Designing Virtual Worlds 1st Edition
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Richard A. Bartle
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Editorial Reviews
From the Back Cover
Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
About the Author
Richard Allan Bartle, Ph.D., co-wrote the first virtual world, MUD ("Multi-User Dungeon"), in 1978, thus being at the forefront of the online gaming industry from its very inception. A former university lecturer in Artificial Intelligence, he is an influential writer on all aspects of virtual world design and development. As an independent consultant, he has worked with almost every major online gaming company in the U.K. and the U.S. over the past 20 years. Richard lives with his wife, Gail, and their two children, Jennifer and Madeleine, in a village just outside Colchester, England. He works in virtual worlds.
These reviewers contributed their considerable hands-on expertise to the development process for Designing Virtual Worlds. As the book was being written, these dedicated professionals reviewed all the material for technical content, organization, and flow. Their feedback was critical to ensuring that Designing Virtual Worlds fits our readers' need for the highest-quality technical information.
Matt Mihaly is the founding partner, lead designer, and CEO of Achaea LLC. Founded in 1996 in San Francisco, Achaea designs and produces some of the world's most popular and successful commercial text MUDs, including Achaea, Dreams of Divine Lands (http://www.achaea.com), Aetolia, the Midnight Age (http://www.aetolia.com), and Imperian (http://www.imperian.com)―all of which run on Achaea's proprietary network engine, Rapture. Matt graduated from Cornell University in 1994 with a degree in Political Science and is a licensed stockbroker. These experiences have informed his game design tendencies and he is an expert on business models, political systems, and community dynamics in virtual worlds. Along with the inevitable interest in games, he spends his free time pursuing Brazilian jujitsu and kickboxing, cooking, travelling, hiking, kayaking, skiing, and scuba diving.
Damion Schubert has been working in online world design professionally for over seven years. He was originally the lead designer of Meridian 59 (and several expansions), as well as the lead designer for the defunct Ultima Online 2. He has also served as a contractor for such projects as The Sims Online and Kalisto's Highlander Online. Currently Damion is serving as a senior designer at Wolfpack, which shipped Shadowbane in March 2003.
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Product details
- ASIN : 0131018167
- Publisher : New Riders; 1st edition (July 15, 2003)
- Language : English
- Paperback : 768 pages
- ISBN-10 : 9780131018167
- ISBN-13 : 978-0131018167
- Item Weight : 2.71 pounds
- Dimensions : 7.4 x 1.6 x 9.2 inches
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Best Sellers Rank:
#280,409 in Books (See Top 100 in Books)
- #141 in Computer Graphics
- #151 in Game Programming
- #746 in Computer Programming Languages
- Customer Reviews:
Customer reviews
Top reviews from the United States
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I didn't simply believe everything because it was a published book, I beleived it because Richard used examples from real games. With all the experiance Richard has you would expect him to have learnt everything the hard way, he has but he's also smart enough to realise that sometimes you can learn from others mistakes instead of making them yourself.
The book is aimed at the 'Dungeons and Dragons' (and most of his examples are) type of game but there is no reason the information cannot be used in other genres.
The most amusing part is how right he can be.
Richard states that 'you cannot allow players to carry items over from the Beta testing to the online game, even though your players will try to convince you otherwise'; something I didn't really think and didn't really agree with.
My family and I were all about to join 'Pirates of the Caribbean' when it started; when the announcement was made that players form the Beta test would be allowed to keep items my daughters asked what a Beta test was, I explained and now they don't want to play as they consider that to be cheating. We have all decided not to play.
Learn from others (like Richard) or pay the price.
James
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.
Top reviews from other countries
Even for those who are primarily players, not designers, this is a great read. Bartle's often witty and clearly-written text makes the book accessible to those with little technical expertise, and he manages to be both entertaining and informative.
Anyone studying virtual worlds from an academic -- rather than a commercial -- perspective will find chapter 7 ("Towards a Critical Aesthetic") very helpful; Bartle goes through a number of different disciplines (literary theory, psychology, education) and explains how virtual worlds could fit into them.
I'd recommend this as an essential text for anyone involved in designing commercial MMORPGs -- having a good grasp of underlying design concepts is surely worth many times the price of the book. However, it would also be a really interesting read for many players, particularly those with a view towards designing their own games, or those keen to examine virtual worlds in an academic light.
It unlocked a whole new way of thinking for me.
I find myself referring back to it from time to time to refresh some things, as you won't be able to remember everything on all ~705 pages.
This book is NOT a 'How to make an MMO' manual. If you approach it with the "I want to make my own MMO! =D" mindset, you will be disappointed.
It may seem a bit dated considering all of the things that have happened in this field since the book was published, but the concepts and theory are still relevant and applicable today.
The physical book itself is good quality, well bound and easy to read. It is a bit big and bulky, but hey there is a lot of content.
If you are seriously thinking about getting into this field, this is a must read.










