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."
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How lame...Why on earth do "we" even bother reading slashdot anymore. The editors might as well be (un)trained monkeys.
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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
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[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:
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:
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.
That is perhaps the most draconian registration process ever. Feel free to use my info:
user: numlocked@gmail.com
pass: 78b9602a
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.
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.
telnet://mud.arctic.org:2700