and bingo, no more registering.

    7. Re:Regisitration Required. Slashdot Sucks. by Anonymous+Luddite · · Score: 1


      Really, I've gotta agree with the parent here. The registration is about as non-invasive as a prostate exam, but fuck, you don't really need to give them all that info. Do what I did. Load the message thread to find a mirror or....

      just lie.

      If 10% everyone who had to fill out one of these bullshit registrations told huge lies, the data generated wouldn't be worth using...

      If your data is correct "most of the time" it's undependable all of the time....

    8. Re:Regisitration Required. Slashdot Sucks. by Breakfast+Pants · · Score: 1

      I've done work on this for several companies. Your point does stand. You throw out 10% but the actual percent common today is higher!

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    9. Re:Regisitration Required. Slashdot Sucks. by Anonymous+Luddite · · Score: 1


      I pulled 10% out of my ass. I'm interested that you've done work on this in particular. What do you think the real number is?

    10. Re:Regisitration Required. Slashdot Sucks. by Nilatir · · Score: 1
      If 10% everyone who had to fill out one of these bullshit registrations told huge lies, the data generated wouldn't be worth using...



      Valid point...look at the exit polls.

      --

      "We were half way to Rivendell when the drugs began to take hold."
      -- Hunter S. Tolkien
    11. Re:Regisitration Required. Slashdot Sucks. by Hognoxious · · Score: 1
      how can we get past the fact that a "non-reg alternative" was clearly posted next to the reg required link?
      Yes, in square brackets, which normally on /. means the domain that the precing link goes to. That's probably why I for one didn't notice what it said.
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    12. Re:Regisitration Required. Slashdot Sucks. by Anonymous Coward · · Score: 0

      Gamasutra is actually one of the few places which registration is really quite handy - especially if you want to read up on game design. There is a plethora of knowledge contained within, and all you must do is supply an email address - any that you can access will do.

      I mean, fo' shiz. Your complaining is neanderthal.

  4. Calling all Karma Whores! by Anonymous Coward · · Score: 0

    The article is login-only--please repost.

    btw--first post.

  5. Newbies are usually lost by fembots · · Score: 5, Insightful

    The article has a summary:

    Point #1: Virtual worlds live or die by their ability to attract newbies
    Point #2: Newbies won't play a virtual world that has a major feature they don't like.
    Point #3: Players judge all virtual worlds as a reflection of the one they first got into.
    Point #4: Many players will think some poor design choices are good.

    iCLOD Virtual City is based (remotely) on a real city. It is turn-based and time-based so that players won't be affected by different time zones and there are enough objectives to keep everybody occupied.

    But like the article stated, it's pretty hard to keep everyone happy because they all want something in the virtual world to suit their abilities to win.

    Additionally, newbies are always lost in the first instance they arrive in the city, so it requires a lot of tutorials and guides to get them settle in in order to introduce the real depth of the game to them.

    1. Re:Newbies are usually lost by zbyte64 · · Score: 5, Interesting

      As a game programmer/designer, I completely understand. You can never make everyone happy, and the masses happen to be n00bs :/ I currently develop http://www.archspace.org/ with some of my other friends and the game is dieing. The game used to have thousands of people but now it seems that is just a memory. Currently we are forced to consider changing the dynamics of the game to make it more "n00b" friendly. Such changes include protection, attack cool down, etc. I fully detest such changes, but it seems we have little option for the game is dieing. We have tried to avoid making such changes, and added other features to the game... Our last ditch effort will be integrating irc into the game so hoefully the n00bs wont feal so disconnected from the archspace community. Then this might just simply be the natural life cycle of this game for it is over 4 years, but when I compare to games such as outwars.com (yes i know im biased) I see that www.archspace.org has much more in depth strategy, and yet fewer players. I fear the majority of people don't like games with a little complexity anymore, and simply want it to be mindless :(

    2. Re:Newbies are usually lost by Anonymous Coward · · Score: 0

      Point #3: Players judge all virtual worlds as a reflection of the one they first got into.

      yup so now you got all kinds of newbies going into an MMO and start off by begging for items and money...just like what they experienced in their first MMO...hahaha

    3. Re:Newbies are usually lost by ZorbaTHut · · Score: 3, Funny

      "Additionally, newbies are always lost in the first instance they arrive in the city"

      Yeah, no kidding. I just tried iCLOD.

      Okay. Links on the side of the screen. Let's see what they do.

      "Clicking this link costs $5 and uses 5 minutes of time."

      Fuck. Wasn't even useful. Let's try this one.

      "Clicking this link costs $10 and uses 10 minutes of time."

      Fuck! Okay, okay, $10 isn't much and neither is 10 minutes. Let's see what I can do.

      Hey, I could get a job here! This one looks neat.

      Except it's midnight and it won't let me. Bah. Well, I can get a cup of coffee.

      Except, surprise, it's midnight and it won't let me. Grrr. Maybe I should go find a place to sleep. I don't see one here. I'll go explore.

      Nope. None here.

      Or here.

      Or here.

      "Superior room". I can't afford that. Let's keep looking.

      No, no, no, no, no, no, no, no, no, no (note: there should be about 20 no's here.)

      Ah, a hostel! That'll do. Except, wait, I have to be female apparently. Fuck. Keep looking.

      No, no, no, no, no, no, no, no, no, no . . .

      Ah, a Standard Room. Okay. Better than nothing. Eight hours, gone. Plus three hours spent looking for a place to sleep.

      Now I can get a job. I wonder if there were any good jobs that I missed. Well, there's this nice database of places I've visited, that . . . has no job info. What am I supposed to do, write down job stats on a piece of paper? Fuck it, I'll just take the first job I can.

      Eight more hours gone.

      Woo. I've almost paid for my room. I haven't paid for it entirely. I haven't paid for the $15 of misclicks. I haven't paid for the $60 of upkeep I apparently get every day. And I've still got five hours for the day. I can't sleep, I can't work, and all the interesting places to "play" seem to be closed. Even if I could afford them, and, at this rate, I can't.

      This "game" sucks.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    4. Re:Newbies are usually lost by marko123 · · Score: 2, Informative

      http://www.iclod.com/info.aspx?section=help&subjec t=quickstart

      Quickstart Tutorials are useful.
      It says how to get a free room for the first night on the first page.

      --
      http://pcblues.com - Digits and Wood
    5. Re:Newbies are usually lost by ZorbaTHut · · Score: 1

      They shouldn't be necessary, or if they are necessary, it should be in big flashing letters when you start the game. The player shouldn't need to hunt through the documentation to figure out WTF is going on.

      And note that I did hunt through the documentation, and somehow didn't see that. :P

      --
      Breaking Into the Industry - A development log about starting a game studio.
    6. Re:Newbies are usually lost by marko123 · · Score: 1

      Agreed. One of the things that we have come to expect from MMORPGs is in-game help for initiation.

      --
      http://pcblues.com - Digits and Wood
    7. Re:Newbies are usually lost by ZorbaTHut · · Score: 2, Insightful

      Not just MMORPGs - all games. I pretty much never crack open the manual on any game at this point. :P

      --
      Breaking Into the Industry - A development log about starting a game studio.
    8. Re:Newbies are usually lost by Feanturi · · Score: 1

      Quickstart Tutorials are useful.
      It says how to get a free room for the first night on the first page.


      If it isn't built right into the game, it's not a very good game. Nobody should have to go on the web just to find out how to play a game that is not running in a web-browser. There should be a good manual, or good online help within the game. This can be an MMO killer too, make users have to go to 2 or 3 different places outside of the game just to find out how to do different things in it, just to find out the commands, just to find out what certain items are for and what they do, it's ridiculous in some cases. The game better be pretty DAMN intriguing, to be able to attract players in spite of an almost passive-agressive attitude keeping them away.

    9. Re:Newbies are usually lost by MilenCent · · Score: 1

      Point #1: Virtual worlds live or die by their ability to attract newbies
      Point #2: Newbies won't play a virtual world that has a major feature they don't like.
      Point #3: Players judge all virtual worlds as a reflection of the one they first got into.
      Point #4: Many players will think some poor design choices are good.


      Replace the words "virtual worlds" with "any game in a genre, produced by a particular developer, designed by a particular designer, or with any feature which makes it stand out from the crowd. None of this applies simply to virtual worlds alone, but are symptoms of the great tendency to dismiss things out of hand among most modern gamers (and movie watchers, TV viewers and readers, too).

      For example: Zelda: Wind Waker's cel shading did absolutely nothing to harm the gameplay, but caused a legion of gamers looking for an excuse to hate to turn up their noses.

      I give Zelda as an example because it readily illustrates my point, but some of the best games for all three consoles suffer because of this. This is just another version of the know-nothing (who usually, perversely, thinks he's sufficently clued) who won't even consider playing something like Nethack because of permadeath, utterly unwilling to consider that the whole game is designed around it.

      The problem is easier to see in virtual worlds than other games, and communication between players in-game tends to magnify the speed with which they get dismissed, but the phenomenon is not unique to them.

    10. Re:Newbies are usually lost by Anonymous Coward · · Score: 0

      Maybe people want to play a game designed by people smarter than those who use the words "dieing" and "n00b".

      And comparing yourselves to outwar.com for any purpose is retarded as outwar itself is completely retarded.

      Face it, web based games were dead by 2001.

    11. Re:Newbies are usually lost by Anonymous Coward · · Score: 0

      Well, it doesn't put your product in the best light to call your potential users "n00bs" and in general convey a condescending attitude.

      Having never heard of Archspace, I visited the site. After a few minutes of clicking around, I finally saw a written description of what the game was about -- what it offered or what goal you were to accomplish. Maybe this is the reason you aren't attracting new players: making it difficult to figure out what to do.

      I'm not suggesting that your site layout with its multiple menu systems is confusing, but if you don't see a sort of 'product overview' in the first few minutes, interest wanes.

    12. Re:Newbies are usually lost by doodlelogic · · Score: 1

      THERE WILL BE NO PASSING OF INFORMATION OUTSIDE OF PROPER CHANNELS
      Do not post specific information about any player other than yourself that cannot otherwise be found by anyone without the use of an attack or covert operations. This includes detailed battle results, even though you may have been involved in the battle, you are revealing the other persons troop types and tactics. This also includes battle results that have resulted in the death of the other player. If you want to reveal such information to your allies (or council members), use the message system provided.

      Basically banning anyone who has friends who play the game from talking about it. No wonder people get bored...

  6. Premature? by DeepFried · · Score: 2, Insightful

    It seems strange to crown it an excellent column if this the first article.

    Just my opinion.

    --


    Who is General Failure, and why is he reading my hard disk?
  7. SLOW by TheMysteriousFuture · · Score: 0, Offtopic

    Wow, is it just me or is slashdot amazingly slow right now?...

    --
    .sig
    1. Re:SLOW by Anonymous Coward · · Score: 0

      secret phallus

  8. The "newbies" are paying the bills. by Kenja · · Score: 3, Interesting
    Its the "newbies" that make companies money. Beleive it or not, people who make MMRPGs tend to do so not for love of their work but to make money.

    PS: Is it just me or is Slashdot REALY slow today?

    --

    "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    1. Re:The "newbies" are paying the bills. by Zorilla · · Score: 1, Insightful

      PS: Is it just me or is Slashdot REALY slow today?

      It's November 3rd. Anything special going on right now?

      --

      It would be cool if it didn't suck.
    2. Re:The "newbies" are paying the bills. by The+boojum · · Score: 1

      RTFA: He addresses this off the bat. That's part of why he claims they have so much power.

    3. Re:The "newbies" are paying the bills. by Anonymous Coward · · Score: 0

      Is it just me or is Slashdot REALY slow today?
      Have you noticed any quantum singularities nearby lately? they have been known to cause time dilation..

    4. Re:The "newbies" are paying the bills. by Beyond_GoodandEvil · · Score: 1

      "RTFA" You must be new here.

      --
      I laughed at the weak who considered themselves good because they lacked claws.
  9. Article Text by OverlordQ · · Score: 4, Informative

    [Author's note: What I'm calling virtual worlds, you might call MMORPGs or MMOGs or (if you're a real old-timer) MUDs. Macro replace with your preference accordingly. Got that? Then I'll begin...]

    Introduction

    Virtual worlds are being designed by know-nothing newbies, and there's not a damned thing anyone can do about it. I don't mean newbie designers, I mean newbie players - first timers. They're dictating design through a twisted survival of the not-quite-fittest form of natural selection that will lead to a long-term decay in quality, guaranteed. If you think some of today's offerings are garbage, just you wait...

    Yeah, yeah, you want some justification for this assertion. Even though I'm in Soapbox mode, I can see that, so I will explain - only not just yet. First, I'm going to make four general points that I can string together to build my case. Bear with me on this...

    The Newbie Stream

    Here's a quote from Victorian author Charles Dickens:

    Annual income £20/-/-, annual expenditure £19/19/6, result happiness.
    Annual income £20/-/-, annual expenditure £20/-/6, result misery.
    Annual income £0, annual expenditure £20,000,000, result
    There.com.

    OK, so maybe he didn't actually write that last line.

    What Dickens was actually saying is that, so long as you don't lose more than you gain, things are good. In our particular case, we're not talking olde English money, we're talking newbies, although ultimately, the two amount to one and the same thing.

    Now I'm sorry to be the bringer of bad news, people, but here goes anyway: even for the most compelling of virtual worlds, players will eventually leave. Don't blame me, I didn't invent reality.

    If oldbies leave, newbies are needed to replace them. The newbies must arrive at the same rate (or better) that the oldbies leave; otherwise, the population of the virtual world will decline until eventually no-one will be left to play it.

    Point #1: Virtual worlds live or die by their ability to attract newbies

    Newbie Preconceptions

    Another quote, this time from the 1989 movie Field of Dreams:

    If we build it, they will come.

    Well, maybe if you're an Iowa corn farmer who hears voices inside your head telling you to construct a baseball stadium, but otherwise...

    A virtual world can be fully functioning and free of bugs, but still be pretty well devoid of players. There are plenty of non-gameplay reasons why this could happen, but I'm going to focus on the most basic: lack of appeal. Some virtual worlds just aren't attractive to newbies. There are some wonderfully original, joyous virtual worlds out there. They're exquisitely balanced, rich in depth, abundant in breadth, alive with subtleties, and full of wise, interesting, fun people who engender an atmosphere of mystique and marvel without compare. Newbies would love these virtual worlds, but they're not going to play them.

    Why not? Because they're all text. Newbies don't do text.

    Newbies come to virtual worlds with a set of preconceptions acquired from other virtual worlds; or, failing that, from other computer games; or, failing that, from gut instinct. They will not consider virtual worlds that confront these expectations if there are others around that don't.

    Put another way, if a virtual world has a feature that offends newbies, the developers will have to remove that feature or they won't get any newbies. This is irrespective of what the oldbies think: they may adore a feature, but if newbies don't like it then (under point #1) eventually there won't be anyone left to adore it.

    Point #2: Newbies won't play a virtual world that has a major feature they don

    --
    Your hair look like poop, Bob! - Wanker.
    1. Re:Article Text by jbNet · · Score: 1

      Wow, I can't believe I actually read this article

  10. nevertheless, by Anonymous Coward · · Score: 3, Funny

    I, for one, welcome our new newbie overlords...

    1. Re:nevertheless, by Anonymous Coward · · Score: 0

      I, for one, welcome our new bi overlords...

  11. Re:Subscription article link? by Anonymous Coward · · Score: 0, Informative

    Soapbox:
    Why Virtual Worlds are Designed By Newbies - No, Really!

    [Author's note: What I'm calling virtual worlds, you might call MMORPGs or MMOGs or (if you're a real old-timer) MUDs. Macro replace with your preference accordingly. Got that? Then I'll begin...]

    Introduction

    Virtual worlds are being designed by know-nothing newbies, and there's not a damned thing anyone can do about it. I don't mean newbie designers, I mean newbie players - first timers. They're dictating design through a twisted "survival of the not-quite-fittest" form of natural selection that will lead to a long-term decay in quality, guaranteed. If you think some of today's offerings are garbage, just you wait...

    Yeah, yeah, you want some justification for this assertion. Even though I'm in Soapbox mode, I can see that, so I will explain - only not just yet. First, I'm going to make four general points that I can string together to build my case. Bear with me on this...

    The Newbie Stream

    Here's a quote from Victorian author Charles Dickens:

    Annual income £20/-/-, annual expenditure £19/19/6, result happiness.
    Annual income £20/-/-, annual expenditure £20/-/6, result misery.
    Annual income £0, annual expenditure £20,000,000, result There.com.

    OK, so maybe he didn't actually write that last line.

    What Dickens was actually saying is that, so long as you don't lose more than you gain, things are good. In our particular case, we're not talking olde English money, we're talking newbies, although ultimately, the two amount to one and the same thing.

    Now I'm sorry to be the bringer of bad news, people, but here goes anyway: even for the most compelling of virtual worlds, players will eventually leave. Don't blame me, I didn't invent reality.

    If oldbies leave, newbies are needed to replace them. The newbies must arrive at the same rate (or better) that the oldbies leave; otherwise, the population of the virtual world will decline until eventually no-one will be left to play it.

    Point #1: Virtual worlds live or die by their ability to attract newbies

    Newbie Preconceptions

    Another quote, this time from the 1989 movie Field of Dreams:

    If we build it, they will come.

    Well, maybe if you're an Iowa corn farmer who hears voices inside your head telling you to construct a baseball stadium, but otherwise...

    A virtual world can be fully functioning and free of bugs, but still be pretty well devoid of players. There are plenty of non-gameplay reasons why this could happen, but I'm going to focus on the most basic: lack of appeal. Some virtual worlds just aren't attractive to newbies. There are some wonderfully original, joyous virtual worlds out there. They're exquisitely balanced, rich in depth, abundant in breadth, alive with subtleties, and full of wise, interesting, fun people who engender an atmosphere of mystique and marvel without compare. Newbies would love these virtual worlds, but they're not going to play them.

    Why not? Because they're all text. Newbies don't do text.

    Newbies come to virtual worlds with a set of preconceptions acquired from other virtual worlds; or, failing that, from other computer games; or, failing that, from gut instinct. They will not consider virtual worlds that confront these expectations if there are others around that don't.

    Put another way, if a virtual world has a feature that offends newbies, the developers will have to remove that feature or they won't get any newbies. This is irrespective of what the oldbies think: they may adore a feature, but if newbies don't like it then (under point #1) eventually there won't be anyone left to adore it.

    Point #2: Newbies won't play a virtual world that has a major feature they don't like.

    Not-So-Newbies

    Here's another quote (kind of), from a private study of 1,100 players by the Themis Group. Themis's researchers asked veterans of 3 or more virtual worlds how many mon

  12. Registration on Gamasutra by numLocked · · Score: 3, Informative

    That is perhaps the most draconian registration process ever. Feel free to use my info:

    user: numlocked@gmail.com
    pass: 78b9602a

    1. Re:Registration on Gamasutra by Svartalf · · Score: 1

      Yeah, but considering that it's more intended for those whom are in the Games development community, it's somewhat understandable.

      Having said this, I wish he'd put this article up elsewhere, because it's a really, really good insight into why most of the MMOGs have been slowly degrading in quality. Not in graphics or sound, but in playability and overall fun.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  13. Gotta love MMOGs by Thunderstruck · · Score: 5, Insightful

    2+ ghz processor... check
    $160 video card ... check
    17 inch monitor ... check
    512mb + of ram ... check
    Screamin' Soundcard .. check
    Highspeed cable modem ... check
    Telnet client ... Check?
    Conenction to MUD that's been running since 1990... CHECK?!

    The implications are correct, the best games have been around for years, designed and maintained by old hands... and they're text-based.

    --
    Trying to use sarcasm in text-based forums does not work.
    1. Re:Gotta love MMOGs by iabervon · · Score: 1

      Now I'm imagining a text MUD which includes automatically-generated ink-drawn-style illustrations of significant events and some nice thematic music.

      Also, it could have A/V for things where figuring out what you see/hear is part of the challenge:

      "In the distance, you hear a sound you can't easily identify. {sound plays}"

      "Some strange characters are written on the wall: {image of strange characters}"

    2. Re:Gotta love MMOGs by Anonymous Coward · · Score: 0

      Reminds me of an approach I wanted to try - oh, must have been 18 years ago now (we had some very advanced - for the time - experimental graphics and audio equipment): Computer game treated as radio drama - terse text descriptions of scenes, with an optional voice-over narrator, simple images that fade in/out as they're mentioned in the description. Instead of spending on 3D graphics, concentrate on producing lots of voice-acting for NPCs. Players still have to type, but of course would have libraries of favorite phrases which can be macro'd to also play some voice or a sound effect.

    3. Re:Gotta love MMOGs by urbaer · · Score: 1

      "In the distance, you hear a sound you can't easily identify. {sound plays}"

      Thinking about this a while ago, the problem you would have is that {sound plays} would need to download from the server, which say would be about 15K compared to the very small amount of text. So you'd be faced with a situation of either:
      1. MUD server sends sound to player before any other data is sent
      or
      2. MUD client downloads sound from MUD server while server continues sending other data to client.

      In the case of 1, I could be dead before the sound is recieved by my client (and I wouldn't know about it until after the sound played) and in 2 I could have discovered what the sound was being created by before I hear it.

      Or I could be wrong. :) The other idea is that you could send all the sound data to the client during login, but this is annoying (from my experience in Sims Online beta testing where it would download all the updates at start up)... when I want to play a MUD, I want to play it now :)

      I suppose broadband and compression would help though...

    4. Re:Gotta love MMOGs by argStyopa · · Score: 1

      expectations and interest level.

      You're comparing apples and oranges. Text MUDs running since 1990 have an inherent bias in their self-selecting audience: serious, long term computer users from the days when they were called hobbyists.

      Current MMOGs have to attract people who are largely NON computer users or unfamiliar with MUDs to play, and frankly they demand a heckuva lot more graphically than MUDs typically offer.

      Which is 'best'? A text MUD that's had 5,000-10,000 players for 15 years (*HUGE* for a MUD), or City of Heroes that has somewhere around 250,000 subscribers since it started in May?

      Yes, the text MUD has been around longer, but the diehard players are a finite resource. Take those players away, and you will not be able to replace them. Take the 250,000 players away from CoH and it's arguable that they'd pretty quickly replace themselves, even with a pay-per-month subscription fee.

      --
      -Styopa
    5. Re:Gotta love MMOGs by Flentil · · Score: 0

      And chances are they're still running it on the same old 486 system with a 28.8k modem, judging by the everpresent lag. At least that how it seemed the last time I checked a couple years ago.

    6. Re:Gotta love MMOGs by dossen · · Score: 2, Interesting

      The second problem could be worked around by downloading a reasonable amount of data that you might need in the not too distant future as encrypted chunks to a cache directory (I don't think we need to take steps to avoid trafficanalysis, but noop chunks could be included if need be). Then when the server wants you to have access to some picture/sound/video/other rich content, it just needs to send you some sort of UID of the piece and a decryption key. That should work fast enough, without violating the principle of not giving the client unneeded information (unless you consider strongly encrypted information accessable). Once you have had access to a chunk, you might be able to catch the decrypt, but since the server might never call for that piece again that doesn't matter much (as far as I can figure).

    7. Re:Gotta love MMOGs by MikeFM · · Score: 1

      Why couldn't most MMORPG's be text-based? As far as I can tell the major ones could be ran with a text-client or 2D overhead client. Why don't they have alternative clients? I'm sure an overhead (Zelda-like) client that could work on cellphones to allow someone to play Everquest when mobile would be a killer app. Everquest fans would rush out to buy a phone that'd allow that. Why do you need a kickass system to play Final Fantasy Online or Everquest 2? They could at least have the clients degrade nicely so everyone could play. Does having pixel shading really effect game play that much?

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    8. Re:Gotta love MMOGs by wtrmute · · Score: 1

      Some latter-day IFs (linky-linky) do provide just that. Of course, in that case, you already have all game data local on your HD and serving a given piece of media to 200 players isn't an issue...

      Maybe what we need is a smart client which can understand old-style BASIC "PLAY" grammar -- "o4t240cdededrddcdere.... About the graphics, loads of MUDs already have ASCIIArt maps and stuff -- libcaca is your friend.

    9. Re:Gotta love MMOGs by Anonymous Coward · · Score: 0

      Gemstone IV and Dragonrealms, by Simutronics

      http://www.play.net/

      both peak around 900 players. That disqualifies them from the "Massive" (1000 at peak) adjective, but I've found them both to be excellent games. Well, maybe to prove Bartle's point: Dragonrealms was my entry to MUDs.

  14. Revisionist history by argent · · Score: 3, Informative

    The first multi-user online "Dungeon" wasn't bartle's MUD. It would have either been Empire on Plato, or the People's Computer Company's "Public Caves", both from the late '70s. The latter wasn't concurrent multi-user, but operated as a bullten board rather than a chat system (as did most online sustems at the time), but the interactions between people were very similar to the ones on MUDs.

  15. Grammatical correction by Anonymous Coward · · Score: 2, Insightful

    The author repeatedly uses the phrase "virtual world" as if MMOG's are the only type of virtual world that exists. Please keep in mind that there are many virtual worlds in existence that are not necessarily games.

  16. Re:Subscription article link? by Anonymous Coward · · Score: 0

    > I would of read the article, but I'm not signing up for Gamasutra.

    "Would of"? Maybe you should sign up for Grammarsutra.

  17. Yeah! Lets blame the users! Thats the ticket! by Shivetya · · Score: 4, Insightful

    Sorry but I had to laugh at this article. Newbies, real definition - players, are ruining mmorpgs with their demands.

    Get real.

    Many MMORPGs succeed. There are just many more that will not. This is not the fault of the players. What this ranter totally missed out on is the fact that players are no longer accepting excuses.

    Look at Horizons, look at AC2, or look at original AO. Simply put, if you try to pull one over on the users you will get caught and they will punish you for it. Funcom made right, Turbine and Artifact Entertainment never did, those two deluded themselves into believing they were right and the players were the issue.

    We no longer have to accept half-assed attempts because we have so many more choices. We are also seeing some big names getting ready to debut in this arena (well FF is already out) and it will prove that games that are developed by professionals (read: they don't have a preconception that they are godly - and they have expereience in writing WORKING software) can and will succeed.

    Blaming the users, hell I am surprised he doesn't work for the Themis group.

    While I am on MY soapbox. Here is one other thing that kills game, designers holding discussion sites hostage. This happens extensively on VN (IGN) boards as Turbine requires VN mods to remove messages that criticize Turbine or its people. Its good to know mods who can pass along policies, it provided a better insight into the reasons behind my problems with VN and those of others who went through similar abuse.

    Combine with fake interviews where developers require questions to be preapproved, IRC chats that only cover inane questions, and you have many of the issues that cause games to fail.

    In other words, its not the players, it never was.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  18. Death by TheFlu · · Score: 5, Interesting

    I agree with some of the points made in the article, however, I have to disagree with the opinions expressed regarding permanent player death. I tend to get very attached to the characters I roll in MMORPG games, and I would likely cancel my account if a character I had invested 8 months of time developing was permanently killed due to a bad sequence of events.

    1. Re:Death by basil+montreal · · Score: 1

      I kinda like the permadeath idea. You should check out a game in development now: http://www.shadowpool.com/. They expect players to play characters until they run out of life points and then restart. It works for me because I will get to experience more aspects of the game than I would playing just one character, and I won't miss out on the more advanced parts of the game that you can only get to by singlemindedly pursuing the goals of only one characters.

      They also have some interesting ideas on PvP... I am not so sure about those though.

    2. Re:Death by Ignignot · · Score: 1, Flamebait

      Diablo 2, while not an MMORPG, had hardcore which allowed players to play characters with permadeath. That was some of the most fun I ever had. I didn't bother playing the regular game to build up for building up's sake. Instead I focused entirely on getting ready for player vs. player combat. Since the rules for pvp are such a pain in the ass (declare war in town, then you have to go find them ouside of town, plus they can just log) it was very hard to catch people, but OH WHAT FUN IT WAS. Since people usually played in groups, I'd try to take on groups 4 levels or so below me, which really isn't all that much when there are 3-5 people against just me. Most of the time they run, and sometimes someone is a little too slow - they get the axe. There's nothing like that rush. Oh yes. And no I don't kill people regularly in real life.

      --
      I submitted this story last night, and it didn't get posted.
    3. Re:Death by MindStalker · · Score: 1

      Well different people like different things. Personally I like to be constantly challenged and experience new things. Generally I leave once I get to a point where I'm just trying to build my character and everything is old hat. While others exist for such things for whatever sick reason is beyond me.

    4. Re:Death by great_googly_moogly · · Score: 1

      But if there is no permanent death concept, eventually everybody becomes the same level and you all sit around saying "You want to go kill X over in Y?" "Nah, we killed them yesterday and everybody knows that you have to kill them 13.5 times in order to get a good drop."

      If you had to spend some time and actually risk something, i.e. your character to progress in the game, then the reward seems a lot larger. If you can just run around anywhere with no risk or consequence, then how does that represent any "world" situation. You wouldn't run through Harlem at age 10 screaming racial obscenities. Now at 30, having grown-up and bulked up you would slowly go through picking off people one at a time and running away when things got too harried.

    5. Re:Death by BayBlade · · Score: 1

      8 Months is a substantial investemnt. Especially in a grind-game, but it seems to me, that's a shortcoming of the game dealing death too simply, and pushing the grind, and making your character an investment, rather than a tool to play the game.

      I stopped counting the number of times I died playing MMOGs after it hit about 50, and I expect that over my few years of playing these games, I've died well over a few thousand times.

      Its a tired paradigm.

      We need to advocate better systems of failure, and manage better systems for reward by "playing it safe" vs. rewards for risking life and limb.

      You could incorporate better facilities for dealing with death as well--perhaps allowing characters to create a will for the next character, or some other character in a way to make gameplay more interesting (you could also add some tradeoff or reprocussion when it occurs--oath of vengence or whatnot).

      I think a well designed system would also make "true death" the sort of feat that doesn't happen by a run of bad luck or accident. You could run a system to incorprate an unconcious state. Here, to die you need some sufficiently negative HP damage (possibly scalible or otherwise improvable), otherwise you fall down unconsious, take less damage, and aggro is turned off towards you till you're concious again. If you don't take lethal dameage, you don't die.

      The bottom line is most games also push some manner of player-driven resurrection also, so death could be permanent to "some extent" with much wider-reaching or at the very least interesting reprocussions than what happens now.

      --

      The key difference between a Programmer and a Senior Programmer is that one of them is Mexican.

    6. Re:Death by renderhead · · Score: 5, Insightful

      Actually, you're supporting his point. The reason you get so attached to a character is that you are allowed to get attached. If the game had included permanent death, you would never have a character for 8 months unless you were really really good. Now, because you've grown accustomed to having non-permanent death, you demand it in all of your games. When he talks about players that reject short-term-bad, long-term-good features, he's talking about you, and the fact that you disagree with him actually supports his argument.

      --
      I wish that my inferiority complex were as good as yours.

      -RenderHead

    7. Re:Death by AuMatar · · Score: 3, Interesting

      No, it means people disagree with his opinions on a feature's long term goodness. Basicly the whole article boils down to Bartle saying "I am god, here's how games should be like, if you don't like it you're wrong". Sorry, it doesn't work that way. I don't want permadeath because I hate grinds. Even small grinds. If I have to do it again when my character died, I'd quit at that point. I don't care if it was only two weeks, I have better things to do with my time. Perma-death is long term bad because it pushes people out of the game when they lose their character.

      Instancing- I like instancing. The worst thing about MMOs is the people (also the best thing- funny that). Its nice to be able to ignore the random jerks for a while. Its also a good solution to the problem of limitation of certain resources (good hunting spots, etc). Instancing is long term good, it lowers frustration levels which will make me play the game more.

      Teleport- I play with my guild. I find the game orders of magnitude more fun that way. WHile I sometimes enjoy playing with new people, most of the time I don't wish to. I need some way of rapidly getting to join them. If its going to take me an hour, thats not fun. If its not fun, I'll go play another game. THis is long term good, it keeps people in the game.

      Basicly- Bartle's opinions is not the end all be all of design. Players ask for these features (or don't in the case of perma-death) because the vast majority of people like them. If Bartle doesn't, he can keep playing the games that don't have them. His loss.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:Death by MMaestro · · Score: 1
      I guess it would depend on the kind of MMORPG.

      In a 'leveling-grind' MMORPG system, yeah permadeath would suck flat-out. But in some games it COULD work. Games like Planetside or Guild Wars could do it. For example, in Planetside everytime you started a new character you would get two certificates to start off your character. Well, if you had only ten lives before your character permadied I'd say it fit the context of the storyline, and it's make players more aggressive and more teamwork orientated (instead of having worthless mavericks, awe-inspiring guilds/clans, and rouge mercenaries running around).

      Same with Guild Wars. Simply disable permadeath in the PvP arena, and turn it on when XPing out in the wild. As long as you develop a good team or you're not reckless, chances are your not gonna die. Obviously someone is gonna die in the PvP arena but theres no loss! Lets go wild!

      A permadeath DOES work (Diablo 2's hardcore system was insanely fun since people banded together in intense fear of death), the only problem is current MMORPG systems don't support it. Take away the leveling grind part of MMORPGs and I'd say hell yeah.

    9. Re:Death by DunbarTheInept · · Score: 1

      In order to not piss off players, permanent death can only be implemented in a setting where unfair death isn't possible. Any RPG in which your "GM" is a stupid computer program isntead of a human being who can take into account extenuating circumstances is going to be an RPG in which this is completely impossible.

      I got started on some of the MUDs this guy was talking about. One of the most frustrating things was that there were ways to die that weren't your fault, like playing a mage when there is a sudden netowrk lag that makes you unable to issue commands in time. (fighters tend to fight correctly on autopilot so they do okay when you aren't in control, but mages really need you to be there issuing constant spellcasting commands or the autopilot will make them behave like they are just really bad fighters without enough hit points.)

      And that's why character deaths were never that permanent. You'd typically lose a little something, but not a lot, so that people didn't have a lot to get mad about when the dumb computer did something unfair.

      I do agree with the article's author, though, that this lack of real-death helps downgrade the level of roleplaying available, but I disagree with his unstated assertion that there's some kind of fair way to fix it. I therefore disagree *VERY* strongly with his stated claim that in a real-permadeath game setting, there would be a correlation between character level and player level. There'd be a stronger correlation between character level and player *LUCK*.

      Actually, it wouldn't be so bad if it wasn't for the fact that such a large majority of players seem to but into the bullsh*t that PC death is always the player's fault, or that being high level is always because the player is good. The juvenile bragging that goes with that attitude is what turned me off of online gaming back before it ever developed graphics.

      (That and the fact that I in general don't like the idea of buying a piece of software that I have to pay a continuing subscription fee to be able to use, because customer lock-in always equals crappy quality. If these MMORPG companies weren't so lawyerific in their smacking-down anyone running alternate servers with alternate worlds, it wouldn't be so bad because you could buy the client, and then shop around for the server you like the most.)

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    10. Re:Death by trynis · · Score: 2, Insightful

      If I have to do it again when my character died, I'd quit at that point. I don't care if it was only two weeks, I have better things to do with my time. Perma-death is long term bad because it pushes people out of the game when they lose their character.

      But what if you didn't have to replay anything when you die? You're assuming you have to replay stuff because that's what you're used to. You fall under his point #3, and hence support his argument. The same can be said about your comments on instancing and teleporting.

      --
      This is not a sig.
    11. Re:Death by hai.uchida · · Score: 3, Insightful

      Permanent death is a good thing. Reaching the upper levels should be rare and it should require skill. If your character is mortal you will be forced to weigh decisions carefully, play smarter and cooperate with other players to use their strengths and cover each others weaknesses.

      --
      my password is private, but unchanged.
    12. Re:Death by DunbarTheInept · · Score: 1

      Allowing a dumb computer program to kill off months of your work is not a "long-term-good" feature (ie. lag = death). In the alternate universe where the ONLY way for a character to die is for it to be a fair death, you might have had a point. But no computer program is capable of doing that. (And if you throw in PvP, it sucks a *LOT* because it really discourages any newbies from bothering to restart (if a high level PC wants to have fun lording his high level over everyone just starting out, you can do nothing about it if you're the one just starting out. PvP does not, in practice, lead to good roleplaying. It leads to newbies being the fodder for previously established munchins' characters.)

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    13. Re:Death by Strenoth · · Score: 1

      I have to agree, for the simple reasont hat death can occur EXTREMELY easily, especially if one has a bad connection. Unless some sort of un-killability(sp?) is turned on every time the connection goes bad, then characters die for no good reason. Also, Imaigne a higher level character who deicdes to train powerful agro monsters on mid level characters.. the entire system would ahve to be majorily rebuilt to support it. Now, something else the article's author mentioned: replaying the game at a lower level when forced to build a new character. This is one fo the things I like about FFXI. With the ability to switch jobs, you can find out what it's like to play as a different type of character, adn this can bring on unique challanges. Are you a magic heavy race? try the challenge of being a melee character with low STR for a while... your race have to magical skills worht speaking of? well, if you want to try something different that beign the party tank, give spell-casting classes a shot. and, because of the greater resources of these characters, they can make up for weaknesses from their race with better equipment. SO, you can have non-perma-death and still have the fun of replaying low levels from a different perspective.

      --

      "It takes a very long time to count to 2 in binary." ~'Fourlegged'

    14. Re:Death by MadHobbit · · Score: 2, Insightful

      If you start a MMORPG with perma-death, a lot of players will avoid it.

      Bartle seems to claim that this proves players will always hold back design. Well, maybe they only *think* they don't like it, because it's different. But his argument requires you to accept that permadeath is *always* good, and all players that don't like it are short-sighted.

      Here I think he's wrong. I'm going to propose the radical ideas that people play games to have fun, and the different people think different things are fun.

      If a MMORPG is designed that uses a new idea, people -will- try it. Some will turn away, either because they're narrowminded, or because they simply don't like it. Others will play it, and some of these will be newbies, who, following Bartle's logic, will then demand the new idea in other games. His mechanism for the propogation of "bad" ideas works just as well for "good" idea.

      But of course, there aren't "good" ideas, just "fun" ideas. And since people have different tastes, two opposite ideas can -both- be fun...

    15. Re:Death by MadHobbit · · Score: 1

      But Bartle hasn't indicated anything to the contrary.

      It's very possible that there is a way that a MMORPG can implement permadeath and not result in a lot of repetition. For instance, Nethack has permadeath, but starting over at level 1 isn't dull, because the game is more about strategy than grinds.

      However, if Bartle simply says "Permadeath is good" and doesn't suggest what else he'd do different, there's no reason to believe you wouldn't go through the grind all over again. Point #3, which you refer to, is "the world you first got into". However, this is more a matter of "virtually everything on the market"...not exactly the same thing.

      His individual points are mostly good, but I don't believe they add up to his conclusion. Point #2 is the weakest, because:
      - Many gamers will grab whatever new game is on the market, just to try something new, and
      - Real newbies, people that haven't played and MMORPG before, have nothing to compare the game against.

      This is a fair-sized chunk of people that will try out a game with a new idea. And if it's fun in the long-term, the game will succeed, and others will copy it. If it's not fun, then the players aren't being short-sighted. If it's not fun, it's a bad game.

    16. Re:Death by AuMatar · · Score: 1

      But if I'm dead, I need to regain levels (or skills. Skill based and level based are essentially the same, you still need to grind something). This means I *am* replaying the game. Even if I fight slightly different mobs in a slightly different area with slightly changed random quests, its still repeating the same content. I don't want to do this. It isn't fun.

      The alternative is a game with no levels and no skills, so you have no work to regain. This would avoid that half of the problem. The only games that exist liek that are ATiTD and Second Life. While both interesting games, neither has long term appeal to me. If you were to make a fantasy MMO without levels or skills I would try it in a heartbeat.

      Another problem with PD is fame. My main online name while RPing is Javariel. I've been fairly well known in a few games. Not game-wide famous, but at any rate- people knew it was me. When I go to a new game, I get tells from people I knew askign if Im the same guy. If I die and lose the name, there goes all that.

      A third is the annoyance factor. I play witht he same people 80%+ of the time. I don't want to have to tell people "Oh I died again I'm now Javariel97". Keep the same name? Well, I still can't play with them, I'm now 20 levels below them.

      Then there's the attachment problem- I like my character. I worked hard on it. I don't want to lose it. Losing it isn't fun. If I lose it, I see no reason to play again, just so I can grow attached then lose it again. That would be even less fun. I'd rather play something else at that point. Would you want to play an FF game and have all your save states deleted if you died? Would you replay the game to try and win it? I know I wouldn't. I'd sell the cds and send Square a letter telling them why I was never buying another game of theirs again. So why would it be acceptable in an MMO?

      Using the 3rd point like that isn't valid reasoning. Its saying that anyone who has ever played an MMO, MUD MUSH, etc and disagrees with Bartle's opinions is wrong, because them disagree. Sorry,it doesn't work like that. PD is just a bad feature- long term and short term. Bartle, while a decent designer, does not know everything, and is not always right. Designers don't get everything right. If they did I'd be off being John Romero's bitch right now.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    17. Re:Death by Fjornir · · Score: 1

      Dude, we need you over at Dartmud

      --
      I want a new world. I think this one is broken.
    18. Re:Death by grumbel · · Score: 1

      The problem with permanent death is that it would make exploring a really non-fun thing to do. How exactly would you make good decisions if you don't know what to expect? You would need to be force to constantly restart from zero just to figure out how stuff works or you would have to be extremly carefull with each and every step you make. Doesn't really sound fun, most people would probally drop such a game quite quick. After all permanent death is now already extinct from single player games for that exact reason, you always have a reset point not to far away. Death should of course punish and hurd a little bit, but making it permanent, providing a sudden death to the players gaming experience will really not lead to much good.

      That said, I consider permanent death worth a try, but a game using it would really need to be completly different from todays MMORPGs, ie. something would need to be there in place to make permanent death not the end of the players game run, but part of the game (get converted to a ghost, hunt and posses other characters or whatever).

    19. Re:Death by Anonymous Coward · · Score: 0

      You like permadeath? You can have it in every single RPG, MMORPG, and every game whatsoever that involves the idea of player death.

      "How can I have the permadeath I crave?" you ask.

      Simple. When your character dies you do not take whatever steps are required to revive/ress/respawn and you delete the character. Viola! Permadeath.

    20. Re:Death by AuMatar · · Score: 1

      Perma-death in D2 works as an option. For everyone who played hardcore, there were 10 who never did, or tried ti for a week and went back. You can have thwe same option in an MMO- if you die, delete your character. I don't think battle.net would have been as popular if hardcore mode had been forced. I know I'd have wanted my money back.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    21. Re:Death by Number+110 · · Score: 2, Insightful
      No, I think this is a very good example of what people are saying when they say that Bartle's definition of 'long term bad' is 'something I don't like'. You argue that permadeath is good because it prevents people from becoming too attached to their character and that it's the designer's fault for allowing players to become attached.

      So using that logic the most successful long term game would be one in which you are given a brand new character with every log on so you don't have any chance of becoming attached? There's nothing wrong with attachment to a character and in fact attachment to their character has probably kept many EQ players playing for far longer than they would have if they did not have that attachment.

      Which is not to say that permadeath can't be good as well. Permadeath is simply a game mechanic and is only good or bad in the context of the entire game. Assuming anything else is formulaic and is comprable to saying that since a well written death scene in a story can be very good every story should be written so that the main character dies.

    22. Re:Death by Alpha+State · · Score: 1

      I think most people here are missing the point about "permadeath". The problem is the levelling-grind itself. I want a game where I can start doing interesting things from the start, not have to spend weeks levelling up before I can take on the next section of the world. You shouldn't have to "invest 8 months of time" before you start having fun.

      As an alternative, have some persistent experience system - your starting character's experience depends on how much time I've put into the game. Dieing still sucks, but I have something for my effort.

    23. Re:Death by ssand · · Score: 2, Insightful

      However attatchment keeps people playing. If you had no attatchment to your character, you would be less likely to renew in some circumstances

    24. Re:Death by Tony+Hoyle · · Score: 1

      If someone finds a fun way around the grind they'll make millions...

      I have an FFXI character (my wife is an ardent player) but I really don't have the time to level it... got rather stuck at level 5 TBH.. 30 minutes a week isn't nearly enough.

      I can't party with her (she's level 70 and it took her 9 months @ 18 hours a day to get there).. all I've got to look forward to is months and months of levelling until I maybe don't suck so much.

      There's absolutely nothing else to do until around level 20 when you can start doing quests... At my levelling rate that'll be the middle of next year!

      A game that didn't have that grind would sell like hotcakes - hell, I'd buy it. Something that could be fun from day 1 not require the investment of your entire life to play it.

    25. Re:Death by ASkGNet · · Score: 1

      Weird

      Hardcore setting in Diablo II is extremely popular.
      People like the thrill of playing when they can die at any given moment - granted, in Diablo II, the deaths are mostly to Player Killers or lag - the game itself has long ceased to be a challenge.

      Perhaps a MMORPG should have a separate world (with a separate economy, etc, perhaps even some unique world-specific content), where Permanent Death is enabled. Newbies can still play on the Change-My-Diapers-For-Me server, whereas the truly hardcore will go and play on PD servers.

    26. Re:Death by Feanturi · · Score: 1

      And no I don't kill people regularly in real life.

      Just every so often, then?

    27. Re:Death by tukkayoot · · Score: 1
      Actually, you're supporting his point. The reason you get so attached to a character is that you are allowed to get attached. If the game had included permanent death, you would never have a character for 8 months unless you were really really good. Now, because you've grown accustomed to having non-permanent death, you demand it in all of your games. When he talks about players that reject short-term-bad, long-term-good features, he's talking about you, and the fact that you disagree with him actually supports his argument.

      He never really proves his point, though. He says attachment is bad, but never really gives a satisfactory explanation why he thinks that. He says permadeath would encourage and improve roleplaying, for example, but he never really illustrates why he thinks so.

      I don't know how he roleplays, but for me, it takes me a while to really settle into a character and roleplay them naturally. As a roleplayer, I feel obligated to generate some semblance of a backstory for my character... this takes a fair amount of time and energy, and it's not something I have the will to do every few months. It often takes time to form meaningful or interesting relationships between characters... unless you make permadeath extremely rare or extremely easy to avoid, permadeath makes it virtually impossible for characters to grow to like, love or hate each other. Permadeath would remove many layers of depth from the roleplaying equation.

      All for what? To force people to experience the game from a different perspective, because their characters grow "stale"? But there's nothing to prevent a player who wants to try something new from creating a new character (except perhaps an additional fee).

    28. Re:Death by catenos · · Score: 1

      Most of the time they run, and sometimes someone is a little too slow - they get the axe. There's nothing like that rush.

      So you get the most of a rush by chasing people which have no intention to fight back to begin with? Pathetic.

      --
      Keep an eye on which arguments are silently dropped in replies. Not always, but often times it's very telling.
    29. Re:Death by Anonymous Coward · · Score: 0

      CoH got round this quite nicely with it's sidekick system , provided a way for 'casual' players to group with friends who played a lot more and see other sides of the game.

    30. Re:Death by wtrmute · · Score: 1

      I sense a bit of a bias here.

      Maybe I'm biased the other way, but the "truly hardcore" players have always come across to me as slightly-overweight 14-year-olds who have nothing better to do other than lord their 72-level characters' might over the hapless passersby. I'd support perma-death if advancement was a zero-sum game, i.e., in order to improve at something you have to get worse at something else. Then we'd quit the "John Rambo" loop non-perma-death is used to mitigate.

    31. Re:Death by Reapy · · Score: 1

      I agree with you here. I think that PD CAN be a good idea, but the whole system needs to be reworked to make it worth it. You are exactly right in that no one in their right mind would find it fun to constantly have to kill the same set of bats and bugs and snails and orcs to level back up. And you know you'd be stuck grinding the whole way up the same way every time in the same place cause it would be the "best" way to do it.

      MMORPGS just need a big ol redesign with a fresh shot at everyhing. But I seriously doubt anyone will want to take a risk like that.

    32. Re:Death by Anonymous Coward · · Score: 0

      It's a little pointless to have permadeath to make a game more real when the game also has a single-path treadmill to make it less real.

    33. Re:Death by INT+21h · · Score: 1

      Here's an idea for free... dying makes you play in a "netherworld" together with other dead. Meanwhile, your actions in the netherworld affects the "real world" in various random ways, do X and you have a ghost etc. The right actions in the netherworld might "reincarnate" you (but with some weird changes), or living world avvies can "raise" you... oh and there ought to be a "death-counter" visible to others, so you'd have unlucky-Tom and deadite-Jane and 4Clover-Harry... furthermore, death could turn you into an undead in the living world instead, with the next death meaning winding up in the Netherworld...

      /me doesn't play MMORPGs with leveling though, or games with levels for that matter. Prevents you from seeing what's just behind the corner, or how to get to the unreachable ledge, but then I've always preferred tactics/strategy to mindless shooting in all directions... I'm primarily an Explorer I guess: Bartle-test (same bartle, yeah).

  19. Bartlesign by Anonymous Coward · · Score: 5, Informative

    For more about Prof. Bartle check his site. He knows what he's talking about and "Designing Virtual Worlds" was thoroughly informative.
    It'll be interesting to see how Roma Victor turns out since he's apparently involved in that, among other things.

  20. Hmmm maybe we need elite MUDs by Spy+der+Mann · · Score: 1

    You know, the ones played by oldbies that DO KNOW how to enjoy their experience!

    i.e. "MUD for oldbies. By oldbies".

    _OR_ the MUD could have different "esoteric" levels, where people in the inner circles would be able to play with different rules than the newbies.

    1. Re:Hmmm maybe we need elite MUDs by phreak404 · · Score: 3, Informative

      telnet://mud.arctic.org:2700

    2. Re:Hmmm maybe we need elite MUDs by sxtxixtxcxh · · Score: 1

      hahah... arctic indeed.

      arctic was my first mud. reading through the articles text, especially in regards to players comparing all other mmog to their first, i couldn't help but recall every consequent mud experience i had and feeling they were inadequate and not challenging enough...

      long live mud.artic.org:2700

      --
      for a minute there, i lost myself...
    3. Re:Hmmm maybe we need elite MUDs by taion · · Score: 1

      Arctic's a bit dying, though. A lot of people are losing interest, new players are turned off by randomers, BSP owns the MUD, Wilds are dead, and Corey is still fat and stupid.

      --

      ----------
      Floccinaucinihilipilification - the action or habit of judging something to be worthless
    4. Re:Hmmm maybe we need elite MUDs by Anonymous Coward · · Score: 0

      I tried ArcticMUD once, but never got into it. I got hugely lost in the main city as it was like 25x25 at least it seemed. Then there was the Monty Python bunnies that were supposed to be your first monster. Nothing like a rabbit *MUTILATING YOU!* to turn you off to a game :)

      I played a MUD called The Forests Edge (Later became The Forests Heart) But the owner eventually shut it down after it was around for like 5 years sadly. It was very intricately designed and pretty large too. (Modified DIKU)

    5. Re:Hmmm maybe we need elite MUDs by Anonymous Coward · · Score: 0

      There already are elite MUDs - what we need are elite MMORP games.

      Death - you die, you're dead. All items dropped, anyone can pick them up.

      Items carried strictly limited by weight and bulk.

      Banks - essentially vaults - pay more to rent or build greater security. Get a job guarding a vault or escorting a treasure caravan. Most treasure will be bulky items, hard to convert to cash.

      Status in game from land ownership and fancy buildings translates into in game power - e.g. number and loyalty and intelligence and skill level of npc guards to defend you and your stuff and enforce your laws if you build a town.

      True Skills - anything a player learns, he can use with any of his characters, but success depends on skill of character and luck. Command sequences for skills are unique to each player. This softens the blow of character death a bit. Macro-ing is fully expected, built into the client - but each player has to build his own library of macros. The ultimate punishment in game: changing the encryption key used to translate their skill macros, destroying the knowledge the PLAYER has built up.

  21. Actually.. by LewsTherinKinslayer · · Score: 4, Insightful

    They're designing a world that allows for players to coexist and thus increase their revenue.

    Highly competetive games, especially shooters, are always being outdated by newer games and technology. Why frag (or be fragged by,) someone in Quake II when you could frag someone in Unreal Tournament 2004.

    At the same time, in order to be a top player in any of those games, you must have devoted a large amount of time to being good at it. Natural coordination and skill not with standing.

    However, in these "newb" MMOG's that are less competetive, and allow for less dedicated or skillful players to still perform and play with the others, the designer's guarantee a player base which will migrate less easily. Thus, in the long run, increasing their revenue.

    The aforementioned decay in quality is a side effect of this shift. But if you're not a power gamer, this decay might not be easily perceived for some time.

    1. Re:Actually.. by The+Kow · · Score: 1

      Highly competetive games, especially shooters, are always being outdated by newer games and technology. Why frag (or be fragged by,) someone in Quake II when you could frag someone in Unreal Tournament 2004.

      You're so terribly wrong in that statement. Highly competitive games tend to last a very long time. I offer the following examples:

      StarCraft
      Counter-strike
      Quake 3
      Warcraft 3

      As a veteran of competitive games, let me tell you - the most popular competitive games, FPS or not, tend to last a very long time. It's the games that lie below the cream that cycle frequently. Battlefield 1942/Vietnam, Call of Duty, Return to Castle Wolfenstein (which is actually still being played), Soldier of Fortune II, and, the, list, goes, on, etc.

      Not making a qualitative assessment of your over-arching statement, but that point itself is, IMO, completely wrong. At the very least its highly misleading.

      --
      Moo
    2. Re:Actually.. by Anonymous Coward · · Score: 0

      Funny, BF1942 is still played quite a bit, and Call of Duty is, IMNSHO, a far better game than Quake 3 OR Warcraft 3.

      Warcraft 3 was a game that didn't last for anybody I knew over 3 months. But, hey, that's the magic of opinions: Your's is ALWAYS wrong.

    3. Re:Actually.. by WuphonsReach · · Score: 1

      Call of Duty is still pretty popular and considered by most to be quite good.

      Prior to the United Offensive expansion, there were over 4000-4500 active servers on a typical night. And the UO expansion (only 8 weeks old and not patched yet) already has around 2500 active servers. (Don't know how many old CoD servers still exist or were converted to UO since I only play the expansion pack servers.)

      --
      Wolde you bothe eate your cake, and have your cake?
  22. Here you go by Anonymous Coward · · Score: 0
  23. Instancing is n00b-friendly? by Tackhead · · Score: 5, Interesting
    > The thing is, this is not what virtual worlds are about. How can you have any impact on a world if you're only using it as a portal to a first-person shooter? How do you interact with people if they're battened down in an inaccessible pocket universe? Where's the sense of achievement, of making a difference, of being someone?

    But you're not going to have any impact in a non-instanced world either.

    You interact with people in the instanced universe the same way as you do with the rest of your groupmates when you're doing something grouped in a non-instanced universe.

    The only difference is that when you and your groupmates/guildmates decide to Whack the Foozle of Bigness, you actually get to whack the foozle, rather than stand in line for six hours waiting for your turn to camp the spawn. (Or worse, stand in line for six hours, only to find that you've had your chance to WtFoB stolen by the group standing in line behind you.)

    No disrespect intended, Bartle -- but you're wrong on this point. Maybe you're right for a game with 500 players, but spawn-camping doesn't scale. By the time you've got 5000 players in a world, instancing isn't a noob-friendly thing, it's a veteran-friendly thing.

    Where's the sense of achievement? It's in the loot, badge, bio entry, or shared experience that says "We whacked the Biggest Foozle In The Game" Not in "We camped the spawn for three days before getting a chance to whack it."

    If a game sucks so hard that the only sense of accomplishment for veterans comes from having the patience to camp the spawn for three days, rather than actually doing the goddamn quest, then that game sucks.

    And if any MMORPG developer is put off by the corollary to "We whacked the biggest foozle in the game" (which is "...so far, and now the Developers have to give us something new to do"), well, tough. If you want me to pay you $10/month for a year, then by God, you'd better give me a $120 worth of new foozles to whack over the course of that year.

    Whacking bigger foozles is boring? Hire a writer to make it interesting. Single-player RPGs can give me 20 hours of enjoyment for $50. Most of that cost is sunk into developing the engine, not writing the story. If you're a MMORPG developer, hire a friggin' writer. Soap Opera writers write banal stories that seem to be able to draw in viewers for periods of time measured in decades. Why have MMORPG developers (who have access to better tools and far more interesting universes) failed to achieve "soap opera" level of literary ability?

    1. Re:Instancing is n00b-friendly? by glowimperial · · Score: 2, Interesting

      I agree that instancing is a major + for games with large populations. Spawn camping, or just overpopulated content areas is annyoing and drives away players. In a small population, instancing can destroy the social aspect of the game. Also, depending on the PvP rules of a game, instancing can create areas where players can avoid irritating PvP when they want to. An interesting note. AD&D online is shooting for about 300 people per server, which is a situation where instancing would probably not be a good idea. I am not too into D&D at this point, but I would like to play that just to see how the social aspects of such a small server size works out.

    2. Re:Instancing is n00b-friendly? by aredubya74 · · Score: 5, Interesting

      You're absolutely right that "spawn camping doesn't scale". However, I think the answer is not instancing. He's right that it's a decent short-term solution. The real solution will be significantly more dynamic and unique content. For example, there's a billion spoiler sites for the major MMORPGs out there today. Quest walkthroughs, mob locations, gear comparisons and search engines - it's all out there for review. I want to make those obsolete by having a world with ever-changing content around central areas. The genius who develops a world engine bright enough to create and manage AI'd content around one-time quests or events - that's the game I'm gonna play for good. It'll be hard, and it'll be massively different from today's MMORPGs, but it'll be worth it in sheer replayability alone.

      --

      RW

    3. Re:Instancing is n00b-friendly? by Mr.+Underhill · · Score: 2, Insightful

      That's really the key here that I think Bartle missed.


      Respawning monsters/areas and instanced areas are both bad solution to what is a instrinsically difficult problem: Players consume content far, far, far faster than developers can possibly create it.

    4. Re:Instancing is n00b-friendly? by caerwyn · · Score: 1

      The problem with this is the fact that this alienates the people who don't get to consume content previously taken by others. If Guild 01 is the first to get to content A because they play more than I do, and them getting content A prevents me from getting content A, I'm going to feel a little miffed- I'm paying the same money they are, I need to have access to exactly the same content that they have, even if it takes me longer to get to it. Sure, dynamic, ever-changing content is great for the people who are the first everywhere, the people for whom content becomes stale quickly. But for those people who have yet to consume content for the first time, suddenly changing it is likely to be quite irksome.

      The solution that games have tried to use thus far is expansions- adding new content for those who have consumed older content, while not removing options for those who are still lagging a bit behind. This has obviously not proven to be a perfect solution, but at least it alienates fewer customers.

      --
      The ringing of the division bell has begun... -PF
    5. Re:Instancing is n00b-friendly? by Dirtside · · Score: 1
      I want to make those obsolete by having a world with ever-changing content around central areas....It'll be hard,
      It's harder than you think. Creating good content cannot be done algorithmically (not yet, anyway). It requires sentience. You can randomly generate certain kinds of content, which extends things... but the limits of the random generation reveal themselves after a while. Which means that in order to have a large quantity of good content, it all has to be crafted by hand. That takes time, and time is money. Ergo creating a lot of good content is expensive.

      Now, an MMO that can survive for a couple of years has an advantage, because they've had the time to build up enough content that it now takes 3 or 4 times as long for a new player to go through it all as it would have if they started when the game launched. EverQuest has so much content now from its 8+ expansions (not all of it great, but whatever) that the average new "casual" player could play 10 hours a week for about two years without exhausting it all (and by then, it'll have two years' worth of new content).

      A brand-new MMO can't have that much content unless the developers have enough money to create that much content before launching. Realistically it never happens, unless some millionaire investor decides to let an MMO team take 5 years to develop that much content before launching. :)

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    6. Re:Instancing is n00b-friendly? by drekmonger · · Score: 4, Insightful

      If there's 5000 players, there's 5000 potential content designers.

      I don't think the solution is to invent a massive AI, but to figure out a way to leverage the creativity of the player base.

      For example, let's imagine a dungeon hack type game wherein the ultimate goal is to own your own dungeon. Players roll up characters and send them off into other player's dungeons to get slaughtered or come away with treasure (which they can use as a nest egg for their own dungeon, or to improve their characters.)

      As a dungeon master, your goal would be to aquire hero corpses from as many different players as possible. You'd have to seed your dungeon with bait, come up with fair challenges, deck the halls with interesting decor, and advertise the existance of your deathtrap (perhaps via treasure maps).

      Fair dungeons (with a good risk vs. reward) that change often would naturally generate the most dead heros. Too easy, and you lose your treasure stake without killing any adventurers. Too hard, and players just won't visit.

    7. Re:Instancing is n00b-friendly? by archivis · · Score: 3, Interesting

      There was some web-based game I played a few years ago where you did this. You rolled up a player, levelled up in dungeons, where you'd get loot to fund development of your own dungeons, from which you got bonus XP or something...you could find stuff like monster generators and the like to flesh out your dungeon, and I think you paid for the total room count with gold...

      It was a fun game, but I don't recall the name. :(

      --
      In July O7, I got a mac pro. There's no punchline. Just endless joy and wonder.
    8. Re:Instancing is n00b-friendly? by Anonymous Coward · · Score: 0

      I just wish EQ would've done up instanced dungeons as completely random generated, like Moria / Angband / Hack. Yeah, it's probably tricky, but with enough generic corridors, intersections, and pre-built vault rooms, it would've been pretty sweet.

      Your group / raid could decend into a dungeon to a predetermined depth (depth = difficulty), and then proceed to either move up/down one level at a time after you clean off the current level.

      Every time you go down, it would be a different layout, with mobs in new locations, and you'd never know what lies around the next corner.

    9. Re:Instancing is n00b-friendly? by Dirtside · · Score: 1

      Practically speaking, this isn't feasible. I actually tried implementing something like this once, years ago in college: I wrote a random Quake map generator that would create a nethack-like grid of corridors and rooms. It wasn't too hard to write, the problem was that it was extremely repetitive -- just a bunch of rectangular rooms with randomly placed monsters and items in them.

      To avoid ending up with what's basically a two-dimensional grid, you have to take advantage of the third dimension, and that makes things significantly more difficult. Plus, you have to start making custom rooms with different entrances and exits, and then make sure you can connect those entrances and exits with corridors. And custom rooms have to be hand-crafted so that they look good and are interesting, if they're going to fly in a pay-to-play MMOG like EverQuest.

      With enough work, I'm sure it's doable to make a randomly-generated 3D MMOG dungeon environment (there would be myriad other background differences that would have taken way too much time and effort for SOE to implement with EQ), and it would be interesting to see an MMOG designed along those lines. But to make it any more interesting than just a place where you go to hack 'n' slash and get loot, you have to start adding quests and stuff, and the more randomly generated the dungeon, the harder it is to add properly themed content. There are dungeons in EQ and World of Warcraft that have themed quests running all through the place, and lots of background "flavor" that is reflected in their design. Random generation can't really support this any better than Diablo II did, with its randomly generated dungeons that had specific hard-coded, fixed-design areas in it for the quest elements. D2 didn't have a whole lot of plot interaction, even if there was a lot of background stuff (not to mention the awesome cutscenes).

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    10. Re:Instancing is n00b-friendly? by Twanfox · · Score: 2, Interesting

      Here is where you take a bad idea (sequestered instancing) and turn it into a good idea (event instancing).

      In sequestered instancing, you are litterally in your own little zone, with maybe a select few people. The world doesn't exist while there.

      However, in event instancing, the instancing occurs in the world itself, where everyone and anyone can be. You approach a trigger, or a point to kick off the event, and reguardless of who was there previously, as long as you meet the criteria set (ie: you can't trigger it once you kill it until 2 hours have elapsed), the event becomes available to you.

      Sequestered instancing gets boring very fast. Reusing the same old locations and maps (say, a pool of 5) to go through repeatedly makes it seem like you're playing the exact same location constantly. Event Instancing can be anywhere within the game world, and makes use of the landscape already present.

    11. Re:Instancing is n00b-friendly? by Cryptnotic · · Score: 1

      Your group / raid could decend into a dungeon to a predetermined depth (depth = difficulty), and then proceed to either move up/down one level at a time after you clean off the current level.

      Every time you go down, it would be a different layout, with mobs in new locations, and you'd never know what lies around the next corner.


      Yeah, I played that one. It was called Diablo 2.
      --
      My other first post is car post.
    12. Re:Instancing is n00b-friendly? by Anonymous Coward · · Score: 0

      You're wrong. The case where you have to wait in line is definitely where the virtual world is being impacted - if it weren't impacted by other players you wouldn't have to wait in line. Way to try to prove the wrong point - His point wasn't that "It's more fun to be able to kill the boss right away no matter what because of instances." Idiot. Stupid moron.

      P.S a smart game designer could just make a bigger world and have the foozle boss migrate so he's uncampable. Idiot.

    13. Re:Instancing is n00b-friendly? by unkokue · · Score: 1

      No, you're wrong, idiot. Not everything that makes the game less fun for you in the short term just sucks. Besides, there are a lot of good ways to take care of lines and camping other than instances, they're just the easy way which destroys the ability to impact the virtual world. PS, you pointed out that it's more fun to not wait in line for the woozle or whatever, but why did you say he's wrong because of that? That wasn't even his point. Also you're obviously concerned only with the short term on the instance issue. Way to miss the point of the article.

    14. Re:Instancing is n00b-friendly? by Anonymous Coward · · Score: 0

      ... Too easy, and you lose your treasure stake without killing any adventurers. Too hard, and players just won't visit.

      That sounds remarkably like the real life dungeons that try to rob adventurers of their gold -- casinos.

      I can see it now, the neon sign above the dungeon that says: "97% payout!"

      Just don't let the gaming commission catch you rearranging the traps and monsters after the inspection.

    15. Re:Instancing is n00b-friendly? by Anonymous Coward · · Score: 0

      Don't be ridiculous. 99% of players are terrible at designing games. Trust me. 5000 players means you *might* be lucky enough to have 50 intelligent, creative players who would actually be willing to contribute anything, and 4950 whiners and complainers who want everything easy and want everything their character does to be better and stronger than every other character.

    16. Re:Instancing is n00b-friendly? by Anonymous Coward · · Score: 0

      Many MUDs let players join the coding staff when they've gotten bored with playing and if they seem like they can contribute. Players turn into coders who produce their own areas.

    17. Re:Instancing is n00b-friendly? by Deliberate_Bastard · · Score: 1

      You're absolutely right that "spawn camping doesn't scale". However, I think the answer is not instancing. He's right that it's a decent short-term solution. The real solution will be significantly more dynamic and unique content...The genius who develops a world engine bright enough to create and manage AI'd content around one-time quests or events

      Don't wait up nights. We are at least decades away from an AI bright enough to have anything resembling creativity, and randomness is *not* an acceptable substitute.

      Developing a system bright enough to generate interesting content on its own will not be a function of "genius", but of better hardware.

      You see, human "intelligence" isn't actually that sophisticated. In fact, the strategies that humans use to solve many problems are actually *less* sophisticated than the equivalent AI techniques. But the human brain is more powerful by many orders of magnitude than today's best supercomputers.

      Now, I agree with you that such a game would have indefinite replay value, and that such a solution would eventually be the desirable one.

      But generating interesting stories/game content is a problem that we in the field refer to somewhat jokingly as "AI-complete"; that is to say, any system capable of complex enough behaviour to solve this problem could also be made to pass the Turing test, and would ipso facto be a human being.

      --
      NOTICE: This notice will appear at the bottom of all my slashdot posts.
  24. Why MUDs win by Dobi · · Score: 5, Insightful

    I think MUDs still have appeal to old schoolers because we grew up on the dos promp and the pong paddle. eye candy was when you got a balloon to move across the screen after 6 hours of typing Poke and Peek commands on your trusty C64. MUDs work, because they focus was a story. Deep, rich, and twisty. That was their only outlet for creativity. The visuals were left to your imagination. Pen and Paper D&D was/is the incarnation of the MUD. Every now and then, you will find a game that breaks the mold through and through, and resets the bar a notch higher. But those are rare, and more and more gamers are becoming more and more jaded in their expectations. A classic can be made in a week (ie. Bejeweled) and a bomb can take years to pop (ie Daikatana) so what do we know... Tastes are transient, technology moves on, but a good story is always a good story.

    1. Re:Why MUDs win by KiloByte · · Score: 1

      Flashy graphics does a lot to attract new players, but in the long run, it doesn't really pay off. These days, new games put over 99% of their development effort into the eyecandy -- and this means that oldies have an edge precisely for this reason: the same amount of work is splitted between playability and the looks in a better ratio.

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    2. Re:Why MUDs win by MarkTina · · Score: 1

      You got that balloon to work ? I was 10 and that was the first computer program I ever typed in, took me ages and then I just got a mangled shape bouncing around ... though when I was 25 I revisited it and fixed it ;-)

    3. Re:Why MUDs win by Swanktastic · · Score: 1

      Nostalgia always wins. The author even admits it in his paper, but doesn't acknowledge it in his own biases. More along the same theme I see repeated ad nauseum.

      - MUDs are better than MMORPGs
      - Pong was more fun than any NES game, and/OR
      - Super Mario Bros. was more fun than GTA:xxx.
      - Final Fantasy:? is not as good as Final Fantasy:* which I used to play with my college roomates.

      Kids these days are the same as they were 20 years ago. They play something into the ground, get sick of it, and then pine for it when they have to start working for a living.

  25. LOL LARPing FAGGOT! by Anonymous Coward · · Score: 0

    haha

  26. responsibility by spoonyfork · · Score: 2, Interesting
    I designed areas and quests on a little known DIKU MUD called Nilgiri for about 10 years. We had a well defined advancement system and balance matrix for area difficulty/rewards so the game would not run away with inflation. We had peer reviews for area design and game flow. I saw what happened to other MUDs that lost control of development. Some of our players commented that they liked our server because we weren't out of control.

    We controlled our own expansion sprinkled constructive input from players. Players did not dictate our design. Of course, we were "free" to play so nothing was owed to the players. This is perhaps the key difference - not having to catering paying customers. So, while I agree partially with Bartle, I disagree that there is nothing we can do about it... make your MMOG games free. :)

    --
    Speak truth to power.
  27. Thus spake MUSH veteran... by Andr0s · · Score: 5, Interesting

    I've been MUSH*ing since 1995 or so,which makes me... well, not all that much of a newbie (though neither am I really a vet, compared to some others I know :). And this is my view of things, directed mostly at MU* community (text-based one). MUSHes are relatively easy to set up these days, and not terribly difficult or expensive to run- text-based games have low server requirements and free off-the-shelf systems such as PennMUSH or TinyMUSH are quite simple to configure even for newbies.

    What does that mean? That means there are no real barriers for any n00b wishing to try his hand at MU* administration - if you want it, you can do it. And then, everything comes down to creativity, imagination - and lots of patience. I've seen great MU*s created by a handful of newbies - they were sufficiently down-to-earth to create a small gameworld to start with, paying attention to playability and setting. And then there were others (i.e. me) who decided they want to turn their fave P'n'P RPG into a MUSH (I tried creating Paranoia MUSH, followed by HOL. Disasters both, to boot.) However, as opposed to (semi)professional graphic MMORPG designers who frequently are not too familiar with RP concepts, most of people trying their hands at MUSHes do have at least some amount of tabletop roleplaying experience.

    And I've digressed and started losing my thread. Anyway, my ponit (if only I can remember it):

    Experience does not a RPer make - although it does improve one. There are people who've been MMORPGing for years, and they're still as clueless as they were in the beginning. And then there are newbies who will give you some truly great RPing experiences. Contrary to the featured article's statement, newbie-created MMORPGs don't necessarily repulse players - to the contrary, they're often refreshingly new and original, and a newbie is far more likely to accept creative input than someone who considers himself a badass old gamer. And then there is the matter of evolution - old and experienced players have, frequently, set-in-stone ideas of how setting and gamesystem should look - they had years of playing to develop their preferences. Newbies, however, are not so adamant. As a consequence of that, newbie-run MMORPG is far more likely to evolve through player input, changing into something closer to players' wishes, even if glitchy, whereas veteran-staffed MMORPG might posess a very detailed setting and glitch-free gaming system - but be a far cry from what players actually want.

    --
    *MUSH = Multi User Shared Hallucination (more RP-oriented offspring of MUDs)

    --
    '...computers in the future may have only 1000 vacuum tubes and perhaps weigh 1.5 tons...' Popular Mechanics, 03/49'
  28. Re:Yeah! Lets blame the users! Thats the ticket! by apachetoolbox · · Score: 2, Insightful

    You are absolutely right!

    Take a look at SWG or any other sony MMO game, they're released when they still have a long way to go to get out of beta and there are enough MMO's out now to where we as players don't have to put up with half baked MMO games.

    It isn't the players! And you don't have to be a 20 year MUD vetran to make one. SEE: WoW

  29. Re:Yeah! Lets blame the users! Thats the ticket! by pknoll · · Score: 4, Insightful
    You have an excellent point, with which I agree - the newer games coming out have a lot more to live up to now that the player base available to them has become sophisticated (and unwilling to accept shoddy anything).

    But I don't think the user is being blamed here; at least, that's not what I got from the article. It seemed more to me that the problem is that the game developers must respond in sometimes less-than-ideal ways to cope with market pressures. These pressures do come from the users, but it's not their fault. They're just consumers.

    He suggests several ways of reacting in a way that is beneficial for the game as a whole, also; something no MMORPG has been good at (yet).

    I played EQ for about four years before recently quitting; and many of the symptoms of decay Mr. Bartle enumerates are easy enough to see, at least in my experience with that game.

  30. Hypocrisy, much? by caerwyn · · Score: 3, Insightful

    The author is guilty of exactly the same things that he blames the newbies for, and his arguments are anything but airtight.

    1) Permanent Death. Okay, the author is convinced that permanent death is better. I'd like to see an example of a permanent-death game that did better than one that didn't have it? He can theorize all he likes that it's better for game design, but the simple fact is that nothing has yet shown that it in fact is.

    2) Instancing. Again, the author is convinced that instancing is evil. A lot of people might agree. However, "instancing" is a very, very big concept. One can argue that the separate servers in mmorpgs are all "Instances", but that's hardly something most people would call particularly harmful. There's a whole range of instancing from one-person-per-instance to hundreds-per-instance.

    The author never manages to show that he's doing anything more than what he accuses newbies of, since while he claims that there are things that are long-term-bad that he likes, he doesn't actually back up such assertions. Then, as above, his examples are ridiculously under-supported.

    --
    The ringing of the division bell has begun... -PF
    1. Re:Hypocrisy, much? by renderhead · · Score: 1

      Did you even read the article? Sounds like you skimmed it. In the case of permanent death, he never said that it was a more successful concept than the alternatives. He said it was a better concept, but that it would always be rejected by newbies and thus cause a game to wither away financially. The same thing applies to your second point. The point of the article is not "make your game this way and it will be more successful". The point of the article is "if you try to do things differently and better, your game will be awesome but nobody will play it." Very different than the point you accuse him of trying to make.

      --
      I wish that my inferiority complex were as good as yours.

      -RenderHead

    2. Re:Hypocrisy, much? by caerwyn · · Score: 1

      And he does absolutely nothing to back up said assertion, which is what I'm complaining about. At least with my points regarding permanent death and instancing I can point to current games and say, look, success has been had with instancing. Success has been had with a lack of permanent death. He offers no metric whatsoever for showing that his own assertions have any merit whatsoever.

      He can claim whatever he'd like, and I understand that he's not claiming to be going for the "successful" guideline (though his "wishful thinking" at the end indicates that he hopes to be proven right in the end). But he offers no other way for us to measure the accuracy of his statements, and therefore we must fall back on the guidelines that *are* available to us.

      --
      The ringing of the division bell has begun... -PF
    3. Re:Hypocrisy, much? by MadHobbit · · Score: 1

      But how do you define "better"? Is there any reasonable way to say what's "good" in a game, apart from what's fun?

      It's ridiculous to say "Well, this is a good game design, but nobody will play it because they're not enjoying themselves". This is -entertainment- we're dealing with.

      I disagree with Bartle when he says it will be rejected by newbies. I think people will try it for sheer novelty. But if it's not fun, the game will die...because it's a *bad idea*.

      Many, many games are modified during alpha testing to make them more fun. The alpha testers don't turn up their noses and say "It's different, I'm not playing it". They play it, then say "Idea X rules, idea Y kinda sucks". Bartle's article reads very, very much like he's saying "I know what's right, and the fact that no one else wants to play this proves they're sheep."

      (I've written a few responses now, and I think I'm getting progressively crankier. Bartle, if you're reading -- sorry)

    4. Re:Hypocrisy, much? by osu-neko · · Score: 1
      Success has been had with a lack of permanent death.

      You do come off sounding like you didn't really read the article very carefully, since you make statements like his above and in your original post, which say more or less what the author of the article is saying, while acting like it contradicts what he said.

      The real problem is, he's trying to define what makes a game "better" as something other than what makes it "successful", indeed his point is that what usually makes a game more successful tends to make it "worse". And rather than criticize his lack of providing a way to measure "better" (until this latest reply), you're making an (unsupported) assertion that "successful" is the way to measure it. That does make you sound like you're (possibly deliberately) missing the point.

      and therefore we must fall back on the guidelines that *are* available to us

      Agreed, but in my own experience, "successful" and "better" are quite certainly two different things, so your implication that "successful" is the only measure available to us here is absurd. Surely you can think of some better guideline than that. "Enjoyable" seems a much better standard to me, and although there may be other aspects to "better" as well -- I think "enjoyable over the long-term" comes close to capturing what he meant by "better".

      How do you measure that? Beats me. But reverting to "successful" because it's easier to measure is a cop-out.

      --
      "Convictions are more dangerous enemies of truth than lies."
    5. Re:Hypocrisy, much? by Anonymous Coward · · Score: 0

      Which is hilarious elitism at its finest:

      The best game is one that no one enjoys playing.

      Wow, you people should be in politics.

    6. Re:Hypocrisy, much? by Marc_Hawke · · Score: 1

      Bartle's not hypocritical because he's describing himself. He's describing WHY MMOG's have evolved the way they have. He's describing WHY each one is more simplistic and 'safe' than the one before it.

      He's not saying he's smarter than the other designers, he's just saying the designers are forced into a paradox.

      He's not even saying that the newbies are dumb, they are just short-sighted. They know exactly what they like, and they demand it. They just aren't big on delayed gratification, and there really aren't many people who are.

      So...take the 'rant' as an objective look at larger systems and don't take it personally. You'll enjoy it much more.

      --
      --Welcome to the Realm of the Hawke--
    7. Re:Hypocrisy, much? by slycrel · · Score: 1

      1 - Howabout conter-strike? Yes, I know it's cross-genre, but the point stands. They did "permanent" death in such a way that adds to gameplay and is fun for most players. MMO games can do this as well, if they change some fundamental gameplay issues. It is, as he says, a short term negative thing but (if implemented correctly) a long term benefit. Sure, any developer can jump in and slaughter a great idea, but that leads me to:

      2 - instancing. He's arguing that you lose the point of being in a huge world if you can't get the interaction of the full online world. You may as well be hosting your own server for your friends when in an instanced dungeon. Now, I think instancing is a great concept, but it's being used as a solution for too many of the wrong problems.

      I guess I'm not saying you're wrong here, as most of this is opinion based anyhow... but I think you're being a bit harsh in regards to these two topics in particular.

    8. Re:Hypocrisy, much? by caerwyn · · Score: 1

      The problem with the counter-strike analogy is the question of *loss*. In counter-strike, all character improvement is related to player skill, ignoring the short term benefits of acruing money via kills, etc. In an MMORPG character improvement is often very much related to time spent in the game- you put time in, you get a more powerful character out. Adding in "permanent" death" and this no longer occurs- you put time in and can end up with nothing out. Sure, you might have had fun during the time you were playing the character- and hopefully did! - but nonetheless there's a very non-fun sense of loss associated with the permanent death and the requirement to start over. That sense of loss simply doesn't happen with counter-strike, as you just wait for the next map and all is good. If you make MMORPGs like counter-strike by removing the reward for time invested, then you cease to have the essence of a roleplaying game- a slowly improving character, improving in ways not necessarily related to the player's actual skills.

      --
      The ringing of the division bell has begun... -PF
  31. I just can say... by Anonymous Coward · · Score: 0

    Amén

  32. If we could moderate the article... by Dragoon412 · · Score: 4, Interesting
    ...I'd give it a -1, Overrated.

    The entire article tries to take on a position of authority on the subject, but provides no concrete proof for any of its assumptions, and it makes many assumptions, and only manages to come across as elitist.

    For example, the author describes permadeath:

    If characters that died stayed dead, it would open up all kinds of very convenient doors for virtual world design:

    * It prevents early-adopter players from gaining an iron grip on positions of power.
    * It re-uses content effectively, because players view same-level encounters from different angles using different characters.
    * It's the default fiction for real life.
    * It promotes role-play, because players aren't stuck with the same, tired old character the whole time.
    * It validates players' sense of achievement, because a high-level character means a high-level player is behind it.

    Many designers and experienced players would love to see a form of PD in their virtual world, but it's not going to happen. Newbies wouldn't play such a game (under points #2, #3 and #4), therefore eventually neither would anyone else (point #1).

    PD is short-term bad, long-term good: rejected.


    Nevermind the fact that in a modern, treadmill-driven MMO, adding permadeath would also lead to in-game cowardice (because no one wants to lose the character they spent the past 6 months building up), much grief (because no one wants to die to the lowbie mob that aggroed them while they had a lag spike), and makes the assumption that players need to have their characters forcibly changed so they don't grow board and leave (many people actually like their characters, and grow attached to them over the bazillion hours they spend playing them).

    What's even more absurd is the assumption that killing off a player's character and forcing him to play the same content over repeatedly is somehow preferable to one, constantly growing character.

    Here's a hint: if people want to replay the same content from a different point of view, they can make a new character without having their old one killed off. ...and that's, basically, the tone of the entire article - no concrete proof, not even any rationale, just a lot of "my ideas are better than yours beacuse real men play text games"-styled nonsense. It doesn't even discuss newer or more creative ideas (like, instead of perma-death, how about semi-perma-death, wherein a defeated character is disabled for X amount of time, but not deleted?).

    No doubt, there's some truth to his points, but the way it's presented, the author comes across as a troll.
    1. Re:If we could moderate the article... by Anonymous Coward · · Score: 0

      The entire article tries to take on a position of authority on the subject

      Yeah... It's not like he WROTE A BOOK ON THE SUBJECT

    2. Re:If we could moderate the article... by jspectre · · Score: 1

      big deal. i can write a book on brain surgery, doesn't mean you'd want me to open up your head and start digging in! (note: i am not a brain surgeon in real life! nor do i play one on /.!)

      --

      abcdefghijklmnopqrstuvwxyz

    3. Re:If we could moderate the article... by _xeno_ · · Score: 2, Interesting
      Here's a hint: if people want to replay the same content from a different point of view, they can make a new character without having their old one killed off.

      Along that line, I like the way FFXI allows you to switch your class, effectively changing back to an earlier level. You get the benefits of a new character (minus the ability to change your race, for obvious reasons), on your existing character, without having to pay extra for another character or having to lose your current character. It's like starting the game again, but you can always revert to your higher level job.

      Which isn't to say the job system is perfect, but it offers a solution to the "problem" of allowing people to experience something different from the start again.

      And I dislike the idea of permadeath for a wide variety of reasons. The biggest are that it's far too easy to die for reasons outside of your control. For example, there's nothing quite like walking across the Planes of Death (or whatever) and all of a sudden seeing the dreaded "Connection to Server Lost" message. So you log back in, to discover that you are now standing in the middle of a group of Greater Demons, who proceed to pulp you.

      Then, of course, there are griefers. Players who get the Evil Scorpion of Doom to chase them right next to your group, and then use their Teleport ability to leave. All of a sudden, you've got one nasty bug slaughtering you.

      There are other examples, but arguably those are "bugs" that can be worked around. (Like when I had a Sneak buff on that prevented enemies from "detecting" me so they wouldn't start attacking me. Then I disconnected, which caused this buff to be lost. Logged on next to an enemy that proceeded to instantly attack me. Really annoying.)

      --
      You are in a maze of twisty little relative jumps, all alike.
    4. Re:If we could moderate the article... by renderhead · · Score: 1

      Is anyone actually paying attention to the point of the article? This is not a checklist of the elements to make a good MMOG. Player death is ONE example, and he is not claiming that adding it would automatically improve the gaming experience in every game. He's not advocating adding permanent death to modern, treadmill-driven MMOGs.

      What he is saying is that all MMOGs suffer from a conflict between what features would actually improve gameplay and the features that their players demand. The article is about players and developers, not about games. The only reason he even brought up permanent death is that it's a feature with promise that has been suggested/requested by many hardcore players and tried by a number of developers, but nobody can get it to fly. It's a perfect illustration of his "short-term-bad, long-term-good" feature argument. I don't know why so many posters are latching onto this one section of the article and acting like it somehow undermines the whole argument.

      --
      I wish that my inferiority complex were as good as yours.

      -RenderHead

    5. Re:If we could moderate the article... by leshert · · Score: 1

      No, but I'd be more likely to trust the person who pioneered brain surgery than I would be to trust you, even if he when he did it, they didn't have the modern instrumentation they do now.

    6. Re:If we could moderate the article... by osu-neko · · Score: 2, Insightful
      I don't know why so many posters are latching onto this one section of the article and acting like it somehow undermines the whole argument.

      They're just doing the same thing the author is doing. The author claims there are numerous features that are like this, and uses this one thing as an example. The critics think the author is full of crap, and use this example to demonstrate.

      Really, if this is the best example he could come up with, it doesn't speak well for his overall point. If it isn't the best example he could come up with, then why did he pick that one?

      It's perfectly valid to criticize his examples, even if they're only examples of the points he's trying to make. His inability to find good examples is telling.

      It's a perfect illustration of his "short-term-bad, long-term-good" feature argument.

      And that's the point you seem to be missing. If this is his "perfect illustration", and it's so laughably flawed, his point doesn't hold much water now, does it? If it's both short-term and long-term bad, that's a much more understandable and probably explanation why games don't incorporate it.

      --
      "Convictions are more dangerous enemies of truth than lies."
    7. Re:If we could moderate the article... by Anonymous Coward · · Score: 0

      Because if its the only example he can state, and its not even a particularly good one, it casts doubt the that base assumptions he makes are even valid.

      Reminds me of the people that keep saying that communism just really hasn't been given a good chance yet.

    8. Re:If we could moderate the article... by Anonymous Coward · · Score: 0

      If you looked at the reasons the permadeath argument is flawed, then you might realize it's because you base your arguments AGAINST permadeath on an out-of-context scenario.

      You can't look at his argument as "Take one modern-day MMORPG, add Permadeath, and voila! Masterpiece!" It's "Permadeath is a feature that no longer exists, not because it wasn't good, but because newbies dislike it, and therefore has vanished off the face of mainstream design."

      Newbies dislike it because most of them started out with Everquest, which did not have Permadeath. (Mostly because the games EQ was based on did not have PD.)

      Permadeath is a useless feature in non-mainstream MMORPGs that, gee... can we imagine it?, DON'T HAVE COMBAT.

      I mean... you gotta have combat, right?

      It's a staple of MUDs, no?

      Standard feature?

      Am I sounding like the article yet?

  33. Leave out facts, make a point. by KDR_11k · · Score: 3, Insightful

    The article has quite a few objectionable "truths". For example, permanent death might be nice for the economy and the world itself but it's f###ing frustrating for the player himself. MMOs are timesinks, to particxipate in the endgame you need to spend months as an average player. Losing all that progress because one day you overestimated yourself and got killed is REALLY frustrating.
    Or teleporting. Sure, encouraging people to make new friends is nice but the main problem is that spending hours running from one point on the map to another just plain out isn't fun. Instancing is important because virtual worlds have an extreme overpopulation of adventurers and there just can't be enough dungeons for everybody (and even if, people would restrict themselves to two or three that give the best "loot").
    Fun and world integrity don't always go hand in hand and instead of looking at things from a global perspective, try to look at how the player perceives the world because a bad perception will result in a bad reaction. Make sure the downtimes are short and the players have fun, fun should be the first goal of any game.
    Many MMOs tend to neglect the beginning, pretty much telling you to work until you are someone. That's a harsh welcome. Why should I spend days to reach an adequate level in an MMO when there are games available that allow you to jump in and play? A game must be fun from t=0 if it wants to attract newbies.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Leave out facts, make a point. by ShadowDrgn · · Score: 1

      MMOGs neglect the beginning because no one spends a significant amount of time at that level. With a tough treadmill and no permanent death, players are going to spend their time getting one or two characters up to a high level and staying there. Your average console game has a well-designed level 1 because you have to play level 1 every time through; with MMOGs, there's little incentive. Newbies don't quit because the first few levels are boring. First of all, they expect it, either from previous experience or their friends; second, the mantra of the level treadmiller is "this game is going to be so awesome when I get level X!" The thought that maybe, just maybe, higher levels are going to be significantly more fun keeps people on the treadmill.

      Clearly, you can't throw permanent death into Game X and expect it to work. The idea is to design a game around it--a game where it not only doesn't take months to reach the highest level, but the process of getting there is fun too. If done right, you wouldn't be all that frustrated about dying. However, living would be much more rewarding.

    2. Re:Leave out facts, make a point. by Anonymous Coward · · Score: 0

      Are there MMOGs that have tried it? He claims that if they did that players would reject it without though, even if the system was built around it and worked well with Permadeath. But he really has no evidence that this is the case. Until someone tries to sell a game like this, we don't know if it will be any good and we don't know that players will reject it.

    3. Re:Leave out facts, make a point. by Anonymous Coward · · Score: 0

      Considering Bartle's job is to review Virtual World designs and to suggest improvements, I'd say he is quite aware of many such systems. And I'd also say he's quite aware of the fates of all those systems, and, after a couple hundred, has some idea WHY their fates were as they were.

      Also, since when did Gamasutra give you numbers? He's on the soapbox, and he states that it's non-technical, that in a month or so, he'll have another one. More technical, more convincing.

  34. Instancing bad? by EvilMagnus · · Score: 3, Insightful

    Hrm.
    On the one hand, he says that Instancing is an example of a short term good, long term bad design decision.

    On the other hand, if you disagree with him on this, then it's clear that you're one of those players who can't recognise a bad design feature. Yet he fails to satisfactorily explain why Instancing is actually a bad design decision.

    Nice argument there, Bartle.

    I personally think Instancing is a good thing all round, if it's used wisely. City of Heroes does a good job there, and I can think of ways it could have been used effectively by other MMORPGs (Star Wars Galaxies spring to mind).

    --
    -EvilMagnus
    1. Re:Instancing bad? by Frenchy_2001 · · Score: 1

      Bartle's point is not so much that Instancing is "BAD", more that is detracts from the concept of MMO. In an instanced world, you do not reach the same degree of achievement, as all can do it. Your biggest nemesis are not unique, they are just instances of the same monster.

      So, killing that bad ass last boss is not extraordinary, any player reaching that level can do it, no limitation.

      I play CoH and i love it, but i understand his criticism. CoH is more a cross of Diablo and Marvel, than a real MMO. Your impact on the world is a resounding 0. You can save the earth (or at least Paragon City) and defeat all the vilains thrown at you and yet, nothing has changed. This is one of the point that actually attracted me to it, as it allows a much more moderate player (only one hour of play/day) to enjoy the game as much as a hard core (although at my own pace). On that note, it is more of a single/group experience, than really MMO. You never play with more than a handful a people (although usually different from session to session).

      So, his point is valid, instancing limit your effect on the world. Now, to judge if that is a good thing or not...

      His criticism are more of a block than really independant. If you take instancing out, then you need a perma death to avoid a lock in of the world from the power gamers. Perma death forces a rotation of power and compensate for the scarcity of the loot.

      It's not a simple problem. The goal is to find a balance of all those elements that work and that everyone can enjoy, both newbies and oldies and both power and recreational gamers.

      In truth, i think you cant reach such a consensus and hence you'll have different games caterred to different crowds.

    2. Re:Instancing bad? by Anonymous Coward · · Score: 0

      I can give a couple examples in Everquest....

      Instances are good when they are designed to get around a game issue (like spawn camping).

      Instances are bad when they become the center of the intended design (like the newer instance zones in Everquest--its starting to take on a very FPS feel). Instances typically do not lend themselves to story and content variation.

      They are very good at one thing--creating multiple copies of static spawns.

      -They are very poor at creating immersion.
      -They allow designers to be lazy with content creation because components are not individually designed but rather regurgitated for reuse.
      -They can absolutely destroy things like PvP in games--it doesn't make much sense to have a PvP world with instances that you go in to and can't PvP in.

      When used properly they can be a handy tool--they should not be the center of design in a game or its expansions.

    3. Re:Instancing bad? by Anonymous Coward · · Score: 0

      This seems to have nothing to do with instancing. Everyone can kill the biggest badass boss on Everquest too, when they get to the right level. Because it always respawns. (They just have to wait around a few days to do it... People who have that kind of free time don't impress me.)

    4. Re:Instancing bad? by EvilMagnus · · Score: 1

      Bartle's point is not so much that Instancing is "BAD", more that is detracts from the concept of MMO. In an instanced world, you do not reach the same degree of achievement, as all can do it. Your biggest nemesis are not unique, they are just instances of the same monster. ...and this is different from Spawn Camping, how? Are you saying that Spawn Camping is better because only the dedicated can spend the time to wait in line to kill the uber mob? :)

      I think his main contention (which you also touched on) was that instancing detracts from the social aspect of MMORPGs... but aside from the fact that you can instance with friends (and that's social, right there) he fails to adequately explain why well-implemented Instancing is bad design.

      --
      -EvilMagnus
  35. Sounds Just Like Government or Business by PetoskeyGuy · · Score: 1

    I haven't heard of too many decisions where governments and especially businesses would make a minor sacrifice to affect a larger benefit in the future.

    1. Re:Sounds Just Like Government or Business by why-is-it · · Score: 1
      I haven't heard of too many decisions where governments and especially businesses would make a minor sacrifice to affect a larger benefit in the future.

      Well, the corporation I work for has laid off >20,000 people this year. We are told this is being done in the best long-term interests of the corporation.

      Of course, it is a matter of opinion as to whether 20,000 people is considered to be "minor". I guess it would depend on the number of stock options you have, and what the strike price is!

      --
      *** Where are we going? And what's with this handbasket?
  36. Bah by Godai · · Score: 3, Insightful
    While I agree with the argument that he lowest common denominator often has too much sway, he immediately chose two things I disagree with to make his point.

    1. Permanent Death

    I disagree that it is a given that this is a naturally good thing. I do agree that there are some players who prefer to play this way, and while I'm not one of them, I can understand how that could be a thrilling experience. I, on the other hand, am looking to enjoy myself and experience the content. He claims that by adding permanent death content would be more replayable because we'd see it through the eyes of man characters instead of uber-character. Like I said, I think there's a case to be made for a permanent death option, but please, this is not it. It's precisely because I don't want to repeat the same damn content over and over that I don't want permanent death to be a fact of life. He overlooks the simplest answer of all: have both options available, a la Diablo II's Hardcore Mode. Mark these players out as special somehow too, so we can marvel at their Hardcore-ness if need be. I don't mind. But don't prevent me from seeing the cooler upper-level spells and areas because you think non-permanent death removes your eliteness.

    2. Instances

    I'm not sure what he was smoking on this one. Instances are fine. I've been playing WoW for three months and I've rarely ever gone into an instance with the same people even twice. I meet random people and head in. Instances prevent a far, far worse concern that he completely ignores, namely the camping of quest-integral mobs and items. Because yeah, it's FUN to hang around at the end of a dungeon for 8 hours for that rare boss spawn. Just ask old-time EQ players.

    Even his arguments against make little sense: that it will fence players off from each other. Moronic. Again, in WoW, there is maybe one, sometimes two such instances in a zone. Instances probably make up, what, 4% of the game's area? You spend maybe 5% of your total playing time in one? And this fences you off? Or, we could let everyone camp mobs, and a fun dungeon experience could be ruined by group of asshats spamming "You are teh sux0r" and corpse camping you. Yeah, that's fun. His four points about newbies may be true. I can see some truth in his argument. But he still can't use that to prove which features are inherently good or bad. That's ridiculous. Of course, since I'm disagreeing with him, I'm almost certainly a 'newb'. Well, he can think what he wants, just like I will think what I want.

    --
    Wood Shavings!
    - Godai
    1. Re:Bah by Naeleros · · Score: 2, Interesting

      I think you have to expand your paradigm a bit. For example.. do you truly object to 'Permanent Death'.. or are you really objecting to 'Replaying the same content again'? What if you started a game that each character was truly unique, there were no 'newbie' areas to begin, and each game was fresh. Would you object if there was PD in that game?

      I do believe there are ways to do this. For a couple of years I've had an idea for a game that foregoes levelling and loot mongering. But.. it would have permanent death. Its a rather long story why this would be an important feature.. but, I do believe that PD is offset by the fact that you don't have to 'replay' the same portion of the game over and over.

      But.. I recognize that just the mention of 'Permanent Death' would cause tremendous uproar. No further discussion would likely be possible. I agree with him on this point. So.. the game idea is pretty much worthless (not that I have the $100M to get it off the ground, anyway ;).

    2. Re:Bah by dfiguero · · Score: 1

      I agree. And there are even more implications with the perm death.

      I've been playing Lineage 2 and it is often the case that a farmer or a group of people want to kill you for their own personal entertainment, and in a game were you have to really grind at it to make a progress this sort of thing would make me give up on a game with a perm death policy.

      Another example is those abussive high level players that like killing lowbies. Suppose you get to lvl 8 or 9 in two or three days and then comes a lvl 56 and just kills you.

      Like parent poster said let there be two modes like in Diablo and everyone can choose whatever the hell they want.

      After all when we purchase a game it is really our money what really dictates what we want in a game not if we are newbies or not.

      --
      My penguin ate my sig
    3. Re:Bah by trynis · · Score: 4, Insightful

      I think you have to expand your paradigm a bit. For example.. do you truly object to 'Permanent Death'.. or are you really objecting to 'Replaying the same content again'?

      I believe he's really objecting to 'Replaying the same content again', which makes him fall under Bartle's #3:

      Point #3: Players judge all virtual worlds as a reflection of the one they first got into.

      In many games, PM would lead to replaying content, but that doesn't make PM an inherently bad thing. Actually, most of the posts so far that object to Bartle seem to fall under #3. They object to PD, no teleportation, and no instances because they imagine what it would do to the games they know, not what it would mean for a New And Better Game (tm). And that would make that New And Better Game fail, which is Bartle's point.

      --
      This is not a sig.
    4. Re:Bah by arkanes · · Score: 1
      As a long term mudder and gamer, I too think Bartle is full of crap. I've read his stuff before and I think he gets far too carried away with his "virtual worlds" and his elitism about what the "correct" way to have fun is. Like a lot of critics in a lot of fields he likes to point at anything lots of people like and call it bad.

      If Bartle actually had this theoretical New and Better Game, and it was actually New and Better, then maybe he'd have a point. Permadeath is a lousy concept because it detracts from the fun. If permadeath doesn't detract from the fun, then it's because you aren't attached to your character and what the hell is the point then? The persistence of who you are is important in MMORPGs. Forcing a rotation of the high level players because you can't think of anything better for them to do is the lamest designer copout there is. You better hope your new and better game is going to attract the newbies, becuse it's damn sure you aren't going to have that many old timers sticking around.

      There's been plenty of MUDs with permadeath. A few of them are even still around. None of them are large or vibrant. There's a reason for this and it's not because they're wonderful games that plebians won't play. It's because permadeath sucks.

      Instancing is another area he has his head up his ass. It's a working solution to a problem all high population games have. It's also an easy way to provide semi-random content. Is it perfect? No, the perfect solution would be to have more content than your players can consume. But since that's a practical impossibility, we'll settle for instancing so that consuming the content that is available doesn't suck. If he's got some magic method for being about to create content that fast, then maybe thats what he should be sharing. I think his current method of "alienate everyone but a couple dozen players" isn't really a road to success.

    5. Re:Bah by Naeleros · · Score: 1

      If Bartle actually had this theoretical New and Better Game, and it was actually New and Better, then maybe he'd have a point.

      Therein is the problem. No one can make that 'new and different' game. It costs tens of millions of dollars to produce and you're simply not going to float anything original by publishers in the current market. You would really need the support of players and its just not going to be there if it includes a buzzword like 'Permanent Death'.

      This is really the underlying point of Bartle's article, imo. You *can't* make something different today. Players are deciding what will be built based on what they've played. They're unable to see longterm design (I'm speaking to the large group of players.. not as individuals).

      If you want more proof of that.. look at the posts to this article. How many arguments against PD are based on actual experience with a MMOG that includes PD? How many are based on existing MMOGs that don't include PD and wouldn't be very good if they included PD?

      You'd never be successful winning any of those people because they've decided 'PD is bad'. There's no more discussion. It doesn't matter if PD is a focal point of a new and highly brilliant idea.. it's bad.

    6. Re:Bah by arkanes · · Score: 1
      Bull. It costs practically nothing to set up a MUD, while still attract people. If he can validate his theories with a text based game, maybe he can get some funding for a MMORPG. I don't think he can, because there's been MUDs with PD and they were never very successful - they attracted a certain core of people who eventually ended up controlling the mud and nobody else. I've seen it happen a dozen times. The game mechanics of modern MMORPGs aren't really that different than MUDs so I think most of the playabilty concerns are the same. If Bartle thinks I'm wrong, then he can pokey up say 5 grand, write his New and Better mud, spend a little of that money on advertising and see how much of a player base he can draw.

      You might be able to create some sort of game with Bartles ideas. But it won't be a very good MMORPG. It might be a half-decent fantasy gamelet. I might give it an hour or so to check it out. But I think Bartle has fallen into the same trap that a lot of game designers (thankfully, not very many succesfull ones) do, and has decided that what he wants and what he thinks is more elegant is what people should do, and players should be forced to conform. His whole article points at it - remove teleportation and instancing as a way of forcing people to interact with strangers. You can't get away with this kind of crap and expect to have a successful game, and it's not because the "newbies" have too much "power". It's because people don't like being told how to play your game and if you try to force the issue they're going to leave. Now, you can take the indie route and claim that your game isn't supposed to appeal to "the masses" and the games that do "are dumbed down" all you want, but the bare facts are that people don't think your game is any fun, and they gravitate to the ones that are. If your game is New and Different, but also Fun, then you'll get attention. It might be slow going becase there's some merit to the reasons he provides, but it's an obstacle, not a barrier. Bartles problem is that he doesn't approve of what people find fun, and that's his problem as a game designer, not our problem as players.

  37. Virtual emulates real! by Gentlewhisper · · Score: 1

    "survival of the not-quite-fittest"

    Alrighty, it already happens in America, what else is new?

  38. Getting People to play Muds by lordmage · · Score: 3, Interesting

    The article is full of interesting issues and correctly points to the problem of bad design.

    The real issue is Implementors and how they react to the inevitable whining by the players. No matter what you do, players will complain about something.

    Here are the reactions from implementors:
    1. Ignore the Whining
    2. Attack the whining player back
    3. Carefully consider the players complain and act or
    4. Ignore everyone and do it your own way.

    I mention these because A combination of 3 and 4 are the most effective way of creating and maintaining a game.

    Now lets delve into the truth of reality.. and fantasy. No matter how great your graphics are they cannot compare to the ability of the mind(imagination). Text based games are much more "graphical" than any true graphical game due to the amazing brain. It will take many decades before graphics can come even close to matching the brain in processing.

    What does this mean overall? It means that you should find a Good text based game with Implementors willing to listen and come up with original ideas.

    I recommend The Mage's Lair at www.mageslair.net port 7060 as it has been around many years.. and yes.. like the article said it does not lead to many muds as people tend to stay around.

    Spend money or play a better type game in Muds.

    --
    I can program myself out of a Hello World Contest!!
    1. Re:Getting People to play Muds by KiloByte · · Score: 1
      You cannot really ignore the old wisdom. The old papers Bartle did many years ago are still perfectly true, while new games repeat the same errors over and over.

      On T2T (towers.angband.com 9999) we had a senior coder who, after a power struggle, opened his own MUD. In an attempt to make "what the players want" he took our "help fsi" (Frequently Shot Ideas) and implemented basically every feature we chosen to dismiss. And guess what, is his MUD still up and running?

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    2. Re:Getting People to play Muds by lordmage · · Score: 1

      What I did when the mortals whined too much about the changes I made and complained when I took out PK counters (which absolutly killed RP).. was to release the codebase. What you find is that many of them take the code, find out how hard it is, and shutup. Others take the code modify it and then try to steal my players and end up failing.

      I encourage anyone making a new mud and provide technical support and even game playing advice but new admins (and I did this) do not seem to follow the advice. They want to give everything to everyone. Anyone logging in tends to get instant immortalship, etc. Its a vicious cycle.

      You can download the codebase we released at httpL//www.mageslair.net/sacred.php

      I like the help fsi in game.. thats a decent Idea. We currently have those ideas shot down in our forum.

      Get the codebase (sacred) and take the worklist functionality. When we coded that, it made assigning takes and maintaining buglists, help problems, typo lists, build features so much easier.. in game.

      Take Care

      --
      I can program myself out of a Hello World Contest!!
  39. You Really See This In Long Running MMOGs by EXTomar · · Score: 4, Insightful

    Take Everquest for instance. This game has been running so long that the people in "one age" aren't the same people in "the next age".

    In the beginning the imfamous idea foisted by the creators was called "The Vision". It was basically a creedo of how they thought the game should behave in form and function. It wasn't perfect (for instance non-magic classes were left devoid of any extra skills) but it was a solid framework to start from.

    But as time moved on, these people who created "The Vision" left to do other things and this was slowly dismantled. Each expansion that has come afterwards seems to have gotten more haphazard with adding features. Things are added to the game by designers who have little knowledge of the hsitory of the game (or possibly don't care) which turns the game into a hodpodge of skills and monsters that don't grow with time.

    Although showing its age and probably on its last legs, Everquest at this point is shaken ever expansion due to this effect. Designers only seem to know or care about their current creation instead of creating a solid and sound system that will stand the test of time.

    It isn't so much that MMOGs are designed by Newbs. They are designed by people who probably aren't going to be working on the same project a year from now.

    1. Re:You Really See This In Long Running MMOGs by WuphonsReach · · Score: 1

      /clap

      That pretty well sums up why I quit playing EQ after about 18 months (started just after Velious).

      SOE developers were absolutely clueless when it came to implementing new features. Absolutely zero thought given to the impact that particular changes would have on the entire playerbase.

      At least the "vision" was consistent, which meant that if you were leveling up race X as class Y, you pretty well knew what lay ahead on the road and what was the ultimate end-game for your toon. Once SOE started making changes willy-nilly, your class would go from needed/wanted in groups/raids to unwanted/unneeded. But if enough people complained, they'd nerf something else 3 months later, and a whole new crop of players would find themselves unable to get into groups/raids.

      A good example is travel. Were the boats slow? Yep. So why not add an express service NPC at the docks for those who were willing to pay a few plat to transport themselves or their group? Bingo, a new plat-sink, and you don't put the druids/wizard folks who like to port for plat out of business.

      Instead, they added free transportation in the game. Ruined the port-for-plat business, and actually made it even more difficult to get back from remote corners of the globe until the PoP expansion came out and added more insta-port locations.

      --
      Wolde you bothe eate your cake, and have your cake?
  40. Bartle and James? by Anonymous Coward · · Score: 0

    I have this image of two old geezers sipping cocktails and trying to play some MMOG..

  41. How to start with MUDs? by jaaron · · Score: 3, Insightful

    Okay, so for us MUD-less ones, how do we get started? What are some popular MUDs? Or is that even the right question?

    I think part of the problem with MUDs is that there's a larger learning curve than for getting into Everquest or FFXI. So, would some MUD veterans like to give some suggestions on how to reach MUD enlightenment?

    --
    Who said Freedom was Fair?
    1. Re:How to start with MUDs? by dswensen · · Score: 2, Funny

      So, would some MUD veterans like to give some suggestions on how to reach MUD enlightenment?

      Yeah. Don't.

    2. Re:How to start with MUDs? by Anonymous Coward · · Score: 0

      EotL
      End of the Line
      telnet to eotl.org 2010
      http://www.eotl.org/

    3. Re:How to start with MUDs? by Thunderstruck · · Score: 2, Informative

      I've always been a big fan of Fantasy based MUDs such as those found at fire.pvv.org, port 4242 (Multi-User Middle Earth) and rots.us, port 3791 (Return of the Shadow)

      To play these effectively (as a new player) you will need a MUD client. These are just a modified telent terminal. Zmud is popular for windows users, Powwow, Tintin, and others are good on a Linux system.

      Once you get in, start reading things. Most MUDs support intuitive commands like "west" to go west, or "Say" to say something, or "Chat" to say something to everyone in the game. Ask questions, take notes, and ... be prepared in case of addiction.

      --
      Trying to use sarcasm in text-based forums does not work.
    4. Re:How to start with MUDs? by Yunzil · · Score: 2, Informative

      What are some popular MUDs?

      You can go to www.mudconnector.com and search for a MUD with features you might like. Personally, I'm partial to Discworld.

    5. Re:How to start with MUDs? by Fjornir · · Score: 1
      Connect your favorite client to Dartmud -- read all about it at their website and Raven's Guide.

      It's a difficult game, with some awesome features. The complexity is amazing, it's lots of fun. All of the players are extremely nice -- many of their characters not so much. The Mud is reasonably RP intensive, but not fanatically so.

      Enjoy it, and good luck!

      --
      I want a new world. I think this one is broken.
    6. Re:How to start with MUDs? by Kwaichang · · Score: 1

      If you're looking for good mudsites to help you start out. Try mudconnector.com for a huge list of about 2K muds. If you're trying to find exceptionally newbie-friendly or populus muds go to www.topmudsites.com Which ranks them, I personally suggest Achaea. Any mud worth it's salt has a newbie channel to talk on and ask questons. My advice is to be patient, ask questons politely, read the help files, and if one is offered take any kind of newbie quiz/orientation tour. Hope that helps. Hope tha

    7. Re:How to start with MUDs? by Anonymous Coward · · Score: 1, Interesting

      rots.us, port 3791 (Return of the Shadow)

      Hahahaaahahaaahaa. You're a fan of RotS? RotS is an example of almost everything that can go wrong with a MUD, including: unfair benefits to (some) immortals; pandering to newbies to the detriment of the older, established players; adding whiz-bang quests instead of repairing broken game mechanics; adding new super equipment (which always ends up saturating the game, no matter how hard you make it to get); and finally, refusal to reign in endlessly stupid players.

    8. Re:How to start with MUDs? by Thunderstruck · · Score: 1

      Well... yes.... but .... I like it? Many of the room descriptions are particularly well done. The world is nice and big.... and it was one of the first MMOG's I played.

      And when you say "Almost everything" what else do you have in mind?

      --
      Trying to use sarcasm in text-based forums does not work.
    9. Re:How to start with MUDs? by Lord_Dweomer · · Score: 2, Informative
      I would recommend checking out Mudconnect for starters. Try some of the many fre available MUDS (they have it broken down by genre.

      The good (and bad) thing about most MUDS out there is that they are all based off the same worlds and engines, so a lot of the knowledge is transferable from one MUD to the next. But the good ones go out of their way to make theirs unique.

      If you want top quality, there are pay to play MUDS like Gemstone III and Dragonrealms (both by Simutronics, and no I don't work for them). I've played those since they both came out and I can honestly say it is totally worth the money and they'd get my credit card number over Sony any day of the week.

      --
      Buy Steampunk Clothing Online!
    10. Re:How to start with MUDs? by nuknuk · · Score: 0

      achea costs money though, doesn't it? Most muds are free. On that same site (topmudsites.com) the #1 or #2 one (it fluctuates) is aardmud, i've played a bit on there, amazingly high population for a text based games (400 + people on at a time) and the help i got from their dedicated "newbie helper channel" was very good. Also, I wasn't a complete mud noob entering, and i noticed that almost every feature i could ever dream for in a DIKU based mud was put in there. Worth checking out. I feel like i'm trolling or something by advertising this, but it's free to play and i had a good time hehe

      --
      You can pick your nodes, and you can pick your friends, but you can't pick your friend's nodes
    11. Re:How to start with MUDs? by jonnystiph · · Score: 1

      o, would some MUD veterans like to give some suggestions on how to reach MUD enlightenment?

      Dartmud.com:2525
      Dartmud has an excellent "school" to get you started, very well populated help files and a generally mature audience. I have never played Evercrack or any of the ilk, so as far as getting aclumated and learning curves, I am not sure. However, dartmud was my first mud, I was noted as a newbie and offered assicitance, to some degree. Just be polite, ask for, don't demand, help and you should be fine. Give it a try, its a great game, very little down time and an extensive world to explore, not just combat and magic either, plenty of crafts as well.

      --

      If we don't make light of everything, we are just stumbling in the dark - Blank

    12. Re:How to start with MUDs? by Anonymous Coward · · Score: 0

      And when you say "Almost everything" what else do you have in mind?

      The other things that can turn a MUD bad are incompetant immortals and stagnation. RotS has some really good people working on it. You mentioned good room descriptions; some of them are very good, but others are very bad or even stupid. RotS has some good zones, but it has a handful of zones that are clearly less well done (dg). On a MUD, you don't hire builders because you need builders, you hire a builder when you have a chance to pick up a good writer.

      RotS also isn't stagnated. New features get added from time to time, and old bugs get removed as well. RotS is far more stable than it used to be, and scripting adds the opportunity to do some neat stuff.

      Even so, nobody would ever shift from MUME to RotS, unless they wanted to experience a temporary killing ground. The atmosphere isn't conducive to clued in players unless they stick to themselves.

    13. Re:How to start with MUDs? by NiTr|c · · Score: 1

      Well, I used to play BatMUD. Now I code for it. It's been around since 1990 or so, and is wonderful. It is based in Finland, and we (immortals/wizards/coders/whatever you call us) are making changes to help promote newbie friendliess. If you want something that's time tested and very in-depth once you get into it, I highly suggest you check out Bat. See you there, my name is Hackop ;).

      --
      Try actually thinking for yourself. It's quite refreshing.
    14. Re:How to start with MUDs? by taernim · · Score: 1

      MudConnector
      Thousands of MUDs. :)

      And for a good MUD/Telnet client for gaming, I suggest zMUD

      --
      "PC Load Letter? What the $@#% does that mean?!"
    15. Re:How to start with MUDs? by Anonymous Coward · · Score: 0

      mud.arctic.org, port 2700

    16. Re:How to start with MUDs? by tsm_sf · · Score: 1

      End of the Line (http://www.eotl.org) was always good for a laugh.

      Wizard: Hi newbie, here is a very powerful sword. For free.

      Newbie: Thanks!

      Same Wizard: I see you have a weapon that is too powerful for your level. I will now dest you.

      Newbie: mother****!

      --
      Literalism isn't a form of humor, it's you being irritating.
    17. Re:How to start with MUDs? by Anonymous Coward · · Score: 0

      Partial to kingdoms.se:1812 You get experience just from exploring the world there so it's not all hack'n'slash. Been having some problems with Point #1 lately so new players are welcome :)

    18. Re:How to start with MUDs? by chickygrrl · · Score: 1

      I've been playing muds since '97. While this doesn't make me a newbie at them, I'm by no means qualified to call myself an "oldbie". Playing both muds and FFXI I can say that there doesn't seem to be much difference to me in terms of getting into the games. Most muds have very easy to learn commands that are more common sense than anything else, but it's not unusual for players have have problems typing "wear" to wear an item. However, I do think that it might be difficult for someone who's started off playing a graphical game with point and click interfaces and pretty sounds to switch to something purely text. Many muds now allow players with compatible clients to click and perform various actions as well as soundpacks available for download.

      As for what the popular ones are, it seems like every week another mud pops up. Some 14 year old plays a game, thinks "This is easy!" and decides to start his own. Server space is easy to get, mud code is generally free, and most hosts will install and configure your your codebase of choice. Most of these games are played by the owner and 3 or 4 of his/her friends who takes turns slaughtering each other and spamming mud discussion lists with "we're the best DBZ mud around!" Players may visit the game, play for an hour or so, and leave. Players who stay run the chance of either being victims of immortal characters testing out super-equipment on them or just getting tired of playing a game that's going nowhere. Eventually they leave, and there's one more dead mud on a list.

      The popular games are the ones who shell out the big money for ads in gaming magazines. Are they the best? I've never played on them since I've run my own for 5 years now, but several of my regular players have played at the bigger places and still return to my much smaller and less popular game.

      Check out either Mudconnector or MudMagic. Both have lists of muds and faqs on how to get started with a game, as well as forums discussing all sorts of game stuff.

  42. one solution I have found.. by joeldg · · Score: 2, Interesting

    Time-base skills..
    The main example I know of is a game I play eve-online..
    Basically it is real-time skills with levels, each level of each skill is progressive in taking a longer amount of time.
    Some users choose miner/builder skills and go that route, other go solid fighting. But you do cap-out and because the times are progressively longer to train everyone at a certain point reach the same level (basically, but in their respective/specialized fields..)
    After playing some of the others like Lineage and EQ etc.. I think this way is better..
    For some skills at huge level they can take days and days to train up (in many cases as long to train up the all the prior levels in that skill).. The game does not require constant play to stay competetive which for me as a programmer is beautiful because I get obsessive over games but still need to maintain a real life.

    A new player can come in and be competetive (except actual player skill) with an oldtimer within four months.. Which in other games with players years old is just not even remotely possible..

    Anyway, good game

    1. Re:one solution I have found.. by ebrandsberg · · Score: 1

      I agree, awsome game. I started playing about two months ago, and love the time based skill system. It definately makes for a better experience then "kill 10,000 mobs and get a level" which favors people with absolutly no life. Other factors tend to come into play, like you can't earn as much cash as people that play as much, but you have less expenses (like ship loss) to deal with as well. All in all, a nice game that has something for everybody once you get into it. I do think that is fairly rough on the newbies, it has a steep learning curve, but the chat forums help with that enormously.

    2. Re:one solution I have found.. by joeldg · · Score: 1

      yep.
      One of the keys of the game is get into a corporation and help there... The player owned corporations have to be able to offer stuff to newbies or they don't ever grow.. I am in "Eye of God" corp which is an excellent smallish democratic corp.
      One of my favorite things about eo is the player-run market with buy orders and sell orders etc..
      Anyway, right now I am training up all my electronic warfare skills so I can cloak and roam around CA space without fear of being podded.. Though, would kind of like an elite frig before going that route..
      I think with all the different skills it would take something like 20 years to train them all even with implants/boosters..

    3. Re:one solution I have found.. by Tallon29 · · Score: 2, Informative

      Guild Wars, which had it's free World Preview Event over this past weekend, is a great example of competitive balance in a manner similar to what you mentioned. There are 6 classes a person has to choose from, each with 75 available skills to be learned. Players are only able to 'equip' 8 skills for any mission/instance from their primary or secondary class. The level cap is 20. Once you reach 20 (which can be done in 2 days or so if you work hard enough), you are essentially on an equal playing field with everyone, regardless of how long they have been playing the game. You can continue to learn new skills beyond level 20, but you are still limited to only carrying 8 at any given moment. While older characters may be much more versatile (with planning) than new characters, they are never necessarily at an advantage due to their age.

  43. Re: Take up drinking and smoking! fantsy pasttimes by Anonymous Coward · · Score: 1, Insightful

    As a teenager, I weened off playing computer games and role-playing games while pursuing "soft" drugs. Unfortunately I started having a lot of problems with my new "friends." I don't wanna preach, but really do regret finding unhealthy alternatives, rather than healthy alternatives to gaming

  44. Re:Yeah! Lets blame the users! Thats the ticket! by Anonymous Coward · · Score: 0

    WoW is created by EQ "ubers".

  45. brand brand brand umbrella brand by MROD · · Score: 1

    The problem with MUDs/MUSHs/etc.etc.etc. these days is that players don't have to wait up 'til 2am to try to connect to an obscure computer housed in the south east of England via an X25 PAD using a long string of numbers and then try to use the small number of suspended connections before someone else did.

    Hmmm..


    PAD> CALL 0000 4960 0000 1
    [2653,2653]
    MIST


    Ahhhh.. :-)

    If newbies had this they'd be very happy with all the long-term good inovations.. as long as they didn't get instantly killed by an archwiz with a chip on their shoulder, that is.

    --

    Agrajag: "Oh no, not again!"
  46. Tragedy of the Commons by Alpha+State · · Score: 2, Interesting

    I agree with most of this article, but I think that even experienced players drive bad design in MMO games. The reason is that almost all players will prefer a feature that helps them over one that makes for a good world.

    Player death is a good example - I can see how it would make the game world better, however the idea of continually accreting power is incredibly seductive. Of course, the root problem may be the huge range of powel levels in these games, if I have to play for months just to get to a stage I can challenge any interesting monsters I'm certainly not going to accept player death.

  47. Mud Recomendation by Anonymous Coward · · Score: 4, Funny

    Nuclear War Mud
    http://mud.astrakan.hig.se/index2.html

    Cyberpunk type mud... old and established and has an automated tour guide if a live one is not available.

    If you want a head start on the mud experience, start spending 14+hrs a day at the computer, ignore friends and family, and leave your phone off the hook (flashback to dial-up days) so nobody can reach you.

    If you are a student, drop all your classes as well. They get in the way of real mudding excellence.

    Posted anonymous, cause somebody at /. not like me much anymore... *sigh*

    1. Re:Mud Recomendation by cprincipe · · Score: 1

      Don't forget meet, marry, and then divorce your spouse there.

      --

      bun-fhuinneog agam!

    2. Re:Mud Recomendation by Anonymous Coward · · Score: 0

      Not free, but free trial available. Simutronics has been running very large text MUDs since 1988 (on GEnie), later on AOL, and now on the internet. Gemstone 2 and 3 have evolved into Gemstone 4, and Dragonrealms is its own beast. They also have a Hercules and Xena world, plus Modus Operandi. http://www.play.net/ if you want to look, and I think you can review the discussion boards anonymously if you want.

    3. Re:Mud Recomendation by Cryptnotic · · Score: 1

      If you are a student, drop all your classes as well. They get in the way of real mudding excellence.

      This is very true. When I was in university, I had a friend who spent 12 hours a day on a MUD (I think it was Arctic). He didn't come back to school the next year.

      --
      My other first post is car post.
    4. Re:Mud Recomendation by Cederic · · Score: 1


      I know a lot of people (read: More than a dozen) who have done the meet, the marry and/or the divorce thing on that particular mud.

      ~Cederic, wondering who the grandparent Anon Coward is :)

  48. Saw this first hand by MustardMan · · Score: 5, Interesting

    For many years, I played a small MMORPG called Drakkar. Drak had a couple hundred players, a well established social structure, and in general a great community of people to play with. There was great respect for the few players who had the dedication to master the game, and these players generally acted in an honorable fashion to inspire others to do the same. The game went through several changes of hands, as with such a low subscriber base it was far from a money maker. Eventually it wound up back in the hands of its original creator, who had become an EQ addict since selling the game off. He saw the success of EQ and saw dollars and cents, so started changing the game. Balances were destroyed, characters were nerfed, advancement was greatly speeded, massive sections were added to the game...

    And it no longer "felt" like Drakkar. Old-time players left in droves. Players who had been dedicated to this game, building characters for YEARS, left in disgust. The Drakkar community now had quick turnover, rude players, no social structure... everything that made it a great game was gone. Yes, there were more subscriptions, yes it might have been making money, but the game itself started to suck. Now, people start and might play for six months, then get bored. New players are the only thing keeping subscriptions up, and as the graphics and engine become more dated and bloated, the game will undoubtedly die. If it had kept its original flavor, I have a feeling the old-time dedicated players, such as myself, would have stayed with it for many years to come, and while not profiting, the game would have survived as an example of the really cool communities that can develop on the internet. Now, it's just another example of a big pile of filth thrown out there to milk a percieved cash cow. Shame, really... it was a great game, once.

    1. Re:Saw this first hand by cmburns69 · · Score: 1

      I run my own online game (see my signature), and I understand these issues from a different perspective, the economic one (or dollars and cents, as you put it).

      It is hard for us lowly workers to justify a hosting cost in the $100s just to give somebody else a little enjoyment.

      While the game you describe no longer has appeal to you (or the other oldbies), it probably appeals to newer players better. From an economic standpoint (detailed in TFA), this is a necessity.

      --
      Online Starcraft RPG? At
      Dietary fiber is like asynchronous IO-- Non-blocking!
    2. Re:Saw this first hand by MustardMan · · Score: 1

      The game was covering bandwidth costs, it just wasn't turning much of a profit. Due to the very low player base and VERRRRRRRY old codebase, it didn't require all THAT much bandwidth to run compared to modern games like eq. I played the game comfortably with little lag dialed in using a cell phone as an analog modem. It's true that the game does appeal to newer players better... as I said, for about six months. The previous incarnation of the game had players who had been loyal for OVER TEN YEARS. Most who played it believed it was the oldest continually running MMORPG still in operation. With the new setup I doubt it will have the sort of player loyalty needed to exist anywhere near that long.

    3. Re:Saw this first hand by Anonymous Coward · · Score: 0

      For many years, I played a small MMORPG called Drakkar.

      Isn't that a cologne?

    4. Re:Saw this first hand by MustardMan · · Score: 1

      yes, there's a cologne by the same name... I'm not sure which came first, but it made it a real bitch to google for websites with tips about the game.

  49. No kidding. by Anonymous Coward · · Score: 1, Insightful

    I will give Bartle his due - his contribution to game/social theory when it applied to MUD, the 'Bartle Article' was a damned fine piece of work.

    However, since then he's sort of gone downhill, as he were stuck in the idea that the sort of gameplay and dynamics of text-based MUDs would translate over beyond their original environment.

    We've got this article, which any halfway experienced MMORPGer would easily decry as completely.. idiotic?

    Other past articles by him have been along similar lines, proposing techniques and ideas for the new era that may sound nice, but are in truth completely unworkable. Just browse his site and see.

    One of his game 'sketches' even describes a sex-based MUD idea, based entirely off preset commands, RPG-style character builders (including penis size and fetish!), and 'urges'. An interesting idea, but... poor. Juvenile, even.

    I'm just disappointed by the work Bartle's put out since his 'Players who Suit MUDs'. I was expecting some more profound insights and got.. the banality of the common blogger. Mr. Bartle, you can do better.

  50. Newbies are usually lost-Linux by Anonymous Coward · · Score: 1, Informative

    "Point #1: Virtual worlds live or die by their ability to attract newbies
    Point #2: Newbies won't play a virtual world that has a major feature they don't like.
    Point #3: Players judge all virtual worlds as a reflection of the one they first got into.
    Point #4: Many players will think some poor design choices are good."

    Substitute Linux for MMOG and the above also fits.

    "But like the article stated, it's pretty hard to keep everyone happy because they all want something in the virtual world to suit their abilities to win.

    Additionally, newbies are always lost in the first instance they arrive in the city, so it requires a lot of tutorials and guides to get them settle in in order to introduce the real depth of the game to them."

    Ditto here too.

  51. Re:Slashdot Sucks, for the same reasons? by Anonymous Coward · · Score: 0

    Ha! It occurs to me that Slashdot and similar "news" forums suffer from exactly the same problems that the article describes for MUDs. I think its a situation that arises for any public network, including the Internet itself.

  52. This applies to all on-line communities by echocharlie · · Score: 2, Interesting

    A lot of what he says in the article applies to all on-line communities. Prodigy, Compuserve, AOL, they all suffer from this ebb and flow of oldbies and newbies. One case in point is this community Gaia Online. It's a simple world built around phpBB with some clever avatar scripting built in (among other things). It's currently still in beta but has suffered through various periods of transition where oldbies will up and leave, exhibiting the same behavior as the author stated in his article.

  53. Re:Subscription article link? by Golias · · Score: 2, Insightful

    The examples reveal this guy to be just as tainted as the gamers he disdains. Let's run it down:

    Permanent Death
    He lists all kinds of advantages of a Permanent Death world, and they are real and worht considering, but he conveniently ingores the downside: PD discourages risk-taking. Once people play a character long enough, they become invested in the success of that character, and want to keep playing it. Therefore, they will avoid any challenge which they are not certain to survive. Fantasy adventures are supposed to be about getting in over your head once in a while, not simply chopping up little bunnies with your sword often enough to be called a hero.

    Instancing:
    He laments that this will make you feel like you are not interacting with the world, but how is that any different from "monster farming", where you are still making zero impact on the gaming world. Raid the orc city as many times as you like, and wipe them all out including the king. In five minutes, they will all still be there. Instancing reduces lag and allowes you and your team to go on small adventures where your characters are the sole heroes, and return to the main gathering places as champions who went off and did something where help could not be called for. It works remarkably well, unless you have been trained to believe that this is not The Way It Should Be.

    Teleportation:
    Anybody who traveled by foot and boat from Erud to Kelethin back in the early days of Everquest before 'ports became easy to come by will be able to tell you that teleportation is a TERRIFIC idea. Few things in a Graphical MMORPG can possibly be more boring that running, by yourself, across miles and miles of terrain which you've seen before. You can't even get up and fetch a cup of coffee while doing it, as you need to be careful to avoid running into unwanted conflicts. This is Not Fun. Why would anybody want to play a game which is Not Fun?

    Banks:
    In any convincing reality, people should have places to keep stuff besides their pockets and backpacks. City of Heroes has "guild halls" planed for this purpose, which will even be exposed to the chance of burglary raids by PC super-villians, adding yet another dimension of interesting game-play.

    This line was telling:
    Player: You don't have teleporting! How can I rejoin my group if I miss a session?
    Designer: Well gee, maybe by omitting teleportation I'm kinda dropping a hint that you can have a meaningful gaming experience, without always having to group with the same people of the same level and run a treadmill the whole time?


    Look, I have often enjoyed meeting somebody from Bumblefuck, Egypt and striking up a friendly conversation followed by a couple hours of gaming together, but most of us play multi-player games for the sake of enjoying the company of steady associations, either among friends from outside the game, or among a tight group of friends who meet in-game (which is the whole reason people form guilds in the first place.) Anything which makes it more difficult to team up with people you know and like being around should probably be considered a design flaw.

    --

    Information wants to be anthropomorphized.

  54. a newbs comment by Anonymous Coward · · Score: 0

    I have played several MMORPG's

    I do understand and like some of your points but they are being implanted in MMORPG's.
    My comments to the another of the would be, you
    Sound like something I heard from Rev. Jessie Jackson
    The elected officials are caving to the people
    1) Wish is supposed to be a non instance ultra MMORPG's with non-static story line. http://www.mutablerealms.com/
    2) If you want to play a game where you die and you are dead play Diablo 2 hard core.
    3) Quit whining, if you do not like the MMORPG's then make you own game.
    PS: The free market dose wonderful things.

  55. Re:Discrimination by Dav3K · · Score: 1

    I was going to mod you down, but felt a response was in order. In case you hadn't noticed, there is the typical volume of 'registration required' complaints. This isn't unique to NYT, and in this regard Slashdot is depressingly consistent.

    So your post is (-1) Uninformed. Sentiment is 100% correct though.

  56. As for MMO PvP combat... by StM.Rawder · · Score: 0

    MMO combat will be broken for quite some time. How can you provide a combat system with depth of design and provide multiple builds, like SWG, but also include balance between them in a rpg game? You definatly dont let the n00b's complaining dictate the changes! The mods to the system have to come from the experienced players! If you let the masses of (required-for-survival as the article states) nubbles decide the combat system, you almost ensure that a system of depth and balance will never evolve! You will always be nerfing and removing the wrong (skills/feats)to the tune of the nooblet whining.

    To use a very popular game, Counter-Strike, as an example: Immagine if the CS team changed the game to suit it for players that have less than 6 months of FPS/CS experience. Result: The weapons and tactics the experienced players use that give the game depth are removed (AWP for example), and the game sucks.

    --

    ---
    My sig was stolen - the insurance company replaced it with this one.
  57. Oh the irony... by achacha · · Score: 2, Insightful

    Bartle mentions there.com as an example. When I was feeling restless at my job, I interviewed at there.com. During the interview they asked me a bunch of simple programming questions and then they asked me if I knew perlDB, I asked them if they were really designing a MOG or just some small scale accounting software (at this point I knew I did not want to work for this clueless company). MOGs are notorious for high load on resources (especially at peak times), using anything less than C/C++ with thin layer DB client (DB in at least a small cluster to start) is just asking for trouble.

    I asked them what they thought of the Bartle book (Designing Virtual Worlds one) and the guy never heard of it, nor did he hear of the mud-dev lists. From what I understood, they had marketing and sales tightly involved in the design process. I got out of there as fast as I could. It's like you are rocking on a chair and you lean just a little too far, that's how it felt.

    Their highlight: They offered in-game items for sale for real money, however most you could buy was a dune buggy and some flashier clothes that you could use to impress members of the opposite sex (who were most likely members of the same sex). Youcan do this in real life and actually have a slight chance of getting laid. :)

  58. Grammatical correction-Live, or Memorex? by Anonymous Coward · · Score: 0

    "The author repeatedly uses the phrase "virtual world" as if MMOG's are the only type of virtual world that exists. Please keep in mind that there are many virtual worlds in existence that are not necessarily games."

    We're living in one right now. :)

  59. Re:Discrimination by sik0fewl · · Score: 1

    What do you mean? We still bitch about the NY Times registration every time there's a NYT story. In fact, many people make it a point to bitch about the registration in the actual article posting. ie. first born required.

    --
    I remember when legal used to mean lawful, now it means some kind of loophole. - Leo Kessler
  60. My experience with MUDs Circa 1995 by marktaw.com · · Score: 5, Funny

    Me> Hi, I'm new here, I don't know anything about MUDding

    Old Timer> Okay, well it's pretty simple. Just follow me.

    > (Old Timer) Exits.

    Me> Where did he go? How do I follow him? This sucks.

  61. That's Kind of the Point, Isn't It? by Greyfox · · Score: 3, Insightful
    If the content were designed to be interesting at any level rather than forcing you to mindlessly kill rats for months on end, maybe folks wouldn't feel so bad about perma-death. If you could compete with other players at your level and not have to worry about someone who's been playing for 3 years before you heard of the game, perma-death might not be such a bad thing. Making reasonably good equipment available relatively easily to everyone so that no one has an overpowering advantage would also go a long way toward making perma-death more acceptable. Creating a huge pool of quests for each class and offering quests randomly out of that pool would go a long way towards keeping the lower-level content fresh.

    Likewise with instancing, if instead of letting a party kill a monster in their own space on the server, simply design the content so that the resources don't need to be campped. Come up with some completely different solution.

    The arguments I've seen against perma-death and for instancing all seem to assume that a game that chooses to implement these features differently from the mainstream would still make the same fundamental design mistakes that require you to spend 2 years of mind-numbing tedium to build up a character. If you can have fun with the character right off the bat, and camping resources were effectively impossible, then perma-death becomes a lot more acceptable and instancing becomes unnecessary.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:That's Kind of the Point, Isn't It? by Strenoth · · Score: 1

      Hmmm, this just gave me an idea....

      In my recent experiences with FFXI, I was shown how to do mining (a decent way to make some gil, but borring as hell if you don't have a party to chat with while you mine). When a Mining Point is depleted, it instantly spawns in one of the other 15 designated spots.

      now what i'm thinking is that since most of the non-quest/mission special monsters spawn with in a range of area, having them instantly re-spawn some where else inside that range might be a godo idea, with a minimum amount of distance form death-spot (to reduce chances of same party gettign it again if others want to kill it too)

      Mission/quest critical encounters in FFXI either tend to be very fast respawns, or are instanced by a party activating a special portal or device. Some quest monsters are spawned inside of non-instanced areas when ever some oen at the rigth stage of the quest activates a special spot. Of course, if the activating group gets all killed, you now have a high level mob that will often agro on any hapless adventurers who come upon it. A quick call to the GMs causes one to show up and de-spawn the critter if no other high-levlers are around to take care of the problem.

      Anyway, that's my info for FFXI for those of you who haven't played. hmm, I jsut realised that means FFXI has three different ways of handling critical monsters. To bad Notorious monsters are still done by the old spawn-camp method.

      --

      "It takes a very long time to count to 2 in binary." ~'Fourlegged'

    2. Re:That's Kind of the Point, Isn't It? by Alpha+State · · Score: 1

      These methods still seem pretty limited.

      how about this instead - you find out the location of your quest from an NPC or item, it's different for each person who asks. The monster, or whatever, spawns when that person gets to the right location. You's still have the possibility of stealing, but it's not realistic to completely exclude that. Roaming big-bads can be solved by having them disappear after a delay if the questor is killed or leaves the area.

      Or, have a large dungeon where the special mob leaves a trail which is only obvious by tracking - there's no need to wait between spawns or even have only one at one time.

      Or, use a collection or puzzle-based quest to regulate the spawning / timing of the spawn. The puzzle will be camped, but as it involves running around and investigation it's unlikely to cause conflicts.

      There are a large number of ways to solve this problem, instancing seems like a very lazy and unrealistic way to do it. However, I'm sure more advanced games will make things better - it will just take time and a lot of feedback.

    3. Re:That's Kind of the Point, Isn't It? by _xeno_ · · Score: 1

      We have games like that already. They're called "First Person Shooters."

      --
      You are in a maze of twisty little relative jumps, all alike.
    4. Re:That's Kind of the Point, Isn't It? by Tony+Hoyle · · Score: 1

      Yes FFXI is being killed now because gill-sellers are camping the notorious monsters 24/7... since they drop essential items for certain classes it's getting near impossible to level beyond a certain point.

      As a result players are becoming agressive, training monsters onto the sellers, and any innocent bystanders who get mistaken for them/have similar names, so it's getting really messy.

      This is the kind of thing though that's probably inevitable when you have that whole spawn-camp thing.. TBH I think they should ditch it completely, but it wouldn't be that popular.

  62. I don't play MMO's (yet) but... by Anonymous Coward · · Score: 0

    ...what if you keep the newbies and the oldies separate? Maybe there could be some kind of crossing over between newbie and oldie worlds or something. Give newbies a chance to understand the world first, then "let them" join the more mature gamers.

  63. So what you're saying is... by Anonymous Coward · · Score: 1, Informative

    .. that you get your kicks by ruining the fun of other people.

    Boy, you're *so* krad!

  64. Argument by assertion by Sarusa · · Score: 3, Insightful

    Great, so he argues that the designers should force me to experience the things that I hate the very most about MMORPGs. I love being able to play with just my friends, because in my experience 90% of other people on a given online anything suck. Occasionally I will attempt to group with other people, and occasionally I will find a good one, but good god, don't force me to play with B0N3D3WD and PL4T3D00D.

    I like teleportation because I really don't want to waste my real time spending a half hour running across a massive continent to get somewhere (maybe the first time, okay) just because you really want me to have to see the trees that you placed out there and you want to slow down my consumption of content with another useless treadmill.

    The funny thing is that I mostly agree with his 1-4 premises, but then he just uses those to justify lazy designer/implementer decisions. If I read him correctly, City of Heroes sucks horribly (and just happens to be fun as hell) and Star Wars Galaxies really is a much better game (that just happens to be a tedious grind).

    Let's not forget what I want here. I want long term gratification through increased skills and bling bling, but more importantly small chunks of immediate gratification. I don't have time to devote eight hours a day to an MMORPG. If you insist on making my hour of play unfun because of your silly ideas of how I should be playing, I will indeed cancel my subscription.

  65. Blatant Assumption by jtpalinmajere · · Score: 1

    This particularly deals with the argument against instancing. While I would agree that a wholesale implementation of instancing would likely become bland and tiresome after a while, a nice blend (such as that expected out of World of Warcraft and a few others still in the works) offers the best of both worlds in my opinion. However, one of his arguments against instancing is illustrated through the simulated conversation between the player (assumed noobie) and a developer. The author tries to make the point that making new friends = good and doing otherwise = bad. I (currently playing FFXI) sure as hell could care less about making new friends with the vast majority of the people that play with me... and yet I still manage to have plenty of fun and have a very diverse adventuring/questing experience even when not playing with my friends. Then again, maybe I'm just an exception to the rule or something... I am a Meyers-Brigg INTJ with a huge emphasis on the I (even scored "perfect" Introvert on two seperate occasions while under hypnosis... not sure if that skews the results though).

  66. Picking on TFA by ChozCunningham · · Score: 0
    Thanks to sombody reposting the article, I am afford the fun of tearing it apart in a public place. Please save yourself the time and skip this post, if you haven't read the article. I am just going to question a few points in the first half, and invite others to create their own criticism...

    And I am also skipping some economic points that the author was, IMHO, correct on.

    Point #1: Virtual worlds live or die by their ability to attract newbies...

    All games do that. That's why, as the richness of games has improved, there are tutorials in Single player and other non-mmo games.Unfortunately, without a "mod scene", traditional games eventually use up the supply of newbies around. But on launch day, everybody is a newbie to a given game. Additionally, this really contradict the issues in point two (below)

    ....Newbies would love these virtual worlds, but they're not going to play them.

    Maybe the author means "settings", and not virtual worlds.

    Why not? Because they're all text. Newbies don't do text.

    Apparently, niether do "oldbies". It is not as if newbies play graphical games, regardless of quality, and seasoned players switch to text adventuring, du to the wide variety of quality text games out there. Text games are simply of limited appeal to the players. The most hardcore game players I know all spend most of their time in graphically-rich games, although a few spend a little time (and virtually no money) on text gaming.

    ...Newbies come to virtual worlds with a set of preconceptions acquired from other virtual worlds...

    So, a newbie to a virtual world has more preconsived notions than another, more experienced player? This article is getting ridiculous...

    or, failing that, from other computer games or, failing that, from gut instinct.

    Or, failing that, brain-lasers run by space clowns , or failing that somewhere else...

    In any work of fiction, the target audience has a preconcieved notion or two when experienceing/interacting. And anything that bucks against that will cause some friction. In compelling, or carefully designed work, that may be forgiven by the critically thinking, and overlooked by by less expectation-based audiences (read: younger). Think about it, there needs to be a clear establishment of fantasy in any work that revolves around it. The "Putt-Putt" games overcome this handicap by targeting 4 year olds, who just like talking cars enough to not care. Silent Hill overcomes this with characterization and careful timing. Quake III overcomes this by offering wild eye-candy a heavily-brushed stylization. All three are dealing with offering something fictional, and the fact that the users know it isnt real. I fail to see how a newbie would differe from any other level of player in this.

    They will not consider virtual worlds that confront these expectations if there are others around that don't.

    Bull. I have explained the premise of "D" to two players simultaneously, both of who were familiar with platform-sty games exclusively. One was interested, one wasn't.

    Put another way, if a virtual world has a feature that offends newbies, the developers will have to remove that feature or they won't get any newbies.

    Almost wrong, bit not completely...some mmo-games offer different features, or more specifically, more demanding and divers features for experienced players, allowing newvies to get what they want without ruining the game for seasoned players.

    This is irrespective of what the oldbies think: they may adore a feature, but if newbies don't like it then (under point #1) eventually there won't be anyone left to adore it.

    And in his brillian formula the author has forgotten a vital thing: it is cheaper to keep an existing player than it is to advertise and attract a new player. Also important, disgruntled "oldbies" will poison the reputation of a gam

    1. Re:Picking on TFA by Anonymous Coward · · Score: 0

      Interesting. The only moderation so far is "overrated". But there was no positive moderation previously... Wow, thanks, anonymous moderator.

  67. Re:Yeah! Lets blame the users! Thats the ticket! by MadHobbit · · Score: 1

    The market pressures are encouraging innovation, not wholesale cloning.

    It goes like this: One day, a massively successful game (Everquest) is released. People play it for hours and spend a gazillion dollars on fees.

    Then, every software company clones it, probably badly. A few succeed.

    Now, for a new MMORPG to get any attention, there has to be something interesting about it. That could be just name recognition (World of Warcraft), or it could be the developer consciously breaking out of the mold (Guild Wars...which has heavy instancing, so Bartle probably hates it).

    The point is, when a design team sits down to make an MMORPG now, they need to stand out from the crowd. The easiest way to do that is to write something that's got a major difference. The forums will be all over it, people will be asking "How will they make permadeath viable?", the gamers will hunger for press releases and demos, and even people that say "MadHobbit's game will suck because it has permadeath" are still out there passing the name around.

    By the time it's actually released, there'll be a few demos, and if you've done your job right at -all-, the online gaming rags will be saying "MadHobbit's innovative new game is a refreshing break from the repetitive gameplay of the rest of the genre".

    And people *will* buy it, and if it's actually a good idea, they'll have fun (because that's what defines a good idea in a game), and you can buy a swimming pool and fill it with money. (Step 3: Profit...)

  68. "But your paradigm doesn't fit my paradigm!" by Edgewize · · Score: 2, Insightful

    Disclaimer: I am NOT an expert on MMORPGs. I have never designed a MUD, or even played one for very long. I have never tried EverQuest or any other pay-per-month MMORPG.

    This article looks like nothing more than whining from the old guard. Bartle talks about "a virtual world" as if there is some set idea of what this thing should be, and that there is a right way to do it and a wrong way to do it.

    Bullshit. There are as many kinds of players as there are individual people on the Earth. Bartle thinks that everyone wants to play the same kind of game that he does, and he's embarassingly incorrect.

    For example, perma-death. Bartle argues that it is a poor design decision, and that people who have gotten attached to their characters are only attached because of the game's poor design. Bartle has obviously never heard of The Sims.

    Many people play online games /specifically/ to create a character and keep it, and watch it progress. For these people, the goal of the game is to steer their character to success in life by (completing all the quests / gaining an honorific title / becoming a PvP champion / whatever). Does that make them permanent "newbies"? Does that make their decision to grow a single character a "wrong" decision? No, it means that they aren't the same kind of player with the same goals as Bartle.

    There is also an interesting (and dangerous) psychological aspect to permanent death. Virtual avatars are a way in which people express themselves. A player may build up a character to specifically match some aspect (or desired aspect) of his or her real life. For example, someone might role-play a flirtatious character because he (or she) feels socially rejected in the real world. What do you think the effect is when that character dies in a permenant and irrevocable way?

    Perma-death is just one example, of course. But Bartle doesn't back up any of his claims with anything more than "that's not the way I think it should be done." Just because /he/ cannot design a viable, long-term world with non-permanent death does not mean that it's a bad idea. It just means that he cannot reconcile it with his idea of what an online world should be.

    And comparing the sales figures for The Sime to the total subscription count of every MMORPG / MUD in existance, I think that Bartle is strictly in the minority. I'm sure that he's capable of designing an /excellent/ online world for people who viewpoints similar to his. But there's a universe that's a lot larger than his world, despite the fact that he can't see it.

    1. Re:"But your paradigm doesn't fit my paradigm!" by Anonymous Coward · · Score: 0

      ... argh. Never post before preview. I can already see the grammatical and typographic errors, no need to point them out.

    2. Re:"But your paradigm doesn't fit my paradigm!" by Anonymous Coward · · Score: 0

      Bartle's definition of a Virtual World is in his book.

      It has to have its own set of physics, be realtime, multiplayer, shared, persistent, and have an avatar model.

      That's about it. These are specific bullets. He also goes into a discussion about permadeath, but never really gives a definite Yes or No on it (because there isn't one).

      Speaking on permadeath and The Sims Online (the virtual world version of The Sims) specifically, however, permadeath isn't even an issue to be considered. What would cause the death in the first place? You can't permanently die if you can't die temporarily, either.

      Also, quantity has rarely connoted quality; it's the fundamental flaw in democracy. The majority rule has the highest LIKELIHOOD of being right. That's all. If you said the Earth revolved around the Sun, who's right? The Catholic Church, who said the Sun orbitted the Earth, or you? Why, exactly, does the majority opinion even matter?

    3. Re:"But your paradigm doesn't fit my paradigm!" by Edgewize · · Score: 1

      Also, quantity has rarely connoted quality; it's the fundamental flaw in democracy. The majority rule has the highest LIKELIHOOD of being right. That's all. If you said the Earth revolved around the Sun, who's right? The Catholic Church, who said the Sun orbitted the Earth, or you? Why, exactly, does the majority opinion even matter?

      I'd normally agree with you, but on the topic of virtual environments, I think that it's the wrong way to look at it.

      If a majority of people enjoy one thing, no matter how braindead or provably incorrect that thing is to the non-majority, there is no reason not to give it to them. The difficulty arises in shaping the majority's short-term demands into a viable long-term world... and it's no cakewalk, but I believe that it can be done no matter what the demands and restrictions are.

      For example, instancing may be bad design in Bartle's view, but there's no fundamental reason that a virtual world can't include instancing and still be a long-term success. There are plenty of design mechanisms that can turn instancing into a fun and social experience. If someone claims that it can't be done, what he is really saying is that he doesn't know how to do it - or isn't willing to try.

      Back to permadeath ... I meant to use The Sims as an example of people becoming attached to a virtual character, and specifically stayed away from The Sims Online (which I felt had too many design flaws)... but you're right, it's not a good example because there is no death in a Sims world. But the principle remains: people grow emotionally attached to characters that they've nurtured, even for a short time. Telling people not to get attached is like telling the sun not to shine or the ocean to stop being wet. It's a natural, generally uncontrollable human response - you can't design it away.

      Anyway, I appreciate that Bartle has a lot more points than he put forth in that rant (which is, after all, just a rant) so I won't make a point of disagreeing with him. But there's no way you could ever convince me to buy his book :)

  69. middle ground between permadeath and neverdeath by DunbarTheInept · · Score: 1
    I understand Bartle's complaint about how death means nothing in a modern MMORPG, but I don't agree with his claim that permanent death with a restart at level 1 is a good thing either. There is a social aspect he is ignoring - gamers like to game with friends. If your friends (ones you only met in the game or ones you know IRL) are all 20th level and you are now starting over at 1st again, then you can't do that, and it is unlikely you would be able to catch up to them to the point where it is safe for you to be hanging around them in the game anymore.

    I think online games can take a cue from pencil and paper RPG's here. This problem is more pronounced in pencil and paper RPG's because the new character you make after your old one dies *must* be able to be a member of the same party, or else you end up being unable to play. (since there is only one "party" that the GM is running, unlike the computerized "GM" of a MMORPG.)

    Well, the way a lot of RPG's fix this is that, while character death is permanent, that doesn't mean your replacement character has to be a complete newbie. Your replacement might come back a few "levels" behind the party average, but not so far back that you are useless to them.

    Maybe the same could be done in an MMORPG. Have permanent death, but give you "credit points" for building your replacement.

    Here's a further clue that Bartle doesn't understand people who play these games, note this section from his article:

    Player: You don't have teleporting! How can I rejoin my group if I miss a session?
    Designer: Well gee, maybe by omitting teleportation I'm kinda dropping a hint that you can have a meaningful gaming experience, without always having to group with the same people of the same level and run a treadmill the whole time?
    Player: Are you NUTS? I want to play with my friends, and I want to play with them RIGHT NOW!
    Designer: But how are you ever going to make new friends? How -
    Player: Are you listening? RIGHT NOW!
    Designer: (Sigh)

    There are two large problems here: 1 - these might be REAL LIFE friends who get online at the same time to go out grouped together. Maybe this isn't something Bartle understands, but people do actually game for social benefit. It's not all about the hit points and the ass-kicking. How would you feel if a GM in a pencil-and-paper game told you you can't be in the game anymore because your charcter died, so go find another group with another GM? How would you feel if the GM said, "your new character must come into the gameworld at the town square in Centersville because that is the source of all newcomers to this realm. Yeah, I know that's 1,000 miles from the party, on a different continent, but so what? Nobody could ever possibly be found starting anywhere else."

    A no-teleport rule must be accompanined by the ability to bring in a new character somewhere somewhat near where the old one was, if you wish, otherwise you *are* forcibly breaking up groups of friends.

    Does Bartle have friends? Does he understand how the concept works?

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  70. A solution is shorter planned lifecycle. by Gldm · · Score: 2, Insightful

    The problem with MMORPgs and "poor feature creep" and "newbie dominance" is that most companies that are putting MMORPGs on the market want to invest in the engine, and then have the game sit in maintenance mode for 5 years while people pay a monthly fee.

    OF COURSE this is going to lose to newbies as the people in it the longest get bored and technology marches on making the engine seem dated. The traditional response to this is "expansions" to try and milk the existing infrastructure for more than it's worth by providing something for people who have already done everything they care to do in the original game.

    If MMOs had a 1-2 year lifecycle target (about the development time for a major game these days) instead of these 5 year business plans, you wouldn't need to worry about getting newbies in while retaining the veterans and constant grief/nerf patches and confusing expansions. You would just say "Look, here's the game. It has a scripted timetable and is designed to play through month X of year Y, after which we will phase out support for a new game." Now this will obviously draw heat from "Well what if I didn't get on when the game started and now it's half over it's not fair!" Well there's lots of competition in the market now. Some people want to jump onboard early to become major powers. Others don't care as much and just want a game that they know is stable and has good content, so they'll wait a bit. I'm sure there'd be enough to go around for everyone as this would create more games in the market at once.

    People will go buy your new game if your old game was good. This is proven over and over. Gaming is becoming more like hollywood in that gamers are becoming sensitive to the names behind the product and following the ones they like. You don't need to design a game to last forever hoping to keep people, what you need to do is design another better game with the things people like and improve upon it. Then people will buy the new game.

    Also, it's about time we need to see MMO games adopt more flexible pricing structures. If you're an addict with no job, school, or life, then $14.95/month is a pretty good deal for 1000 hours of play per month. If you're a "normal" person who can only play an hour a day and maybe 5 on the weekends, then it's not such a great deal. If you're someone who's gotten talked into trying it out by your friends and only want to log on for an hour on saturday to see what everyone's up to, then it sucks. We need to see things like price per game hour plans, or limited time per month plans. Things like $3.99/month for 3 hours/day max, or $4.95 for 50 hours of gameplay whenever you get around to it. Yes the unlimited pricing is good, but you'll attract a whole new class of people if you make the pricing more attractive for the casual gamers, AKA newbies. Also, trying to do this per game is taxing on people playing multiple games from the same studio. If I want to play everquest and starwars galaxies, I should only need to pay one monthly fee. It's pretty obvious I'm not going to be playing both at once, I'll haeve to split my time between them. MMO monthly fees should be company-wide. The price per game hour plans would negate this issue and make pricing fair for players of multiple MMOs.

    Also, seeing MMOs take advantage of the tendancy of people to sell off their stuff would be interesting. Instead of banning ebay in the license agreement, why not embrace it and have your own in-game market where you take a percentage? Alot of people have money but not time. Right now they're at a huge disadvantage to those with time but not money. If I work full time and my friend doesn't, I can't keep up with him in game. If I could buy my way up then it wouldn't be as much of an issue. If people could sell their high powered characters and equipment then they could probably fund their entire experience with some effort and not have to pay monthly fees they might not be able to afford. Second Life does something like this now, and it seems to work.

    --

    Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!

  71. The saddest part perhaps... by Anonymous Coward · · Score: 0

    is that you could replace "Virtual World" with "Prostitute" and the article would still make fairly decent sense.....

  72. A schism of players by mattgreen · · Score: 1

    We have known about this for a long time now. I played Tribes some, which has a pretty hardcore community, and despite Tribes Vengeance getting excellent reviews from a bunch of press magazines, the game has failed to net the elusive 'mass appeal.' Meanwhile, people are more than happy to play Counterstrike: Source, which is the same bottom-of-the-barrel-pure-twitch gameplay that had its heyday with Quake 1 (at least in Quake 1 there were items to control and techniques like strafe jumping to practice). And the reason they did not pick up Vengeance is simple: it isn't like other FPS games, and it was barely even marketed.

    As long as the mainstream doesn't demand more gameplay than you'd find in CS, then we won't see this change. Case in point: Halo. It is a well-produced FPS game on a mainstream console. Despite the ridiculous control setup, and the very basic gameplay, it caught on like wildfire, and people are convinced that Halo 2 will be the best game ever because they haven't had much experience with FPS games.

  73. Re:Discrimination by DunbarTheInept · · Score: 1

    Here on planet earth where the rest of us live, there are plenty of posts here complaining about GamaSutra's registration. I have no idea what thread *you're* reading.

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  74. Re:Yeah! Lets blame the users! Thats the ticket! by Tofino · · Score: 1
    This happens extensively on VN (IGN) boards as Turbine requires VN mods to remove messages that criticize Turbine or its people.

    I haven't seen evidence of this. Posts on VN regularly criticize Turbine, complain about AC patches, mercilessly mock AC2 at length, and so on. Agree with the rest of your post, though.

  75. So who defines 'good' and 'bad'? by lazyl · · Score: 1

    Here's a summary:

    Players prefer features that are "bad".

    Seriously. That's the article.

    The author is assuming that there exists the concept of some 'ideal universal mmorpg' that everything should be compared against. The entire article is biased based on what his defintion of this 'ideal mmorpg' is. He then goes on to explain why the features that players like drive the market away from this 'ideal'.

    I suspect that if anyone suggested that maybe we don't want to compare our games to his 'ideal mmorpg'; that maybe the _players_ should decide what games are good and bad, that he would gasp and cry hearsay.

    He didn't come right out and say what his 'ideal' was, but his primary measuring stick was 'how long will a player continue to play'. The longer they play, then the "better" the game. That's certainly a valid metric for the quality of a game, but it's definitely not the only one, and debatably not even the most important one either.

    --
    Aw crap, ninjas!
  76. Ugh - about justification for PD by sprayNwipe · · Score: 3, Insightful
    It sounds like he's basing his justifications for Player Death on his experiences on pen-and-paper roleplaying.

    It doesn't work in a massively multiplayer setting, because:

    In a P&P game, you're only playing for a few hours every week, and even those few hours are 10x slower than an MMORPG. If you speed it up to MMO speeds and consider that people play every day or every other day, you'd be dying at an incredible rate.

    This doesn't even take into account the fact that in P&P games, you have a human controlling the other side, who can back off if they're leniant and don't want to wipe out an entire party - and can create an encounter to directly match your party strength from the start.

    In a P&P game, the DM has the luxury of providing new content every time the group plays, whereas a MMORPG doesn't.

    "It lets them play from other angles" is just plain designer railroading, forcing them to see the same content over and over again because, hell, you spent a lot of work on it! Everyone should see every nook and cranny of your work.

    How about no? If I want to see it from other angles, I'll create multiple characters.

    The 'default fiction' for real life is dying if you don't eat and drink in a few days. The 'default fiction' for the middle ages is that you die if you get any kind of major wound. These things aren't fun, which is the reason we play games.

    While I agree that Player Death in MMORPG's at the moment leaves something to be desired, saying "These noobs have no idea, back in the day..." isn't a valid solution either.

  77. Instancing bad? Yes. by Anonymous Coward · · Score: 0

    I personally think Instancing is a good thing all round, if it's used wisely. City of Heroes does a good job there, and I can think of ways it could have been used effectively by other MMORPGs (Star Wars Galaxies spring to mind).


    You have to understand where Bartle is coming from. He is not disputing that, for example, City of Heros is fun, he is saying that instancing is bad for a virtual world.


    One of the things people like Bartle are trying to move towards is a persistant world, where players can make a difference in the world. This does not just mean a difference in the social life of the world, but in the physical world too.


    Consider a tree in the game. Your character marks directions to a dungeon on the tree. This may be a creative and useful addition to the game.

    In an uninstanced world, that change can easily be permanent, but in and instanced world there are many identical trees. Which tree was marked? All? None? It's harder to have persistance in an instanced world.


    Part of the point of a virtual world is that the players can all make changes to the world. Otherwise you might as well be playing Quake.

  78. Get it right n00b by lsmeg · · Score: 1

    Only a total n00b spells n00b "newb". Come on, this is day 1 stuff here people.

    --
    It's OK! I'm a limo driver!
  79. User Centered Design by ChrisFedak · · Score: 2, Interesting

    There's this new idea in the software community called User Centered Design. Professor Bartle might find it a bit radical. It revolves around the idea of actually identifying what potential users want out of your product, and what the most natural method of achieving these requirements are for your portential users. A big part of UCD is knowing when to ignore your users, but to claim that it is an inherent property of users to always want what they don't really want is a pretty big leap. It is an arrogant claim that merits more serious justification than the axioms this article tries to pawn off on its audience. I'm not being entirely fair with the above. I think there is a definite place for virtual worlds that explore the ramification of world laws that might never be accepted by commercial audiences. Hobbies and Academia are wonderful things.

  80. Newbie Induction by cmpkilla · · Score: 1

    I totally missed where he proved the base case. Back to discrete math with you Mr. Bartle!

    --
    "Mind over matter: If you don't mind, then it doesn't matter"
  81. Re:Article Text (LOL) by Surt · · Score: 1

    Wow ... he is way off in what makes game design fun.

    Permanent Death: Yes, a lot of game designers love this one. However, go make a list of the successful games with this 'feature'. It's short because people don't enjoy losing their investments. Permanent Death closes exactly one door. It does not open any that aren't already typically available to the players who want them.

    Instanceing: This is an adequate solution to the crowding problem. A better one is to provide sufficiently breadth not to need instanceing. Build a game without need for instanceing and you'll have a hit, guaranteed.

    Teleportation: This is a solution to the problem of how do I play with my friends. When to make new friends and when to play a game with your existing friends is a decision best left to the player.

    Treadmill: Every game requires goals. A treadmill is one kind of goal that is very appealing to certain kinds of players. Make a game in which the other goals are super fun, and players won't demand a treadmill.

    Bottom line, this guy just doesn't know game design. (And yes, I do, I did game design on multiple multi-million sellers).

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  82. Snot by Tina+Russell · · Score: 1

    I really hate that kind of snottiness. We could stroke our chins and try to come up with an intellectual analysis of EverQuest; and I'm sure if we were all Super Smart Game Designers like him, we might enjoy different games than as casual riffraff. But the truth is, if it ain't fun, we ain't gonna play it; and if he thinks we're un-cultured, well... sorry. You gotta play by our rules.

  83. Re:Yeah! Lets blame the users! Thats the ticket! by Anonymous Coward · · Score: 0

    Guild Wars isn't an MMORPG. It's closer to Diablo 2 where the strongholds are just graphical representation of the chatoom.

  84. make your own 3d experience by eries · · Score: 1

    If you're a old-time MUD refugee like me, you're invited to come by IMVU and make your own 3D environments, avatars, or games. No corporate control - make whatever you want and sell it.

  85. Evolution is not the right comparison by littleRedFriend · · Score: 1

    from the article: Virtual worlds are under evolutionary pressure to promote design features that, while not exactly bad, are nevertheless poor. Each succeeding generation absorbs these into the virtual world paradigm, and introduces new poor features for the next generation to take on board.

    Sorry but I just had to say this. A comparison of something with evolution is misused in soo many ways, that it makes me uncomfortable sometimes.

    So for the record: games are intentionally designed with the goal of attracting newbies. Evolution is without a preset goal. In this case creationism would be a far better example than evolution.

    --
    IANAL, but imagine a beowulf cluster of in Soviet Russia all your belong are base to us welcoming the new SCO overlords.
    1. Re:Evolution is not the right comparison by oneiron · · Score: 1

      It's not a comparison to the actual theory of evolution. All things evolve in their own way. Just because the word "evolution" is used, does not mean Darwin's theory has been invoked.

  86. Designed FOR Newbs, not 'by' Newbs by Marc_Hawke · · Score: 1

    The terminology is poor. He's not saying that the designers are new to RPGs, he's saying the design decisions are mandated by the newbies to RPGs.

    I hope that helps somebody.

    BTW, I LOVED the article. MMORPGs are the absolute best potential with the absolute worst reality.

    --
    --Welcome to the Realm of the Hawke--
  87. Eternal Struggle - www.esmud.com by Blakey+Rat · · Score: 1

    Let me plug a MUD I do work on and have played for the last 7 years. (The MUD is about 8 years old. Everything is mature except the combat system, but it's an RP-based MUD so combat is not a high priority.)

    See the website at esmud.com. We're very newbie-friendly but, as I said above, VERY RP-based... if you are not interested in role-playing a character, you will not find much on ES to interest you.

  88. OT - playing with friends by Anonymous Coward · · Score: 0

    Does anybody know if any MMORPG game uses social networking concepts to help players choose their server? I haven't played any MMORPGs recently so I am not sure if the idea has been tried or is even practical.

    My idea is that when you log in to your client, it tells you how many of your "friends", "friends of friends", and "friends of friends of friends" can be found on each server. It could probably also tell you how many of your "foes" can be found, and if you want help gaining up on them, how many of your "foes of foes" can be found. :))

    The premise here is that servers that contain a large number of people in your social network might provide a better gaming experience.

    Further, if you restrict games such that the only people who can join must be within a certain number of degrees of you in your social network then:

    * Newbies are automatically banned (until they get the proper sponsorship)

    * If somebody misbehaves, the game can ban him and can lower the reputation of a person befriends him.

    -- Jared

  89. The Noobing of Games by Anonymous Coward · · Score: 0

    I've never played MMOGs or muds beyond a thirty second test period on a friend's computer before exiting in disgust, so I won't comment on what makes a great timesink, because that's not what I want out of my games.

    Right now I'm going to discuss my biggest peeve: the noobing of first person shooters. It seems like there are two types of first person shooters now. There is the tournament style, deathmatch, hyper-speed, perfect aim, jack rabbit on crack matches, then there is the snail-paced, "simulation," camp fests.

    I've found, much to my annoyance, that all games that are a balance of the two have been essentially wiped out. It has become acceptable for weapons to have either pinpoint aim or horrible accuracy, game speesds to be faster than light or slower than molasses.

    What I am talking about is the "counter-striking" of games.

    First, start with a game which has decent speeds, decent weapon accuracy, essentially decent gameplay. Add massive amounts of newbies, and you get the game developers doing one of two things: nerfing the gameplay so that a 10 year old who picked the game up yesterday will do just as well as someone who has been playing for years, or make a game that the 10 year old will need to play for five years just to become proficient.

    Proper game balance means that the game is BALANCED, but not BIASED. A game like UT2k4 is biased towards the long-term players who devote large amounts of time towards getting the perfect insta-gib, whereas games like Counter-Strike are biased towards the newbie who can't even circle-strafe.

    What we truly need are games that are a mix, that are good. The issue is that truly balanced games are sorely lacking, and the few games which offer balanced multiplay are horribly boring. Why are they boring? It is because most often the multiplayer is but an afterthought to what is a good game. To be honest, the most fun multiplayer I've played in YEARS was Halo PC. Sure they nerfed most of the guns, which moves it into newbie territory, but having the deadly pistol and allowing for decent strategy at least makes it somewhat of a mix, thus interesting and worth playing.

    I played Doom 3, I might play a bit of Half-Life 2. What I won't do is buy either of them, I leave that for people who can content themselves on sub-standard gaming conventions.

    If you truly want any game to last, you must take into account that you need to have a balance between the eternal timesink and the newb game.

    Give me a game that has excellent gameplay, decent graphics and physics, is a massively multiplayer online shooter, and just _works_ and I will play that game for years. Planetside is a game that showed much promise, but ultimately failed in the end, essentially due to massive gameplay flaws.

    Merge the "instancing" with larger worlds, and there is a game worth playing. Real battles are usually not much more than multiple skirmishes fought at the same time, make a game like that, with interoperatibility, and it might have some promise. /Tired of crappy games. Where are you DNF?

  90. ...and then... by Anonymous Coward · · Score: 0

    You exit. Literally.

    1. Re:...and then... by Anonymous Coward · · Score: 0

      Thanks, tips!

  91. Re:Article Text (LOL) by Anonymous Coward · · Score: 0

    Permanent Death: Yes, a lot of game designers love this one. However, go make a list of the successful games with this 'feature'. It's short because people don't enjoy losing their investments.

    Let's see... Nethack (and pretty much all games in its genre). Most of the X-Wing series (though you only really lose medals and rank by dying), as well as its precursors (Their Finest Hour and all that), and many other flight simulators of that era. Er... okay, I'm struggling here... any more?

  92. FPS's are in the same boat... by oneiron · · Score: 1

    Funny that there's a story about MMOGs going the way of the newb. High level FPS players have been bitching about newbie-designed games for a couple of years now.

    1. Re:FPS's are in the same boat... by Junkstyle · · Score: 1

      because quake was so hard to figure out?

    2. Re:FPS's are in the same boat... by oneiron · · Score: 1

      Actually, smartass, quake is the measuring stick by which these top players judge the games I was referring to. It's been a slow and steady downhill slide ever since...with occasional ups/downs...

  93. sort of... by emilng · · Score: 1
  94. Re:Article Text (LOL) by Surt · · Score: 1

    I think it's a bit of a stretch to call nethack a success.

    Having a small penalty for death (ala X-Wing etc) is needed to make death have some meaning.

    I would categorize death in gameplay into a 2d grid:

    Nothing (you are immortal): death is not a challenge factor in such a game.

    Normal (you lose something, are set back a bit, etc): hopefully finds a happy balance making the game fun.

    Maximum (death means start the game over): typically not fun.

    The exception for the max penalty is in fast action games where the amount of lost investment per death is very very low.

    The question I would ask myself as a game designer is how much _time_ am I willing to set the player back. My rule is typically no more than one hour. Any more than that and you are making your players angry over their loss, and angry isn't as fun as you might think.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  95. Features by Marc_Hawke · · Score: 1

    Now I'm going to reply to your dismissal of his claims.

    Permanent Death: There are 2 major things wrong with MMORPGs. The 'End game' as it's called, and inflation. I'm not even going to mention the treadmill, because I think it's a symptom, not a cause.

    Inflation is a problem because everyone ends up winning. You get as many chances as you want to accomplish/gain whatever, and there's no way to actually lose. Since you can't lose, you just keep going until you win, and then you go onto the next thing. They talk about 'zero sum' things..well, this isn't.

    That leads us to the other problem. The End Game. Pretty soon, in a finite system, you've been everyone, seen everything, and done just about everything a million times. What happens when you run out? What happens when you reach the end of a game that isn't supposed to have an end? If you can't lose, you're definitely going to hit it.

    Permadeath gives you the ability to lose. It's the ONLY solution to the long-term problems with an MMORPG. Losing money doesn't help inflation if you're always able to gain it again. You've got to be able to lose money to the point that you die permanently.

    But dying is no fun....right? The game would be designed with that in mind. No one is suggesting you go play Everquest with the sudden addition of perma-death. It's too easy, too necessary to die in EQ. However, a game with that in mind will work better than the system does in EQ.

    No one would ever suggest Perma-death in Quake DM. However, CounterStrike is mostly the same thing as Quake DM while being designed around a type of Perma-death.

    You wouldn't be dying ever day/week/month, and you wouldn't have a chance at dying unless you knowingly put yourself in that situation. Remember, it's just an 'oppurtunity' to lose, not a requirement.

    Instancing: (I cheered when he brought up instancing as an example of 'poor'...."Finally," I thought, "someone really gets it.")

    Opponents of instancing always imply that the alternative is standing in line to do the same quests that everyone else does. They think of a MMORPG as a series of Developer generated quests that they go on to gain levels and 'loot.' Anything that makes those quests more accessable must be a good thing.

    That's called a SINGLE-PLAYER RPG, or even a multi-player RPG. What it's not is a Massively Multiplayer RPG Virtual World. MMOG's are not about developer content, they are about player interaction. They are about 'emergent gameplay.' The developer provides ONLY the world that you live in. How you live, what you do, who you do it with is up to you.

    (To answer your specific point. You don't interact with the other 'shards' of a MMOG. That's another world, a parellel dimension that you can't reach. You can't see those people go into a cave, only to follow them in and find out they aren't there. As far as your character is concerned, the other shards don't exist...and never will. That's not the same thing as the instancing that he was refering to.)

    (I'm going to make a harsh seque here, because I've been typing too long.)

    QUESTS!! believe it or not are the cause of instancing, and are in and of themselves a 'poor' (in his terms) feature. Short-term good, long-term bad.

    How can quests be bad?...the one and only obviously good thing of an MMORPG? Because they cause the need for camping, for instancing, for standing in line.

    Without quests, you'd make your stories with the other players isntead of acting out as pawns in a canned tale. Without quests, you'd be able to dynamically alter the situation in the gameworld because there'd be no need to make sure Fuzzle still needs his red box. Without quests there'd be no spoiler sites with walk-throughs and hints.

    Quests fit into the definition of 'short-term good'/'long-term bad'.

    In the short term they help give the world character, give the world story. They help give the players purpose, and move them

    --
    --Welcome to the Realm of the Hawke--
    1. Re:Features by caerwyn · · Score: 2, Insightful

      Unfortunately, your response suffers from similar problems as the original article. Fewer, but nontheless.

      1) Your argument assumes that player improvement is constant and content increase is not. This is not, in fact, required to be the case. Now, in current MMORPGs the rate of expansion is significantly less than the rate of player improvement, and this is dictated by economics to some degree. However, as long as we're talking about theoreticals, here...

      Consider how MMORPGs actually work. You start off at the beginning of the game, and you're working your way toward a mythical high point where you've done it all- except that, of course, that's not actually a place you want to stay. At the same time, a return to where you've been before is also hardly what you're interested in. What players want is a permanent existance in the "in-the-process-of-winning" state that they played in between levels 1 and MAX_LEVEL. Permadeath is a "hack" to achieve this- if you keep resetting to 1, of course you can't hit MAX_LEVEL.

      Permadeath doesn't actually *solve* problems, though. All it does is reduce the number of people willing to take a risk-free path long enough to reach and stay at the top. Unfortunately, most players don't find the risk-free path particularly interesting. There needs to be risk, as always... but if the risk is too big, and for most players permadeath is almost always too big a risk, then people will avoid the risk if there's anyway around it. And since quitting is always an option...

      2) Instancing. Your leap from quests to quests causing instancing to quests are bad is, quite frankly, fully of a few too many holes. The cause of instancing is, quite specifically, having too many players for a given amount of content. Take content A, which can support at most Y players, and must have at least X players to be "interesting" in a game that's intended to be group oriented. If the number of players is below X, well, there's not much anyone can do about that except find ways to draw more people there (possibly causing the same problem elsewhere, but that's another issue). However, if the number of players is above Y, we have two options, at least we have two that have been used thus far: instance content, or add new content. Designers of course attempt to go for new content when possible, as it improves player retention (and makes for a better game, who would argue that?). The problem is, again, one of economics: instancing is much better "bang for the buck". Assuming sufficient content to keep players *interested*, if there are still more players than the content will support, instancing assists in that regard. Especially given the knowledge that player population fluctuates during the course of the MMORPG lifecycle as the average level increases and lower zones become less crowded, instancing can help alleviate the problem of having too few players for a set of content by merely reducing the number of instances of that content.

      As for quests being bad... I don't think you know what you're arguing for there. What you want constantly dynamic content and quests, which is a great idea- except for infeasibility and player annoyance at not having a chance at content, as I posted about elsewhere. Quests only give the game linearity if you force them to, doing one quest, then another, then another, in a perfectly linear sequence ad infinitum. That's hardly the only way to play a game, thouogh, and personally I find that the occasional quest adds some spice to the game. If you'd like to read every spoiler site out there so that you know every quest backward and forward, then sure, everything becomes robotic. Spoiler sites are hardly required reading, however.

      Also, quests hardly cause the game to have an end. Player improvement outrunning content addition causes the game to have an end. Quests really have nothing to do with it except that they are part of that content.

      A note on emergent gameplay. There's a limit to how much of this will occur, and developers know this.

      --
      The ringing of the division bell has begun... -PF
    2. Re:Features by Marc_Hawke · · Score: 2, Informative

      The biggest problem that I find with perma-death is the concept of 'doing it again.' Especially when even doing it the first time wasn't that much fun. Most MMORPGs are played for the destination, not the jouney. Perma-death compounds that by making you play this unwanted journey over and over. Before I'd fully recommend perma-death, I'd have to make sure the journey is fun.

      I still think, when it becomes feasible that perma-death is a 'better way.' But there's no chance I'd want it in todays MMORPGs.

      ""The cause of instancing is, quite specifically, having too many players for a given amount of content.""

      Exactly right...and the cause of that is not having enough content. So, what you need is content that dynamically expands as the number of players expands. The best way to do that is to have the players create the content.

      The reason quests are bad isn't that they give you something to do. It's not that they don't 'add spice to the game.' They are bad for the sole reason that they are designed by the developer.

      There is no way the developer can hand-tailor enough quests to satisfy an ever growing population. It takes longer to design a quest than to do it.

      AO, CoH, and some others tried dynamic quests...a quest generator machine. Instead of dynamic, the result was random and repetative. (CoH is actually just repetative gameplay...they tried VERY hard on their stories.)

      The real answer kills two birds. Player generated content. A way for players to generate their own quests.

      Look at the quests in MMORPGs. "Kill 10 frogs and bring their skins." "Fetch me some yellow chalk." "Take this package to Fuzzle" They actually have names. 'Kill tasks', and "Fedex quests." Is that what you really want?

      There there are occaisional 'epic quests,' which are basically combinations. "Get the magic stone from Listerine, (by killing him) and then get the magic scepter from Gargle (by killing him) and take them to the magic mountain guarded by Rinse, (by killing him) and make the "SuperWand" and bring it to me." That's the 'spice' you were talking about. (And I actually agree.)

      But think of this...

      Players need yellow chalk, and they can't always go get it, or don't always know where it is. Instead of an NPC sitting around asking for it, if there was a way for a player to make a 'quest' for someone to bring them some, two tasks would be fulfilled.

      Players need frog skins, or they need a monster slain (guarding a resource node or something.) They could design a 'quest' for this.

      And finally...players need something to do. There are a great number of 'wanna-be' game designers who would love to make content for a MMORPG, (just look at the mods for other games.) If you provided a simple mechanism, you'd have people churning out 'epic level' quests that rival the best the developers could do.

      Quests aren't a bad thing soley because they exist, quests are a bad thing because the developer is filling a niche that really they should have designed tools and allowed the player to fill them.

      Sure you'll get some lemon content that way....but there are stupid quests already that the developers put in as filler. However, you'd never run out of content that's for sure, and it would be dynamic and follow the needs of the server, and congestion would clear itself up simply by supply and demand.

      That's not to say the developer does nothing. They have to train the players how to do this. They have to get them 'started.' The developers become simply the catalyst. The players will take care of the rest.

      That's why I said Quests were a bad thing. I agree that instancing is 'not enough content for the players.' (You said too many players for the content.) It's the developer generated quests that are causing that lack.

      --
      --Welcome to the Realm of the Hawke--
    3. Re:Features by caerwyn · · Score: 1

      Like I'd said, player generated content is a wonderful thing. However, rarely does it fulfil the full needs of the game. Player quests are fine... except that quests simply are not all of the content of the game. Exploration, monster slaying, raiding, and generally making your character as powerful as possible are equally big- and for a lot of people, much bigger. These are areas that player content simply is not suited for.

      Also, as you mentioned, there will definitely be some lemon content. In my view, "some" is a little weak... there will be a lot of lemon content, and a lot of content "moderation" that needs to go on. Unless this content moderation is also player driven, the developers may well spend as much effort managing player content as they would were they to simply create new content on their own.

      Basically- player driven content is often very nice, and often complements developer provided content beautifuly. But it will never supplant developer driven content in a world where player power constantly expands, because I don't see any way for player driven content to expand the limits of that power in an intelligent, unified fashion.

      --
      The ringing of the division bell has begun... -PF
  96. Re:Yeah! Lets blame the users! Thats the ticket! by Number+110 · · Score: 1
    Because you called him 'this ranter' I have a feeling you don't really know who Bartle is. He's quite a bit above some ill informed hack who's just pounding on the keys of his keyboard and calling it an article.

    That said, I also don't think he's some sort of omniscient God who is never wrong. Bartle is a human, just like all of us, with his own perspectives, prejudices, and agendas. He's as fallible as any and as likely to over simplify and draw false conclusions, which I believe is what is happening in this case.

    Bartle bases his assumptions around a four point argument:

    Point #1: Virtual worlds live or die by their ability to attract newbies
    Point #2: Newbies won't play a virtual world that has a major feature they don't like.
    Point #3: Players judge all virtual worlds as a reflection of the one they first got into.
    Point #4: Many players will think some poor design choices are good.

    All of these points are, at least to some extent, true. However, I can easily paraphrase those points and apply them to the television industry (as well.

    Point #1: TV shows live or die by their ability to attract new viewers.
    Point #2: New viewers won't watch a TV show that has a major element they don't like.
    Point #3: Viewers judge all television shows as a reflection of their favorites.
    Point #4: Many viewers will think some poor writing choices are good.

    All of these arguments are roughly as valid as the arguments that Bartle makes. I'm a little to lazy at the moment to defend these arguments point by point as Bartle did but I think most of you are smart enough to see the truth to these statements. Following the same logic chain television is doomed to failure because for a new show to succeed it has to have the same features that caused previous shows to fail.

    Obviously this is not the case. Television is a very alive and thriving industry and it doesn't really look to anyone like it is going to disappear any time soon. Certainly there is a lot of junk on TV and the industry encourages formulaic pap, but no one can really argue that the industry is in any danger of collapse.

    I use this counter example because games, just like television, are a form of entertainment. They aren't an art form. They aren't a neccessity (though some EQ players might disagree if you were to try to unplug them). People play them because they enjoy doing so.

    There are, of course, major differences between online games and television. Differences are things such as interactivity with the story, the ability to interact with other people enjoying the same entertainment, and the real time nature of games (you can't videotape the Nagafen raid that you are unable to attend so that you can run it later).

    However, I think one of the biggest differences is simply age. Television has been evolving for over fifty years. In the beginning there were a handful of channels with a dozen shows a piece. Most youngsters probably never experienced it but it use to be that even the big networks would sign off at the end of the night and not broadcast anything until the morning because they simply didn't have enough content to show stuff 24 hours a day. Now there are hundreds of channels that run for 24 hours a day, 365 days a year.

    Likewise there's only a handful of games out there right now, but the industry is growing. As it grows it evolves. Some of the evolution is bad. 'Bad genes' get passed from game to game because players demand it. As it begins to cost more and more money to make a game investors become less and less likely to invest in games that lack 'proven' features and that try to do something new and innovative, but these are the same obstacles that face TV programming right now. Shows cost far more to make than they use to. Producers are less likely to give money to shows that don't follow the typical 'formulas' because they would rather invest in something safer.

    But new shows do get made. Innovative shows get made. Sure, most of television is a vast wasteland o

  97. Permanent Character Death and Other Problems by Thangodin · · Score: 1

    Newbs do not determine content. If you are creating a game for newbs, you will never get subscriptions. People will kill the account after the first free month. The economic survival of these games requires both that they attract new players, and that they hold old players. Newbs are a dime a dozen. And long term bad will pollute the system in a way that descriminates against the newbs most of all.

    My first online game was Everquest. I left because I wanted something different. And I have appreciated the differences I've found since in other MMOG's far more than the similarities. I have no interest in playing another Everquest. Like everyone else who leaves, I left for a reason.

    Permanent character death is fine, IF you have a perfectly balanced game with no bugs that never suffers from link death. If this doesn't apply(and it's just not possible to achieve all this) characters are going to die through no fault of the player's. No one is going to buy this, not the newbies (who have to rebuild a character a dozen times on the first night) and not the veterans (who have spent 6 months building a character only to have it killed by a bad connection.) And each time a character dies, you lose everything invested in that character, and possibly that game, which is the incentive that keeps the vast majority of the people subscribed, if not actually playing. MUDs can survive this because they're FREE, and they're free because they require little code and no artwork. Once you get into 3D online games, you damn well better have a way to pay for all those expensive assets. Permanent Death might work if you designate opponents who have the power to do this, allow people to choose whether or not to encounter them, and give extra incentive for taking the risk.

    Like many a tidy theory, when applied to the real world, this one breaks.

  98. Would the Real Gamers Please Step Forward by Mulletproof · · Score: 2, Insightful

    "They're dictating design through a twisted "survival of the not-quite-fittest" form of natural selection that will lead to a long-term decay in quality, guaranteed."

    Bullshit. guaranteed. Just having newbies in and of themselves dictate design won't kill a MMORPG... The first and formost benefit I see in doing this is a more common sense-centric game. One that can easily accept new players as well as seasoned veterans... Unless, for some reason you consider yourself gaming's elite and shun growth in your MMOOMOROOMPG world. If that's the case, your an elitist primadonna and the game would probably be better without you anyway, especially if you've forgotten you were new once too.

    Now if they were given carte blanc authority over the entire design, I would tend to agree that this would be a bad move. The developer's original vision tend to be key to the success in any game made, but simply getting noobs to help make the game? Personally, I'd take the opposite tact-- It means they want to make the game as approachable as possible for new members that continue to revitalize the game.

    In moderation, there is absolutely nothing wrong with this approach and frankly, the writers of that story sound like jaded elitist gamer bitches.

    --
    You need a FREE iPod Nano
  99. life! by Anonymous Coward · · Score: 0
    "They're dictating design through a twisted "survival of the not-quite-fittest" form of natural selection that will lead to a long-term decay in quality, guaranteed."
    if that isnt a review of governnment's view of life, i dont know what is.
  100. Re:Article Text (LOL) by Random_Goblin · · Score: 2, Insightful

    did you actually RTFA or just skim it?

    his main point seems to be a fairly articulate position that features in virtual worlds are not selected on good long time design merits, but rather on short term individual wants.

    I have quite a bit of experience of this sort of world evolution from the rubber sword wielding Live Action Role Play communities in England. As most of them started very small and grew in dribs and drabs, it is fair to say the systems owe more to evolution than overall design.

    To take the first point Permanent Death, you are absolutely right that people dislike it because they don't enjoy losing their investment, and i have seen many LARP systems with quick and permanent death evolve into Nerf love fests by the players (who are also the monsters in their spare time) because of precisely that reason, players hate to lose their investment, and so no one ever gets killed. The bitter twist however that those systems become very dull and because there is no real risk, and with no risk there is no sense of achievement.

    Other systems that have a more gradual Perm Death System (three strikes and you're out - type affairs) don't tend to have the self-nerfing evolution, and such systems have more achievement and excitement because characters perm die.

    the reason i think is simple... people choose what is good for them, not what is good for the game, and so if they have the power they will actually destroy the game they are playing...

    (btw the games you designed were they stand-alone or MMOGS? I ask, because he makes the point that the design evolution of the two are quite different.)

  101. Yeah, that's a great idea. by Chmcginn · · Score: 1
    It's like saying "I wish everyone in the world would start off on an equal footing. I wish people didn't inherit money from their parents, so that people would have to succeed or fail on their own merits, not on their parents. So I won't take any money from them after I turn 18."

    See the problem? The idea of permadeath is twofold - one, you have to be more careful, and when you die, you start over. Two - only very skilled players will have a lvl 60 whatever. People who just have too much free time to treadmill won't.

    --
    Have you been touched by his noodly appendage?
  102. Re:Yeah! Lets blame the users! Thats the ticket! by hardburn · · Score: 2, Insightful

    Funny you mention SWG, as that's where I picked up opinons that completely agree with what was in the article.

    Take the Jedi Problem, for instance. The SWG timeline is in a place where there should be almost no Jedi. If there are any around, they're in hiding from the Empire. However, players want to be a Jedi (point #1 from the article), for various reasons, so the developers made it possible to become one. Obviously, in keeping with this area of the Star Wars timeline, Jedi numbers should at least be kept low, and those that are should be in constant hiding.

    Let's go over the orginal system for becoming a Jedi, just for review (this was replaced recently, but most existing Jedi right now became Jedi like this):

    There are around 30 professions in the game. When your character is created, five of them are picked at random. You aren't told what they are. If you master all five, you open up your Force Sensitive slot and can work your way through the Jedi proffessions. To help this process along, 'holocrons' were added that would tell you one of the proffessions you needed. Master that, get another holocron, and then you get the second proffession, and so on. But you won't be told what the last proffession is.

    Now, that's a daunting challenge. If I was a developer sitting back 1-2 years ago, before the game was even in beta, I would have thought that this, combined with permadeath on Jedi, would be plenty to keep the Jedi population low and in hiding.

    But that's not what happend. Players complained that permadeath wasn't fair, so it was removed (see point #2 and #4 in the article). The developer's big mistake, and one that I would have made myself if I was a dev, is in underestimating the willingness of some players to be Jedi (which could fall under point #3, in that the game is based on a movie, and people want it to be just like their interpretation of that movie). Optimized grinds were created that would allow many professions to be mastered in a few hours--if you were willing to go through the utter boardom of sitting there, clicking the same blasted buttons over and over again. Someone with time off and enough drive and willingness to be board out of their skull could make Jedi in a week.

    Thus, there are Jedi everywhere in SWG. Many of the non-Jedi complain about the large precentage of Jedi players, which also falls under our reinterpreted point #3.

    More people complain, so the devs decide to do something about it by redevloping the Jedi system. The same people then complain about that (point #4), whining that the Jedi got two major game patches to themselves. But that's exactly what it would take to fix the system!

    So here's my conclusion: The Jedi Problem is more the player community's fault than the devs. The devs made a system that, in all reasonableness, would seem to be able to keep the Jedi population low. They turned out to have missed a variable (the number of players determined enough to do the grind), and they were forced to conced the removal of a key design point (permadeath) or risk having lots of players delete their accounts and take the cash flow with them.

    --
    Not a typewriter
  103. Re:Yeah! Lets blame the users! Thats the ticket! by Anonymous Coward · · Score: 0

    Heck, Turbine allows critical posts on their own boards.

    Methinks the grandparent is mistaking the term 'criticism' with 'flame'.

  104. How about you do this... by bitwiseNomad · · Score: 1

    Make two games. The first game is simple and/or mindless and is designed expecting a casual/ newbie gamer to play it. Have that game fund another game which is more complex and intended for a more discerning crowd. That way you can make money and satisfy the hungry hardcore gamers out there at little extra cost (the creation of a simpler game that a broader group of people can enjoy).

    --

    Light is filtering down from above. Would you like to use DIVE?
  105. Re:Yeah! Lets blame the users! Thats the ticket! by MadHobbit · · Score: 1

    The developers would happily agree with you on that point - they don't even call it an MMORPG themselves. It's a rather odd hybrid sort of game, which is why it came to mind when I was talking about developers making an effort to break out of the mold.

    That, and the fact that I played it heavily during the recent preview, so it's been on my mind lately.

  106. Re:Yeah! Lets blame the users! Thats the ticket! by drlake · · Score: 1

    I don't think his point was that online gaming would die, any more than TV will die (as you point out). What he's saying is that the evolutionary path which is dominant in online gaming is one that leads to poor games. By analogy, the evolutionary path which is dominant for TV shows is one which leads to poor programming.

    The exact same dynamic applies to both. Mindless formulaic TV drivel (e.g. reality programming) perpetuates because "newbs" like it enough to keep watching it. At some point, someone will break that paradigm with a new one, and the cycle will begin anew. I can easily see that happening to online games, and I've watched that happen to TV long enough to see that the basic logic clearly applies. There's nothing here that says TV will die any more than he says online games will die, but bad game design perpetuates just like bad TV programming.

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    http://www.ipyuo.com/

    ITS GREAT!! its free! its UO, old school like it is suppose to be, great people. I love it.

    Check it, out, you can even download the client via bit torrent.

  108. Giving players what they want...bad? by Tojosan · · Score: 1

    To address only one point of his article...

    He makes the implication that if the players want a major change because they don't like a design feature, that this change can be motivated because of the in flux of new players with preconcieved ideas about what a virtual world must contain. And then contends that in order to keep these new players, the devs must change the game or it dies out.

    To be honest, I see something different happening.
    In the most recent online game I joined, I quickly discovered who drives nerfs/changes for the devs...he outspoken minority!!!!! These are the folks that post and post and post in the discussion forums.

    In the game I'm referring too, one of the biggest changes they made recently was hugely talked up on the message boards but sadly the in game folks, unaware even of the forums as worth their time, were grossly surprised by it. This has happened in all the online games I've played. It isn't specifically newbs that rant on the boards, its oldbies with an axe to grind for or against their favorite feature.

    Where I've seen this the most is when this game recently toughened up the tasks. This was the most requested thing on the boards, and sadly, unbeknownst to the remaining 98% of players. So they toughened up the tasks and guess what...tons of complaints from folks that were just fine with things the way they were...mostly cause folks were used to a certain amount of risk vs reward and suddenly ...BAM...the risk jumped way up.

    As for my experience, heck, yeah it got tougher but once I got used to the added risk, I actually got to enjoy the challenge. But what happened...suddenly a large number of folks decided to give some feedback to the devs and ...BAM...now the tasks became easier again.

    Either is good with me I guess, as long as the content is interesting...but just speaks to the fact that it isn't always about newbies vs oldbies and who knows best, sometimes it's about who shouts the loudest.
    Tojo

  109. FREE ULTIMA ONLINE SERVER - IPY- AWESOME! by Anonymous Coward · · Score: 0

    free server, old school rules, lower learning curve.

    Best out there in my opinon of any newer mud.

    http://www.ipyuo.com/

    You can even download the client via bit torrent.

    give it a shot, its highly populated with great people.

  110. Try this mud by RealRav · · Score: 1

    Visit http://www.angalon.com or telnet to angalon.tamu.edu:3011

  111. Bitter by Fringex · · Score: 2, Insightful

    The general theme from the story I received was a MUD programmer who is bitter about the evolution of MMO's. I would even go so far as to say he is bitter about his lack of participation in this new market. That is merely an opinion but the feel of what he wrote is less of an observation and more of a rant.

    Games progress to meet gamer demand. If this was not the case, Wolfenstein 3D would still be the hottest FPS to date. However when it comes to MMO's you need a story line to justify the world you are in.

    It is a matter of who your target audience is. On my old server for EQ, only one member of our whole guild roleplayed. The rest of us enjoyed the social setting and general challenge of upper end targets and the strategies you had to employ. I wouldn't say the games are designed by newbies but they are designed to have large target audiences. No matter how you look at it, the company who invests 2 or 3 years of developement needs to make money in the end. To do that you need a game that is both appealing to a vast market of individuals and you need the game to have a long progression curve.

    On his death idea or suggestion, that would be a game killer. Especially one you wish to make money off of. Lets use EQ as an example. That game in its prime took weeks if not a couple months to be a mid level toon. If you added a permanent death aspect to the game then you would have to drastically change the leveling speed in which players progressed.

    High end raiding would never have been an employable aspect. Same can be said for soloing, quad kiting, swarm kiting, AE kiting, fear kiting and AE Nuke Groups. Many of the fun aspects that made EQ enjoyable from a solo, group and raid standpoint would be eliminated completely. What would be the point in playing since at some point, all your hard work is going to be erased due to an accidental death.

    The death model may fit a fast paced MUD but for a game as large and as vast as EQ, it will not work.

    I will give him credit when it comes to the story. MUD's pretty much own that hands down since pretty much the whole game relies on description and mental depth. You cannot argue that the Kunark and Velious expansions didn't have a story that was vast. Both employed an impressive model of lore. It was Luclin and beyond that basically sucked when it came to how far the rabbit hole would take you.

  112. The article is almost right by mangamuscle · · Score: 2, Insightful

    The problem is that it basicaly divides games into newbies and not-newbies. The truth is that you have two diferent kind of gamers:
    a) Newbie (eye candy seeker) and old (limited spare time) gamer.
    b) Hard core gamer. This one is no longer a newbie but still has plenty of free time.

    The problem is that you can not have both. Either you catter to (a) knowing that they will leave once the initial thrill wears off/once they get bored or you catter to (b) that doesn't mind investing several days in learning the basics and several weeks in finishing long complicated goals.
    You can't have tea and no tea

  113. Re:Yeah! Lets blame the users! Thats the ticket! by Number+110 · · Score: 1
    True enough. He never really says that online gaming is going to die, though he implies that it is a degenerative spiral that gaming won't break out of, and to a certain extent it is true. It is just that there will be new games which break out of the spiral just as there are new shows from time to time which break out of TV's spiral, and that I don't think he really addresses.

    Also, he does seem to take a bit of a 'if I don't like it then it's bad for long term' approach. An example of this is his permadeath arguement. It can easily be argued and even shown through games like EQ that a lack of permadeath allows people to build attachments to their characters and those attachments cause them to play longer. Yet because he doesn't like permadeath he argues that it is bad for long term design.

  114. two letters by Skavookie · · Score: 1

    nh

  115. money sinks and teleporting by Junkstyle · · Score: 1

    One thing that I hate about all these new MMORPGs is the "instant" click on item X and get teleported to where ever the hell you want to go.

    I think they should have real travel not teleporting unless you are some kindof magic user. Instead you should be able to purchase horses, flying creatures, etc or rent them. At first when you are a newbie you would have to walk or try hitch a ride, but as you got higher in level with more money you could splurge on faster transportation. This would be a good money sink too for the economy.

    okay thats my dumb idea, bye.

    1. Re:money sinks and teleporting by Anonymous Coward · · Score: 0

      That's basically Ultima Online that you are describing.

  116. Re:Article Text (LOL) by AndyChrist · · Score: 1

    "Permanent Death: Yes, a lot of game designers love this one. However, go make a list of the successful games with this 'feature'. It's short because people don't enjoy losing their investments. Permanent Death closes exactly one door. It does not open any that aren't already typically available to the players who want them."

    RTFA-Again

    He makes this point, that it doesn't happen because people wouldn't like it.

    Except it WOULD open doors. It would open doors to anyone who gets their ass kicked relentlessly not because they suck, but because there are people who already have their characters built up who are waiting to kick their asses.

    The only advantage early adoption would present is knowledge of the game. It would not GUARANTEE a super-powerful godlike character who can stomp all comers.

    "Instanceing: This is an adequate solution to the crowding problem. A better one is to provide sufficiently breadth not to need instanceing. Build a game without need for instanceing and you'll have a hit, guaranteed."

    People might still want it, though.

    Also, you'd need to have a world which scales to the number of players, or which has areas which attract players who don't want that privacy, without depriving them of anything else. You couldn't just make a HUGE fricking world. Otherwise, you'd have it too full (like you're talking about) or too empty, either when the game starts or during off-peak hours. No one wants to play an unpopulated online game. Well, not usually.

    I'd have to agree with you on the teleportation part, though. There are other solutions to that problem if you just find teleportation aesthetically displeasing though.

  117. Summary: Bartle is a clueless fucktard by Moraelin · · Score: 1

    The "long term good" is usually just a piss-poor excuse for stuff that's just badly designed. Or for piss-poor hacked-together poorly-thought-out fixes for bad design.

    A game is for the players. Period. Idiocies like "short term bad, long term good" mean no less than "it's not fun for the players, but it'll be good in the long term for the game". Which, sorry, is an idiotic contradiction in terms.

    And I've yet to see any proof yet that stuff described as "long term good" is actually good in any form or shape. You're usually just supposed to believe some fucktard admin's "it's good because I want to code that. So what if nobody likes it? It's... umm... yeah, it's 'long term good'."

    He also trolls his way around real issues, by dismissing them as stuff only newbies dislike. Well, gee. With a decade of playing on MUDs behind me, I think I'm anything _but_ a newbie, yet stuff like PD I hate with a passion.

    Plus you'd think that if oldbies invariably loved these features, the oldbies already trained in other games would gravitate towards games offering these features, no? That you could just make a griefer's paradise MUD with PD, nowhere to hide, etc, and every grizzled veteran would gravitate to it. I mean, he says that experienced players want that, no? In practice it doesn't happen. Oldbies avoid these places just as well.

    And what disturbs me about Bartle in particular is that he's always went above and beyond the call of duty to justify griefing.

    E.g., he's went and argued before that you _need_ killers harrassing the socializers to have a good game. Never mind that in practice that cost Origin the number one place in a market they _created_. Origin took basically Bartle's view that being PK-ed on sight is good, while its players migrated en-masse to EQ and AC where they'd be more protected.

    E.g., here not only he wants that an older griefer can _permanently_ kill you, he also wants that you have no rest and no place to hide from that griefer.

    Read the point against instancing again. So basically the players actually want some peace and tranquility, but nah, he's more concerned with "what with someone else wants to find them and interact with them while they're in there?"

    Well, gee. For friends everyone already was more than happy to invite them to the group. E.g., if I'm in an instanced dungeon in CoH and someone I know gives me a tell, I'll promptly get out of the dungeon and invite them. Or if they need help with their mission, I've been known to leave my mission and join in theirs.

    So who are those poor souls who are prevented from interacting with you? Well, the ones you _don't_ want to interact with. The griefers, fucktards, and other scum of the (virtual) earth. Those are the only ones really hampered by instancing.

    I.e., again Bartle just goes on a demagogy spree to hammer his old "griefing is good" preconception.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Summary: Bartle is a clueless fucktard by Anonymous Coward · · Score: 0

      Bartle just goes on a demagogy spree to hammer his old "griefing is good" preconception

      The "Killer" facet of his original formulation (which was not so much Bartle's creation as it was Bartle's survey of players and wizards and results of analysis) does not mean Griefers.

      All Griefers are Killers; not all Killers are Griefers.

      A Killer is a person who ACTS on PLAYERS. The leader of a vocal minority is a Killer. A wily merchant is a Killer. Both of these ADD to the game and interact with Socializers to enhance gameplay as a whole.

      So who are those poor souls who are prevented from interacting with you? Well, the ones you _don't_ want to interact with. The griefers, fucktards, and other scum of the (virtual) earth. Those are the only ones really hampered by instancing.

      I don't think anyone is capable of knowing 900+ players. Or 900 people. It's good that you're lumping all the players that you don't know as "griefers, fucktards, and other scum of the (virtual) earth".

    2. Re:Summary: Bartle is a clueless fucktard by Moraelin · · Score: 1

      No, a killer even by Bartle's own paper is someone who acts in unwanted ways upon the players. You will notice that he clearly makes the distinction between "interacting WITH players" (something bilateral) and "acting UPON players" (something unilateral, whether those players want it or not.)

      "Acting upon players" is his way of saying "treating them as NPCs", in a nutshell.

      It doesn't have to be a PK-er, yes. But it is nevertheless unwanted interaction.

      A leader of a vocal minority may not be a "Killer" by Bartle's definition, if that vocal minority doesn't do anything to ruin the game for the others. E.g., the leader of a newbie helper guild may be as vocal as he wants, it usually doesn't detract to anyone's enjoyment.

      A leader of a vocal minority _could_ be a "killer" if that position and being vocal is used to drive other players off the MUD. E.g., to defame and harrass.

      In which case, sorry, they also fit in my view as a "griefer".

      A willy merchant is _not_ automatically a "Killer". A merchant who merely sells and buys wares, even making a neat profit, is usually actually a socializer. Players _interact_ with him, are not _acted_ _upon_.

      A scammer or thief on the other hand, is a "Killer". It's not bilateral interaction, it's unilaterally acting upon you just because he/she can.

      And again, in my book they fit neatly under "griefer".

      --
      A polar bear is a cartesian bear after a coordinate transform.
  118. Revolution by MikeFM · · Score: 1

    Be warned, I want to make a MMORPG game that auguments reality. To play you'd have to actually go places and do things in the real world. That could include forms of exercise and even education. *chills*

    To go on a quest you'd have to physically go to the right spot and accomplish some goal that can be verified (finding an item there and reporting the code on that item). To turn item one into item two you might have to take a class in woodworking or pass some sort of test that proves you have some knowledge of woodworking.

    Take reality and add a little fantasy to it - much more fun than sitting in some fictional world and doing the same meaningless repetitive tasks over and over. Of course actually leaving the comfort of our chair might be to much for most of us.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  119. Re:Yeah! Lets blame the users! Thats the ticket! by drlake · · Score: 1

    I read it as suggesting that new games can break the spiral, though it's difficult because of the way many players will demand those "bad" features when they start playing.

    I'm with you on the PermaDeath issue, though. I think calling that an example of good game design is sadly mistaken. One of the main reasons I kept playing EQ for four years was my attachment to my main character, since I never really enjoyed playing any of the alts I made.

  120. Re:Article Text (LOL) by Rallion · · Score: 2, Insightful

    with no risk there is no sense of achievement

    I don't buy this. There is certainly achievement without risk. In real life, when I complete a project, even a small one, I feel acheivement. What did I risk? Nothing. It was inevitable that I would finish, and I knew how long it would take, but I feel achievement all the same. In games, it's the same, only more fun along the way. If I reach some kind of milestone, risky or not, I feel achievement.

    people choose what is good for them, not what is good for the game

    There is no difference between the two. It's entertainment. If it's good for the players, it's good for the game. If the players are enjoying themselves, the game is going well. There is no other standard of measurement.

    Live action is vastly different than computer games. Computer games are, by nature, far more limited. They don't lend themselves to evolution in the same way, because they follow such a very strict set of rules.

  121. Re: Take up drinking and smoking! fantsy pasttimes by Stepping+Razor · · Score: 1

    Soft drugs and healthy lifestyles are not mutually exclusive.

    I weight train regularly to build muscle, cycle to keep fit and eat an incredibly healthy diet. I like to get stoned but I don't want the health risks of smoking so I add ground up cannabis to my food occasionally. It works for me.

  122. My experiences from NERO by SeanDuggan · · Score: 1
    Other systems that have a more gradual Perm Death System (three strikes and you're out - type affairs) don't tend to have the self-nerfing evolution, and such systems have more achievement and excitement because characters perm die.

    I personally liked the ideas in NERO regarding death. They use a system similar to the d20 one where there's a longish period of unconsciousness wherein one can be stabilized and revived by anyone with a minor heal spell or healing skill. After that, there's a longer period during which your spirit is near enough to your body that a Life spell (higher magic, but still quite accessible) can revive you without penalty. Only if you're left dead for a long period of time do you experience true death. In that case, you can go to a circle for ressurection where you'll drawy from the life-stone bag. Basically it starts with 10 white marbles. For every time you've been raised before, one black marble is substitued for a white one. This leads to a hard limit on deaths, but a fairly high one, but making every death a risky one. In all the times I played, I only saw one person have to go to the circle to be raised. It was actually a fairly dramatic event involving him dying some distance from town. He bled out before someone could stabilize him and no one in his party had a Life spell. What followed was first a canvassing of the town for someone who could cast Life, then an epic quest racing against time for a fabled scroll in a nearby dungeon which was unfortunately too late. True death tended to be rare, and was more often a matter of being stupid, or of pissing everyone off such that no one was willing to help you. ^_^ Although one time, while serving as an NPC, I was part of a group that nearly took out a dozen of the town's finest warriors. Spider nest, and the heroes weren't keeping very good track of who'd fallen. Wound up with two warriors outside battling us while the rest were cocooned and captured inside. They only survived because the marshall decided to take pity and reduce the number of respawns we had. Still, the prospect of possibly dying added some spice to the encounters.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  123. Re:Article Text (LOL) by Surt · · Score: 1

    Read my response again. Permanent death in the context of MMORGs is the 'hurt the player' solution to players becoming powerful over time. There are at least three well known much better solutions to this problem:

    1) Separate the powerful players from the weak.
    2) Asymptote the power growth function so that players don't remain weak for long.
    3) Add a substantial penalty for fighting out of your power range.

    If your game has a problem with powerful characters abusing weak characters, that's because you made a bad game design decision in how powerful and weak characters interact, not because the powerful characters exist.

    If you want a successful game, you don't want to punish your players for succeeding.

    Everything you wrote about instanceing agrees with my position.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  124. Re:Article Text (LOL) by Surt · · Score: 1

    I read the article. However, I should point out that basically everything you wrote in response agrees with my side of the argument.

    As I pointed out, some loss is necessary if excitement is part of your game design. Too much loss (permanent death in MMOGS) means unhappy players, which to me is not the point of a game. In any case, the basic point is that permanent death is not required to establish risk or excitement, and is typically abused by designers to solve problems not related to risk or excitement anyway.

    The games i've designed have included RPGs, MOG, and MMOGs. The design principles are actually the same for all 3. Specific features in multiplayer have to account for problems brought in by extra players: crowding, abusive behavior, etc. I think the article showed a deep lack of understanding of the basic principles of game design.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  125. Re:Yeah! Lets blame the users! Thats the ticket! by TheEnigma · · Score: 1

    Listen to yourself. I doubt you actually read the article, since you're not responding to the points he made, only the capsule. Then again you admit that you're just soap-boxing. Seriously, wtf does Turbine have to do with this discussion? Unfortunately you're just ... wait for it... a noob, by Bartle's definition. And mine. Crying for what you want, .

    To say that "Many MMORPGs succeed" is a big stretch. What's your definition of "many"? Five? Ten? It's sure not a hundred. Even in the context of MMOGs, the majority of those which have succeeded are not the 3D graphical MMORPGs you're talking about, but the text-based MUDs. Only a handful of 3D MMOGs have succeeded. And those that have sometimes suck, by some people's standards.

    As for your other "arguments", they're empty and not worth even giving heed to.

    This discussion, of course, can never get anywhere, because logic has nothing to do with it. There's a conflict of goals. Success in art/craft is measured by critics, self-appointed experts and regular people with opinions, while success in commerce is measured by profit. Same for books and movies and other mass-produced popular art. Which type of assessment do you care about? It would be nice to have both, but they usually work against one another, and only one can be measured objectively (in dollars).

    What Bartle forgot to mention was that his argument is in no way new, and that it applied to other areas of art long before computers were even thought of. MMOGs only add a different spin, but one not especially different from television; both are a serial experience, prone to imitation and repetition. Both are generally weak thanks to the driving need to pander to lowest common denominator eyeballs, since eyeballs == $$. Before television it was serial novels.

    If people want to understand the issues, it would help if they knew something about them.

    --

    Stand back. I've got a brain and I'm not afraid to use it.

  126. spirit vrs body by MikeFM · · Score: 1

    I think most people would dislike PD and that's why save games and cheat codes in single-player games have existed since the beginning of time. However it's bad for game play for players never to die. A middle ground does exist though.

    I'd like to see something where you have a non-killable persona that you play that can build up certain skills. However to do anything you should have to take a body which has it's own skills that can be lost when the body is killed. I think it'd be even better if it were possible to take bodies from each other or even take over NPCs in some instances. Make it so your character is some sort of spirit that can take over bodies but that will continue to live even if driven out of it's body or if the body is killed.

    You could keep some of your skills you'd build up and of course keep your network of friends but you'd not be able to die and restart without consequence.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    1. Re:spirit vrs body by Reapy · · Score: 1

      I don't know if anybody else will say so I'll just go right ahead.

      Cool Idea! I like it a lot. This article got me thinking, how do you really make a world work when everyone is immortal?

      This is a great way to make it work. Players are the dead spirits and they interact with the world by binding thier spirits to living creatures to touch on it for a few moments. Great Idea :)

    2. Re:spirit vrs body by MikeFM · · Score: 1

      If you've ever seen the movie Fallen then you have an idea of what I'm thinking. So if your spirit strength is stronger than the one already in the body, if it has one at all, you can take it over. Some portion of your intelligence would come from your spirit too so certain spell casting powers would move with you from body to body. Inhabiting strong minded bodies could permanantly enhance your spirit's abilities even after you'd left the body. While in a body you should be able to see it's thoughts. So maybe the NPC AI could be 'thinking' about what it wants to do but it can't unless you give it permission. If you give it permission you can piggy back to see what it does.

      Strength, stamina, speed, etc should be mostly traits of the body. Maybe give them a small influence from the spirit the same as the body can effect the spirits intelligence and will power.

      Armon, weapons, etc would obviously be bound completely to the body. If you had the stronger spirit you could take the body of your enemy complete with everything they had even if they were physically stronger than you.

      How would that change parties? The warriors keep the enemy busy so that they can't focus their spirit and one party member literally leaps to the body and takes it over. Of course that leaves their old body free to fend for itself so it could turn around and start attacking your party.

      Possibly it'd be cool if your spirit could inhabit an object. Maybe you could be a sword and use your spirit powers to give the sword mystical powers while someone else weilds it. Or you could curse the item while in it so that an enemy claiming it would unwittingly be opening themselves to you and carrying you back into their strongholds.

      It'd open up a wide range of PvP options because you could literally be any object or NPC in the game. Quests could be both on the physical level and on the spirit level. On the physical level it'd be much like most such games and you'd have to take your body and complete a task and win some benefit to the body itself. Quests could be completed by more than one spirit inhabiting the body at different times. Spirit quests would be more complex in that you might need to move between several bodies to complete the quest.

      Possibly you could have some sort of holy person as a job trait that'd resist having their body stolen with much more strength than most bodies. So that when you created a new character you could choose that job trait but otherwise it'd be hard to become one of those characters. Resistance being a trait that could be built up just like any other trait.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  127. Re:Article Text (LOL) by Anonymous Coward · · Score: 0

    And, of course, there is only one possible ladder of ascension by which you can measure relative power levels.

    As if, in all games, there exist levels and XP. And as if, in all games that DO have these, they matter.

  128. Re:Article Text (LOL) by Anonymous Coward · · Score: 0

    There is certainly achievement without risk. In real life, when I complete a project, even a small one, I feel acheivement. What did I risk? Nothing. It was inevitable that I would finish, and I knew how long it would take, but I feel achievement all the same. In games, it's the same, only more fun along the way. If I reach some kind of milestone, risky or not, I feel achievement.

    That completion was inevitable and that the length of time was fixed are both untrue, just as you have no certainty that you might not wake up one morning and discover everyone you knew dead. You can say it's highly unlikely, but that's the extent of it, because you are not omniscient and are unaware of all possible factors.

    However, the reason the saying "the greater the risk, the greater the reward" is true is because the risk is the reward itself. Your risk was the feeling of accomplishment due to having completed the project, which, as I said above, was not an absolute certainty. What feeling of accomplishment would you have had if your friends unexpectedly called you up and you went out to have a pizza, making the project incompletable for the rest of the night?

    That the risk is negligible doesn't mean that it doesn't exist. If you were a high level character and you went up against a low level one, the risk is negligible, but it exists. Because, if there was permadeath, and you foolishly stood around and let the newbie hack you into pieces hit point by hit point, you're still dead. It's a risk you're taking by letting him do as he pleases without challenge. And it's a risk HE takes if he starts doing it without your consent. His sense of accomplishment, if he kills you, will be greater than yours, if you kill him.

  129. Re:Article Text (LOL) by Anonymous Coward · · Score: 0

    You couldn't just make a HUGE fricking world. Otherwise, you'd have it too full (like you're talking about) or too empty, either when the game starts or during off-peak hours. No one wants to play an unpopulated online game. Well, not usually.

    You're making unnecessary assumptions about the limits of game design. What if AI were developed to a sufficient degree that NPCs would fill up areas that ought to be naturally populated (town squares, markets, and the like). AI that passed the Turing Test (can fool a human into believing they're speaking to a human on all levels via a indiscernible medium).

    The game world WOULD scale to the number of players (by making NPCs go to sleep or move off when there are a lot of players).

  130. Re:Yeah! Lets blame the users! Thats the ticket! by Anonymous Coward · · Score: 0

    To quote Bartle...

    # Time may heal. If you wait long enough that people forget why they ever objected to something, that something can come back. Fashions change, and who knows what the newbies of 2024 will think? Good ideas will always get a second chance to enter the paradigm, it's just that "wait a quarter of your life for it to happen" thing that's a little depressing.
    # Growing maturity. Perhaps the best hope for the future is the growing maturity of the player base. First-time newbies will always assert the supremacy of their first virtual world, but oldbies who have been through the mill enough will realise that some of the features they've been taking for granted are actually counter-productive. If they're around in sufficient numbers, we may see virtual worlds appearing that do everything right and very little wrong, removing point #4 and leading us into a golden age. I can dream...

  131. Re:Yeah! Lets blame the users! Thats the ticket! by Anonymous Coward · · Score: 0

    The assumption regarding permadeath and attachment to characters is that your goal is to retain subscribers.

    Bartle doesn't argue that you should retain subscribers; like he says, "Now I'm sorry to be the bringer of bad news, people, but here goes anyway: even for the most compelling of virtual worlds, players will eventually leave . Don't blame me, I didn't invent reality."

    In his book, he also describes some very good reasons for leaving. In short, player retention is NOT the aim for good design. Not, at least, as the final word.

    I'm not completely certain what is. It's not even necessarily fun; Bartle doesn't really argue that virtual worlds are games. Ergo, they don't necessarily even have to be fun. It's hard to mount a serious consideration of what he really thinks is the criteria for good game design without the other people having read his book and knowing what his formal opinion on most controversies are.

    There are good and bad reasons to include Permadeath. Whether or not you do should be a game design choice.

    The designer's choice. Not the players'. Which is ultimately what Bartle's article says.

  132. Re:Yeah! Lets blame the users! Thats the ticket! by Anonymous Coward · · Score: 0

    So I take it you hate Turbine.

    Look at AC, not AC2. AC is a awesomely fun game. AC2 blows. MS had too many people telling turbine what to do for the second one in my opinion.

    Anyway, I just think you bashed them a little too hard.

  133. RIP Ultima Online by PaganRitual · · Score: 1

    the best MMORPG ever that was destroyed by n00bs and just general losers that couldnt handle a game where anarchy prevailed, and people didnt have to fucking ask permission before starting to attack you. the change to care-bear world Trammel destroyed that game forever. is now not worth playing.

  134. Re:Article Text (LOL) by Surt · · Score: 1

    I'm not sure i understand the point of your post, but if I understand it correctly, you're claiming that something unmeasurable (perhaps knowledge of the game) is making it possible for some players to harass others, and that this attribute is not boundable by the game designer, nor can it be used to separate the players.

    The problem is that if this is indeed the problem you're describing, then permanent death cannot possibly solve the problem either, since the same attributes that are not boundable by the designer in the first place remain unbounded by permanent death.

    I claim that any attribute or set of attributes or set of dimensions of attributes that is boundable by permanent death can be used to affect the gameplay in more effective ways.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking