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17 of 17 people found the following review helpful:
5.0 out of 5 stars A must have for the MUD bookshelf
I've almost finished this book, and I have to say this is one tome that's a critical necessity for designing and implementing MUDs and/or MMORPGs.

There isn't any code, but Mr. Bartle covers the entire spectrum of the online Virtual World from start to finish. The style of the book is very philosophical in nature, discussing and detailing a problem, then...
Published on November 23, 2004 by Jonathan Boeck

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3 of 4 people found the following review helpful:
2.0 out of 5 stars Does not get past anecdotal story-telling
Yes, we get it. Richard Bartle is someone. He's basically for MUDs what Berners-Lee is for the internet. That doesn't make him a good writer, and it certainly doesn't make him a good researcher.

The book sets out to analyse what works and doesn't work in Virtual Worlds. Mind you, it's quite dated from the outset, as it only talks about text-only MUDs from way...
Published 6 months ago by Matthias Schreck


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17 of 17 people found the following review helpful:
5.0 out of 5 stars A must have for the MUD bookshelf, November 23, 2004
By 
Jonathan Boeck "alleyrat001" (Watervliet, NY United States) - See all my reviews
(REAL NAME)   
This review is from: Designing Virtual Worlds (Paperback)
I've almost finished this book, and I have to say this is one tome that's a critical necessity for designing and implementing MUDs and/or MMORPGs.

There isn't any code, but Mr. Bartle covers the entire spectrum of the online Virtual World from start to finish. The style of the book is very philosophical in nature, discussing and detailing a problem, then offering what seems to be all possible solutions... and the problems those solutions are likely to spawn. In the final analysis, you have to make the decision as to which solution you will implement. Some of these decisions are not easy at all.

I'm an experienced MUD player and programmer, and I had my own ideas regarding the direction I wanted to go to create the "ultimate" MUD using my own super-duper ideas. This book uncovered numerous flaws in my design that I had not fully considered, and literallly saved me hundreds of hours in time by detailing WHY my ill-considered ideas would certainly cause the MUD to fail.

Every aspect of VW's are explored in detail from all angles. Sometimes this exploration process made the journey a bit tedious, because I wanted the best solution to the problem being discussed... now... and be done with it.

Unfortunatly, that's not easy to do when you're presented with problems that have no perfect solutions, and the requirement is to make a decision... and live with the consequences. Now or later, you WILL decide how you'll deal with this or that design problem. If you don't sort it out, your MUD will never exist, or it will fail to survive. Mr. Bartle is courteous enough to tell you why.

If you're planning a MUD, you MUST consider all the topics he explores in this book, and begin the difficult process of making your design decisions.

An incomplete list of topics covered: virtual world history, the codebases and how they determine what style of VW is created, how to orgainize the design team and what their responsibilities are, the server and client architecture, the people who are drawn to these VW's, who they are, what they're looking for, their styles of play, the problems some of them cause, player participation in the design and content process, considerations about skills, levels, caps, long term players, newbies, character appearances, groups and clans, combat, crafting, NPC services, the economy, Player killing, Player vs Player, Permanent Death and Non-Permanent death, sociology, psychology, RPG theory, story theory, quests and adventures, geography, aesthetics, ethical considerations such as censorship, allowing virtual children, etc, wizzes, the live team, content, real life religeous conflicts, and finally... addiction, and mental illnesses of some of the players.

Have you considered all angles of all that (and more)?

I am totally, and completely, impressed with the breadth and depth of the coverage of all those and many more topics in this book.

Before you begin the design process, and certainly before you write one line of code, this book must be digested. It'll save you countless hours of work, God knows how many headaches, and will prepare you for the trying journey ahead.

5 stars and a must have for the MUD designer's bookshelf.

- Alleyrat
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20 of 21 people found the following review helpful:
5.0 out of 5 stars The Definitive Book on the Subject, October 14, 2003
By 
"microtherion" (Sim City, CA (Somewhere in the Bay Area)) - See all my reviews
This review is from: Designing Virtual Worlds (Paperback)
This looks like the definitive book on designing virtual worlds, and is likely to stay so for many years. It clearly shows that the author had 25 years of experience--not just as a designer of such worlds, but also as a user--to draw on, while at the same time being sufficiently detached from the industry to be able to offer candid opinions on any subject.

It's hard to think of anything on the subject that Bartle does not at least touch on (providing extensive, scholarly quality references to a wealth of further on- and offline materials), from the deepest metaphysical philosophy to the daily squabbles between users and administrators on virtual worlds large and small. Bartle does not in general provide cut-and-dried solutions to the world design issues, but he gives an extensive discussion of approaches attempted and how they succeeded and failed.

My only reservation with this otherwise excellent book was that I found some of the discussion a bit overly extensive. I would have preferred a book maybe 200 pages shorter, especially towards the final chapters of the book.

If you're planning on designing a virtual world, buying this book is more than just a good idea: Failing to do so would border on criminal negligence.

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7 of 7 people found the following review helpful:
5.0 out of 5 stars Guide to the philosophy and strategy of designing virtual worlds, February 7, 2006
This review is from: Designing Virtual Worlds (Paperback)
To begin with, this book is not a programming book. There is no code, no discussion of VRML, MPEG-4, or X3D. Instead, this book stands back and takes a "big picture" look at the design of a virtual world from the viewpoint of systems engineering, social engineering, philosophy, history, and psychology. Ethical considerations are even tossed in for good measure.
The book starts out with chapters on the history of virtual worlds and the cultural influences that affected their characteristics. Next, there is a fly-over view of the "production line" of building a virtual world. Bartle then turns his attention to the players - who they are, what they want, and how a virtual world can meet their needs. World design is examined from the standpoint of virtual geography, virtual world citizens, and finally the physics required to implement your world. Chapter 5 is about the specific sociology and physiology of the virtual world - skill levels, individual characteristics, how virtual inhabitants divide themselves into groups, combat, and even the meaning of death in the virtual world. The final three chapters are very philisophical in nature. Chapter 6 is basically a liberal arts syllabus through the prism of virtual world design. The last chapter, on ethical considerations, talks about censorship, and also looks at the player as a person and how game playing in virtual worlds can hurt more than help some kinds of people, particularly those prone to addiction.
Bartle's social commentaries may be a bit long-winded for some people, although I found them interesting. Some readers may also be somewhat frustrated by the fact that the book talks more about what can go wrong in the design of a virtual world - overly complex and static story arcs, characters that players do not get invested in, characters in which players get too invested, etc - than what can go right. I really enjoyed the book, mainly because it moves the focus of the potential virtual world designer from the artistic and technical viewpoint to the player's viewpoint - why they plays games, and why a player would pick your game versus someone else's game.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars MUST READ for world designers and developers, November 11, 2003
By 
This review is from: Designing Virtual Worlds (Paperback)
Richard Bartle has an amazing amount of experience in designing and building virtual worlds. This book is a MUST READ for anyone designing a multiplayer on-line game or environment-- everyone from small community MUDs to huge massively-multiplayer systems. I would even suggest it for people writing more traditional multiplayer LAN games.

This is NOT a programming book. You will find very very little information on how to program or develop a world system or the back-end infrastructure. What you will find is page after page of design experince on topics such as virtual world "laws", economies, chracter relations, and player communities. Basically all the stuff after "our world is going to be a fantasy world with humans and elfs and monsters." Most of the information he offers can only come from trial and error-- often very costly trial and error. As he points out, you can patch most code, but you can't patch an economy or a character design flaw.

The book is written in a very relaxed style. It is not an guide on how to build the perfect world. There no perfect answers to most of these problems-- and besides, virtual worlds are SUPPOSED to be different. Rather, the general theme of the book is that if you are going to make decisions, THINK and make INFORMED decisions. This is done through many many discussions, e.g. "If you put this feature into your world, it will likely cause these side effects (bet you didn't think of that!), which have caused these problems for past designers." Reading this book is like sitting down with a bunch of other smart designers and asking "What if we do this?" "What if we try that?" only he has a general idea of most of the answers. At that point you are only left with picking the best set of answers for the world you are designing.

As someone who was professionally involved in building a massively multiplayer game that had a great graphics system and a solid server infrastructure but failed while still in development because of design problems and budgets, I cannot say enough about the value of this book. We would have given thousands for it just a handful of years ago.

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6 of 6 people found the following review helpful:
5.0 out of 5 stars Game theory and design? This is the book you've been looking for!, July 16, 2006
By 
Jon Bitwise "jagged software" (Diamond Springs, California) - See all my reviews
This review is from: Designing Virtual Worlds (Paperback)
You're getting it straight from the horse's mouth since this book is written by the grandfather of the modern MMORPG.
Rest assured - if you are a game designer, developer, or just love reading about game theory, this book is worth every penny.

I have read many other books on the subject and not one of them are packed with as much depth, knowledge, and wisdom. Bartle covers every avenue that a designer needs to consider in order to be successful. This book will help you and your team create an active, emergent virtual world.

As a game developer, I learned many valuable lessons on what made other games lose subscribers, or worse -- catastrophically fail.


Richard Bartle's writing style is very creative and detailed, and like his games, it gives you the 'just one more page' syndrome. For example, in this book it mentions how often a player must be rewarded in order to retain interest. He uses this same technique for writing by giving you something insightful to read atleast every 10 pages.


Bartle has covered all the bases. Designing Virtual Worlds is a great book, very entertaining. I give it 5 out of 5 stars - a must read.

More than 700 well-written pages packed with valuable insights, and it still leaves you begging for more.
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8 of 9 people found the following review helpful:
5.0 out of 5 stars A must-read for world-building of any size, May 13, 2004
By 
John W Pierce (University of California, San Diego) - See all my reviews
This review is from: Designing Virtual Worlds (Paperback)
Over the years, I haven't always fully agreed with Richard Bartle's opinions, but he truly does *THINK* about the issues of world design, and he writes exceptionally well. In this book, he gives an extremely thorough, clear, well-reasoned, entertaining, and succinct analysis of the issues involved, the classes of solutions available for the problems those issues present, and the effects those solutions might have on the resolution of other issues. And he keeps his own ego out of the way: Yes, he tells us what he did, and why, but there's no hint that his way is the only way, or the best way, or the moral way - it's just the way he did it for the reasons he gives, and here are the other possibilities. And it applies as well to a 50-player LPMud or MUSH as it does to a 50,000-player MMORPG - and perhaps more so, since the LP and MUSH players are going to (and should) have higher expectations for their world.
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5 of 5 people found the following review helpful:
5.0 out of 5 stars Player Psychology, December 11, 2003
This review is from: Designing Virtual Worlds (Paperback)
This brings home that its not enough to make a good game, you have to build a community. I would recommend this book not only to aspiring game developers but even to anyone running one of the large online guilds. The details on role-play development are brilliant, and I for one am pleased to see a discussion of role-play ala character immersion, over the diluted belief that any fantasy adventure game is role-playing. With the inconsistent success of role-playing servers on many of the 3D MMORPGs I have new hope that a successful graphical online role-play game can be created.
I like the other reviewer wish I had this book two years ago, would have saved me a great deal of headaches.
Lara
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8 of 11 people found the following review helpful:
5.0 out of 5 stars Massively Multiplayer Design: Soup to Nuts!, July 22, 2003
By 
F. Randall Farmer (Palo Alto, CA United States) - See all my reviews
(REAL NAME)   
This review is from: Designing Virtual Worlds (Paperback)
If you're thinking of creating your first massively multiuser game and you haven't read Bartle's 'Designing Virtual Worlds', you're about to waste millions of dollars making the same mistakes that so many others have made. This book is the history, analysis, textbook, and reference companion for virtual worlds designers.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Designing Virtual Worlds, January 9, 2007
By 
S. Kulkarni (Melbourne, Australia) - See all my reviews
(REAL NAME)   
This review is from: Designing Virtual Worlds (Paperback)
Covers all the aspects of virtual worlds from a psycological perspective; the intentions, the types of virtual worlds.
Doesn't include indepth technology and the development issues related to designing virtual worlds
Good primer on virtual worlds.
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3 of 4 people found the following review helpful:
2.0 out of 5 stars Does not get past anecdotal story-telling, July 2, 2011
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This review is from: Designing Virtual Worlds (Paperback)
Yes, we get it. Richard Bartle is someone. He's basically for MUDs what Berners-Lee is for the internet. That doesn't make him a good writer, and it certainly doesn't make him a good researcher.

The book sets out to analyse what works and doesn't work in Virtual Worlds. Mind you, it's quite dated from the outset, as it only talks about text-only MUDs from way back when. Bartle still makes sweeping claims about the validity of his observations to other game environments. If you have ever played standard games like World of Warcraft, or even go back to Ultima Online, you will realise quite quickly that the same rules really don't apply any more.

I had to fight my way through the whole book because it was part of my research into game theory, and I found it extremely tedious. Bartle continuously portrays himself as the No. 1 expert in the field of Virtual Worlds, but it is plain as day that he's just conveying his own opinions. This becomes painful when he starts talking about the various player types, and how they need to be handled, or how they interact with each other. He fills a large amount of pages with his "observations" which are clearly based on a small pool of anecdotal references.

Unfortunately, when the book came out, it was pretty much the first piece of writing in the field, so lots of over-excited academics took Bartle's player types at face value. Luckily, in recent years, Nick Yee et al. have examined player behaviour in detail and have come up with much better and more accurate models. This shows once again that empirical research comes up with much better results than a self-proclaimed expert who believes he's seen it all.

I only give this book 2 stars because I want to show it some respect for being one of the very early works in this field. However, I do not recommend this book: it's neither informative nor entertaining, there is much better stuff out there.
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Designing Virtual Worlds
Designing Virtual Worlds by Richard A. Bartle (Paperback - July 25, 2003)
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