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	<title>Comments on: A Chat with Richard Bartle</title>
	<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Tue, 06 Jan 2009 10:30:18 +0000</pubDate>
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		<title>by: Psychochild&#8217;s Blog &#187; Weekend Design Challenge: Biggest challenge</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-27592</link>
		<pubDate>Mon, 13 Aug 2007 06:18:00 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-27592</guid>
					<description>[...] To quote Dr. Bartle from a recent interview (using the appropriate name &quot;Progenitor&quot;): Progenitor says, &quot;The thing is, the developers at the moment are following basically 3 approaches.&quot; Progenitor says, &quot;1) they're copying WoW.&quot; Progenitor says, &quot;2) they're saying they're not copying WoW but they're so stuck in the paradigm that they're copying it anyway.&quot; Progenitor says, &quot;3) they're doing something wildly different and hoping for a niche success.&quot; Progenitor says, &quot;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.&quot; [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] To quote Dr. Bartle from a recent interview (using the appropriate name &#8220;Progenitor&#8221;): Progenitor says, &#8220;The thing is, the developers at the moment are following basically 3 approaches.&#8221; Progenitor says, &#8220;1) they&#8217;re copying WoW.&#8221; Progenitor says, &#8220;2) they&#8217;re saying they&#8217;re not copying WoW but they&#8217;re so stuck in the paradigm that they&#8217;re copying it anyway.&#8221; Progenitor says, &#8220;3) they&#8217;re doing something wildly different and hoping for a niche success.&#8221; Progenitor says, &#8220;The future lies with 3), but it&#8217;s so expensive at the moment to create these games that there&#8217;s a danger most of them won&#8217;t break even.&#8221; [&#8230;]
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		<title>by: Marc Fiszman</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-3003</link>
		<pubDate>Tue, 28 Nov 2006 16:04:57 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-3003</guid>
					<description>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.</description>
		<content:encoded><![CDATA[<p>Hi Matt,</p>
<p>Was looking for a contact form to send you info about an interview we recently conducted with Richard, but couldn&#8217;t find one! Hope it&#8217;s okay to post info here:</p>
<p>&#8212;<br />
Hi,</p>
<p>I&#8217;m from Nearthwort Obtain, the multidimensional adventurer&#8217;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.</p>
<p>We&#8217;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).</p>
<p>Link: <a href='http://nearthwort.com/2006/11/25/nearthwort-podcast-2-mmorpg-pioneer-richard-bartle/' rel='nofollow'>http://nearthwort.com/2006/11/25/nearthwort-podcast-2-mmorpg-pioneer-richard-bartle/</a></p>
<p>Thanks for your time,<br />
Marc.
</p>
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		<title>by: The Void &#187; A meandering chat</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-2301</link>
		<pubDate>Thu, 26 Oct 2006 20:14:07 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-2301</guid>
					<description>[...] An interesting interview. It meanders around many different topics and is generally a fun little read. One (too short) section was:  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.” [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] An interesting interview. It meanders around many different topics and is generally a fun little read. One (too short) section was:  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.” [&#8230;]
</p>
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		<title>by: Mike Rozak</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1698</link>
		<pubDate>Thu, 28 Sep 2006 01:07:59 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1698</guid>
					<description>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.)</description>
		<content:encoded><![CDATA[<p>I just quickly tried Nexus. My inital comments are:</p>
<p>- Automapping!!!</p>
<p>- Pictures. Races are a priority, then objects, then rooms, then custom PC images.</p>
<p>- Sounds. They are especially handy as audio feedback during combat.</p>
<p>- Nice help UI.</p>
<p>- 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&#8217;t know they have the capability though.)</p>
<p>- Voice chat is also nice. (Although contentious, and non-trivial to impliment.)</p>
<p>- Text to speech. (Also contentious.)
</p>
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		<title>by: Ashel</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1689</link>
		<pubDate>Wed, 27 Sep 2006 22:11:15 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1689</guid>
					<description>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..</description>
		<content:encoded><![CDATA[<p>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&#8217;d be a lot more hassle than the gain would be worth. Of course, thats speculation..
</p>
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		<title>by: Style</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1678</link>
		<pubDate>Wed, 27 Sep 2006 06:04:31 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1678</guid>
					<description>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. :P

Ashel:
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 :)) with nifty features like Click-buy?

secondly, Config option! :P 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.</description>
		<content:encoded><![CDATA[<p>Matt:<br />
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. <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Ashel:<br />
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 <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ) with nifty features like Click-buy?</p>
<p>secondly, Config option! <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  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 &#8230;. unpolished. The lack of SCREENWIDTH on some IRE games, is a very good example. </p>
<p>But of corse, with Config, comes the issue of default settings. Split Testing?</p>
<p>Drey:<br />
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.
</p>
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		<title>by: MMODump.com &#187; No Surrender</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1676</link>
		<pubDate>Wed, 27 Sep 2006 02:37:02 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1676</guid>
					<description>[...] Richard in an interview with Matt Mihaly cites EVE&amp;#8217;s design favorably - Richard is Progenitor, he architects the argument in this way: &amp;#8216;I like the way it&amp;#8217;s engineered, and I like the way it holds true to its philosophy and makes no concessions to anything for convenience.&amp;#8217;&amp;#8230; &amp;#8216;Yes, and the worldier the better.&amp;#8217; [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Richard in an interview with Matt Mihaly cites EVE&#8217;s design favorably - Richard is Progenitor, he architects the argument in this way: &lsquo;I like the way it&rsquo;s engineered, and I like the way it holds true to its philosophy and makes no concessions to anything for convenience.&rsquo;&#8230; &lsquo;Yes, and the worldier the better.&rsquo; [&#8230;]
</p>
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		<title>by: Ashel</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1668</link>
		<pubDate>Tue, 26 Sep 2006 22:15:54 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1668</guid>
					<description>I should have specified a bit. The ultimate problem 'as far as PVP goes'. Blah.</description>
		<content:encoded><![CDATA[<p>I should have specified a bit. The ultimate problem &#8216;as far as PVP goes&#8217;. Blah.
</p>
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		<title>by: Ashel</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1667</link>
		<pubDate>Tue, 26 Sep 2006 22:13:41 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1667</guid>
					<description>In my opinion, (and risking sounding like a fanboy of course :P), 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.</description>
		<content:encoded><![CDATA[<p>In my opinion, (and risking sounding like a fanboy of course <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> ), 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&#8217;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&#8217;s length.</p>
<p>The ultimate problem is the &#8217;skill in combat&#8217; 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&#8217;t exactly enjoy being killed just because someone can push a button over and over.</p>
<p>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&#8217;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.</p>
<p>Its a matter of finding a &#8216;true&#8217; balance - and in cases like this, I&#8217;m not so sure an easy balance -can- be reached.
</p>
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		<title>by: Drey</title>
		<link>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1663</link>
		<pubDate>Tue, 26 Sep 2006 21:26:28 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/09/21/a-chat-with-richard-bartle/#comment-1663</guid>
					<description>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 &quot;max level players are bored&quot; 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.</description>
		<content:encoded><![CDATA[<p>I don&#8217;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&#8217;s not a solution for the &#8220;max level players are bored&#8221; syndrome.</p>
<p>I&#8217;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&#8217;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&#8217;t occur for certain classes or doesn&#8217;t occur as frequently, depending on your mort/remort population balance.
</p>
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