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Richard Bartle Is A Hardcore Killer
From an interview on Massively, the interviewer asked Bartle about his thoughts on Age of Conan and Warhammer Online, leading into a short blast…
I’ve already played Warhammer. It was called World of Warcraft.
…which immediately segued into a somewhat more nuclear explosion:
Age of Conan – that’s PVP. Wow, gosh, PVP – it’s pretty hardcore, PVP, isn’t it? No. When you played [older MUDs] you got killed after three months of playing, your character was gone. Yeah, hardcore PVP – yeah, we’re hard, aren’t we? We’re evil. No. You don’t know anything.
But of course, if you fixate on the explosions, you miss the interesting bits.
I might have a look at it from a point of view of seeing what things – the class balances are like, seeing how they’ve implemented the – I really ought to write up a book on how to read a virtual world so that I have a vocabulary in order to explain it to people. But there are a number of things you can do with player versus player, and I want to see the way they’ve done it not because whether it’s cool or not but because of you chose that way. Now, why did you choose that way?
You chose that way because you’ve got a particular vision for your virtual world. Your particular vision for your virtual world is saying something. You made this the center of your virtual world. That tells me something already in advance. What it tells me is you want to compete with the games that don’t have it so that you’re carving your niche. But why did you choose that niche? You chose that niche or a particular reason. How did you implement it? You’re trying to rip off Dark Age of Camelot?
Well, that probably was a motivation, but there were a number of things you could have done. EVE Online, for example, was player versus player, and it’s got player created units or guilds. You’re doing it that way, and now you’re saying things that way. But when you create it, you’re actually saying something through the design. What is it you’re trying to say? Why are you trying to say it? How are you trying to articulate something? This is from the designer’s point of view what I really want to know. What are they trying to say? Why have they done it this way? Did they know about the other ways?
They’re designers. They’ve got millions. They must have known about the other ways, but they didn’t do it the other way. They did it this way. Why did they do it that way?
My immediate snarky response, from working on several MMO teams now, is that assuming that designers have any knowledge of games that came before their current favorite is not a safe assumption, and that what the designer may be saying is simply “I really liked Everquest” or “City of Heroes seemed fun, let’s nick those bits”, or more regrettably, “Yeah, World of Warcraft, make it more like that, because we like money hats.”
But of course, Bartle has a response to that too:
Did you know one in 100,000 people are psychopaths? Well, you do now. So figure out how many psychopaths there are in World of Warcraft. I don’t want any of them actually coming around to me in the belief that I am saying dreadful things about World of Warcraft.
Methinks someone received some blistering email…
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about 2 years ago
“The interviewer”? Ouch.
Also, from my side of the seat, I really enjoyed the interview. I dunno why the commenter’s pantaloons are so twisted up – if *he* isn’t allowed to be a cranky veteran, who is?
about 2 years ago
I honestly don’t get why someone would want to talk about or consult for a type of game that he doesn’t enjoy playing. That stuff about not seeing the game as a player really bugs me. Sure, you see things differently once you step over to the professional side of the fence, but designing games should be about love and fun and magic. If you lose that, why do it? I’m going to go out on a limb and guess that Steven Spielberg actually enjoys watching movies that other people make.
Far be it from me to pass judgment on a guy with such a long, revered history on the basis of a single interview, but this rambling article leaves me baffled. I can only respect analysis and scholarship so much. Personally, I’m much more interested in hearing from people who are actually working on MMOs and trying to make the genre better rather than listening to consultants on the sidelines, no matter how influential they’ve been in the past.
about 2 years ago
Context: I’m involved in backstage in amateur theatre. Generally, I do lights.
When I go to see a show, I will notice lights. I will spend as much time looking at the lights as the show itself, how they’re rigged, what they do, whether the operator cocks up or not. Shows are still fun to watch, but I notice the lighting. Hanging around with other backstage people, I’ve also picked up some stuff from them. I notice how the set is designed, the timing of the actors, what the props are doing.
I don’t do theatre for a living, and yet going to a show, however entertaining it is, I will notice a lot of technical flaws, some of them tiny. It doesn’t surprise me in the slightest that Bartle doesn’t find MMOs ‘fun’. I don’t know, but I suspect that they would be satisfying if good, and unplayable if bad, where ‘good’ and ‘bad’ are measured on a completely different scale from the players.
about 2 years ago
Bartle keeps talking as though he expects MMO designers to actually want to justify their decisions to a world audience.
Maybe they should, but I don’t hear of too many who ever do. WoW’s designers don’t, not really. We were lucky to get the “pallys r easy mode.”
about 2 years ago
Permadeath? Really? Wow.
Thats like making fun of your friends for not learning to play a real instrument when they’re enjoying a game of guitar hero.
about 2 years ago
Killers tend to be intelligent and driven people with ideas, goals and means to see those to fruition. Driven opportunists that just won’t give up. No wonder Killers dominate every game and main outlet of killer’s activity – PvP and PKing- tends to be separated and safeguarded from the rest of the game in order to protect weaker players.
Unfortunately other player types are not as driven, and more importantly not as willing to recover from a setback, ask Killers. As such games tend to cater to lowest common denominator – usually socializers and archivers (what a misnomer, catasses suits so much better).
about 2 years ago
His use of Spielberg as an analogy is a little much, and doesn’t really stand up to scrutiny.
Spielberg has had enormous critical and finacial success.
Bartle? Any MMORPG history should include his name, but the level of accomplishment is not remotely in the same ballpark.
His point is valid, but he flatters himself to mention Spielberg in the same breath.
Bartle is the Nolan Bushnell of MMORPGs. A pioneer, sure, but anything beyond that stretches credulity. Quite the ego.
about 2 years ago
Bushnell was a failure as a businessman.
Bartle is the Mendel of MMORPGs.
about 2 years ago
Mendel was a monk, didn’t exactly set the business world on fire himself.
Which maybe is appropriate. Bartel, financially, I’m sure is doing better than someone living in a monastery, but he is living at least part of his life as an academic.
about 2 years ago
Someone who has made great contributions lashing out because they see their chosen field moving in a direction they did not set? I am shocked. SHOCKED!
about 2 years ago
I wouldn’t say he’s a killer, but he is sure a hardcore question asker.
about 2 years ago
“Mendel was a monk, didn’t exactly set the business world on fire himself.”
Mendel didn’t set anything on fire, at least not during his lifetime. It wasn’t until after he died that people realized he was onto the mechanics of heredity and genetics in nature (and that he was about half wrong in his theories, but look at what he had to work with.)
about 2 years ago
Dr. Bartle is greater than all of us for one major reason: perspective. He has it while the rest of us are missing it in various degrees.
Bartle is mostly pointing out that the “ZOMG PvP!” of AoC is really pretty weak if you take it in perspective. And, he’s absolutely right. Here’s what he’s really saying, but it’s too polite in that painful English way to say: if PvP is going to be successful in AoC, it’s going to have to evolve beyond the current weaksauce “no effect and no consequence” system it has now. Just as WoW’s current implementation of PvP is radically different than it was back in the day (Tauren Mill raids, anyone? Whose turn is it to get the highest PvP rank this time?), AoC is going to have to come up with a different system. Yeah, he said, “Permadeath, bitches!” but he knows that he gets more response out of something like that then a reasoned argument. Why? Because the “ZOMG AoC PvP!” crowd isn’t arguing with logic, either.
Moorgard wrote:
Personally, I’m much more interested in hearing from people who are actually working on MMOs and trying to make the genre better rather than listening to consultants on the sidelines, no matter how influential they’ve been in the past.
Says the guy who got “into this business mostly by accident” because he happened to write for a rant site? (Direct quote off his site.) Given that illustrious background, perhaps you should be a bit slower to criticize others simply because you don’t think they’re relevant?
If anyone can’t see Richard Bartle as insightful, then I have to believe they aren’t paying attention or simply aren’t able to think like a game designer. Hell, anyone here could become at least 10x as insightful if they were to just point their domain at Bartle’s site, including (especially?) me. I at least have enough sense not to write someone off because they’ve taken a job at a university instead of disrupting his family by moving out of the country to work at a shitty American company.
about 2 years ago
I fail to parse any information-containing statements in the quoted pieces. This is my problem with everything Bartle writes. It offers nothing useful, never illuminates any mysteries. It only shifts them around, turning old vague concepts into new vague concepts.
about 2 years ago
>Richard Bartle Is A Hardcore Killer
No, see, when I play an MMO I don’t play as a player, I play as a designer. Killers are a player type, not a designer type. You have a category error here.
Yeah, I know, you were going for the headline…
My remark about WAR and WoW, which seems to have got a lot of attention, isn’t being understood quite how I meant it. I was suggesting that the Warcraft universe is, er, let’s say “coincidentally similar” to the Warhammer universe, not that WAR was a WoW rip-off. However, it would appear that in terms of design WAR does indeed seem to be only an incremental advance on WoW when you look underneath its skin. The atmosphere is different, in a gritty, AoC kind of way, but the gameplay has changed only in evolutionary ways, not revolutionary ones.
My comments on PvP in Aoc don’t look on the page quite as tongue-in-cheek as I meant them to sound. That said, the basic point is still in there: people need to get a sense of perspective here. I was asked the question as to whether I’d play new games like AoC, OK, so why would I play AoC? Its USP is its PvP, which by WoW standards is hardcore but by the standards of 20 years ago is hug-me-in-a-warm-blanket soft. So the main reason people would play AoC, ie. combat and PvP, isn’t as big a deal for me as it may be for WoW players… AoC ‘s differences from WoW are in terms of small increments, not large steps, although if all you know is AoC, WoW and perhaps EQ, you might think it was actually a big step. It isn’t. Designers have more possibilities at their fingertips than they seem to realise.
>assuming that designers have any knowledge of games that came before their current favorite is not a safe assumption
Yes, sadly I agree. Too many of today’s designers want to create the MMO they grew up playing, only better. This basically makes them players who want to create games that are better for them, as players, to play. Now although this is a reasonable approach for single-player games, it’s bad for MMOs: there are many different types of player, and they play for different reasons, but they’re inter-dependent. If you build an MMO that’s a honeypot for achievers, but that drives explorers and socialisers nuts, you’re making long-term problems for yourself. However, if you’re a designer who loves grinding for gear, why would you – and how could you – create a game that appealed to the other types? You can check the checkboxes for “something to explore” and “some reason to socialise”, but you’re not putting any of your soul into that; your soul is all going into the achiever mentality. This is why you need designers who can’t play as players, only as designers (or if they can somehow switch off their play-as-a-player emotions, that would work too, I guess).
Moorgard>I honestly don’t get why someone would want to talk about or consult for a type of game that he doesn’t enjoy playing.
Because I enjoy designing. Also, if I enjoyed playing, I would enjoy only one style of playing, not all of the types that you need for a healthy MMO.
>Sure, you see things differently once you step over to the professional side of the fence, but designing games should be about love and fun and magic.
It is – oh, it is! But for me, the love and fun and magic are in the design, not in the play. I want to imbue love and fun and magic in the MMO so the players experience love and fun and magic when they play, but my love and fun and magic is of a different kind to theirs. I’ve done my job if they players see the magic; I have to know how the magic works to create it, though, so I can’t see the magic; I can, however, see the magic of someone else’s design. This is where my fun comes from.
>If you lose that, why do it? I’m going to go out on a limb and guess that Steven Spielberg actually enjoys watching movies that other people make.
Well yes, but does he enjoy them in the same way that you do?
>Personally, I’m much more interested in hearing from people who are actually working on MMOs and trying to make the genre better rather than listening to consultants on the sidelines, no matter how influential they’ve been in the past.
My experience is that few people working on MMOs want to make the genre better, because they don’t see the genre as a whole: they only see the MMO they’re working on and the ones they played. Yes, consultants may not be at the coal face of design, wrestling with issues of network code or whatever, but we do see multiple designs and are therefore in a better position to see the wood for the trees. I do want to make the genre better – much, much better! My frustration is at the slow pace of progress, caused in part because people think they’re making radical design changes that are only minor alterations to the paradigm. Back in the text MUD days, making genuinely imaginative changes that took the genre in a whole new direction was not only possible but likely (at least until stock MUDs appeared). Where’s that kind of revolutionary change happening now? We’re having to look to indies and Metaplace to show the big developers what’s possible – they just don’t seem to realise the full extent of their creative possibilities.
J>Bartle keeps talking as though he expects MMO designers to actually want to justify their decisions to a world audience.
No, I don’t at all. I don’t even expect them to be able to articulate their decisions other than through their design. However, when I read a design and don’t understand a decision, then naturally I’d want to ask the designer what they were thinking of in case they can express its logical underpinnings. Sometimes, though, the best they can say is “this is just how it has to be”, which is the backstop you always get with an art form.
Sinnach>Thats like making fun of your friends for not learning to play a real instrument when they’re enjoying a game of guitar hero.
No, it’s like making fun of your friends for not enjoying a game of Guitar Hero when they’re learning to play a real instrument.
Darm>Spielberg has had enormous critical and finacial success.
>Bartle? Any MMORPG history should include his name, but the level of >accomplishment is not remotely in the same ballpark.
If Spielberg had got into movies in the 1890s and then given away his work for free, he wouldn’t have had a great deal of critical and financial success, either.
>His point is valid, but he flatters himself to mention Spielberg in the same breath.
I mentioned Spielberg because I was trying to give an analogy that was easy to understand. Film directors have a similar role to lead MMO designers – they’re the keeper of the vision for a vast project involving many skilled people all working within their own artistic parameters. If I’d said “a famous film director”, that would have been less impactful than naming a famous one (and you’s still have criticised me for suggesting I was famous). I wasn’t saying that Stephen Spielberg and I are peers, I was saying that someone who creates a work of art looks on other works of similar art in a different way to the people for whom that work of art was created. I’m sorry that you think my ego is sufficiently large that I regard myself as the Stephen Spielberg of MMOs. I’m more like Louis Lumiere.
DaveN>Someone who has made great contributions lashing out because they see their chosen field moving in a direction they did not set? I am shocked. SHOCKED!
Ho boy, did you ever get me wrong! I WANT the field to move in directions I didn’t set! I want it to move in directions I couldn’t even CONCEIVE of! I WANT to become obsolete, wheeled out at confereces for the sole reason that I haven’t died yet! The reason I want this is because it will mean that virtual worlds have begun to reach their full potential, to become what they truly can be – awesome, glorious, wonderful places where people can be and become themselves: freedom incarnate. What I’m raging against is the fact that we’re running on rails, following existing tracks to destinations we already know, seeing the same scenery and never wondering what’s beyond that hill over there.
Moving in a direction I didn’t set, jeez…
Richard
about 2 years ago
>If Spielberg had got into movies in the 1890s and then given away his work for free, he wouldn’t have had a great deal of critical and financial success, either.
Ok that made me laugh.
It is unfortunate that the focus is being set on specific pieces of the article and not the article as a whole.
about 2 years ago
I actually prefer the comments you left here, rather than the entire interview you gave at massively
about 2 years ago
>I’ve already played Warhammer. It was called World of Warcraft.
Because WoW has large siege battles, tomb of knowledge and group quests. When you want to say a game is only making incremental advances you should probably say it’s making incremental advances instead of making yourself sound like an asshat.
I still cannot see how you can say you are “a designer” and not want to actually play the games. Know why Ferrari’s are such awesome sports cars? Yea, the man had passion for driving. I seriously doubt your ability to design when you make comments like this.
And then there’s the part where you claim that unless there is “perma-death” like back in the old days you couldn’t get very excited about PVP. See my last comment please.
Please, please, stop while you’re ahead. You’re embarrassing yourself by actually continuing to comment on here.
about 2 years ago
Bartle’s endless pontifications clearly show the rift between academia and the real world.
about 2 years ago
It’s a shame that Pufbox and Blachawk couldn’t be bothered to read what Mr. Bartle just wrote and instead attacked him ad hominem. You’re missing his points, enormously so.
about 2 years ago
What does any of this have to do with Shadowbane? Oh, and Mr. Bartle, please bring back precasting, kthx.
about 2 years ago
I guess, the issue with not playing games is difficult to explain, because like in Hofstadters game MIU (from GEB). You can “play” it only for so long in a kind of robotic mindset. Once you jump a layer up the hierarchy (aka see it’s design), you see how it works and the game breaks. It would be then litterally stupid or robotic to force your brain back to the game layer again. Though, in games, I do not see that happening for me (yet), as a game may still have something left in it’s multimedia mix even though I know the design. If I could totally foresee those structures, it would be plain o’ boring, thus unrelated to such layers designers have access to (and that’s what some MMORPG veterans say about WOW for example).
Anyhow. Just like Rubenfields comments, Mr. Jennings dug up recently, I do not see why designers are blamed for unimaginitve design. It’s not that we are all Spielbergs or something, so we just say: that’s my idea. That’s how I want it. Give me a few million bucks and any time I need to make it happen.
about 2 years ago
I read through the interview. It leaves me with one question?
How does someone play 3 characters to level 70, and then claim they can’t enjoy mmos? I tries AoC , gave it a shot, didn’t like it. That’s not a insult against developers of the games. Just my personal opinion. I did not like the pvp. I thought the pushing of buttons in a specific order to get a special attack did not work well in pvp. I found it cumbersome. And I figuered it out while playing. Not after maxing out 3 characters.
I’ve playered WoW also. I’ve leveled each class to 70. I’m bored with WoW right now. Specifically, I think the PvP is weak. So I’m Waiting on Warhammer.
BUT. I leveled a bunch of characters to 70. And I had fun doing it. Thus, I have to say, WoW was a success. It was a fun game. I feel like I got more than enough entertainment for the money I spent on the game. And I will always remember WoW fondly.
Isn’t the act of maxing out three characters an admission of enjoyment?
about 2 years ago
“Isn’t the act of maxing out three characters an admission of enjoyment?”
No.
It might be an admission of ability to stay focused on something regardless of enjoyment, but being able to max out characters has long since been removed from the notion of enjoyment by the most experienced MMO players out there.
It’s less about enjoyment and more about obligation and status. Especially when it’s about PvP.
about 2 years ago
I’m still getting the impression that some people want hardcore PvP, and will attack games that lack it, calling them limited or unimaginative in design.
about 2 years ago
“It’s less about enjoyment and more about obligation and status.”
lol
Wow. If developers think games are “less about enjoyment”, then someone else needs to start making games. Maybe proctologists. That makes as much sense.
But, the flaw in that statement is you simply redifined enjoyment. If you are playing a game you really do not like for status, then you are enjoying the status.
If you are playing for obligation ( which I assume is as a developer checking out the competition)then you do not have to max out a character three times. If you did it, you received some type of satisfaction from it.
If you feel an obligation to play because of friends, you are enjoying the social environment of the game.
And if you grind parts of the game to play pvp, then the enjoyment of the pvp is grerater than the grind.
Simply, you would not play ( and pay) if you did not get something out the experience.
Bartle got the experience. And then did it again. And then again.
And then bad mouthed the game because he’s a designer. Andthen he says he gets his designer fun just watching someone else play, or by just playing a few hours.
How do you level 3 characters to 70 in a few hours? You don’t. You do it by playing the game. A lot. Even if WoW is more casual friendly than other mmos, it is still a time commitment. And he did it three times.
I think that shows he liked playing.
about 2 years ago
“Simply, you would not play ( and pay) if you did not get something out the experience.”
Or you reaffirmed your status as a MMO gamer, if to no one else other than yourself. Came, saw, conquered, canceled account.
I seriously wonder whether you’ve even talked to a MMO gamer once in your lifetime. Who are you, anyway?
about 2 years ago
“Or you reaffirmed your status as a MMO gamer”
K, don’t mean to start bickering here. But, really? Mmo gamers are gamer zombies that are incapable of knowing what is fun unless someone like Bartle tells them?
You really think mmo gamers will pay for a game they do not like? Gamers may bitch and whine plaenty, but they are playing because they enjoy it.
“Came,saw conquered,canceled account”
No. It was Came, saw , conquered, came, saw, conquered, came, saw, conquered, labled the game flawed because there was nothing to do, cancled account.
It’s like bitching you don’t have your cake because you ate it.
And because players leave a game over time does not mean the game is a failure. That is a false metric. I played AC. I enjoyed it. I left the game. I do not think of it as a failure.
“I seriously wonder whether you’ve even talked to a MMo gamer once in your lifetime.”
yes. Many times, gasp, in game. And I know they are playing for fun. How that fun is defined can be different for different people. It can even mean people will do unfun things to acheive a goal. But only if the goal is satisfying. If reaching the goal is fun.
The idea that people will play and pay for a game they get no satisfaction from is just silly, and not in any way supported by mmo gamers behavior.
Because gamers will bitch and whine does not mean they are going to play a game they do not enjoy.
“Who are you ,anyway?
I’m a consumer. I exist not in the academic theory spewed out by people like Bartle or you, but in the entertainment marketplace developers have to compete in.
It’s the difference between words and actions that I am pointing out.
Saying gamers will play games they do not like are just words. Empty, rather stupid words.
The action taken was playing the game. And Bartle tries to say he played these characters because a reporter asked him how he could talk about games if he hadn’t played them. It’s a fair point. But it does not mean you have to max out three chracters just to earn the right to say the game sucks.
As I said before, I decided I did not like AoC. And I did not have to play 3 characters to max level to know it. I simply played the game.
If you get 3 characters to 70 in WoW, you either enjoyed it, or someone else is paying you to do it for them, or you are very, very stupid. I do not think he is stupid.
I do not think he is stupid. I think he enjoyed the game enough to invest the time in three characters.
about 2 years ago
>If you get 3 characters to 70 in WoW, you either enjoyed it, or someone else is paying you to do it for them, or you are very, very stupid. I do not think he is stupid.
I’ve been to my in-laws for holiday dinner three times. Clearly, I must enjoy doing so, since I’ve subjected myself to this ordeal willingly multiple times.
about 2 years ago
Clearly, you enjoy getting laid, where you wouldn’t be if you didn’t go to your inlaws.
about 2 years ago
Ghiest>I actually prefer the comments you left here, rather than the entire interview you gave at massively
That’s because I have a backspace when I type, but not when I speak.
pufbox>When you want to say a game is only making incremental advances you should probably say it’s making incremental advances instead of making yourself sound like an asshat.
You’re not looking at the bigger picture here. Yes, there are differences between WoW and WAR, but there are many, many more similarities. When you consider the great range of possibilities that virtual worlds have to offer, it’s as if WoW is one racehorse, DAoC is another racehorse, and WAR is a third racehorse that may or may not be faster than its parents. Where are the cheetahs going to come from?
>I still cannot see how you can say you are “a designer” and not want to actually play the games.
Because if I wanted to play them, that would make me a player. I want to (and do) design them, therefore I’m a designer. Playing and designing are two different things. Composers don’t have to know how to play every instrument in the orchestra; what they need to know is what sound each instrument can be made to produce, and how those sounds fit together.
>Know why Ferrari’s are such awesome sports cars? Yea, the man had passion for driving. I seriously doubt your ability to design when you make comments like this.
Ferraris are great on the racetrack, but useless at moving refrigerators from factories to stores. If all you want to do is drive fast, then you’re going to create a fast car, but you’re going to ignore all the other road users. Virtual worlds have different types of players, and those players have different needs. Some do indeed want to drive fast, but others want a more comfortable, leisurely drive, and others prefer to drive monster trucks. If you are a person whose only interest is in driving awesome sports cars, you’re not going to address the needs of those other people. If, on the other hand, you are interested in vehicle design, then you’re going to look at the bigger picture and design for everyone.
>And then there’s the part where you claim that unless there is “perma-death” like back in the old days you couldn’t get very excited about PVP.
I wasn’t all that excited about permadeath either; as I say, I’m a designer, not a player. Look, the point I was making is that sure, to today’s players there looks to be a wide gap between the PvP in WoW and AoC, but when you look at how wide the gap could be, they’re actually so close that you can barely get a piece of paper between them. Progression in MMO design is progressing at a snail’s pace – mere nuances of difference appear to be major changes. How are we ever going to get the virtual worlds we deserve if designers don’t see (or do see, but aren’t allowed to design) what they COULD be? I’m not saying we should have permadeath, I’m just using permadeath to show how big the canvas is.
>Please, please, stop while you’re ahead. You’re embarrassing yourself by actually continuing to comment on here.
Yes, well, when you remember this conversation having played MMOs for another 20 years and you come back to look at it, then you’ll be in a position to judge who was embarrassing themself.
John Moore>How does someone play 3 characters to level 70, and then claim they can’t enjoy mmos?
I do enjoy MMOs – I enjoy seeing the design and watching it unfold. It’s a case of diminishing returns, though. I had 90% of what I ever got from WoW by level 10. Yes, if I’d stopped playing at that point I’d have missed the piquancy that is STV and the sweetness of ZF, but the time taken to get there is linear and the returns are an inverse square.
I worked up to level 70 for the reasons I said: credentials. My daughter just took her A-level (ie. pre-university) exams: she spent 12 hours a day revising for 2 months, and didn’t enjoy any of it. She did it because she wanted to get to a good university. I didn’t enjoy playing WoW much beyond the early designer fun stage, but I stuck at it just to stop people from criticising me for “pontificating” about virtual worlds without playing them. OK, so I played them, and I have the credentials, but really I didn’t learn much more than I knew anyway – which is exactly how I knew it would be. And of course, I knew that when I stopped at 70 I’d get slated because “that’s when the game really begins”. Yes, I KNOW it really begins there, and I KNOW what it’s like, but I’m NOT going to play all the way through every last instance just to validate the metrics used by raiders to measure their worth.
>Isn’t the act of maxing out three characters an admission of enjoyment?
Did you ever swim the entire way round the Eastern Kingdoms? Was it fun? I did. I even learned something from it: there are no fish on the northeastern shores, which means that every fish school is placed by hand, and that’s interesting (to me) to know. It was mindlessly boring to swim for 4 hours, sure, but no more so than if I’d been doing anything else.
It’s not an admission of enjoyment, it’s an admission of will power driven by the desire to look my students in the eye.
Richard
about 2 years ago
Pacing mechanisms are part of MMO’s. It keeps players from consuming content the first month so the french can stay in business. There’s also the social part of grouping and raiding to achieve a common objective. It’s a bit different from soloing to 70 in arguably the easiest MMO to level in. Et al.
Nonetheless, I hear some critiques and nay saying, but no suggestions on how to correct this apparent design issue or, more importantly, how to make it better and fun while continuing to make money for the french.
about 2 years ago
>>>Isn’t the act of maxing out three characters an admission of enjoyment?
>>Did you ever swim the entire way round the Eastern Kingdoms? Was it fun? I did. I even learned something from it: there are no fish on the northeastern shores, which means that every fish school is placed by hand, and that’s interesting (to me) to know. It was mindlessly boring to swim for 4 hours, sure, but no more so than if I’d been doing anything else.
>>It’s not an admission of enjoyment, it’s an admission of will power driven by the desire to look my students in the eye.
You put yourself through “hell” just so that you can berate game devs for being lazy and unimaginative? Heck, I do that anyways regardless if I play the game or not – the joys of anonymous interweb!
You know, isn’t it like going into an experiment with preconceived biases with the conclusion already at hand (WoW is lazy game design – I did it better in the 70′s using vacuum tubes, whippersnappers these days can’t design a good game….). For curiosity sake, Question: At any point, did you have to slap yourself to remind yourself NOT to have fun while playing all 3 chars to Level 70 – just so you can say it was shit and not up to your standards? Did you go out of your way to find the most tedious way to level just so you can say you found the gameplay as bad as swotting for an exam? What sort of quest required you to swim all round the entire Western Kingdom just so you can say its boring?
Come now – are you seriously telling us, there was ZERO enjoyment throughout your entire WoW experience? I find that very hard to believe – and a more than a little creepy if you don’t mind me saying so about the whole thing.
about 2 years ago
Some of you are jumping on Richard unfairly. Read what he said entirely, and you’ll already have the answers to your posted questions.
I completely agree on this subject. It’s not that what’s been done is unenjoyable. Mostly it’s that it’s fallen into a repeating pattern of narrow scope. Sometimes it’s that what’s “new” isn’t new at all, and isn’t done all that well, and is certainly very narrow in scope.
To give some examples:
-Where’s the advancement in AI? Why are NPCs still locked into set patterns that never vary?
-What about player choice, freedom, and range?
-Where is the game world? Why are there so few things you can reach out and touch, maneuver, push around, move, make work?
-Where are more advanced social groupings, cities and kingdoms, worldwide guilds?
-Why can’t we yet burn things down, anything we put a torch to?
-Where’s the natural calamities, floods, avalanches, earth shattering quakes?
-Why can’t we grow fields of crops, breed animals, etc.?
-Why can’t we lose things and still feel like we want to continue playing?
about 2 years ago
But it does not mean you have to max out three chracters just to earn the right to say the game sucks.
If Bartle leveled a holy priest to 70 and talked about how difficult WoW was to solo, the goalpost-shifting mouthbreathers would explain that they could ignore him because he didn’t pick a good soloing class. If Bartle leveled an affliction lock to 70 and talked about how WoW was an antisocial game because every challenge was soloable except for the ones specifically designed to require anywhere from 5 to 40 people, the goalpost-shifting mouthbreathers would explain that they could ignore him because he didn’t even try the group game. If Bartle leveled a prot warrior to 70 and talked about how WoW was a needless time sink because tanks have to choose between leveling ability or grouping ability, the goalpost-shifting mouthbreathers would explain that they could ignore him because he didn’t even try arena PvP.
Instead, he picked three characters that covered almost the entire scope of the pre-raiding game so that when he criticized it could not possibly be because he had only looked at one narrow aspect or ignored a third of the Holy Trinity, and now the goalpost-shifting mouthbreathers are explaining that they can ignore him because he leveled too many characters to 70.
Color me unconvinced.
about 2 years ago
The problem with most pvp is the lack of consequence for the person who initiates and the person who wins the conflict.
As we all should know, initiating PvP should be a costly event. Pvp should not be a LOL event.
We also should know that winning a PvP incident should carry consequences. Winning a conflict should carry heavy character lifelong consequences when it is unjust. Winning a justified conflict should also carry bountiful character lifelong consequences.
As I piddle around in my little excel file that is my vision of a MMRPG I’m constantly forced to define good and evil and determine what is just.
Just saying, the perspective of a player compared to a designer is very, very different.
about 2 years ago
>>Know why Ferrari’s are such awesome sports cars? Yea, the man had passion for driving. I seriously doubt your ability to design when you make comments like this.
>Ferraris are great on the racetrack, but useless at moving refrigerators from factories to stores. If all you want to do is drive fast, then you’re going to create a fast car, but you’re going to ignore all the other road users. Virtual worlds have different types of players, and those players have different needs. Some do indeed want to drive fast, but others want a more comfortable, leisurely drive, and others prefer to drive monster trucks. If you are a person whose only interest is in driving awesome sports cars, you’re not going to address the needs of those other people. If, on the other hand, you are interested in vehicle design, then you’re going to look at the bigger picture and design for everyone.
The fact that you totally missed the point here tells me everything I need to know. Thank you. Have a nice day.
about 2 years ago
The major problem of pvp isn’t really consequence in my opinion, it’s context. If there is nothing driving me to fight another player outside of the cliche “never know what they’ll do” line, it’s going to quickly become as tedious as any other aspect of the game.
Of course right beyond context comes consequence, but it doesn’t even really have to be about the loser so long as there is an actual reason to win. Many games forget to include a reason to win, and substitute it altogether by making it beneficial not to lose – which isn’t the same thing.
about 2 years ago
not seeing the game as a player is similar to not seeing any product as a user. It’s sometimes affects designers.. I know artists , musicians, etc that can’t sit back and just enjoy art anymore, they have to pick everything apart. Even when I was a musician for a living I could still sort out music that I apprectiated for it’s technical merits and music that I enjoyed listening to, and didn’t lose the ability to enjoy it. Too bad for people who do lose it.
But as far as product design goes … that’s why we have useability testing.
about 2 years ago
“Color me unconvinced”
Ok, you’re so colored.
But my point still stands, I think. He did not have to level 3 characters to max level to understand, critque, and discuss WoWs design and impact on mmos.
If he really is so petty ( and I’m not saying he is, these are Anticoriums words) to think anyone who disagrees with him is a “mouthbreather”, then he should just stay out of all forums. There is no magical world where he can post, and not have people challenge his words and ideas. It is the basis of discussion. If you do not like discussion, do not go to discussion boards.
If a reporter says ” How can you talk about a game you have not played”, then explain you have played, make your points, and let the points stand on thier own merit. If someone else can make a valid counter point, then listen to them. But someone “moving goalposts” is not making valid points. Let your point stand. You do not have to spend 4 hours swimming through empty, virtual waters to get credibility.
Because it does not give it to you.
If you are going to criticize WoWs pvp, then you should have played, and you should understand, WoW’s pvp. But you do not have to spend months of hard core arena grinding to learn the game. And you do not have to get a warrior a full set of pvp epics, and then get a priest a full set of pvp epics, and the get a druid a full set of pvp epics to understand, critique, and disccuss WoW pvp.
Just play the game. And then talk about what you think works and what doesn’t.
If someone wants to say “you do not undersatnd WoW pvp because you didn’t play a rogue”, let them. You do not have to run out andspend weeks playing a rogue just to validate an idea you have about game design.
The idea will stand or fall on the worth of the idea.
So, I hear someone saying they played three characters to levl 70, and they did not enjoy it, but they persevered because they wanted to be able to say with authority that the game is unoriginal. Well, color me unconvinced.
You did not have to play three characters to 70 to get to understand the mechanics of the game.
If you felt you had to, then the game was put together pretty well. If you have to role a hloy priest, and then say “Got ya, you can’t solo a holy prist, the game is flawed”, then the person saying you you didn’t pick a soloing class doesn’t sound like the mouth breather to me.
If you have to role a lock, solo him to 70, and then say” See! I soloed a character to 70. The game is anti-social”, I do not see anyone who challenges your defination of antisoical as the mouth breather.
You simply did not have to play the 3 characters to 70 to do what you claim is the purpose for your actions. You choose to play the 3 characters to 70. You choose to invest the time. Something drew you into the game. I think your actions speak louder than your words.
And in response to Mr. Bartle’s direct question, no.
But knowing there are no fish on the northeastern shores does not let you look your students in the eye. It was simply a waste of time, from the perspective of learning WoWs mechanics, and being able to discuss game design.
But it was fun for you. You did because you wanted to explore, because you were interested, and you got some type of plaeasure I can not comprehend out of it.
I do not see that as a sign of will power. And on no ( none, nada, zilch) level do I think it in anyway compares to the hard work done by your daughter to acheive academic success in her life.
about 2 years ago
Ok after reading Richards responces, I’m going to have to score it Richard-2, detractors-0.
about 2 years ago
Sweetmeat,
It isn’t about keeping score and winning and losing, it’s about thinking.
about 2 years ago
I would like to apologize for my younger counter-parts. I feel responsible for all these hardheaded youngins thinkin they know wtf Richard Bartle even means! Sosry.
about 2 years ago
I would just like to say I think a vehicle capable of going 0-60 in 2.7 seconds AND hauling household appliances in bulk would be mega-awesome.
about 2 years ago
Bartle: “I did not enjoy it.”
Insane People: “Yes you did. YOU DID!”
What the fuck? Were you inside his brain? How do you know he really did enjoy it and is lying to us?
I guess that if a movie reviewer sits through the entire length of a shitty movie, that reviewer is required to give it a positive review. After all, if he really thought it sucked ass, he’d have been required to walk out in the middle of it on principle. Since he watched every last minute of it he must have enjoyed it, because people never do unpleasant chores for the sake of professional thoroughness.
about 2 years ago
If a movie reviewer sits through a shitty movie three times, then the analogy is closer.
But it’s a fair attack. I am saying I think his actions speak more than his words. I can not read his mind. I am not inside his mind.
All I know about Bartle is what he says(writes). Everything I think and every opinion I post are based on what he said.
about 2 years ago
No see, once you’ve been WoW brain washed you can’t come back. Some people don’t understand that an MMO addict can easily keep playing an MMO while at the same time wishing they weren’t playing it. I didn’t get to 58 in WoW because I was having fun, I did it because if I didn’t make it to max level then who the hell was I to talk crap about WoW?
Now, I play DAoC still because I do have fun playing it. But I think the WoW story is more suitable for this.
about 2 years ago
To Bonedead:
Bartle is not claiming to be WoW brain washed.
And you stopped playing at 58. You stopped having fun. You stopped playing.
The idea that mmo gamers are so simplistic that they can not know what is fun and what is not fun is false. And, i would put foward, any game company that relies on players not acting in thier on self interest will fail.
about 2 years ago
ubvman>You put yourself through “hell” just so that you can berate game devs for being lazy and unimaginative?
No, I put myself through hell so that I can talk about MMOs without having to deflect criticisms about “you never play them, so how does that give you a right to comment on them?”. I didn’t expect that I would in the process open myself up to accusations of being hooked on them. I can’t win…
>Question: At any point, did you have to slap yourself to remind yourself NOT to have fun while playing all 3 chars to Level 70 – just so you can say it was shit and not up to your standards?
What? When did I say that WoW was shit and not up to my standards? Would that be just now, when you put the words in my mouth?
>Did you go out of your way to find the most tedious way to level just so you can say you found the gameplay as bad as swotting for an exam?
I didn’t find the gameplay bad, I quite liked it in fact. I found playing through the gameplay bad, for me personally. Other people clearly love it, because they still see the magic. I don’t see the magic, I just get to respect the magician.
>What sort of quest required you to swim all round the entire Western Kingdom just so you can say its boring?
See, I kinda knew it would be boring when I did it, just as I knew that killing voidcallers (362 of them) to get the pattern for Robes of Arcana would be boring. I didn’t do it just for the right to say it was boring. I did it in the hope that I’d find something interesting there to relieve the boredom. I did see a little tower with a landing dock up on the east coast, too. Oh, and the main map was wrong, it showed me swimming through land at one point.
>Come now – are you seriously telling us, there was ZERO enjoyment throughout your entire WoW experience?
No, but since you don’t appear to have paid attention when I said it last time, I guess I’ll say it again. I did have designer fun, in that I enjoyed seeing aspects of the design that hung together well or that I hadn’t seen used that way before. I also made friends in the game, which made it easier (especially when they realised I’d repeatedly go on repetitive instance runs with them to get some tier 0.5 drop or whatever because I didn’t actually care about not being somewhere else doing something else at the time).
>I find that very hard to believe
Well, I can see why. No need to be quite as sarcastic about it, though.
It hasn’t helped me, by the way: now I get accused of not being in on the WAR beta, and therefore unqualified to make any statements about it at all.
John Moore>But it does not mean you have to max out three chracters just to earn the right to say the game sucks.
It’s not the right to say it sucks, it’s the right to say anything about it at all, at least in the eyes of people who think you have to play before you get to speak. As I said in the interview, this is actually a reasonable point of view – there are many people out there (eg. politicians) willing to spout opinions on games without ever having played them. However, when it comes to designers (and very experienced players), this is not the case: they can fill in the gaps a lot of the time, without having to play through right to the end.
However, because people don’t believe me when I say that, I worked up some level 70s in WoW. Now, they still don’t believe me, and say I must have done it for fun. I end up getting shot either way.
Anticorium>If Bartle leveled a holy priest to 70
Actually, I do have a holy priest at, er, 44 I think.
>If Bartle leveled an affliction lock to 70
I went with destruction, as it happens, because I wanted to try more with my pet.
>they could ignore him because he didn’t even try arena PvP.
I didn’t try arena PvP. If I’m going to suffer, I don’t want other people enjoying my suffering, particularly twinked out RMTers.
It’s as you say: people move the goalposts. However, the number of people moving the goalposts is much smaller than the number of people who criticised me for not playing, so overall I’m better off than if I hadn’t done it.
pufbox>The fact that you totally missed the point here tells me everything I need to know.
Ditto.
John Moore>He did not have to level 3 characters to max level to understand, critque, and discuss WoWs design and impact on mmos.
You say that now I’ve done it; if I hadn’t done it, you’d be criticising me for not having done it.
>There is no magical world where he can post, and not have people challenge his words and ideas.
Why would I want to say something and not have people challenge what I say? Whence progress?
My aim is for people to think about MMORPGs. If arguing with me makes you think about them, great! Even if you disagree with me, great! That way, we may finally get something different instead of retreads.
Not challenging what I say, but challenging my right to say it: not great. Insults are easy, discussion is hard.
>You do not have to spend 4 hours swimming through empty, virtual waters to get credibility.
>Because it does not give it to you.
I know that. You know that. But I can tell you that the number of people who do think I need to play in order to comment is orders of magnitude greater than those who don’t think I do.
>But knowing there are no fish on the northeastern shores does not let you look your students in the eye. It was simply a waste of time, from the perspective of learning WoWs mechanics, and being able to discuss game design.
Mechanics? Ha! Not mechanics, art!
Richard
about 2 years ago
I <3 Richard
about 2 years ago
To John Moore: I was aiming that one at just about everyone besides Mr. Bartle (I’m looking at you! *points to 10 million people*).
I stopped playing at 58 because I stopped having fun? Good point, Mr. Mind-reader. Actually I started the game not having fun. That time at least. The first time I played I was having fun. I bet I even had some fun the 2nd time too. I started playing that last time not because I stopped having fun, but because I got tired of not having fun.
The reason I tried for 70 is the same reason Mr. Bartle did it 3 times, so that we can not look like we don’t know wtf we are talking about. He did it for people whose opinions could matter when it comes to game design (and apparently a fuckton whose don’t) and I did it for my brother and his friends whose first MMOs were WoW (so the “crazies”).
If you haven’t thought, hey, I’ll try and play every MMO just to see what you can DO with them. It’s called educating yourself. I played so many bad crappy cloney asian MMOs a few years back, I tried the older MMOs that I had passed on before, I tried the crap that everyone talked crap about. Why? Not because I was having fun, but because I wanted to be able to try and prove that my opinion could possibly be worthwhile to someone like Bartle or the people he consults.
This is where you fail, I’m guessing. If you can’t understand what the man is saying, you probably shouldn’t be standing there flapping your arms huffing and puffing.
Is it that hard to understand that he can see games from two different perspectives? Maybe it is hard to understand an open mind when you don’t have one. I mean when I’m playing DAoC and I hit 1 to attack an enemy I can understand that an equation will decide if I hit, miss, am parried, blocked, or fumble. I can also see by hitting 1 that I hit that motherfucker with my axe. Is it really that hard?
about 2 years ago
“You say that now that I’ve done it”
No, I would not have criticized you for not leveling 3 characters to 70. But I take your point. You are saying people critized you for not playing the game, so you are saying you did it to silence the ctitics.
But I’m not sure why you think that would work. It does not give you anymore credibilty. And in my reading, it gives you less.
You make some good points in the article. Take Kharazan, for instance. It is a valid point. But you did not have to level 3 characters 70 to make it. Kharazan is a product of Blizzards view on raiding. It shows what they think is fun, challenging, and good game design. I agree with you that Blizzard is wrong. But I do not have to run it 3 times to know why I think it’s wrong. And I can argue with others about what I think is good and bad about WoWs raiding system, wheter or not I have played 3 characters to 70.
If you are accepting the idea that you are not allowed to talk about game design because someone else claims you must have played every little part of the game, that you must play every character at every level at every build, then you arer lost to the discussion.
It’s a false dynamic. You can know the game, discuss the game, and discuss the gaming industry without maxing out 3 characters in WoW.
I find the defense that you played WoW so much just because people said you have no standing unless you do hollow. The time to play the characters (especially if you were raiding) is just too great to say ” I was just doing homework”.
One of your defenders used the analogy of a critic sitting through a shitty movie. But that is not complete. The analogy is that you sat through a shitty movie. You spent 2 hours of your life watching a really bad movie. And then, you decided to spend 2 hours watching it again the next night. And then again the next night. And then the next. And then the next morning, you got up early and watched it. And then again when you got home that night. And then the next night you watched it. And then, on your day off, you watched it 3 or 4 times.
And then you wrote a bad review, and said you watched it so many times because you wanted to silence crtitics who say you do not watch the movies you review.
I do not buy it. Sorry. It is not necessary to put in that amount of time to form an opinion. Yes, you do have to play the gam (watch the movie). But putting that amount of time into any form of entertainment says something about the product. It says something about how the product effected you.
But, I know people think I have no right to say this. That people should just accept what you say, and to not is calling you a liar. I do not see it that way. If you had simply said you tried the game, and this is what I think is wrong, I would not have gotten dragged into this.
But you said you maxed 3 characters ( A huge time investment), and the response from people was that mmo gamers will play games they do not enjoy, just like you selfishly spent so much time playing a game you disliked for credibility.
I just can not accept that. It makes no sense. It did not give you credibility. Your points are judged either valid or invalid based on the weight of the point.
It makes you appear weak and unable to defend your point of view. Again, you have to play a game to discuss it. But if the standard is so high that only level 70 players are allowed to discuss, you’ve killed all discussion. Sure, a politican who has never played a game shouldn’t talk like they do. But what about the reverse. What if politicans said you are I could not discuss politics because we have never been in office. What kind of system would that be?
If the politicans talk about games thay do not understand, then counter there false points with rational discussion. Do not tell people that , not only do you not have the right to say it sucks, they do not have the right to saw anything at all. Forget about the eyes of those who think you have to level 3 characters to 70 to talk.
“Insults are easy, discussion is hard”
And you realize it was your defenders calling people challenging you ” mouthbreathers”. And who said I was calling you a liar. And taking it on themselves to apologize for me because I am just to dim to understand what you are saying.
“Mechanic?Ha!Not mechanics, art!”
A fine line. But , I disagree. This is not art. This is entertainment. We are not to the point where artistic design outweighs mechanics in games.
Saying the lfg fuction is bad is not a artistic critism. It’s a game mechanism criticism (And I agree with it)
You suggestion about WoWs auction house was a good one, imo. But it was not a artistic suggestion. It was about game mechanics.
Broader themes, like WoWs raiding structure, get more to aesthetic realm. There is no simple right or wrong answer. Some like it, some hate it. But it is still basically a mechanics arguement.
I do not see it as art, not yet. That doen’t mean it can’t be.
about 2 years ago
John Moore> I’m a consumer.
You’re nobody, then.
about 2 years ago
Ok, I never claimed to be anybody.
about 2 years ago
I used to code and design text based MUD’s and MUSHES. I totally understand where Bartle is coming from. There are so many inventive systems and designed made back in the mud days that developers today have not even touched.
And may of the pitfalls and mistakes made by today’s developers echoed as well.
I find that just the text base medium was a lot faster in exploring what works and what doesn’t than these new graphical beast of games can. The MMORPG’s will eventually catch on.
about 2 years ago
Designer versus player…
Allow me to provide an example that may illuminate what Richard may mean. In my career, I design Time Management and Attendance software. It runs the whole gamut from HR stuff to people punching in and out of shifts using cards or biometric readers. I love my job. I love building the software that I build. I do not use my own software. I do not punch in or out, I don’t schedule my breaks, I don’t run daily hours reports, or weekly labor reports or any of the things that I design for other people. In fact, during one period a couple years ago when my boss tried to make me use it, I actually quit. I do not want to ever work a job where I have to keep track of my time… and yet, I love designing software that does exactly that.
In this respect, I am a designer, not a player.
about 2 years ago
I’m curious why someone would make so many comments about games which s/he did not enjoy. At a certain point, it seems counter-productive, because the audience that you would have to design for is clearly not the one you’re thinking about designing for anymore.
“Design” by nature requires a market. You can’t design something for someone if there’s no ‘someone’ to design it for. You can make something. You can have theories on what might make it enjoyable/useful. But you simply can’t actually specifically design a feature, and iterate on it based on feedback. Which is kind of what design is all about – making something useful/enjoyable.
In the Ferrari discourse from above:
A Ferrari is designed to go fast and uphold a certain amount of luxury. Thus, its features and performance need to be measured against those goals. Bartle, however, has managed to completely miss the mark, and is measuring the goals of the product against a completely dissimilar product.
It seems to be that every MMO Bartle comments on are to be compared to his mythical ideal online experience, when they are clearly being made to appeal to a more modern -game- consumer. (As opposed to, say, a late-80′s MUD.)
Everything I’ve ever read by Bartle since the A/E/S/K has been stuck in this perturbing time that no longer exists in today’s market. The market has broadened since the time of the MUD, and despite the fact that I played many in college, I don’t specifically feel the need to compare everything that comes to retail with them, nor do I feel the need to compare them with my own idyllic game. It’s simply not realistic, and is sadly mostly irrelevant to current online game discussions.
about 2 years ago
@Noel
Dr. Bartle is on the advisory board for Areae…Metaplace may work or it may tank but it sure as hell isn’t stuck in 80′s thinking.
This is a very entertaining thread; I haven’t seen this many people make fools of themselves in ages.
about 2 years ago
If I were to summarize what I think Bartle is saying — I feel like some sort of holy man, talking this way, so let’s go all out with that as a metaphor: “Let us all turn to Bartle Chapter Three, wherein he spake:”
It is not that the World of Warcraft is awful, or that it is boring, or that it is bad.
It is that the World of Warcraft IS.
And the Age of Conan is kin to the World of Warcraft with a different combat system and different PvP.
And the Warhammer is kin to the World of Warcraft with group battles and different PvP.
And the World of Warcraft is, and ever shall be, the child of DikuMud, whose children number as legion.
And the Prophet Bartle spake, saying: They Are All Good, But They Are All Diku. Let Them Not Falter, But Let There Be Something That Is Not Kin To World Of Warcraft. Let There Be Something That Cannot Be Described By Comparison To World Of Warcraft.
But what might such a thing be?, came the reply.
The Bartle replied: I Knowest Not. And That Is The Joy Of It.
–
Or to use the Ferrari metaphor:
The Ferrari exists. It’s already awesome. What Bartle is calling for is not the end of all Ferraris, but for Ferraris and jeeps and SUVs and VW bugs and vans and autogyros and aeroplanes and horses and cows and fish and boats and giant fish and flying birds and trees and houses and ladybugs and rocks and rainbows. Giving him an improved Ferrari misses the point entirely.
about 2 years ago
stop. hold on.
“A Ferrari is designed to go fast and uphold a certain amount of luxury. Thus, its features and performance need to be measured against those goals. Bartle, however, has managed to completely miss the mark, and is measuring the goals of the product against a completely dissimilar product.”
that explains everything! ferrari’s and monster trucks are totally dissimilar.
let’s play a game! we all like games!
*starts humming*
~one of these things does not belong here. one of these things is not the same~
1) ferrari
2) monster truck
3) cream cheese
4) minivan
it’s about perspective. he has it. you guys don’t.
m3mnoch.
about 2 years ago
I get the sense that Dr Bartle is too focused on the big picture of similarity between current gen MMOs to appreciate the nuance of flavor that separates them.
about 2 years ago
God I love reading this stuff.
about 2 years ago
Me>You say that now that I’ve done it.
John Moore>No, I would not have criticized you for not leveling 3 characters to 70. But I take your point. You are saying people critized you for not playing the game, so you are saying you did it to silence the ctitics.
Yes, that’s pretty much it.
>But I’m not sure why you think that would work. It does not give you anymore credibilty. And in my reading, it gives you less.
Yes, but it did work. Now, I only get flamed by players who’ve put a lot of thought into this, not by newbies, not by academics and not by journalists.
>You make some good points in the article. Take Kharazan, for instance. It is a valid point. But you did not have to level 3 characters 70 to make it.
Of course I didn’t. One look at the basic characteristics of Kharazan was enough to reveal it to be a potentially epic guild-breaker. However, having levelled 3x70s meant that when I did mention this, no-one got to throw rocks at me for having been there, done that.
Lest you think this doesn’t happen, check out some of the other blog threads following up this interview, you’ll see examples of people saying things like “It seems Mr Bartle does not realize leveling to 70 is the tip of the iceberg in the wow experience”. Great, like I didn’t know that before I even started to play, and now I have to raid all the way through to Mount Hyjal? And then, oh, “that’s where the game really starts”, because I don’t have all my tier N gear, and I don’t have every single enchantment formula, and I never play on Thursday evenings because I watch House on TV…
I had to draw the line somewhere, and I drew it at 3 level 70s. Whether I can face taking 3 up to 80 remains to be seen…
>I agree with you that Blizzard is wrong. But I do not have to run it 3 times to know why I think it’s wrong.
Yes, but you aren’t going to be asked by a journalist for your opinion about WoW and, having given it, subsequently asked whether you actually play it. That’s not what happened in this interview, but it’s happened in others.
>If you are accepting the idea that you are not allowed to talk about game design because someone else claims you must have played every little part of the game, that you must play every character at every level at every build, then you arer lost to the discussion.
Not at all. I accept that some people (designers, very experienced players, perhaps some academics) have no need to play every part of a game in order to comment on it. I also accept that there are other people who should have to play a game substantially before their opinions are given much weight. However, I further accept that there are some people who can’t tell the difference between these two types of commentator, and it’s for these people that I worked up my 70s in WoW. I don’t think that by doing so I somehow disqualify myself for commenting on those MMOs I haven’t spent a hundred days playing.
>The time to play the characters (especially if you were raiding) is just too great to say ” I was just doing homework”.
Not really, I’ve done more onerous things before. The amount of time I spent working on my PhD was enormous compared to the fun I got out of it. The write-up alone took month after month after month, none of which was remotely exciting because I’d done all the funky stuff by then. It was a long, long slog. For some people, the prospect of typing for 8 hours a day is too much, and they never submit; however, I did submit. I figured that the time involved would be worth the pay-off, so I just knuckled down and did it.
It was the same with WoW. I set out to get 3x60s (but had to take them to 70 as it happened), and grim though the experience was, I have to say that I don’t regret it.
>The analogy is that you sat through a shitty movie. You spent 2 hours of your life watching a really bad movie. And then, you decided to spend 2 hours watching it again the next night.
Not quite. It’s more like spending your evenings watching all 350+ episodes of Scooby Doo over the course of several months. You’ve grokked the formula after the first week, and the rest of the time it’s just looking for individual flashes of insights (and bitching about the “Scrappy Doo” patch).
>I just can not accept that. It makes no sense. It did not give you credibility.
No, but it gave me credentials, and took away ammunition that people had been using against me. Now, I’m attacked for what I say, not for my right to say it, which is a much better state of affairs from my perspective.
>A fine line. But , I disagree. This is not art. This is entertainment.
Art has many facets to it. For this particular art, entertainment is one of the parameters that frames the medium. If you think that something’s being entertaining means it can’t be art, you’ve at a stroke decreed that most music, film, theatre and dance isn’t art. There is nothing incompatible between the two statements “This MMO is art” and “this MMO is entertainment”.
>You suggestion about WoWs auction house was a good one, imo. But it was not a artistic suggestion. It was about game mechanics.
Sure, but for that particular example I was asked what Blizzard was doing wrong. If I were talking about the art (of MMO design), the first things I would have said would have been all about what they did right. The way the different classes play is particularly impressive, for example (although they compromised this somewhat when they gave Alliance shammies and Horde pallies). My main gripes about WoW’s design are to do with all the hand-holding that goes on, but that’s hardly an issue that’s exclusive to WoW…
>There is no simple right or wrong answer. Some like it, some hate it. But it is still basically a mechanics arguement.
No, because those mechanics are there for a reason. Identify that reason, and you get a sense of what the alternatives were, and then you can consider why the designer chose that particular way of doing things rather than these alternatives, which, coupled with other views formed from other aspects of the game, allows you to build up a picture of what the designer is saying.
Sometimes, the designer doesn’t have a coherent idea of what they’re saying, and will cobble together pieces of cool mechanics or structures that grate against one another. For example, I was looking at a student design for an MMO recently, and they highlighted the go anywhere, do anything, open-ended nature of their world. So, that says “this is a place where you’re free to find your own path”. However, that same game design had a highly rigid character class structure. That in turn says “this is a place where we’ll lead you along your chosen path”. Those two concepts don’t sit easily together, and to an experienced designer they clash loudly.
This isn’t just an aesthetic issue – the aesthetic is just how a designer will pick up on it quicker than a non-designer. Class structures address issues of player roles in groups and player expectations of future experience, but there are other ways of doing that which don’t involve specifying from the beginning what you believe is the experience you’re looking for. Now for some people, knowing in advance what (gameplay) experiences they’re going to have is important, and for these people a class system is just what they want. However, if you put those people into an open-ended, do-as-you-please world, they’re going to feel lost and directionless. Where are the quests? What am I supposed to do? Why would I want to do that? Conversely, if you took someone who relishes the freedom afforded by an open-ended world and put them into one where much of the experience is prescribed and optimised for specific modes of play, they’re going to feel stifled and constrained. Why can’t I use magic one day and a sword the next? Why do none of the things I do have any long-term effects? Why can’t I chop down that tree?
When a designer designs an MMO, all these choices that they can make coalesce into an artistic statement. As to what that statement is, well, the designer can’t explain in words; if they could, they wouldn’t have to design the MMO to say it. If what they say makes sense, the MMO will make sense; if there are conflicts and contradictions, then the MMO will be flawed (and there always are conflicts and contradictions, by the way; the only question is the degree of flawedness an MMO has). Sometimes, though, design is by committee, or over-imposed by marketing types, or tied to an unsuitable licence, or created by someone who doesn’t (yet) know what they’re doing. In this event, you get an MMO with no soul.
In my experience, lots of players – even relatively inexperienced ones – can pick up on whether an MMO has a soul or not. Just think of it as: has a soul=art, has no soul=craft. That’s a good place to start.
Richard
about 2 years ago
Noel>I’m curious why someone would make so many comments about games which s/he did not enjoy.
Yes, it beats me why anyone would do that, too. Luckily, as I’ve pointed out several times already in this thread, I did actually enjoy some of it, just not the entire 113 days 19 hours 54 minutes 35 seconds of it.
>At a certain point, it seems counter-productive, because the audience that you would have to design for is clearly not the one you’re thinking about designing for anymore.
What? This doesn’t follow. I enjoy designing – I love it! – but not playing. Hiowever, you don’t have to be a member of an audience to create for that audience, which is probably just as well with MMOs because there is no single “audience” – there are different groups of people who play for different reasons, all interwoven in an overall dynamic. If you can only identify with one of them (say, socialisers) then you’re either going to neglect or misunderstand others (say, achievers). To design for all player types, you have to be able to put yourself into the heads of players, but still to make decisions objectively. If you’re a player yourself, you’re going to struggle to do both of these.
>A Ferrari is designed to go fast and uphold a certain amount of luxury. Thus, its features and performance need to be measured against those goals. Bartle, however, has managed to completely miss the mark, and is measuring the goals of the product against a completely dissimilar product.
Different people have different goals but they all have to share the same roads. When you create an MMO, you have to create for all road users, not just the ones who happen to like fast, red cars. That’s because if we only had fast, red cars there would be immense difficulties with the movement of goods and with public transport. MMOs, built only for people who like one particular style of play will rapidly suffer because they don’t have the other styles of play that are required to give that style meaning. Put bluntly, your Ferrari is only fast if there are other cars around that are slow. If everyone had a Ferrari, Ferraris wouldn’t be special. You need some people not to have a Ferrari just so you can feel good about having a Ferrari.
>It seems to be that every MMO Bartle comments on are to be compared to his mythical ideal online experience, when they are clearly being made to appeal to a more modern -game- consumer. (As opposed to, say, a late-80’s MUD.)
Er, that would be why I’m trying to encourage diversity here?
>The market has broadened since the time of the MUD
Well gee, the market for books has broadened over the centuries, too, but that doesn’t mean people can’t read them for the same reasons people in the past read them. A broader market just means that more people from more demographics participate in it than before; it doesn’t mean that people are doing it for different reasons.
If you have a better way of modelling why people play MMOs in today’s modern world, please, let’s hear it. I long for the day that my player types model is superseded, because that means we’ll have a better understanding of why people play MMOs, which in turn will mean we’ll get better MMOs.
>despite the fact that I played many in college, I don’t specifically feel the need to compare everything that comes to retail with them
Why’s that, then? Is the past irrelevant? If so, what makes it irrelevant? Or, conversely, is too well understood now to yield any more meaningful information?
Things have changed, yes – there have been many innovations. Nevertheless, people play for basically the same reasons they always did. If film schools can still talk about cuts and montages and mise en scene – the principles for all of which were laid down in the days of silent, black and white movies – then why can’t a medium that’s a quarter the age of film still make useful comparisons between modern and earlier examples? If you don’t know how you got where you are, that makes it harder to figure out where you’re going.
>It’s simply not realistic, and is sadly mostly irrelevant to current online game discussions.
[Warning: pro-history rant follows]
Here’s a list of text MUDs present at a conference in 1989, in terms of genre and (in the case of Fantasy) differences in mechanics:
Non-Fantasy:
Federation II – space opera
The Zone – adult (score to score)
Dark City – cyberpunk
Strat – holiday on the moon
Trash – “fire-breathing cabbages and inflatable hover-cars”
Void – magical adult
Prodigy – ancient Britain
Empyrion – underwater city
Spacers – generation spaceship
Fantasy:
Gods – end game players can create objects using points given by worshippers
Mirrorworld – rolling resets
Avalon – integrates grid-based and node-based geographies
Bloodstone – object decomposition (humans made of 260 parts)
Amp – objects with shape
Strata – internal currency
Warlord – highly combat-intensive
None of these MUDs were at all close to one another, whether judged in terms of atmosphere, mechanics or gameplay. They all felt – and were – very different. Gods was further from Mirrorworld than Anarchy Online is from Asheron’s Call. Yet where’s this variety today? The only current major MMO that stands out is EVE – the rest are all huddled in the same corner compared to what we had in the past. If people are unaware of what went before – of what glorious possibilities there are – they’re going to have to rediscover it all over again. I don’t have time for that!
MUDs aren’t relevant to all MMO discussions, but they’re relevant to most, and they’re even relevant to this one. I want a wider variety of MMO, because only through experimentation will we truly break new ground. I know that we can have a wider variety, because we saw such a flowering 20 years ago in MUDs. Minor incremental changes to the EQ/Diku paradigm may look big if all you know is the EQ/Diku paradigm, but if you’ve seen what other things are possible then they don’t look all that big at all. Knowing what happened in the past tells you that.
I’m not, despite what you might think, overly-invested in text MUDs. 20 years from now, today’s MMOs will look antiquated and irrelevant, too, but you’ll still refer to them in discussions that aren’t invalidated by interface differences or whatever. Likewise, if something we learned from MUDs applies to today’s MMOs, it would be foolish to dismiss it out of hand. Only when all the lessons of the past have been learned and absorbed and the arguments moved on is it safe to let them drift into obscurity.
If you want MUDs to be irrelevant, make them irrelevant. Please.
Richard
about 2 years ago
>If you want MUDs to be irrelevant, make them irrelevant. Please.
I’m afraid technology isn’t mature enough yet to achieve everything you want graphically what you did in text.
I’m still curious what others think is lacking in today’s MMO’s that was not present in MUDs.
about 2 years ago
> I’m still curious what others think is lacking in today’s MMO’s that was not present in
> MUDs.
I don’t know what you just said.
about 2 years ago
To Bartle:
This has certainly gone on longer than I expected. I was started by making a observation that for someone so critical of a game, you spent a LOT of time playing it. More than you needed to simply understand the game.
Which lead to a comment( which I thought was a plainly absurb, but apparently not) that mmos are “less about enjoyment”.
Which then became a campaign to explain that people play games ( which seems it would imply a vehicle for enjoyment, but no) that they do not enjoy for “education” and “professional thoroughness”. Which sounds reasonable on the surface, until you consider the time invested (and thus not invested in other ventures). We are not talking about spending a free weekend learning about the current hot thing in online gaming. We are talking about hours and hours over months of doing repetitive actions( and then repeating the repetitive actions, and then repeating again the repetitive actions) for nothing else than a supposed credibility.
But, you sincerly seem to believe you made a great sacrifice for a greater good. The truth is, I am still skeptical . I would be lying if I didn’t say I still beleive humans act in there on self interest. I still believe, even if you do not want to admit to the world or yourself, you spent the time you could have used writing, teaching, being with family, supporting a game you do believe in, making the game you think should be made, etc. playing a game you do not like only to say “I did it” because WoW gave you something. Some reason to play. You got sucked in like so many others. Which , I still think, means on some level you enjoyed it. On some level, the game worked for you.
Wow, ok, that was a really badly written sentence in that paragraph. But I hope I made my point. That said, I give. If you say you did it just to look your sudents in the eye, then ok. I’ll accept that and I’ll shut up about it. I will not lie and say I am completly convinced, but I admit I can not know your mind, and you seem sincre in your assertion.
But, i have to make two more points.
As disrespectful it will seem for me to lecture the professor, I just have to say this.
Mmos are going mainstream. It has happened. This means a wider audience. What may have been “apparently true”for the niche mmo audiende ( and still may be true in the developer community, I don’t know) will not nessecarly be true for the new, less orthodox community.
So, when you say you spent four hours swimming a virtual island, and that you know it was a waste of time, but you did it because you wanted to counter critics, you sound weak.
It makes you sound like you are allowing others to define your message. That you are accpeting their intellectual constraints rather than accepting the strenght of your own convictions.
In short, when I read that you spent four hours swimming the island, I did not think “wow, this guys is really serious.” As rude as this will sound (and I do not mean to be), I thought ” wow, this guy is a loon.”
Second point. Art.
Yes, I agree that entertainment can be art. But I we are really getting on slippery rocks here. Is a soup can art? No, it’s a utilitarian item. But then again yes, it is. It can evoke an emotional response. Round and round.
But that is not the issue you are bringing up. You attacked WoW. And you say it lacks “soul”.
You are saying WoW is not art, but that I am saying music and books and such are not art. No, that is not what I am saying. I am saying entertainment does not have to be art. It can be simply entertainment. Sounds simplistic, I know. But the only validity entertainment needs is to be entertaining.
A book is art. Are all books art? Whats’s the standard? Finnegans Wake? or Cujo?
Are romance novels art, or just escapisim? Is Jane Austin an artist, or just a romance novelist?
Is Wow really worth killing because it lacks soul? Because it is not art? Can’t it just be a game.
So, I say again, No, not art. Entertainment.
about 2 years ago
I completely understand what Mr. Bartle is attempting to say.
Are any of you who play MMO’s TRUE crafters? Not just people who happen to do some crafting for one purpose or another, but people who genuinely strive to do nothing BUT craft?
These people existed in UO.. I was one of them. For me, in a world with no limitations, I found the greatest joy in crafting. I didn’t find the PvE particularly fun, and I’ve always sucked at PvP. What I would do is spend day in and day out mining, chopping trees, and sheering sheep for cloth so that I could craft the best items I could, only to be given freely (or sold at a price practically giving it away). I would only use what I made on rare occasions when I felt like socializing, or if I was just feeling feisty. I never bought anything with whatever profits I made from my crafting – I gave it to others to enjoy.
The way I see it, there a people for whom the payoff is the act of creation, but for the majority, the only enjoyment they get is from the act of consumption. You don’t have to be a consumer to create, and you don’t have to be a creator to consume – They can be mutually exclusive.
Let’s be a bit more basic and crude (and perhaps use an analogy that might strain the underlying logic at best) to see if I can explain how the act of creation can be the reward to the majority of “consumer” posters here:
Do you enjoy the act of raising, interacting, and teaching children?
…or the act which leads to their creation?
about 2 years ago
RB did not have to level three toons to 60, then 70, because WoW at 70 is exactly the same as WoW pre-70, or at least it’s exactly the same as what the designers intended for WoW pre-70…with just one tiny difference. The pre-70 Instances have a greater Margin of Error than the lvl 70+ Instances.
If you have lvl 70 friends and Guildies run you through every Instance up to 70, you’ve missed what WoW pre-70 is all about. On the road to 70 you were meant to group with others of the same/similar levels and run Instances and learn to play your class and manage threat, learn to heal, learn to control your DPS, etc. In that vein, Kara is exactly the same as Wailing Caverns, just with a lot less margin of error, and each Instance is also exactly the same, just with less and less Margin of Error. If you did the solo-grind to 70 then complained the game changed you’re deluding yourself, WoW does not change at 70, it’s exactly the same as it’s always been.
RB didn’t need to level three toons to 60, then 70, to understand WoW, because after you’ve killed the first 10 Rats and run your first Instance, properly, with a group in the correct level range for that Instance, you’ve pretty much done everything WoW has to offer. It might get harder the higher you go, but theoretically it’s still the exact same game.
Kill 10 Rats.
Collect 10 Rat Skulls.
Escort NPC Smith passed the Rats.
Deliver NPC Smith’s letter to his wife/sister/son/lover.
Gather a party together, enter the Rat Cave, defeat the Rat King and retrieve the Golden Rat for NPC Smith.
That’s it. That’s what it all boils down to. So why am I still playing this game after 3 years, with two lvl 70 toons, two 60+ toons, and a multitude of 40+ Alts?
I guess because I’m enjoying it
So what if RB swam around the northern kingdoms? At some point during my first 6 months in WoW I did the same thing. Although I didn’t swim the entire way, I kept getting out and trying to climb the cliffs. And so it was that in the far north-eastern peninsula I found a section where I was able to wall climb all the way up to a barren, featureless wasteland that would later come to be known as the Ghostlands. I can’t say I did it because I thought it would be fun, I probably did it for the same reason Sir Hillary climbed Everest, because it was there.
Unlike RB I didn’t notice the fish, or lack thereof, but that’s the difference between RB and me; he’s a designer, he sees the game from a designer’s PoV. As a player I see WoW in a different light. I’m blown away by the coral reef, RB notices the absence of fish.
about 2 years ago
John Moore>This has certainly gone on longer than I expected.
Yes, me too, I’ll try to keep this brief!
>I would be lying if I didn’t say I still beleive humans act in there on self interest.
I was acting indeed in my own self-interest. I wanted those credentials, and I was determined to get them. I don’t want people shouting “shame!” at me for commenting on MMOs without having been through the machine, and now they can’t. Besides, it’s not as if I can’t think of other things while mindlessly mashing buttons, in the same way that I don’t have to think about driving the whole time I’m driving my car.
>Mmos are going mainstream. It has happened. This means a wider audience. What may have been “apparently true”for the niche mmo audiende ( and still may be true in the developer community, I don’t know) will not nessecarly be true for the new, less orthodox community.
I know, and this is one of my fears. 20 years from now, MMOs could be so watered-down and anodyne that people can’t seriously believe they were ever as awesome as old-timers say they were.
>So, when you say you spent four hours swimming a virtual island, and that you know it was a waste of time, but you did it because you wanted to counter critics, you sound weak.
Actually, the swimming-round-the-island thing wasn’t to counter critics, I just wanted to know how much WoW’s designers wanted to reward explorers, and spending 4 hours swimming round an island to find out was no more irksome than blasting turtles with shadowbolts for the same period.
>It makes you sound like you are allowing others to define your message. That you are accpeting their intellectual constraints rather than accepting the strenght of your own convictions.
It’s not an either/or thing – I can do both. I can give them the message they want AND maintain the strength of my convictions. It wasn’t as if I was being asked to do something that was incompatible with my beliefs, it was just a trial.
>You attacked WoW. And you say it lacks “soul”.
No, at no point did I say WoW lacked soul. WoW does have soul. If I gave that impression, I apologise. I could point at some MMOs that don’t have soul, but then I’d have to spend 3 days explaining myself to players of those MMOs who would be baying for my blood as a consequence.
>I am saying entertainment does not have to be art. It can be simply entertainment.
I agree, but I’d add that it can be both.
Richard
about 2 years ago
I suppose if I’m quote-spammed, I’d ’bout as well return the favor!
>Yes, it beats me why anyone would do that, too. Luckily, as I’ve pointed out several times already in this thread, I did actually enjoy some of it, just not the entire 113 days 19 hours 54 minutes 35 seconds of it.
I’m not referring to WoW specifically, but rather the genre as a whole. What I’m saying is that you don’t enjoy these games, and when you speak about designing them, you don’t speak as if you’re designing them for the people who are going to play them. I’m not sure how that’s productive in the slightest.
>What? This doesn’t follow. I enjoy designing – I love it! – but not playing. Hiowever, you don’t have to be a member of an audience to create for that audience, which is probably just as well with MMOs because there is no single “audience” – there are different groups of people who play for different reasons, all interwoven in an overall dynamic. If you can only identify with one of them (say, socialisers) then you’re either going to neglect or misunderstand others (say, achievers). To design for all player types, you have to be able to put yourself into the heads of players, but still to make decisions objectively. If you’re a player yourself, you’re going to struggle to do both of these.
No, you certainly don’t have to be a member of an audience to design for it. But you should probably take notes as to what that audience actually enjoys, and design for _that_. However, most things that you write seem contrary to that basic premise. Namely, your writings indicate that you would like to design -around- the audience, rather than -for- the audience. There’s a rather large gap here. I’ve been as guilty as anyone in the past about not seeing certain trends developing, but you’ve continued on as if nothing has changed. And it has.
>Different people have different goals but they all have to share the same roads. When you create an MMO, you have to create for all road users, not just the ones who happen to like fast, red cars. That’s because if we only had fast, red cars there would be immense difficulties with the movement of goods and with public transport. MMOs, built only for people who like one particular style of play will rapidly suffer because they don’t have the other styles of play that are required to give that style meaning. Put bluntly, your Ferrari is only fast if there are other cars around that are slow. If everyone had a Ferrari, Ferraris wouldn’t be special. You need some people not to have a Ferrari just so you can feel good about having a Ferrari.
That’s an interesting theory. I’d put it to you another way though – The Ferrari does not need to meet every consumer’s demands (just as every MMO does not need to do so), but rather, the road (market) needs to allow for viable cars (games) to suit each driver’s (player’s) needs (wants). So you can have a WoW, a game that meets many consumer demands alongside a game like EVE, which meets a different consumer’s demands. As time goes on, the market will clearly continue to broaden as companies search for new, untapped customers.
>Er, that would be why I’m trying to encourage diversity here?
But you’re not actually trying to encourage diversity. At least, not according to what you write.
>Well gee, the market for books has broadened over the centuries, too, but that doesn’t mean people can’t read them for the same reasons people in the past read them. A broader market just means that more people from more demographics participate in it than before; it doesn’t mean that people are doing it for different reasons.
But people don’t necessarily read books for the same reasons that they used to. Books at one point were only used by academics and religions. Now we use them for entertainment. Your writings seem to indicate that you believe people should continue to only use MMOs as academic tools rather than games. And that’s going to be a problem for a lot of people who actually want to play games, not take part in a social experiment.
>If you have a better way of modelling why people play MMOs in today’s modern world, please, let’s hear it. I long for the day that my player types model is superseded, because that means we’ll have a better understanding of why people play MMOs, which in turn will mean we’ll get better MMOs.
Sadly, that’s what I’m saying – that was the last really good thing I’ve read that you’ve written. But even that’s just loosely based off of Hippocrates Four Humors theory, bent towards describing those personality types in terms of a game world. It is still a derivative work, and the one that likely without which, you would be condemned to the realm of obscurity.
>Why’s that, then? Is the past irrelevant? If so, what makes it irrelevant? Or, conversely, is too well understood now to yield any more meaningful information?
Quite the contrary. The past is there to be learned from, but not to be adhered to. Learn from the past, but don’t try and superimpose the past over the future.
>Things have changed, yes – there have been many innovations. Nevertheless, people play for basically the same reasons they always did. If film schools can still talk about cuts and montages and mise en scene – the principles for all of which were laid down in the days of silent, black and white movies – then why can’t a medium that’s a quarter the age of film still make useful comparisons between modern and earlier examples? If you don’t know how you got where you are, that makes it harder to figure out where you’re going.
People absolutely do play for the same reasons – provided that they’re the same people. But they’re not the same people, are they? If they were, you could, of course, point me to the MUD in the late 80′s that had ten million users. I could be mistaken. But I think you’ll find that the average MUD user had more patience, time, and tech savvy than your average MMO player now. It really was a different market, and to design for future MMOs based on a playerbase which existed in the past is not only commercial failure, but also a critical error.
Just as the modern movie-goer probably wouldn’t find much enjoyment in most silent films, the modern MMO player wouldn’t find much enjoyment with MUDs. Some of the principles can (and should) carry over, but no one should be holding the entire industry’s feet to the fire to return to the ‘glory days’.
It’s not like I’m under the impression that I’ll change your views, or even that I should, but I don’t feel you’re doing a service to anyone by repeating yourself ad nauseum. Also, there seems to be a lot of rose coloring in your glasses, sir. =)
about 2 years ago
Shit, Dick, bravo. I would never want to type that much.
about 2 years ago
Mr. Bartle, thank you for being so generous. You remind me of some of my favorite teachers. I wish I could audit some of your courses.
about 2 years ago
“… but rather the genre as a whole. What I’m saying is that you don’t enjoy these games, and when you speak about designing them, you don’t speak as if you’re designing them for the people who are going to play them. I’m not sure how that’s productive in the slightest.”
John what you fail to realize is what Bartle means when he says he likes designing games. There are a few reasons why he likes doing them but ‘ll only point out the neccessarily relevent points.
He likes to make games so other people can enjoy them as players.
He likes to design games because he want to see how the boundaries are pushed.
Keep those two things in mind and a whole bunch of things about Bartle’s perspective makes sense. He like myself want to see an MMO market where the games/worlds are varied at a fundamental level. He wants to see an MMO market where players can choose their games as if they were choosing between fish, vegtables, beefs, fruits, wheat and shrooms at a market.
Sure all food serves the same purpose to prevent starvation but what you can do with the food when you want to experiment with them are limited by its fundamanetal physical attributes such as flavor, rawness, heat resistence, etc.
Bartle is implying that right now in the MMO market all we have to choose are apples and corn. Eve Online is corn and everything else is an apple, where WoW is your freshest batch of Jazz apples, EQ2 are your gala apples and games like DnL are the uncatagorized apples because they are filled with worms.
about 2 years ago
Hrm… once again late for the party.
I’m actually rather surprised to see this discussion taking place, not because the fanbase, once again, fails to see the point behind any argument other than pro their game, but much more because Richard has actually spent hours rewording the very same statements he made in the very beginning. Given the poor quality of interpretation shown by quite a few participants, I would have certainly left after the second post, but then again, I’m not Richard.
Correct me if I’m wrong, but the argument on Richard’s side was a plain and simple: “The virtual worlds do not progress to their full potential”. I might be well missing something, but to what extent are his characters in WoW relevant, or the way he plays and/or enjoys WoW for that matter? Richard could have all classes maxed out with best equip and PvP rampage the Tarren Mill every evening, for all I care, but it doesn’t change the validity of his argument in the least. Half of this comment section is filled with precisely this sort of pseudo-retorts.
As for the argument itself, I somewhat disagree. While a little more originality might be welcomed, there’s absolutely no need to run ahead of progress. The industry seems to be adding “new” features in baby steps, which is not necessarily a bad idea. Seeing an outrageously innovating world would definitely be interesting from the designer’s point of view, yet there’s a good chance that it would simply alienate the community.
World of Warcraft’s success lies in it’s almost tiring familiarity to what the consumers expect to see. On a large scale, it’s a set of old games polished up. As an example, imagine me taking 10 Pacman players and letting them play Pacman with 16-bit graphics and a jump ability. There’s a good chance that I’d be able to migrate at least 9 players to my Pacman 2.0, thus keeping the critical mass of player’s required to call the game a success (and selling some copies along with it).
Now if I made a revolutionary virtual world, which would be like nothing the players have seen before, it might be somewhat confusing to them. Once again, imagine the 10 Pacman players from the early 80′s and letting them play something like Call of Duty 4. I would throw in those millions you’re talking about and be left with neither profits nor satisfaction from my primary group.
To keep it KISS, a certain amount of innovation is certainly good, but there’s no need to overdo it just yet or we’ll inevitably end up preaching quantum mechanics to medieval clergy. Even the success of the relatively original Age of Conan was in question, due to the features the average MMO player doesn’t expect. Without a player-base the virtual world is dead and what good is a dead virtual world?
about 2 years ago
Bah I hate how my isp slowed me down.
Noel I didn’t mean to call you John. My apologies for that. I still had Moore on my mind when I made that response to you.
“Seeing an outrageously innovating world would definitely be interesting from the designer’s point of view, yet there’s a good chance that it would simply alienate the community.
World of Warcraft’s success lies in it’s almost tiring familiarity to what the consumers expect to see….”
“…..Now if I made a revolutionary virtual world, which would be like nothing the players have seen before, it might be somewhat confusing to them. ”
Two things come to my mind when I read this.
One is that the community doesn’t have to be the current players of MMOs. If developers really took these MMOs in bold directions, they could attract people who never wanted to play MMOs to begin with because they didn’t cater to their sensibilities of how they could use their time to share experiences with multiple people online.
The second is all I can think of Bartle’s prior discourse about how MMO’s are being designed by newbies. Ofcourse they are going to be confused by anything radical or should I say a large part of them. That existing comunity wants a more successful iteration of a game they really liked in the past.
Aside from them there are those within the existing MMO community that are hoping for something that isn’t like pass games because they, like Bartle, ultimately see all of these games as copies of themselves.
about 2 years ago
You know, I do not think the poor quaility of interpretation can be laid at the feet of at just a ” few participants.”
Bartle may have been generous in his typing, but I can’t see that he defined his position well, made his points clearly, or gave any real insight on how things can be better.
No one here attacked him for not have played WoW. Yet, I was grouped into a group of “mouthbreathers” who apparently want to prove he is enitrely irrelavent because he only played WoW to level 70, and think that makes him unfit to breed or something. And Bartle seems to have believed them.
But my point is Nicholas’s point, his characters in WoW are NOT relevant. Playing three characters to 70 has not given him the credibilty he seems to think. And yes, a LOT of time was spent on people telling me he HAD to play WoW so much because of pseudo-retorts others in the past have made, and that I would have, if only I had been given the chance.
Other than that, if his point was simply “virtual worlds do not progress to thier full potential”, where exactly was that discussion? In the interview? In his posts here?
Where does he define “full potenial”? Where does he give a positive, honest look at what the real failings of mmos are today , rather than just saying in MUDs they could do more,that in MUDs there were less preconceptions? Where does he give a postive, honest look in the successes of mmos today?Where is the discussion on marketplace forces? On consumer desires? On technological differences? On the effect of going mainstream? Rather than having that discussion, I got , over and over, that people in the past attacked him for not playing the game, and he sure will not let that happen again.
The response to my obeservation that for somone who is so critical of a game, he sure plays it a lot, was not that playing so much gave him insights that he could share. It was not that I was wrong in my assumptions about how much time he spent on WoW. It was not that wheter he played three charcters to 70, or one to 40, or a thousand to 10 , point X and Y stayed the same.
It was that I would have attacked him if he hadn’t done it.
The comment that mmos are less about entertainment, and more about status and obligation didn’t even raise an eyebrow with the professor. His response was to ask me if I swam the entire way around the Eastern Kingdoms. And why did he? He wanted to see how dedicated blizzard was to explorers? So is that one of the failings of mmos, of WoW? That the world is not infinite?
This is the clear discussion so many of the weak minded blog readers are unable to interpret properly?
I have to agree with Brandon Reinharts post at this point. I found his points vague, and offer little substance. More broad ideas, with little disscussion of why things are how they are, and what can be done to change things.
The broad ideas are interesting. They are worth discussing and thinking about. It’s too bad that discussion isn’t happening beyond “wouldn’t it be cool if…”
And a minor thing. Mutantmagnet, that’s not my qoute. I swear, I have never seen so many people trying to explain what someone else said, rather than just stating there own thoughts.
about 2 years ago
Sorry Mutantmagnet, I didn’t see your follow up post.
about 2 years ago
Honestly, I just came here to gather a little data on the bloggery and wolfpackishery methods of stoning those smelly ones who will not take their seats and stfu (the Mar08 Prokofy thread), and I see this Bartle thing and didnt the professor say exactly pretty much more or less the same exact thing about closing WOW and watnot almost exactly a year ago?
I mean is this like an internetz echo?
Dejadooville.
I must remind all that we the fans prefer novelty — or, at bare minimum, a serious and vastly increased spawn rate plz.
about 2 years ago
Not a problem Mr. Moore.
Bartle has made a lot more specific points about MMOs in general. I wish it would be easier to recall the other instances but I’ll just stick to the one I was referring to in my prior retort.
http://www.gamasutra.com/features/20041103/bartle_pfv.htm
about 2 years ago
Ugh, why’d you have to link the Gamasutra article? It’s a morass of poor assumption and unsupported opinion.
about 2 years ago
Noel >I’m not referring to WoW specifically, but rather the genre as a whole. What I’m saying is that you don’t enjoy these games
And what I’m saying is that I do enjoy them, just not in the same way as regular players do, and not for the same length of time.
>and when you speak about designing them, you don’t speak as if you’re designing them for the people who are going to play them.
But of course I’m designing them for the players! Not to do so would be merely an intellectual exercise, like designing an interstellar spaceship – it’s not going to be made, but it could help your own understanding of the subject.
One of the reasons I wrote my player types paper was because in the past too many people used to create games for an audience of one (themself). The assumption seemed to be that if they liked it, then other people would like it, too. The problem with MMOs (and the MUDs that preceded them) is that there isn’t just one kind of fun going on in them. Yes, you can create one that YOU would find fun, and that all the people who share your playing style find fun, but for an MMO to be healthy you have to support the other player types, too. You have to design for all players.
Why would I even write that paper if I didn’t believe in designing for the people who are going to play?
>your writings indicate that you would like to design -around- the audience, rather than -for- the audience.
What? Where on earth did you get that idea?!
>That’s an interesting theory. I’d put it to you another way though – The Ferrari does not need to meet every consumer’s demands (just as every MMO does not need to do so)
OK, let’s back up and see how we got to this analogy.
The Ferrari example was presented to illustrate something that was created by someone with a passion for driving; the suggestion was that if you want to create an MMO, you’d get a better one if you have a passion for playing.
I countered that there are other people with a passion for driving who wouldn’t want to drive a Ferrari. They may prefer leisurely drives through the countryside, or being at the wheel of a thundering 18-wheeler, or driving a 4×4 over rough terrain. There isn’t just one way to enjoy driving. Now with MMOs, there’s plenty of evidence to show that people play them for different reasons, and that you have to address all of these if you don’t want your MMO to suffer. Thus, if you design for just one style you’ll lose out.
You seem to want “Ferrari” to apply to an MMO as a whole, rather than to the players. Now although you can create MMOs with different appeal (Fantasy, SF, Horror, World War 2, Wild West, whatever), the players are still going to break down into a number of inter-related, self-supporting player types. I don’t think it’s unreasonable to say that someone with a passion for, say, Ancient Rome should try to create an MMO expressly for other people who like Ancient Rome; I do think it’s unwise for someone with a passion for achievement-style play to create an MMO expressly for other achievers. The reason for this is that MMOs need a mix of player types, not just one type. Player types are influenced by (but not defined by) the genre, so it’s fairly safe from a player balance point of view to create a game “for fans of ancient Rome, by fans of Ancient Rome”. However, creating a game “for killers by killers” (or any of the other types) is asking for trouble.
>But you’re not actually trying to encourage diversity. At least, not according to what you write.
I don’t know how you got this impression. This whole thread blew up because I was moaning that MMOs are too similar to each other; that’s not the action of someone who wants them to be similar..!
>Your writings seem to indicate that you believe people should continue to only use MMOs as academic tools rather than games.
What?! Oh the irony…
Here in the UK, if I want to get research funds to study MMOs then I have to come at them from some other academic discipline. I have to propose a project that would involve education, or AI, or psychology, or sociology, or economics, or law, or geography, or pretty well anything except MMOs in their own right.
Well, I haven’t made any such proposals for funding. The reason I haven’t is because these all denigrate the concept of games as being worthwhile objects of study. It’s as if the funding bodies regard games as grubby, populist nonsense of no intrinsic interest but perhaps of use as vehicles through which to study something worth studying. Well, I have only contempt for such attitudes, so I refuse to pander to them. As a result, my academic career is never going to go anywhere.
I want better MMOs. I believe they offer humanity the promise of freedoms undreamt of previously, and I want to see them deliver on that promise. Yet you somehow seem to have interpreted my “writings” to suggest that I merely see MMOs as some kind of academic tool. This utterly confounds me.
>It is still a derivative work
It’s not derivative, because I didn’t derive it from other work. I fully accept that plenty of other people have come across similar relationships in the past, but that puts it in the category of ignorantly reinventing the wheel, not derivation.
>and the one that likely without which, you would be condemned to the realm of obscurity.
No, see, I already live in the realm of obscurity. Few players of MMOs have heard of me, and I don’t even register as a tiny blip on the radar beyond MMOs. I don’t regard this in any way as “condemnation”, because this isn’t about me, it’s about MMOs. I just want to see them flourish and succeed, because I believe they’re a powerful force for good.
>People absolutely do play for the same reasons – provided that they’re the same people. But they’re not the same people, are they?
No, they are the same people. At the level of abstraction my player types theory talks, people are people are people.
>I think you’ll find that the average MUD user had more patience, time, and tech savvy than your average MMO player now.
And this invalidates what I was saying how?
>Just as the modern movie-goer probably wouldn’t find much enjoyment in most silent films
The modern movie-goer wouldn’t find much enjoyment in most modern films, either. There are plenty of silent films that are still entertaining and meaningful even today, though, if people care to watch them.
>no one should be holding the entire industry’s feet to the fire to return to the ‘glory days’.
I don’t see how you come to believe I’m arguing for that. Unless you think that having a wide variety of innovative and inventive virtual worlds is some kind of misguided hankering after some long-gone, never-to-return past, I don’t believe I’ve said anything here to support a return to the “glory days”. Of course, if you do think that asking for imaginative departures from the paradigm is an unrealistic, sentimental view from a bygone era, OK, well I guess I’m guilty as charged.
Richard
about 2 years ago
Richard, you can’t change the meaning of some one’s metaphor and then use that same metaphor to try to illustrate your point. What’s the point of using a common metaphor if it’s going to mean something else for each person in the discussion?
about 2 years ago
John Moore>But my point is Nicholas’s point, his characters in WoW are NOT relevant. Playing three characters to 70 has not given him the credibility he seems to think.
No, that’s not my point at all. You are once again focusing on Richard’s credibility, Richard’s fun-factor whilst playing WoW and the way he reaches it. My point is that Richard doesn’t need any credibility or fun to make this statement. For the sake of the argument, it could just as well be Kylie Minoque making the same very point after watching the trailers of WoW and WAR.
I think the big issue with this whole discussion is that one (bigger) half is talking about -games- the other is talking about -worlds-. In this regard Richard’s point is perfectly valid: WoW = Dikumud with light-greenish orcs, WAR = Dikumud with grey-greenish orcs, Vanguard SoH = Dikumud with dark-greenish orcs. In the end, it’s the same game in 3 different implementations.
Virtual worlds on the other hand don’t have to be this bluntly generic (and I don’t mean replacing orcs with barbarians, space-marines or pink kitties). Try thinking a little more abstract of what could be done with the medium. I find grabbing a random game and adding the prefix “World of” before it a rather good exercise. So where are the Worlds of Tetris, Worlds of Monopoly or Worlds of Marilyn Monroe? See where we’re going?
Nobody here has claimed that World of Warcraft is a bad -game-, but from the standpoint of innovation as a -virtual world-, it’s quite a letdown. We both know that innovative works can cut like a hot knife through butter when dealing with to “today’s best of genre”. Think of Portal!
about 2 years ago
Worlds of Monopoly might actually make for a good metaphor. There are thousands of “Monopoly”s out there, and they’re pretty much the same except things are named differently. Giving improved or updated versions of Monopoly will never give you Scrabble, Risk, or Settlers of Catan. — and if you’ve played Monopoly for ten years, then playing Edna Krabopoly will not give you a new, fresh experience. You’ll enjoy it, but mostly on a “What have they changed?” level instead of a “Hey! A fun new game!”
This isn’t a perfect metaphor, of course. For one, Monopoly sucks. For two, the changes between different Dikus are far more significant than the changes between different versions of Monopoly. They’ve rewritten the Chance cards and renamed the Community Chest and added a THIRD set of cards and there’s a SECOND track you can use to go around the board, and if you roll an odd number on a wednesday you can go backwards …. but you’ll still never get Chess or Go or Backgammon or Axis and Allies or Snakes and Ladders by making changes to Monopoly.
And someone who REALLY loves Monopoly will (once he gets out of the asylum by convincing them he doesn’t actually love Monopoly and that the scene in Toys R Us will NEVER happen again) will make a rockin’ awesome version of Monopoly. (Blogopoly! Free Parking is replaced by Free Snarking and the Community Chest has become the Blogosphere Bag)
And in this fictitious universe, where Monopoly is popular, Bichard Rartle and Mohn Joore will have an argument on tokenbroys over the precise amount of Monopoly Bichard should have played before he was allowed to claim that Ministropoly is essentially the same as Lasagnopoly.
Some people need to get a Cluedo.
about 2 years ago
The comment that mmos are less about entertainment, and more about status and obligation didn’t even raise an eyebrow with the professor. His response was to ask me if I swam the entire way around the Eastern Kingdoms. And why did he? He wanted to see how dedicated blizzard was to explorers? So is that one of the failings of mmos, of WoW? That the world is not infinite?
This is the clear discussion so many of the weak minded blog readers are unable to interpret properly?
I think if you and the like-minded would stop projecting things onto Bartle and trying to second-guess or read minds, things would be much simpler.
Look, you can’t currently lecture or consult on MMO design without referencing WoW. Bartle isn’t using his 4-hour bath as a way to critique a 4-years old game but as a reference point for a call to future MMOs to differenciate.
Is it legitimate to use a measure of how Blizzard caters to the Explorer archetypes as a way to get a future design to question its own appeal that same player group? Absolutely. Bartle looks at games like a clock-maker looks at other people’s clockwork, and when teaching people how to make good clocks, he’ll use different existing clockworks as examples of something either done right, or which could be improved upon.
And it’s a clinical analysis of a game’s design. Not polish, not setting, not environment, not player experience, not even fun factor, or (except for the fact that you’re looking at WoW instead of, say, Caeron 3000) financial success. Done for designers.
All people continuing to jump on Bartle are assuming he’s talking to games, and tint his words through a measure of fanboism towards their favourite game or in-game activities. You’re talking specific cars with someone who’s discussing road travel and traffic. You’re making the assumption he’s saying a Ferrari’s a bad car design, when he’s saying that a Ferrari’s one design among many possible ones. Only a Ferrari fanboy could possibly imply that this simple, analytical statement – a Ferrari is one type of road transportation among many possible, and I’d like to see more variety – is an insult to Ferrari cars and their drivers.
You’re unable to take a step back and look at the broader perspective. Which means you’re missing the point entirely.
about 2 years ago
Trevel would win the thread, except he’s too stupid to see the many obvious innovations opened up by Mythicwaropoly’s third pile of cards.
about 2 years ago
Let’s try this one more time, specifically for Anticorium, who doesn’t quite understand the priciples of Monopoly:
- Take a Volkswagen Golf, as a paradigm of a transportation device, and you’ve got Everquest
- Put a new spoiler on it and you’ve got Dark Age of Camelot
- Get a pair of new tires and wooosh it’s an Anarchy Online
- Now just make sure it all has one uniform Jet-Black colour scheme applied to it and you’ve got the King of all Golfs, i.e. World of Warcraft
You can keep extending it for quite a while, with all the current means available (i.e. no James Bond tunings). Now try crossing the Atlantic with it. Got it, Anticorium The One Who Is Not Stupid stupid?
about 2 years ago
And you wouldn’t be able to use it to play Volkswagen Golfopoly.
about 2 years ago
Let’s see… I write a comment where I pretend to miss the point of Trevel’s post, and Nicholas comes back with a reply where he misses the point of my reply. Or is he pretending to miss it? There are so many meta-levels I can’t even tell anymore. I choose to believe that I am, in fact, in the presence of a master, and have been caught playing crazy eights at the poker table. My hat is off to you, sir.
about 2 years ago
Sorry about that Anticorium, seems like I missed the sarcasm. In retrospective though, given the depth of arguments presented till this point by the anti-Bartle team, I can’t say that the previous stupor will break my heart.
about 2 years ago
Tenacious, aren’t they?
To the nitpickers: It seems that as a “look at me, I’m capable of forming point by point rebuttals” poster who spends more time trying to score than to perceive, once you’re on record with some ill-considered presumption, you entrench rather than take polite, reasonable clarification.
What’s sad is that if you would simply dial down slightly your thresholds for frantic face-saving and premature self-certainty, you’d be good, literate company.
about 2 years ago
Nicholas Chambers wrote:
“I think the big issue with this whole discussion is that one (bigger) half is talking about -games- the other is talking about -worlds-. In this regard Richard’s point is perfectly valid: WoW = Dikumud with light-greenish orcs, WAR = Dikumud with grey-greenish orcs, Vanguard SoH = Dikumud with dark-greenish orcs. In the end, it’s the same game in 3 different implementations.”
The Beatles = Rock n Roll. Smashing Pumpkins = Rock n Roll. Therefore, I don’t need to listen to Smashing Pumpkins, because I already listened to them. They were called The Beatles. Citizen Kane is shot from a third person perspective in black and white. Schindler’s List is shot from a third person perspective in black and white, therefore I have no reason to see Schindler’s List, because I already saw it, and it was called Citizen Kane.
See where this goes off of the tracks? Just because there are strong similarities between two things doesn’t mean they’re the same. To dismiss them as the same thing is the sign of a very unsophisticated or uninformed viewpoint. Dr. Bartle, as a foremost “expert” on MMOs, should be both sophisticated and informed, so this simplistic viewpoint does not make any sense.
More to the point: Even if you can make the argument that in all of the fundamentally important design decisions, the games are identical, this only goes to demonstrate that changes in the fundamental design concepts, while a “big deal” do not represent progress in any way to the consumer. Maybe the problem is that these “hidden gems” that Richard is talking about are just not very polished. I’ve played some of the games he’s talking about, and frankly while the CONCEPTS are in some cases very cool, the actual execution of those concepts is very ameteurish. The tolerance for unfinished/buggy/unpolished games is very low among MMO players because they’ve been bitten repeatedly in the past. Developers have a hard time with the execution of ambitious, revolutionary design because these efforts tend to go unfinished.
So when you’re creating the next game are you going to use the formula that you know, and iterate that to the next level of sophistication and balance, or are you going to go exploring and end up with an expensive mess? Choice C, where you go exploring AND end up with an engrossing, balanced, long last game, will cost you half a billion dollars. Choice A and B will cost you 100 million. Choice A will result in a million subscribers and, choice B will result in one hundred thousand, and choice C could result in anywhere from a few hundred thousand to many millions. Does any one with half a billion dollars want to take the gamble? I’d rather buy a sports franchise.
about 2 years ago
Thank you Richard and to the posters that dug such great explanations from him. This has been a great read and I must say that I have much more respect for you now Richard than I did. If the reason isn’t obvious, as I can see with this thread isn’t a safe assumption
, my respect has grown because not only have you provide excellent information in your posts but you took the time and the mental energy to help people see different views. Maybe some of that will enable some readers to see other issues from multiple angles.
Anyway, I loved reading the post and and felt compelled to say so.
Oh, and Psychochild – that moorguard response was SWEET!!!
about 2 years ago
Iconic > Still not getting it, are we? This is just getting tiring after a while. Beatles = Rock’n'Roll, Smashing Pumpkins = Rock’n'Roll, ergo by your definition the entire media of music has to consist of Rock’n'Roll. Where do Mozart and Stevie Wonder jump in? It’s been stressed over and over again, yet you (not Iconic specifically) are still missing the big picture. Read what has been written, then think about it from a global point of view.
And no, as a good designer, you do not build your creations by a known formula. You can learn from the previous designs, but in order to create something revolutionary successful, you have to start building from ground up.
What you, Iconic, are talking about, in your last paragraph, is overall correct and is precisely the way the management thinks the way virtual worlds should be like. What you fail to understand is that it’s NOT A GOOD THING. It’s neither a good thing for designers, nor is it good for the consumers, nor for the virtual worlds as a medium on its own. It is good for the guys, who own the company’s shares, but believe me, as long as you pay, they don’t care about you anyway. This is the sad reality of virtual worlds today.
Either way, this is turning into babble as all interesting points have been highlighted already. Thanks to Richard and the contributors for the interesting posts.
about 2 years ago
Echoing Nicholas’s comments… Count me in as one of the consumers that would flock to the evolutionary MMO rather than to the truly revolutionary one (should we ever see one from a major outfit).
Why? Because no one has got it right so far. No one has made the definitive sword & sorcery MMO yet.* But every effort gets a little closer because the evolutionary one is by definition standing on the shoulders of what has gone before, taking the more successful feature set and mechanics and making incremental innovations. There’s nothing wrong with that. People get to experience all the best parts of their previous favorite game, plus some cool new things. The cool new things that are done right become part of the “must-have” feature set for the next game, which fine-tunes them and adds a few more cool new things. The designers get to be adventurous in small, careful steps, which I imagine is important with all the development money on the line.
The truly revolutionary game, however, would be a huge risk in terms of getting financed and published, selling it to people, getting people to adopt it and stick with it for the long haul, balancing the mechanincs, etc. I can see why no one wants to break this new ground and probably end up with a clever experiment but ultimately an unsustainable product, while the next guy just makes an incremental innovation on your hard work and cleans up.
So yes, I agree it would be wonderful to see more done to take advantage of the amazing diverse potential that the genre offers, yet at the same time, you just can’t count on the players to support it on a massive scale. I know I do not have the time or money to play early adopter and check out a radical new design that likely has a far higher chance to be bug-ridden, unbalanced, and incomplete than the latest “Like Warcraft, But With Mounted Combat!” offering, and I suspect that the majority of players feel the same.
That’s the reality of the industry. And really, I am surprised there’s as much innovation out there as there is. Look at the evolution of boardgames, which are much cheaper and simpler to design and produce. How long did it take to go from Chess and Go to Puerto Rico and Tigris & Euphrates? Are we dissapointed with Reiner Knizia for introucing another variation of a tile-placing mechanic, or do we appreciate it because it is a good game? Isn’t that enough, that it be a good game for what it tried to do, without it having to be all things to all men? Is it realistic to try to capture the logic puzzle solver and the poker player with different aspects of the same game? Maybe being truly “massive” precludes the level of specialization and depth required to keep any one particular facet of your community interested in the long run.
* Fantasy is not going to go away as the number one choice for MMO settings. That standard, tired, played-out pseudo-medieval D&D-like fantasy setting, with same old races and cliches, is really an advantage: it’s accessible, exactly because the conventions are so well-established and well-known. People don’t have to learn the lore of a whole new intellectual property to participate. They can draw diverse inspiration from history, folklore, and from the myriad of published fantasy works. And the fantasy races are really just idealized/extreme amplifications of a small set of human characteristics. There’s no barrier to entry in a fantasy world.
about 2 years ago
There are so many metaphors and analogies in this thread that my ears are bleeding.
about 2 years ago
Get off his nuts,
Lets hear some ideas on how to make MMOs better.
about 2 years ago
ok…..
this old guy made a game….
and then a bunch’o folks made some other games…
but all the new games where the same as the old game…..
this pissed him off, and he said “MAKE A NEW GAME”
this pissed off the new folks……and they said”ZOMG..IT IZZ A KNEW GAME, DWARVES ARE CALLED @#5#!@, and we have elves called ^%$@$, and we TOTTALY made up “lore” for them….”
but in the end, it was just WOW, and their “lore” was written by bloggers.. “yay bloggers”……..a great collective “yawn” was uttered, and, in the end, no one cared…..
magical medieval kingdoms ftw….really……
don’t bother with creativity…
regurgitation is AWESOME!!!
roger zelazny would so piss on modern “MMO” story telling…..
(and tolkien’s characters where one dimensional, to put it nicely….)
my point…TRY HARDER
about 2 years ago
There seems to be an incredible amount of myopia and hostility to Mr. Bartle’s rather mild observations of some self-evident facts.
WoW is a leveled, three talent tree, loot-driven game where characters are almost completely defined by their gear. AoC is a leveled, three talent tree system with more realistic graphics, with an (as yet dubiously successful) emphasis on PvP, and the joy of load screens, where players are largely defined by their gear. And Warhammer Online will be a leveled, three talent tree system where players are again defined chiefly by their loot and (we’re told) more of an emphasis on PvP and public quests. All three are theme parks as opposed to sandboxes.
Saying these are essentially the exact same game under the hood is like observing the earth moves around the sun. Self-evident, but hey it got a few guys burned at the stake as I recall. The truth is that the differences between these games are trivial.
Revolutionary, as opposed to evolutionary changes would revolve around freeing players from a defining dependence on loot, and making the choices the players make in terms of their own design and actions in the world more meaningful.
about 2 years ago
“Iconic > Still not getting it, are we? This is just getting tiring after a while. Beatles = Rock’n’Roll, Smashing Pumpkins = Rock’n’Roll, ergo by your definition the entire media of music has to consist of Rock’n’Roll.”
No. SP and the Beatles are both rock n’ roll, so compared to the entire media of music they are more similar than different. Ergo, SP or any other modern rock n roll band is just the same as some earlier band, and therefore not worthy of being judged on their own merits. This is the argument (in another form) that says WAR = WOW, therefore I don’t need to play one to judge it, as long as I’ve played the other.
Unless you are really of the opinion that all Rock is just low, derivative art, it should be obvious how stupid it is to dismiss more modern artists. Ergo, you should also realize how stupid it is to simply dismiss a newer MMO because it is similar to other successful games.
” Where do Mozart and Stevie Wonder jump in? It’s been stressed over and over again, yet you (not Iconic specifically) are still missing the big picture. Read what has been written, then think about it from a global point of view.”
Where do they fit in? That’s easy. Mozart = WOW. Yea, that’s right, Mozart was just refining what he’d learned from the artists of his time. He didn’t invent the orchestra, nor add any instruments to it, he just executed the basic premise to a degree that no one before him had done. Maybe people told Mozart “Young man, your music isn’t revolutionary. Your fantastic success is keeping people from discovering the hidden gems of music” but history doesn’t record that conversation, because Mozart’s music is not measured against the entire universe of music, it is measured against the corner of that universe that he chose to inhabit. Mozart dominated that coner of the universe. He refined the formula to the point that no one since has been able to do it better.
If you want to make art for your self, then you make whatever you want. If you want to make art that is timeless and classic, then you make art that other people want with a degree of excellence that no one else can match. You establish your greatness by playing the same game as every one else, and beating them at it.
[quote]And no, as a good designer, you do not build your creations by a known formula. You can learn from the previous designs, but in order to create something revolutionary successful, you have to start building from ground up.
[/quote]
What’s a “good” designer? How do you know? If you create a work of art and no one cares, how do you know that you are any good at all? I think a “good” designer is some one who understands that form follows function, and designs to please the audience of which he is a part. This is one of the problems I think with Dr Bartle’s “I can’t enjoy games as a player, only a designer” outlook. How can you design games that will delight people who don’t design when that’s the only way you can enjoy? If you can’t, or you don’t care to, then why should you care about the market as a whole? Design for yourself and shut up. If want to design for the market, and you aren’t a part of the market, then you can only listen to the voices of other people, and then your only hope is to do exactly what you claim a good designer doesn’t: execute a formula that has been handed to you by some one else.
From my perspective, the designers of WoW are “good” designers, because they made the game that they would want to play, and they did so with a great awareness of what came before them and how it could have been better. If WoW is meant to be the closest thing to a perfect version of EQ and it’s the closest thing to a perfect version of EQ, then they got it right. Whether you think that’s a worthwhile design goal is irrelevant, because the designers and the consumers got the closest thing currently possible to what they want. WOW is a theme park and not a world? So what?
“What you, Iconic, are talking about, in your last paragraph, is overall correct and is precisely the way the management thinks the way virtual worlds should be like. What you fail to understand is that it’s NOT A GOOD THING.”
Management doesn’t think that’s the way it ought to be. They look at the real world and they see that’s how it IS. You, the “revolutionary” designer are the one who has decided how it “ought to be” and now it is your responsibility to bring people with you. Raph Koster believes in virtual worlds, and he screwed it up twice even with a big budget. First he created a virtual world in which society broke down to a Lord of the Flies level, and then he created a virtual star wars that contained NONE of the essence of star wars (you know, space ships, Good vs Evil, the Force and Jedi?).
Because he refused to take incremental steps and refine his vision a few steps at a time, the entire thing fell apart (twice). That’s why designers build theme parks instead of virtual worlds, because a working theme park kicks the crap out of a crumbling world.
Will Wright had some a revolutionary idea, and that did pretty well. It did even better when it became formulaic and EA could just later on the iterations. Expansions, SIms 2, etc. How much money did they make on that? How much money did they piss away on the “revolutionary” Sims Online?
[quote] It’s neither a good thing for designers, nor is it good for the consumers, nor for the virtual worlds as a medium on its own. It is good for the guys, who own the company’s shares, but believe me, as long as you pay, they don’t care about you anyway. This is the sad reality of virtual worlds today.
[/quote]
Yea, but the thing is, as a consumer, I don’t care about them either. That’s not exclusive to MMO companies, that applies to food companies and car companies and any other company you can imagine. A company is an entity that exists to make money. People who fund art for the sake of art are called PATRONS and I’m afraid you must be a bit confused if you think that EA, or Activision, or Sony is going to patronize revolutionary design for the sake of design. THe reason they have hundreds of millions to invest is because they didn’t blow all their money on revolutionary ideas that don’t sell. What you need to find is some sucker, er, appreciative observer, who made billions of dollars making something other than games, and then convince them that your virtual world is a work of art, and get them to foot the bill.
And maybe if your idea is as good as you think, people will even choose to inhabit it.
about 2 years ago
dam tht was a long reply altho it made a lot of sence i tend to agree with the things u say, bt for 1 the designin thing (i would quote bt i can’t find it lol) i disagree tht u can’t design something tht u necassarily don’t enjoy, as a design student i have to design stuff tht i couldn’t really care less about but i enjoy designing it and i enjoy seing the outcome and the ‘magic’ of the creation
about 2 years ago
“he created a virtual star wars that contained NONE of the essence of star wars (you know, space ships, Good vs Evil, the Force and Jedi?).”
I have to point out that it did in fact include all of these things in the design, and after launch gained every single one of them.
about 2 years ago
“I have to point out that it did in fact include all of these things in the design, and after launch gained every single one of them.”
Okay, it’s unfair to imply that it wasn’t in the design because I obviously don’t have the design in front of me, and I know that space combat was at least included in an accessible way (eventually).
However, whether you had it in the design or not, it wasn’t in the game. I played for three months and never saw a Jedi, never flew in a spaceship, and never got the sense that the Rebellion represented hope or the Empire represented oppression. Maybe a less ambitious design would have allowed some of that in the game at launch.
I will say this to your credit: SWG, minus the bugs, minus the Star Wars name (and whatever restrictions came with that), PLUS deliberately designed content (by which I mean raiding and/or meaningful PvP), would have been a classic game, in my opinion.
It really makes me sad that THAT game was replaced by the NGE, because I’d love to take a second look at that game with years of bug fixes, added content, and class balance. THAT game, or its iterated, evolved successors, would be great. Whatever evil I might say about SWG, simply thinking back on it made me nostalgic enough to want to reopen my account. I’d surely be back to playing my Master TKA/Fencer as we speak, if that option hadn’t been taken away.
about 2 years ago
@Iconic
You know that Beethoven was deaf when he wrote a lot of his music? And yet here we are several hundred hears later and people, even now, can enjoy his music (even though he couldn’t hear it himself).
It seems you do not need to hear to write good music, can’t it then follow that if you know enough about your subject (MMO’s in this case) you do not need to be a “listener/player” to write a good score/game?
about 2 years ago
This is another epic thread. Dogpile on Bartle!!