I ’sat down’ in Achaea today with Dr. Richard Bartle, the inventor of MUDs/MMOs, whom I created a character for called, appropriately, Progenitor. Dr. Bartle and I have known each other casually for years, and he was kind enough to serve on the advisory board for The Sapience Group, a failed online community consulting company I co-founded in 2000. Along with Damion Schubert, I also served as technical editor on Dr. Bartle’s seminal book, “Designing Virtual Worlds” in 2003.
The interview/chat touches on a number of different topics, from the idea of a 3D web to voice chat in worlds to differences between text and graphical worlds. Enjoy!
You say, “Welcome, Richard, and thanks for giving me this interview.”
You say, “First off, let me ask: I’ve heard the accusation leveled that the only reason you worked on text MUDs is because you couldn’t get to level 60 in World of Warcraft. Is there any truth to this horrible rumor?”
You scream, “ADMIT IT, YOU HAVE RAID ENVY SIR!”
Progenitor says, “Yes. if I could have worked on graphical muds, I would have done, but back then graphics were not an option.”
Progenitor says, “Besides, I have 2 level 60s on WoW.”
You say, “I have in fact seen the screenshots!”
You say, “I applaud your tenacity.”
You say, “I am level 11.”
Progenitor says, “I don’t have raid envy; raids are not my cup of tea.”
You say, “Care to elaborate?”
Progenitor says, “Level 11 is high enough to get the gist of WoW if you’re a designer.”
You nod your head at Progenitor.
Progenitor says, “I don’t thrill to the prospect of raids.”
Progenitor says, “I don’t even like the general concept.”
Progenitor says, “And since I play on US servers at times when no-one is around, I’m happy to say I don’t get to go on many.”
You say, “Why don’t you like the general concept? Is it coordinating with so many other people or something else?”
Progenitor says, “It’s not the co-ordination, it’s the fact that that’s all there is.”
Progenitor says, “If you wind up doing nothing but raiding, you really aren’t going anywhere.”
You say, “But where else is there to go once you’re level 60 in WoW?”
Progenitor says, “Well nowhere, but that doesn’t mean there couldn’t be somewhere.”
You say, “I see what you mean.”
Progenitor says, “I don’t want to come over as a critic of WoW here, there are some very sweet things in it.”
Progenitor says, “The endgame is satisfying to many people, but I’d rather they had an honourable retirement option available.”
You say, “Could you give me a hypothetical example of what you mean?”
Progenitor says, “OK, well at the moment the top level is 60. I’d like for it to keep accumulating points until you got enough for level 61.”
Progenitor says, “At that point, it would ask you if you wanted to retire with honour. if you said yes, you’d go on the high score list and that would be that, you could come back to chat and stuff but no more achievement-oriented play.”
Progenitor says, “If you said no, you’d carry on as you were.”
You say, “Interesting idea. Have you seen it implemented anywhere?”
Progenitor says, “That would be one way to do it. it’s just a means to allow players to stay indefinitely without feeling the frustration of continual raid.”
Progenitor says, “Not like that, no, but the early MUDs had something similar. even dikus had relevelling.”
Progenitor says, “Although I’m not a fan of relevelling either.”
You say, “Relevelling/remorting is a continuation of gameplay though.”
You say, “Not a retirement option.”
You say, “Do you think people actually WOULD come back and chat much once they retired?”
Progenitor says, “I know, that’s why I’m not a fan, but at least it recognises that there’s an end - it just won’t hand over the ‘you have won’ acknowledgement.”
Progenitor says, “They did with MUD1.”
You say, “It’d be interesting to allow those who have formally retired to come back and chat without paying a subscription fee.”
Progenitor says, “No, you’d make them keep the subscription fee.”
You say, “Hmm. you think people would pay the $15/month to just hang around and chat? Especially when most of their fellow players would likely be oriented on the ‘game’?”
Progenitor says, “Many do, they work on lower-level characters instead of raiding or whatever.”
Progenitor says, “It’s just that eventually they’re going to drift off if their main character is stuck in a rut.”
You say, “What do you think of the idea of allowing the honorable retirement and then scoring players based on how long it took them to get there.”
You say, “Both in terms of how much playing time and how much real time.”
Progenitor says, “I don’t think much of that. People would feel they had to compete to finish as quickly as possible.”
Progenitor says, “The point is that they are acknowledge to have completed it, not that they did it super-fast.”
You say, “Alright, next question:.”
You say, “In 2002, in your Dawn of Time columns on Skotos, you wrote about a system to give mobiles goals in such a way as to create emergent quest possibilities for players.”
You say, “Has anyone ever implemented that as far as you know?”
Progenitor says, “Not as far as I know, although I’ve come across people trying to patent similar ideas for their virtual worlds.”
Progenitor says, “Rather against the spirit of things I thought, but there you go.”
You mutter discontentedly.
You say, “I’m pretty pro-intellectual property rights, but patents are out of hand.”
You say, “Next question relates to the idea in those columns.”
Progenitor says, “Software patents are not a force for good, we don’t have them in Europe.”
You say, “Given that the mass market (ie WoW and Runescape) go almost exactly the opposite way from what you describe (rigid, very simplistic quests), do you see any chance for an increased emphasis on non-combat AI in mainstream MUDs/MMOs in the near future?”
Progenitor says, “I see chance, but not very high.”
Progenitor says, “The thing is, the developers at the moment are following basically 3 approaches.”
Progenitor says, “1) they’re copying WoW.”
Progenitor says, “2) they’re saying they’re not copying WoW but they’re so stuck in the paradigm that they’re copying it anyway.”
Progenitor says, “3) they’re doing something wildly different and hoping for a niche success.”
You say, “Not a pretty picture you paint!”
Progenitor says, “The future lies with 3), but it’s so expensive at the moment to create these games that there’s a danger most of them won’t break even.”
Progenitor says, “I have a better view of the medium term, when the tools become available to create virtual worlds much more easily.”
You say, “But isn’t the problem always the art?”
Progenitor says, “And the art assets reach enough of a critical mass that if you want a model of a 1625 pistol you can find one.”
You say, “But it’s not just finding a model of a 1625 pistol.”
Progenitor says, “There is a problem with the art, yes, especially in getting it to look coherent.”
You say, “It’s finding a model of a 1625 pistol done to the specifications your project needs, in the art style it needs.”
You nod your head at Progenitor.
You say, “That is a toughie.”
Progenitor says, “But if people are creating games just for fun, they won’t care. look at amateur web sites and you’ll see clip art from all over.”
You say, “Sure, I’d agree with that.”
Progenitor says, “If we have clip models as well as clip art, we might get somewhere.”
Progenitor says, “There’ll still be room for the huge virtual worlds, and the professional ones of any size will generally be better.”
Progenitor says, “But we may get some genuinely new ideas, which I find very exciting a possibility.”
You say, “Do you see any virtual worlds today that are doing anything genuinely new?”
Progenitor says, “Then again, being pessimistic, we may find that the concept is diluted so much that 20 years from now people think what we’d now call chatlines are virtual worlds, and wonder why they were ever considered compelling.”
Progenitor says, “Of current virtual worlds, my favourite is EVE in terms of its design.”
Progenitor says, “Present company excepted of course.”
You chuckle long and heartily.
You say, “Eve is pretty interesting, I agree. It seems, at its heart, the most world-y of the graphical worlds.”
Progenitor says, “I like the way it’s engineered, and I like the way it holds true to its philosophy and makes no concessions to anything for convenience.”
Progenitor says, “Yes, and the worldier the better.”
You clap your hands together merrily.
You say, “Agreed!”
Progenitor says, “The thing about being worldly is that if you have a rich enough world then you automatically get a gamey worlds too, if you don’t stand in the way of it.”
Progenitor says, “So paradoxically, if you want a virtual world that’s a good game, you should aim to make it first and foremost a good world.”
You say, “Would you say WoW is first and foremost a good world?”
Progenitor says, “Not first and foremost, no, it’s designed as a game. the world is fairly shallow as worlds go, although it has quite a lot of breadth. it lacks depth though.”
Progenitor says, “Sorry I dropped capitals there, got a tell from someone…”
You say, “What’s your feeling on the idea of a 3d web? Are we heading towards a single, unified, navigable 3d environment ala Snow Crash’s Metaverse?”
Progenitor says, “I don’t want a 3D web if I can’t go into it, but I do want a 3D web if I can go into it (in the sense that I can go into a virtual world).”
Progenitor says, “As for whether it’ll be as in Snow Crash, I sincerely hope not. I don’t want anything that monolithic.”
You say, “So you’d be looking for something more along the lines of connected but independently run 3d web/world-spaces rather than a single one?”
Progenitor says, “A flexible enough protocol should allow people to hook virtual worlds to a 3D web, but it would be purgatory if they were all part of the same world.”
You say, “If they’re all part of the same world, how is it not monolithic like Snow Crash’s metaverse?”
Progenitor says, “You could implement WoW in SL if you wanted, but if you wrote it for SL first you’d be bound by SL’s conventions and you wouldn’t get WoW.”
Progenitor says, “If everything is integrated like that, there’s not so much room for experiment.”
You say, “Do you use Second Life?”
Progenitor says, “Imagine if Achaea were connected even to the other Iron Realms worlds via some portal, so they were all the same metaverse … wouldn’t that diminish them?”
You say, “Actually, to be honest, I think our players would -love- that.”
Progenitor says, “I don’t use SL, no, althoigh I’ve looked at it.”
You say, “It’d also be a rather unique selling point.”
Progenitor says, “Your players would maybe love it, but would your next game be like your existing ones if you knew it was linked to them? wouldn’t the fact it was part of the same world influence what you did in it, in design terms?”
You say, “Well, it’s a difficult question to answer because I have a hard time imagining how it could work in any meaningful way unless characters are set up in ways that allow for equivalency.”
You say, “And that’s too restrictive.”
You say, “So I guess I’ve just answered your question.”
You say, “Yeah, it’d be very restraining.”
Progenitor says, “The Snow Crash version is like that, yes. Any ‘real’ system wouldn’t be that restricted though.”
Progenitor says, “If there were some common client, then I suppose you could make each player decide whether they wanted to display the model that the other players wanted you to see or your own version.”
Progenitor says, “So even if someone had a blue fishy thing as their avatar, when they entered your LotR world you’d see them as an orc (although they’d see themselves as a blue fishy thing).”
You say, “Wouldn’t a common client enforce its own conventions and restraints?”
Progenitor says, “It would, yes, of course, although a well-designed one could allow for some customisability.”
Progenitor says, “After all, telnet works for Achaea and MUD2 and every other text game without making us all have the same characters in them.”
You say, “That’s true, but it’s also extremely restrictive.”
You say, “For instance, we’re not going to be doing graphics over telnet any time soon.”
Progenitor says, “Some client packages might allow for a certain degree of interoperability between like-minded virtual worlds.”
You say, “Aside from ascii graphics of course.”
Progenitor says, “Correct, but as a subset of what’s possible it works well.”
Progenitor says, “We may see some of the Wii games have transportable characters, they seem to think that’s a good selling point.”
You ponder the situation.
You say, “I can’t decide if that’s a selling point for me or not.”
You say, “I suppose it would depend on how its implemented.”
Progenitor says, “I suspect it depends on the game, and whether the character.”
You say, “I like keeping a common identity, at least, ala Xbox Live.”
You say, “A meta-identity I suppose.”
Progenitor says, “Whether the characters are characters, with substance, or just avatars with a look.”
You say, “Ahh, I see what you mean.”
You say, “So what’s your opinion on the future of text MUDs?”
You say, “Do they have one? I, of course, am biased.
”
Progenitor says, “Setting up a game so you’re shooting your teachers instead of regular monsters is going to amuse some people.”
Progenitor says, “The future of text MUDs is there, in that they have a future.”
Progenitor says, “Because if they’re still around now, they’ll still be around in future.”
Progenitor says, “Their main problem is getting newbies.”
You say, “Tell me about it!”
You say, “What we find is that we can get a lot of new people coming to our site.”
You say, “And they click ‘play now’”
You say, “Which brings up our pretty Nexus client.”
Progenitor says, “If you can get someone to play one for an hour, you’ve got them indefinitely.”
You say, “But as soon as character creation, which has pretty art, etc is finished and they’re dropped into a text environment.”
You say, “We lose most of them.”
You say, “That hour is tough.”
Progenitor says, “Yes, and there’s no way round it.”
Progenitor says, “They come with preconceptions, and you need them to be able to break through those.”
You say, “No, there’s really not. The interface is simply unfamiliar to most people.”
Progenitor says, “They’ll want VoIP next.”
You say, “Actually, that is another of my questions.”
You say, “What’s your personal opinion on tying voice communication to worlds?”
Progenitor says, “It depends on the virtual world.”
Progenitor says, “In general, though, I don’t think it’s advanced enough yet.”
You say, “What’s the minimum ‘feature set’ for voice communication that’s required to get there?”
Progenitor says, “I’d have no issue with it if it all went through the central server.”
You say, “Oh?”
Progenitor says, “And the voice you heard was auto-generated to be in keeping with your character.”
Progenitor says, “Well what I’d like is for me to be able to say something and for it to be converted into phonemes.”
You say, “Right. It’s a breaking of the magic circle thing?”
Progenitor says, “Or for me just to type it, if I’m in a house where people can hear me speak.”
Progenitor says, “And then for the phonemes to be reproduced either as words in an elven accent or as text.”
Progenitor says, “Or whatever.”
Progenitor says, “So you can’t tell I’m English, let alone that I’m not really an elf.”
You say, “I don’t know much about the state of the art regarding that right now, but wouldn’t inflection be pretty tough to get right from typed input?”
Progenitor says, “It’s not quite the magic circle, no, it’s an immersion thing.”
You say, “I’d love to talk like a stereotypical gruff dwarf.”
You say, “I can see the appeal.”
Progenitor says, “It would be hard to get right; you only have to listen to voice mails reporting text messages to see where we are at the moment.”
You say, “Right. Not very far.”
You say, “Too bad. That sounds like great fun.”
Progenitor says, “Once we have that, which may be some time away, we can have sound that’s in keeping with the virtual world instead of bringing in Reality.”
You say, “Speaking of that, do you see getting other senses besides sight and sound involved as critical to the development of virtual worlds at all?”
Progenitor says, “Yes, but people are jumping the gun. now if I play any of my female WoW characters, it breaks the illusion (even though people know I’m a guy in RL).”
You say, “So you don’t like using voice chat now then.”
Progenitor says, “Well all the senses are involved in textual worlds.”
You say, “Hmm. Really?”
Progenitor says, “I don’t like using voice chat because if I were using it right now you’d have heard me talking to my daughter who just came in and asked me some questions.”
Progenitor says, “Yes, in textual worlds I can smell things, hear things, feel warmth, see magnificent vistas…”
Progenitor says, “So can anyone who releases their imagination.”
You say, “Couldn’t the same be said for a graphical world?”
Progenitor says, “In graphical worlds, you have to rely on someone else’s interpetation.”
You say, “Might not your mind add the missing senses to the graphical world picture as well though?”
You say, “For instance, standing on a beach in WoW and imagining the smell of the sea?”
Progenitor says, “It might if they were suggested through the graphics, but they’re not.”
You say, “The sea lapping at your feet isn’t suggestive of the smell of the sea?”
Progenitor says, “Have you looked at the sea in WoW? It doesn’t lap at all, it’s basically a plane.”
You say, “Ok, fair enough, it doesn’t really lap. It kind of gives the impression of lapping.”
You say, “Let’s say the graphics were better.”
You say, “And the sea DID lap.”
Progenitor says, “If you go to the sea in WoW and think ‘I can imagine the smell of the sea’ then yes, you can do that.”
You say, “I know I can’t.”
Progenitor says, “In a textual world, you don’t have to think it, because you’re told the sea is salty and fresh.”
Progenitor says, “It’s part of the description, you don’t have to decide to do it yourself.”
You say, “Right.”
You say, “I wonder, anything to be gained in just sending sensory messages to players in a graphical world?”
Progenitor says, “A skillful author can get all those things in place and deliver a compelling experience.”
You say, “Like, you’re standing on the beach, and WoW tells you, “The salty sea air tingles in your nostrils.”"
Progenitor says, “Well they’d have to read the messages.”
Progenitor says, “Which means taking their eyes off the scene, or putting the text on the scene.”
You say, “Which takes them away from the immersion of the picture.”
You say, “Right.”
Progenitor says, “Yes. once people got used to the convention it could work, but you’d have to make sure you didn’t lose any of them while they got used to it.”
You say, “Ok, well, I’ve taken up a lot of your time, so I’ll just ask one more question.”
You say, “But first, let me just put on my pimp hat.”
You are now wearing a wide-brimmed hat with purple zebra stripes.
Progenitor says, “Hey, red felt, I like it.”
You say, “Your book, Designing Virtual Worlds, is a fantastic tome on virtual world design. It is a crime that it has not been read by more people.”
You say, “What do you think should be done to those who have not read it?”
Progenitor says, “Not having read it is punishment enough.”
You say, “You’re right. Poor bastards.”
Progenitor says, “Seriously though, if people want to read it it’s getting quite hard to obtain a copy.”
You say, “Really?”
You say, “Amazon doesn’t have it?”
Progenitor says, “They haven’t been printing new ones, and Amazon is patchy.”
Progenitor says, “Which is normally not so bad but if a class of 50 want one…”
You say, “Hrm, that is really unfortunate. That book needs to stay in print.”
Progenitor says, “I intend to write a follow-up sometime, maybe that will fare better.”
You say, “Oh? What will the follow-up cover?”
Progenitor says, “Of course, you could write one yourself.”
Progenitor says, “The reason I haven’t started the follow-up is because I’d build it around my upcoming degree scheme, Online Games.”
Progenitor says, “And I don’t know for sure what’ll be in that yet.”
You say, “That sounds fantastic. Would that be the first of its kind?”
Progenitor says, “As far as I know.”
Progenitor says, “Starts in 2007, for undergraduates.”
You say, “Very neat.”
You say, “Is it a full degree?”
You say, “Or a course within a degree?”
Progenitor says, “I really must decide what graphical engine to use … yes, full degree.”
Progenitor says, “People will come away with a BSc Online GAmes.”
Progenitor says, “Er Games.”
You say, “Will your Online Games degree include design-side stuff or all technical?”
Progenitor says, “It’ll be more design than technical, I expect, on account of how it takes a couple of years to get students up to speed for programming.”
You say, “True, true.”
Progenitor says, “I’m hoping my students will get placements, but there’s a problem with its being in the UK.”
You say, “Yeah, I can see where that’s an issue.”
Progenitor says, “Because we don’t have any big virtual world developers here.”
You say, “Jagex.”
You say, “But that’s about it.”
Progenitor says, “Although I’m hoping the stuidents will be able to create theior own worlds.”
Progenitor says, “Actually one of my students last year went to work for Jagex.”
You say, “Cool! Goddam Jagex and their enormous success.”
You say, “They make me quite envious. What they’ve done is great.
Progenitor says, “There are some proper companies working on virtual worlds.”
Progenitor says, “Just not as many as in the USA, and they don’t want designers.”
You give a pained sigh.
You say, “That’s annoying. If there’s any kind of ‘game’ that needs a strong designer, it’s a virtual world.”
Progenitor says, “As always, people seem to think that designing a virtual world is nothing different to designing a RTS, so why would they need a specialist?”
Progenitor gives a pained sigh.
You say, “Did you read Rob Pardo’s talk at AGC?”
You say, “Erm, read a transcript of it.”
Progenitor says, “I did, yes.”
You say, “I was pretty impressed by his talk.”
You say, “He really knows what he made.”
You say, “Which is a big compliment in virtual worlds.”
Progenitor says, “I was too. I’d figured out most of what he said from looking at WoW, I was glad to find that I wasn’t deceiving myself.”
Progenitor says, “It’s very classy, I really like the way it works in places.”
Progenitor says, “Your RMT model is much better than theirs[Runescape’s], ie. there isn’t any farming.”
You say, “And I have to go deal with that.”
You say, “Thank you SO much though for this!”
Progenitor says, “Jagex have teams of people who spend their days closing down RMT operations.”
Progenitor says, “My pleasure”.”
Progenitor says, “I figure you could have interviewed yourself and got the same answers, mind you!”
You say, “I will definitely take that as a compliment.”
Progenitor says, “No, it doesn’t feel like we’ve been chatting for 90 minutes at all.”
Progenitor says, “Nice to talk to you - and I was serious about writing your own book, by the way.”
You say, “Really?”
Progenitor says, “I’ll be one of your technical readers, heh.”
You say, “Ooh, if I ever write a book, I’m taking you up on that.”
Progenitor says, “So long as it’s not on gynaecology or something.”
25 comments
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September 22nd, 2006 at 2:41 am
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September 26th, 2006 at 7:37 pm
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September 22nd, 2006 at 7:03 am
Boon
While I am unfamiliar with the kinds of MUD’s your or Dr. Bartle have played, but I remember playing on some Rom 2.4 code bases and even helping add in skills, spells, and zones.
What I still have not figured out is why MMO’s have not looked to add in the ‘remort’ system we had in MUD’s. Instead, we get the raids or create alts system.
What the ‘remort’ system was a way to allow those who had reached the high end game to become a new ‘hero’ or on my server ‘legend’ class. They would be remorted back to level 1 with the new class viewable by those who did the /who command. They would adventure and rebuild their character with new skills and spells that were Legend only.
Now once they reached the high end game, they were slightly more powerful than a non-remort character. Our server had it where a character could remort twice, the next classes were called Immortal classes, and once they reached max level for the 3rd time, they could petition for moderator status of they wanted to continue to play.
September 22nd, 2006 at 2:36 pm
Psychochild
Too much text! My MTV-addled mind can’t handle it. Could you post this as a YouTube video, maybe?
*grin*
September 22nd, 2006 at 10:38 pm
Ashel
Boon: Actually, that system is in Ragnarok Online - Depending on your class choice(s), once you’ve hit 99, you undergo a quest or two and start over again at level 1 with your new ’super-class’.
But, RO has its own other set of problems..
September 25th, 2006 at 5:37 am
DagdaMor
Does Richard still work at Essex Uni? I have been thinking of doing another Degree, and the Online Gaming one sounds interesting.
September 25th, 2006 at 11:44 am
Toscho
Hehe … I have “Designing Virtual Worlds” AND I read it back to front (makes quite a good read actually, next to explaining the concepts). No punishment for me.
Why not give the classes in Brussels Dr. Bartle ? It being the centre *cough* of Europe and all. Next to the UK still being in reach there’s also the German and French Game Developers quite near.
September 25th, 2006 at 12:10 pm
Matt
Yes indeedy DagdaMor, Richard is a professor at Essex: http://www.essex.ac.uk/ese/staff/StaffDetails/bartle.htm
–matt
September 26th, 2006 at 1:51 am
Style
Had a beer with a product manager of a local MMO operator couple of months back, and concensus was that end game content in many games is lacking, if you are not into PvP or Raiding, guesstimated 40-60% of the player base. Remorting (which most graphical MMOs lack) is the cost effective way (due to reused content) of keeping that player segment entertained, as opposed to new content, which is never developed fast enough ( he mentioned that players reach max level in 3 weeks, linger for a few weeks, then quit out of boredom. *shrug*) , or players creating a new alt, which effectively means junking 100s of hours of work on the primary character.
Me wondering the same thing as Boon. Why does MMOs lack remorting? play balance?
September 26th, 2006 at 2:59 am
Style
Me thinks that the possibility that stock art ever fueling a flock of quality fan-made MMOs is pretty low, due to issues including art style, consistancy, general quality, search cost.
Odds are, the next in things/new ideas, will be Korean, driven by independant operators/distributors who has the technical capacity to handle localisation, (and a kick ass marketing director). The goverment support, and competitive local market forces developers to produce innovation to survive, and the US market, starved for something new, will lap up korean games. Me baseing this on the visible boom in Asian comics and anime.
Think that US development cost will either stablise or drop for a while, due to increased outsourcing/china-based development, but that’s only for the companies currently in there. Me thinks that costs in china will have already shot up, and savings from outsourced work will be minimal. Companies setting up development house there later, will be plague by a lack of experienced staff.
Me thinks that odds of ground-breaking innovative US titles are low. Somehow, all the current games (MMOs and Retail) reeks of ‘proven formula’ and ‘design by committee’. Without anything significant happening, odds are produced titles will be status quo.
Doubt that china will produce any hit titles within the next few years, due to experience, but in maybe 4-5 years (2 game cycles @ 2 years each) possibility of local china developers quiting forming their own companies that produce fantastic titles is very high.
*Shrug* my observations, from experience not in games, but in *cough* jewellery.
think that in business, the soup may be different, but the ingredients always remain the same.
September 26th, 2006 at 4:10 am
Style
Final thoughts:) (sorry for multi-post, don’t like to mix different topics)
Me think that one of the biggest hurdle for muds is in navigation. I pursuaded (with lots of begging…) my wife (hard-core gamer, but only for mine-sweeper) to play some 3D games a while back, and interestingly, she got herself disoriented and lost like within a few seconds, and well, quit. Conclusion i got was that navigation in different context/enviroment requires the brain to learn a new set of cues and heuristics.
Now, for achaea/text muds. I remember very clearly buying graph paper, and spending EONS drawing maps and cursing the dog for treating it like exotic delicacies. and subsequently, i figured out how to configure the zMud Automapper, where after, my enjoyment of the game SHOT up. Walking is no longer a chore, no more “There is no exit in that direction” spam.
Me thinks that to have a higher retention, consider the font. current i think is courier. you might want to change it to something friendlier, maybe, comics san, which gives a good casual, friendly, warm feel.
Subsequently you might want to consider having the nexus client display a map that covers maybe 2 rooms in all directions, and doing a pretty tileset for that, as well as channeling the room title and description to a seperate window, and changing the background texture of the room to the room type. (thus, the only scrolling text will be game messages). For the main play window, possibly doing a series of ’sky’ textures that change according to the game time/weather. Well, still no graphical MMOG, but hopefully, it will be prettier.
Pretty is good, ambience/mood/theme is good. Well, good in advertising anyways.
Anyways, not sure how relevant those ideas are, but hope it is helpful, or sparks off better ideas for you.
Lastly, I read the book, very interesting and insightful. If there’s anything i want to complain, is the late nights trying to finish a chapter.
long chapters.
September 26th, 2006 at 6:49 am
Style
Occured to me on the way home, and now crazy with curiousity.
previously the java client does character creation plain, and now with nexus, the creation part is highly spruced up.
If churn is defined as people who quit within x minutes of creating a character/number of characters created, did you get a significantly higher churn after using nexus (expectancy disconfirmation)? roughly the same, or lower churn (power of packaging)?
September 26th, 2006 at 9:16 am
Matt
Christ, Style, that’s a lot of comments!
To comment on your comments a little: We do plan on sprucing up Nexus, in many of the ways you guessed.
We get slightly higher churn with Nexus if you count AFTER creation, but if you count how many people make it to, say, 5 minutes after creation, the number is about the same for Nexus vs. not Nexus.
–matt
September 26th, 2006 at 1:36 pm
Ashel
Just a thought on the font - the problem is that fixed-width font faces are a large part of it. Something like Comic Sans isn’t fixed-width, which would present some.. uh.. interesting issues in most MUDs.
September 26th, 2006 at 1:47 pm
Matt
Yeah, Ashel has the right of it. Tables (the WARES display for instance) don’t display evenly with a variable width font.
September 26th, 2006 at 2:26 pm
Drey
I don’t understand the fascination with remorting; why throw away all that work you did on your character when you can just roll a new one? In the long run it’s not a solution for the “max level players are bored” syndrome.
I’m even less fond of it in any game which has a PVP component, as the remorted classes are presumably more powerful than the non-remort classes (if they’re not, why bother?). This causes imbalance issues; these can be partially addressed by restricting PVP based on mort/remort but in a smaller game that can mean PVP doesn’t occur for certain classes or doesn’t occur as frequently, depending on your mort/remort population balance.
September 26th, 2006 at 3:13 pm
Ashel
In my opinion, (and risking sounding like a fanboy of course
), the best way is to cut back on the absolute overwhelming dominance of levels. In games like WoW, 5-6 levels is huge. In the IRE games, it’s not so massive of a deal as to be completely gamebreaking. Of course, that may also have something to do with the fact that most games tie skills to level, rather than keeping the two linked but still at arm’s length.
The ultimate problem is the ’skill in combat’ factor. In games like WoW, you get mages who can destroy things by hammering their frostbolt macro over and over. While this is easy to grasp, it also serves as an indication as to just how shallow PVP can get in games like that, driving away people who don’t exactly enjoy being killed just because someone can push a button over and over.
On the exact opposite side of the spectrum, you get the IRE games, with combat so complex that while newer people often (try to) participate in it, they’re routinely and easily dealt with. While for some people this instills the will to figure it all out and become awesome, it also tends to deter people as well.
Its a matter of finding a ‘true’ balance - and in cases like this, I’m not so sure an easy balance -can- be reached.
September 26th, 2006 at 3:15 pm
Ashel
I should have specified a bit. The ultimate problem ‘as far as PVP goes’. Blah.
September 26th, 2006 at 11:04 pm
Style
Matt:
Heh, just finished renovations on my new retail outlet, and taking a short break, and finding myself with too much time and too much energy, with no good new games to play.
Ashel:
) with nifty features like Click-buy?
Yea, think lots of tables will look funny. 2 thoughts. first, Nexus is effectively a MMO graphical client. Breaking from the Telnet paradim, tables could always be channeled to a pop-up window (with pretty background textures
secondly, Config option!
Customization/personalisation is a very very VERY strong customer retention strategy. Tiny details may seem to lack any impact, yet as it builds up, it makes other products look/feel …. unpolished. The lack of SCREENWIDTH on some IRE games, is a very good example.
But of corse, with Config, comes the issue of default settings. Split Testing?
Drey:
Remort is cool to some(achievers?), and neutral to others. Doubt if anyone will violently disapproves of it, if play balance is well handled. Its about satisfying the preferences of sub-segments of the clients.
September 27th, 2006 at 3:11 pm
Ashel
The problem with making it a popup window like that is that it would a) probably mess with other client support, and b) mess with player-made files of that sort. With the large amount of custom character content, its very likely it’d be a lot more hassle than the gain would be worth. Of course, thats speculation..
September 27th, 2006 at 6:07 pm
Mike Rozak
I just quickly tried Nexus. My inital comments are:
- Automapping!!!
- Pictures. Races are a priority, then objects, then rooms, then custom PC images.
- Sounds. They are especially handy as audio feedback during combat.
- Nice help UI.
- Dual-monitor support. I added this to my client and it made a HUGE difference to the experience because all the random stuff (like inventory) gets pushed off onto the second monitor. Since 50%+ of all new computers are notebooks, which all have dual-monitor support, a lot of people have the capability. (They don’t know they have the capability though.)
- Voice chat is also nice. (Although contentious, and non-trivial to impliment.)
- Text to speech. (Also contentious.)
November 28th, 2006 at 9:04 am
Marc Fiszman
Hi Matt,
Was looking for a contact form to send you info about an interview we recently conducted with Richard, but couldn’t find one! Hope it’s okay to post info here:
—
Hi,
I’m from Nearthwort Obtain, the multidimensional adventurer’s handbook (http://nearthwort.com). Nearthwort is a new bi-weekly podcast exploring various multidimensional topics. We aim to push multidimensional thought to the masses by making it more entertaining and relevant than the usual presentations.
We’ve just posted a podcast to our site which could be of interest to your visitors. It features an interview with Richard Bartle, inventor of MUD, the first text-based virtual world and direct forerunner to the modern-day MMORPGs such as WoW. Richard shares lots of interesting thoughts on the differences between text- and graphics-based games (mainly WoW).
Link: http://nearthwort.com/2006/11/25/nearthwort-podcast-2-mmorpg-pioneer-richard-bartle/
Thanks for your time,
Marc.