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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."

22 of 336 comments (clear)

  1. 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?"
  2. 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 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?
  3. 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 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.
    4. 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.

  4. 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.
  5. 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'
  6. 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 _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.
  7. 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!!
  8. 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

  9. 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.

  10. 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 ;).

  11. 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.

  12. 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.

  13. 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 :(

  14. 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.

  15. 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.

  16. 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).