Designing Virtual Worlds

Last updated
Designing Virtual Worlds
DVW cover.png
Author Richard Bartle
CountryUnited States
LanguageEnglish
Genre Non-fiction
PublisherNew Riders
Publication date
2003
Media typePrint (Paperback)
Pages741
ISBN 0-13-101816-7

Designing Virtual Worlds is a book about the practice of virtual world development by Richard Bartle. It has been noted as an authoritative source regarding the history of world-based online games. [1] College courses have been taught using it. [2] [3] [4] [5]

Contents

In 2021, the author made the book freely available under a Creative Commons license on his website. [6]

Contents

Designing Virtual Worlds argues that the fundamentals of player relationships to the virtual world and each other are independent of technical issues and are characterized by a blending of online and offline identity. [7] According to the book, it is the designer's role to know what will provide players with a positive game experience, [8] the purpose of virtual worlds is the player's exploration of self, [9] as well as for its expansion of the earlier 4-type Bartle gamer style taxonomy into an 8-type model. [10] The book also focuses on the practicalities of its subject. [11]

Reception

It has been called "the bible of MMORPG design" [12] and spoken of as "excellent", [13] "seminal", [14] "widely read", [15] "the standard text on the subject", [16] "the most comprehensive guide to gaming virtual worlds" [17] and "a foundation text for researchers and developers of virtual worlds" [18] that is "strongly recommended for anyone actually thinking about building one of these places" [19] and "describes the minimum level of competency you should have when discussing design issues for virtual worlds". [20]

It wasn't all sunshine and roses, though. One reviewer, Dave Rickey of Skotos.net, a website founded in 1999 and dedicated to "multiplayer interactive fiction on the Internet" [21] , called it a "must-read" work, but that he found "much that was questionable, incomplete, or just erroneous". [22]

Related Research Articles

A multi-user dungeon, also known as a multi-user dimension or multi-user domain, is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar.

A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

A virtual economy is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun". However, some people do interact with virtual economies for "real" economic benefit.

<span class="mw-page-title-main">Simutronics</span> American online games company

Simutronics is an American online games company whose products include GemStone IV and DragonRealms. It was founded in 1987 by David Whatley, with husband and wife Tom & Susan Zelinski. The company is located in St. Louis, Missouri. It became part of the Stillfront Group in 2016.

Twinking is a type of behavior in role-playing games that is disapproved of by other players. A player who engages in such behavior is known as a twink. The precise definition of twinking varies depending on the variety of role-playing game:

DikuMUD is a multiplayer text-based role-playing game, which is a type of multi-user domain (MUD). It was written in 1990 and 1991 by Sebastian Hammer, Tom Madsen, Katja Nyboe, Michael Seifert, and Hans Henrik Stærfeldt at DIKU —the department of computer science at the University of Copenhagen in Copenhagen, Denmark.

<i>Ancient Anguish</i> 1992 video game

Ancient Anguish, abbreviated AA, is a fantasy-themed MUD, a text-based online role-playing game. Founded in 1991 by Balz "Zor" Meierhans and Olivier "Drake" Maquelin, it opened to the public on February 2, 1992. It is free-to-play, but has been supported by player donations since 1994.

<i>Furcadia</i> 1996 video game

Furcadia is a free-to-play MMOSG/MMORPG or graphical MUD, set in a fantasy world inhabited by magical creatures. The game is based on user-created content with emphasis on world building tools, exploring, socializing, and free-form roleplaying. Furcadia hosts a large volunteer program called the Beekin Helpers, allowing players to help with community moderation, welcoming new players, handling in-game technical support, running in game events, creating art for the game itself, accessing and updating the game's website, and bug hunting. Furcadia holds the Guinness World Records title for the longest continuously running social MMORPG and, in addition to being one of the first games to heavily encourage modding and let users build virtual worlds for themselves, it was also one of the first freemium online games. In 2008, Furcadia was reported as having over 60,000 players.

Scott Jennings, also known as Lum the Mad, is an American commentator on MMORPG games. He is best known for creating a website, The Rantings of Lum The Mad, a pioneer blog, which existed from 1998 to 2001, when Jennings was hired by MMO developer Mythic Entertainment, where he remained until 2006.

A persistent world or persistent state world (PSW) is a virtual world which, by the definition by Richard Bartle, "continues to exist and develop internally even when there are no people interacting with it". The first virtual worlds were text-based and often called MUDs, but the term is frequently used in relation to massively multiplayer online role-playing games (MMORPGs) and pervasive games. Examples of persistent worlds that exist in video games include Battle Dawn, EVE Online, and Realms of Trinity.

<span class="mw-page-title-main">Raph Koster</span> American video game designer and entrepreneur

Raphael "Raph" Koster is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. From 2006 until 2013 he worked as the founder and president of Metaplace producing a Facebook game platform.

<span class="mw-page-title-main">Richard Bartle</span>

Richard Allan Bartle FBCS FRSA is a British writer, professor and game researcher in the massively multiplayer online game industry. He co-created MUD1 in 1978, and is the author of the 2003 book Designing Virtual Worlds.

<i>The Realm Online</i> 1996 video game

The Realm Online, originally known as The Realm, is a massively multiplayer online role playing game (MMORPG) launched in December 1996 for Windows PC. It was designed in the tradition of graphical MUDs, before the usage of the terms "massively multiplayer" and "MMORPG".

A mob, short for mobile or mobile object, is a computer-controlled non-player character (NPC) in a video game such as an MMORPG or MUD. Depending on context, every and any such character in a game may be considered to be a "mob", or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack.

In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for a certain number of players, that enters the area. Instancing, the general term for the use of this technique, addresses several problems encountered by players in the shared spaces of virtual worlds. It is not widely known when instances were first used in this genre. However, The Realm Online (1996) is sometimes credited as introducing the concept.

Lisbeth Klastrup is a Danish scholar of digital and social media. Although her early research was on hypertext fiction, she is now best known for her research on transmedial worlds, social media and death.

<span class="mw-page-title-main">Bartle taxonomy of player types</span> Classification of video game players

The Bartle taxonomy of player types is a classification of video game players (gamers) based on a 1996 paper by Richard Bartle according to their preferred actions within the game. The classification originally described players of multiplayer online games, though now it also refers to players of single-player video games.

The history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games (MMOG) titles. The origin and influence on MMO games stems from MUDs, Dungeons & Dragons (D&D) and earlier social games.

<i>LegendMUD</i> 1994 video game

LegendMUD is a text-only MUD game founded by a group of friends including virtual world designer Raph Koster. It features historically significant story elements and award-winning gameplay. It opened publicly on February 14, 1994. It has received critical praise for its research and attention to detail in reconstructing past cultures within the game context.

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References

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  2. Castronova, Edward (2004-08-26). "Virtual Worlds 101: Draft Syllabus". Terra Nova . Retrieved 2010-05-06.
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  6. "Richard Bartle Releases His Classic Book Designing Virtual Worlds for Free Online". New World Notes. 2021-08-17. Retrieved 2021-08-17.
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  13. Jennings, Scott; Macris, Alexander (2005-12-19). Massively Multiplayer Games For Dummies. For Dummies. p. 7. ISBN   0-471-75273-8.
  14. Zichermann, Gabe; Linder, Joselin (2010-03-29). Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests . John Wiley & Sons. pp.  149. ISBN   978-0-470-56223-9.
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  18. Levy, Luis; Novak, Jeannie (2009-06-22). Game Development Essentials: Game QA & Testing. Delmar Cengage Learning. p. 119. ISBN   978-1-4354-3947-4.
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  20. Green, Brian (2003-12-24). "untitled comment". Terra Nova . Retrieved 2010-05-06.
  21. Allen, Christopher (2020-09-21). "Goodbye from Skotos". Skotos. Skotos (1). Retrieved 2023-12-22.
  22. Rickey, Dave (2003-08-12). "If you can't say anything nice..." Engines of Creation. Skotos (6). Retrieved 2010-05-06.