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."
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.
Rock that crushes, Paper & Scissors that don't matter.
2+ ghz processor... check ... check ... check ... check .. check ... check ... Check?
$160 video card
17 inch monitor
512mb + of ram
Screamin' Soundcard
Highspeed cable modem
Telnet client
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.
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.
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