[MUD-Dev] New Bartle article
John Buehler
johnbue at msn.com
Tue Mar 13 08:39:13 CET 2001
Raph Koster writes:
If we keep going on both posts, I'm gonna merge 'em next time. Too
late to do this time around...
>> An example of this is your own > Ultima Online, where player
>> character killing became an unexpected, > but dominant form of
>> gameplay. The fact that the game is a > multiplayer game is what
>> complicates the task of delivering on the > entertainment that you
>> claim you are providing.
> The entertainment we claim we are providing is that of a multiplayer
> game. Without the complication, our raison d'etre goes away.
An interesting way to turn my statement on its ear. You are not
providing purely a multiplayer game. That may have been a
distinguishing feature, but the game entertainment itself involves far
more than interacting with other players.
>> In a single player game, you have a far greater degree of control
>> over player entertainment and can draw the player in and make thier
>> heart race. That's because you can present the entertainment for
>> that single player and make sure that they aren't disappointed. Or
>> at least it's a heck of a lot easier than with a multiplayer game.
> Curiously, actual play patterns strongly challenge this claim,
> though it seems obvious on the face of it. Players get far more
> emotionally invested in online games. They play them longer. They
> draw players in more. And it seems to happen pretty easily.
Yeah, I'm misstating my point. I'm speaking to the consistent quality
of service of a single player game versus a multi player game. Not
that a single player game is so much better at eliciting emotion. A
single player game is better at presenting the fiction of grand
accomplishments.
>> If you are going to get your players emotionally involved in your
>> game, you had better set VERY clear expectations amongst your
>> players.
> To be frank, I fail to see how we STOP players from being
> emotionally involved in our games.
To use an extreme example, consider the game that is only open for one
hour a day. Or the game that has so many bugs that it's difficult to
develop an emotional connection with other players. I assume that
because it can be done in the extreme, that more subtle means can be
used to disrupt emotional attachments.
>> My personal take on this is to go in the other direction. Let the
>> interactions between players and with the game NOT get the players
>> overly invested in the game experience.
> This is a recipe for no players, is it not? If you are successful,
> you have no emotional attachment. Why would anyone play a game they
> do not care about? Or care very little about? We keep doing things
> that we care about, and we stop doing the things that we do not care
> about.
> OK, so that was a little unfair. You actually said, "overly
> invested." Interestingly, a while back I wrote that "for the love
> of God, we need to stop sanitizing the emotion out of our games." I
> do not regard addiction as being equivalent to emotional
> involvement,so that may be our disconnect.
Yeah, I'm trying to fine tune the words that I use because I'm only
talking about sanitizing the emotion out of the games a bit. You seem
to enjoy the fact that the players can have such strong positive
emotions come out, as with "A Story of a Tree". I dislike the idea
that players can define themselves so strongly in a virtual
environment. In the end, I don't believe that it is fundamentally
healthy to separate the intellectual from the physical. Especially
when the intellectual side is presented via a completely separate
persona. Healthy escapism is one thing. Unrestricted escapism has
such a potential for damage.
>> Keep the experience light.
> I do not see how this directly relates to emotional investment?
Just another attempt at finding words to convey the idea of avoiding
significant emotional investment.
>> Rely on occasional visits by players instead of having them in your
>> game world for 6 hours a day, every day.
> This definitely does NOT relate to emotional investment. I have a
> fair amount emotionally invested in my status and postings on
> mud-dev. I spend less than six hours in a month replying to
> messages. Time != emotional investment.
Your emotional investment is in game design, not just MUD-Dev. And
you pile a ton of time into game design. Further, everything that you
invest in the real world carries over to this context, which is not
the case with game worlds in a fantasy setting.
I submit to you that time is a contributor to emotional investment,
and the more intense the experiences during a given time, the faster
the emotional investment builds up.
>> People are better able to > keep their sense of perspective this
>> way. They won't be as intent on > buying virtual achievements, on
>> powergaming or on being rude or even > abusive to other players.
>> To be cute about it, less is more.
> They also won't be as intent on actually showing up.
Just so long as they pay their bills. :)
But to be a bit more serious about your reply, remember that I'm only
trying to shift the balance points around a little bit. I'm not
trying to produce the game "Watching Grass Grow III". "Now with
Kentucky Blue Grass and improved root simulations!"
JB
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