You are being chased by a monster on a MUD. Do you

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Ask a friend for help in killing it?

23.

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Hide somewhere you know the monster won't follow?

Would you rather be:

Wealthy?

Popular?

24.

Which would you enjoy more?

Getting accepted by a clan

Winning a duel with another player 25.

Would you rather receive as a quest reward:

Experience points?

A wand with three charges of a spell that lets you control other players against their will (become a charm person)?

26.

Which is more enjoyable to you?

Killing a big monster

Bragging about it to your friends 27.

On a MUD, would you be more prone to brag about:

How many other players you've killed?

Your equipment?

28.

Do you tend to:

Have items no one else does?

Know things no one else does?

29.

Would you rather:

Become a hero faster than your friends?

Know more secrets than your friends?

30.

[ Team LiB ]

[ Team LiB ]

Bartle Survey Results for Five Leading Games

The tables in this appendix are the Bartle Quotient Survey results for five of the top for-pay PWs. The results were captured on March 4, 2002 at 2:28 p.m. EST.

EverQuest

There are 3,568 people who have selected EverQuest as one of the MUDs they're playing.

The popularity of the combinations is shown in Table C.1.

Table C.1. EQ Player Survey Results

There are 1,861 people who have selected Ultima Online as one of the MUDs they're playing.

The popularity of the combinations is shown in Table C.2.

Table C.2. UO Player Survey Results

Asheron's Call

There are 1,065 people who have selected Asheron's Call as one of the MUDs they're playing.

The popularity of the combinations is shown in Table C.3.

Table C.3. AC Player Survey Results

Dark Age of Camelot

There are 998 people who have selected Dark Age of Camelot as one of the MUDs they're playing.

The popularity of the combinations is shown in Table C.4.

Table C.4. Dark Age of Camelot Player Survey Results

There are 811 people who have selected Anarchy Online as one of the MUDs they're playing.

The popularity of the combinations is shown in Table C.5.

Table C.5. AO Player Survey Results

[ Team LiB ]

[ Team LiB ]

Appendix D. Hearts, Clubs, Diamonds, Spades:

Players Who Suit MUDs

by Richard Bartle (richard@mud.co.uk)[1]

, MUSE Ltd, Colchester, Essex, United Kingdom

[1] This paper is an April 1996 extension of an earlier article, "Who Plays MUDs" (Bartle, 1990a). As a result of this, and of the fact that I am not a trained psychologist, do not expect a conventionally rigorous approach to the subject matter.

Permission to redistribute freely for academic purposes is granted provided that no material changes are made to the text.

Used by permission of Dr. Bartle and The Journal of Virtual Environments (www.brandeis.edu/pubs/jove/).

[ Team LiB ]

[ Team LiB ]

2002 Introduction to the Article by Dr. Bartle

People ought to think about virtual world design.

Well, yes, of course—isn't that obvious? You can't simply sit right down and program, as with regular computer games; to do the job properly, you need a 600-page design document that took a team of people four months to write. How are the designers going to produce one of those if they don't think about it?

Well, by thinking about virtual worlds as if they were computer games. They are not. They are places. Furthermore, they are places inhabited by real, live people.

Traditional computer game design concentrates primarily on technical and gameplay issues; rarely are the people who are going to play the game taken into account. Yes, there are exceptions: Some games aim at a particular demographic (other than the default—computer game designers); some games are tailored to change the gaming experience the more expert a player becomes. Basically, though, the aim is to persuade people to buy the game. What happens after they've bought it isn't really important.

With virtual worlds, it's not so simple. Different types of people will play the game; indeed, for a game to be healthy and keep on growing, a mix of playing styles is essential. They are ongoing products. They are only virtual WORLDS because of interactions between disparate players. If everyone is there for the same experience, it's not a world; it's a game or a chat-line or something else.

Programmers make the environment; people make it a world.

Nowadays, designers of virtual worlds routinely look at the kinds of players they expect (or hope) to attract and what those players will do. Will they spend most of their time battling monsters? Perhaps they'll manufacture goods and form trade networks to sell them?

Maybe they simply like exploring, experiencing the sheer wonder of the world, seeking for it to amaze them at every turn? Or could they devote their time to politics, implementing changes that will tangibly affect all other players? So many people, so much variety!

It wasn't always this way.

When I wrote "Hearts, Clubs, Diamonds, Spades," few designers of virtual worlds gave any thought to how the people who inhabited them would act; those that did chose not to articulate their thoughts in public. As I saw more and more virtual worlds appearing and continual bickering between the proponents of "social" and "game-like" MUDs, it occurred to me that much of what was wrong was that many people lacked a basic understanding of why things in their favorite kind of virtual world were the way that they were. Design was by evolution: Take a working model, change it in some way, and see if the new model is better. The changes weren't entirely blind—the designers had reasons for making them—but, crucially, the effects of earlier designers' decisions were in general a mystery. Why do most virtual worlds organize players by levels, classes, races, and skills? Because the virtual world their designers cut their teeth on did!

My purpose in writing "Hearts, Clubs, Diamonds, Spades" was to make people think about virtual world design. I felt (and still feel) that the observations I was making were essentially sound, but it wouldn't have bothered me if they had been disproved within months; the central point of my article wasn't "this is how people in virtual worlds interact," but "think how people in virtual worlds interact!"

When I wrote it, almost all virtual worlds were text-based MUDs. There were, and remain, several thousand of these in existence, some of which have been running for years. (And by "years," I mean more than 15—how many regular computer games last that long?) Today, however, we also have the large-scale graphical MUDs that Jessica and Bridgette have described in detail elsewhere in this book, which are variously known as "massively multiplayer online role-playing games (MMORPGs)," "persistent worlds (PWs)," and (as I've been calling them here) "virtual worlds." Do the points I raised in my mid-1990s article still hold true?

In essence, yes, they do.

The dynamics do change when there are several thousand people in a virtual world instead of several hundred at most. In particular, players who like to pick on other players can cluster in sufficient numbers that they can hunt in packs, which makes it harder for them to be controlled by guru-types who know all the answers but are individualistic. However, the basic relationships are still true: If you have a virtual world with far more socializers than achievers or far more achievers than socializers, you'd better have a host of newbies constantly adding to the pool or you're going to end up with a lump of die-hards and no one else.

Would I change any of the article were I to rewrite it today? Yes, I'd change the designation "killer" to be something else—"busybody" or

"bully," perhaps—anything but "killer!" I've had more grief from that choice of word than everything else in the article combined! If only the temptation to map these players to the suit of clubs hadn't been so seductive....

Am I surprised that my article is still regarded as the first point of entry for anyone wanting to take a serious look at virtual world design?

Well yes, actually I am; not because I believe that what I wrote is untrue, but because when I wrote it I assumed that by now some more apposite model would have superseded it. I remain convinced that this must happen (because research in the field can't remain stuck in 1995 forever!); however, for the moment it does seem to be holding up well.

This isn't to say that there aren't those who regard it as having been discredited. I've engaged in many debates on Usenet and

web-based forums where people have criticized it heavily. The attacks are typically of two kinds: "This article promotes player-killing" and

"You can't make these changes to the virtual world I use." The former is incorrect, in that the article merely predicts what will happen if you have no, some, or too much player-on-player activity. The latter is incorrect in theory (all games can be changed if you are prepared to make the effort), but correct in practice (generally, you can't afford to make the effort!).

But ultimately, whether the article is "right" or "wrong" isn't the point. The point is to set you thinking. Look on it as a spark to light the fire of your own imagination and understanding.

And, as always, have fun!

Dr. Richard A. Bartle Colchester, Essex, UK March 17, 2002

[ Team LiB ]

Abstract

Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action vs. interaction, and world-oriented vs. player-oriented. An account of the dynamics of player populations is given in terms of these dimensions, with particular attention to how to promote balance or equilibrium. This analysis also offers an explanation for the labeling of MUDs as being either "social" or "game-like."

[ Team LiB ]

[ Team LiB ]

Preface

Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka, 1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their "players." For the convenience of its readers, this paper continues to view MUDs in this tradition; however, it should be noted that MUDs can be of considerable value in non-game (i.e., "serious") applications (Bruckman, 1994a; Kort, 1991; Bruckman & Resnick, 1993; Curtis & Nichols, 1993; Evard, 1993; Fanderclai, 1995; Riner & Clodius, 1995;

Moock, 1996). Indeed, the thrust of this paper emphasizes those factors which should be borne in mind when attempting to create a stable MUD in general, whatever the application; it is only the terminology which is that of "fun" MUDs, not the subject matter. In any case, even those MUDs that are built, from the ground up, to be absolutely straight are still treated by users as if they were games in some respects, e.g., by choosing whimsical names rather than using their real ones (Roush, 1993).

It is worthwhile considering for a moment whether MUDs (as they are generally played) really are games, or whether they're something else. People have many recreational activities available to them, and perhaps MUDs fit some other category better. Looking up the word

"game" in a dictionary of synonyms (Urdang and Manser, 1980) elicits three related nouns: "pastime," "sport," and "entertainment" (a fourth, "amusement," is the general class of which the others are all examples). So it might be useful to ask "Are MUDs":

Games? Like chess, tennis, AD&D?

Pastimes? Like reading, gardening, cooking?

Sports? Like huntin', shootin', fishin'?

Entertainments? Like nightclubs, TV, concerts?

Or are they a combination of all four? Perhaps individual players even see the same MUD differently from each other.

These questions will be returned to at the end of this paper, along with some proposed answers.

[ Team LiB ]

[ Team LiB ]

A Simple Taxonomy

This work grew out of a long, heated discussion that ran from November 1989 to May 1990 between the wizzes (i.e., highly experienced players of rank wizard or witch) on one particular commercial MUD in the UK (Bartle, 1985). The debate was sparked by the question

"What do people want out of a MUD?" It comprised several hundred bulletin-board postings, some of considerable length, typically concerning what the players liked, what they didn't like, why they played, and changes they would like to see to "improve" the game.

Some 15 individuals took a major part, with perhaps another 15 adding their comments from time to time; this comprised almost the entire set of active wizzes during that period. Although at times the debate became quite intense, never did it lapse into the flaming that typically ends most open-ended, multi-speaker, online discussions.

The fact that the people contributing to this argument were the most advanced players in a MUD that allowed player-killing might, on the face of it, be taken as evidence that they would probably prefer more "game-like" aspects over "social" ones. However, this was not the case: The MUD in question had players of all types in it, even at the wiz level. (Later in this paper, an analysis is given as to how such a MUD can come to be.)

When the participants had finally run out of new things to say, it became time for me (as senior administrator) to summarize. Abstracting the various points that had been raised, a pattern emerged; people habitually found the same kinds of thing about the game "fun," but there were several (four, in fact) sub-groupings into which opinion divided. Most players leaned at least a little to all four, but each tended to have some particular overall preference. The summary was generally well-received by those who had participated in the debate.

Note that although this MUD was one in which player-killing was allowed, the taxonomy that is about to be described does (as will be explained later) apply equally to "social" MUDs. The advice concerning changes which can be made to affect the player make-up of a MUD is, however, less useful to social MUDs, or to ones with a heavy role-playing component. Also, the original discussion concerned only non-administrative aspects of MUDding; people who might play MUDs to learn object-oriented programming, for example, are therefore not addressed by this paper.

The four things that people typically enjoyed personally about MUDs were:

Achievement within the game context.

Players give themselves game-related goals and vigorously set out to achieve them. This usually means accumulating and disposing of large quantities of high-value treasure or cutting a swathe through hordes of mobiles (i.e., monsters built into the virtual world).

Exploration of the game.

Players try to find out as much as they can about the virtual world. Although initially this means mapping its topology (i.e., exploring the MUD's breadth), later it advances to experimentation with its physics (i.e., exploring the MUD's depth).

Socializing with others.

Players use the game's communicative facilities and apply the role-playing that these engender as a context in which to converse (and otherwise interact) with their fellow players.

Imposition upon others.

Players use the tools provided by the game to cause distress to (or, in rare circumstances, to help) other players. Where permitted, this usually involves acquiring some weapon and applying it enthusiastically to the persona of another player in the game world.

So, labeling the four player types abstracted, we get: achievers, explorers, socializers, and killers. An easy way to remember these is to consider suits in a conventional pack of cards: achievers are Diamonds (they're always seeking treasure); explorers are Spades (they dig around for information); socializers are Hearts (they empathize with other players); killers are Clubs (they hit people with them).

Naturally, these areas cross over, and players will often drift between all four, depending on their mood or current playing style. However,

my experience having observed players in the light of this research suggests that many (if not most) players do have a primary style and will only switch to other styles as a (deliberate or subconscious) means to advance their main interest.

Looking at each player type in more detail, then, we could say the following:

Achievers regard points-gathering and rising in levels as their main goals, and all is ultimately subservient to this.

Exploration is necessary only to find new sources of treasure or improved ways of wringing points from it. Socializing is a relaxing method of discovering what other players know about the business of accumulating points, that their knowledge can be applied to the task of gaining riches. Killing is only necessary to eliminate rivals or people who get in the way or to gain vast amounts of points (if points are awarded for killing other players).

Achievers say things like:

"I'm busy."

"Sure, I'll help you. What do I get?"

"So how do YOU kill the dragon, then?"

"Only 4211 points to go!"

Explorers delight in having the game expose its internal machinations to them. They try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features (i.e., bugs) and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it's tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socializing can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old hat. The real fun comes only from discovery and making the most complete set of maps in existence.

Explorers say things like:

"Hmm..."

"You mean you don't know the shortest route from <obscure room 1> to <obscure room 2>?"

"I haven't tried that one; what's it do?"

"Why is it that if you carry the uranium you get radiation sickness, and if you put it in a bag you still get it, but if you put it in a bag and drop it then wait 20 seconds and pick it up again, you don't?"

Socializers are interested in people and what they have to say. The game is merely a backdrop, a common ground where things happen to players. Inter-player relationships are important: empathizing with people, sympathizing, joking, entertaining, listening, even merely observing people play can be rewarding—seeing them grow as individuals, maturing over time. Some exploration may be necessary so as to understand what everyone else is talking about, and points-scoring could be required to gain access to neat communicative spells available only to higher levels (as well as to obtain a certain status in the community). Killing, however, is something only ever to be excused if it's a futile, impulsive act of revenge, perpetrated upon someone who has caused intolerable pain to a dear friend. The only ultimately fulfilling thing is not how to rise levels or kill hapless drips; it's getting to know people, to understand them, and to form beautiful, lasting relationships.

Socializers say things like:

"Hi!"

"Yeah, well, I'm having trouble with my boyfriend."

"What happened? I missed it; I was talking."

"Really? Oh no! Gee, that's terrible! Are you sure? Awful, just awful!"

Killers get their kicks from imposing themselves on others. This may be "nice," i.e., busybody do-gooding, but few people practice such an approach because the rewards (a warm, cozy inner glow, apparently) aren't very substantial. Much more commonly, people attack other players with a view to killing off their personae (hence the name for this style of play). The

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