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	<title>Comments on: Why They Hate Richard Bartle</title>
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	<link>http://www.wolfsheadonline.com/?p=129</link>
	<description>MMORPG design &#38; commentary</description>
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		<title>By: Corruption, Treachery and Deceit at Wikipedia &#124; Wolfshead Online</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7558</link>
		<dc:creator>Corruption, Treachery and Deceit at Wikipedia &#124; Wolfshead Online</dc:creator>
		<pubDate>Tue, 13 Jan 2009 10:32:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7558</guid>
		<description>[...] past year I came to the defense of Richard Bartle despite the calls from some in the MMO blogosphere to marginalize him. I have also [...]</description>
		<content:encoded><![CDATA[<p>[...] past year I came to the defense of Richard Bartle despite the calls from some in the MMO blogosphere to marginalize him. I have also [...]</p>
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		<title>By: Wolfshead</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7486</link>
		<dc:creator>Wolfshead</dc:creator>
		<pubDate>Thu, 27 Nov 2008 01:32:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7486</guid>
		<description>Fellan, thanks for mentioning Darkfall. I&#039;ve been salivating about this virtual world/MMO for a while now. It seems like a very ambitious project. I hope they are a success!  :)</description>
		<content:encoded><![CDATA[<p>Fellan, thanks for mentioning Darkfall. I&#8217;ve been salivating about this virtual world/MMO for a while now. It seems like a very ambitious project. I hope they are a success!  <img src='http://www.wolfsheadonline.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Fellan</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7482</link>
		<dc:creator>Fellan</dc:creator>
		<pubDate>Tue, 25 Nov 2008 03:43:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7482</guid>
		<description>There is one little known MMO in development that seems to be trying to create the virtual world, Darkfall. It looks like it&#039;s finally in beta, so I would recommend keeping an eye on that.</description>
		<content:encoded><![CDATA[<p>There is one little known MMO in development that seems to be trying to create the virtual world, Darkfall. It looks like it&#8217;s finally in beta, so I would recommend keeping an eye on that.</p>
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		<title>By: Tesh</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7059</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Sun, 27 Jul 2008 17:57:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7059</guid>
		<description>My trouble with giving a natural &quot;role&quot; for villains is similar to the deep misgivings I have regarding the Death Knight class over on WoW.  Players who want to be villains shouldn&#039;t be rewarded, or else it reinforces antisocial behavior in-game.  On the other hand, players who just keep getting punished aren&#039;t likely to stick around.  If they do, the game is reinforcing sociopathic and masochistic behavior, which crosses lines of propriety, and may have deleterious influences out of game.

Apparently, Fable was constructed along the lines of &quot;do whatever, live with consequences&quot;... but the dynamic world allowed for serial predators, among other things, and consequences weren&#039;t really enforced.  What responsibility do game designers have to permit things that are not tolerated in real life?  And, what of the consequences?  If someone in-game plays a serial murderer, do we really want that person playing the game?  In Fable, the argument &quot;for&quot; relied on the single player nature of the game.  What of an MMO in a similar boat, then?

A lot of this starts to delve into concepts of justice in the real world, how laws are defined and enforced, and how morals and ethics place bounds on behavior.  Can we make a virtual world as complex and interesting as the real world?  I think it&#039;s possible, given enough effort.  Assuming it&#039;s possible, wouldn&#039;t it approach true reality though, and thereby become just as mundane as the &quot;life&quot; that gamers are trying to escape?

Change the setting and framework, sure, but if people (the game&#039;s laws) still tell you that you can&#039;t just steal and kill with wanton disregard for others, where&#039;s the escapist appeal?  The &quot;rules&quot; are the same in that virtual world, or same enough, so why would people play when they could just live?  As it stands, people play games because they aren&#039;t like reality.  They can be the dude that uses a sword that weighs more than them, or the oversexed vixen (rants for another time).  They can kill animals and bandits and steal their stuff and be praised for it.

That&#039;s what I mean by wanting reality... but not too much reality.  Raph Koster once wrote something along the lines of: &quot; &#039;fun&#039; is experimenting and learning in a safe environment.&quot;  Rules are absolutely necessary for a safe environment.  Put another way, if you know where the fence is, you understand exactly what is and is not allowed, and are extremely free to work within those bounds.  Without bounds and absolute definitions of right and wrong (or allowed and disallowed), literally anything can be justified.

I know, that&#039;s looking at the extreme position, but it&#039;s useful to look at as a way to define what we&#039;re looking for in virtual worlds.  We don&#039;t really want anarchy, and we don&#039;t want mechanics that pay attention to, reinforce, or encourage bad behavior.  Giving players the awesome power to affect the world is a heady rush, but it must be tempered by checks on power, and strict limits to griefing.
...which isn&#039;t to say that I disagree with giving players more choice and freedom, just that there are some very real ramifications for that course of action.  Neither am I disageeing with your comments, I&#039;m just writing more on my thoughts, mostly because this is the first venue I&#039;ve seen take these things seriously.  I&#039;m happy I found this blog.  :D

I&#039;m not sure that the game playing population is mature enough for the sort of freedom we&#039;re talking about.  The industry itself isn&#039;t really mature enough for that sort of thing.  (Using the real definition of &quot;mature&quot;, not the ESRB misnomer.)  We may never know until we try, but if it&#039;s not handled with firm reins, it could get ugly fast, and it could put us the proverbial &quot;two steps back&quot; for the step forward we take into deeper creativity.</description>
		<content:encoded><![CDATA[<p>My trouble with giving a natural &#8220;role&#8221; for villains is similar to the deep misgivings I have regarding the Death Knight class over on WoW.  Players who want to be villains shouldn&#8217;t be rewarded, or else it reinforces antisocial behavior in-game.  On the other hand, players who just keep getting punished aren&#8217;t likely to stick around.  If they do, the game is reinforcing sociopathic and masochistic behavior, which crosses lines of propriety, and may have deleterious influences out of game.</p>
<p>Apparently, Fable was constructed along the lines of &#8220;do whatever, live with consequences&#8221;&#8230; but the dynamic world allowed for serial predators, among other things, and consequences weren&#8217;t really enforced.  What responsibility do game designers have to permit things that are not tolerated in real life?  And, what of the consequences?  If someone in-game plays a serial murderer, do we really want that person playing the game?  In Fable, the argument &#8220;for&#8221; relied on the single player nature of the game.  What of an MMO in a similar boat, then?</p>
<p>A lot of this starts to delve into concepts of justice in the real world, how laws are defined and enforced, and how morals and ethics place bounds on behavior.  Can we make a virtual world as complex and interesting as the real world?  I think it&#8217;s possible, given enough effort.  Assuming it&#8217;s possible, wouldn&#8217;t it approach true reality though, and thereby become just as mundane as the &#8220;life&#8221; that gamers are trying to escape?</p>
<p>Change the setting and framework, sure, but if people (the game&#8217;s laws) still tell you that you can&#8217;t just steal and kill with wanton disregard for others, where&#8217;s the escapist appeal?  The &#8220;rules&#8221; are the same in that virtual world, or same enough, so why would people play when they could just live?  As it stands, people play games because they aren&#8217;t like reality.  They can be the dude that uses a sword that weighs more than them, or the oversexed vixen (rants for another time).  They can kill animals and bandits and steal their stuff and be praised for it.</p>
<p>That&#8217;s what I mean by wanting reality&#8230; but not too much reality.  Raph Koster once wrote something along the lines of: &#8221; &#8216;fun&#8217; is experimenting and learning in a safe environment.&#8221;  Rules are absolutely necessary for a safe environment.  Put another way, if you know where the fence is, you understand exactly what is and is not allowed, and are extremely free to work within those bounds.  Without bounds and absolute definitions of right and wrong (or allowed and disallowed), literally anything can be justified.</p>
<p>I know, that&#8217;s looking at the extreme position, but it&#8217;s useful to look at as a way to define what we&#8217;re looking for in virtual worlds.  We don&#8217;t really want anarchy, and we don&#8217;t want mechanics that pay attention to, reinforce, or encourage bad behavior.  Giving players the awesome power to affect the world is a heady rush, but it must be tempered by checks on power, and strict limits to griefing.<br />
&#8230;which isn&#8217;t to say that I disagree with giving players more choice and freedom, just that there are some very real ramifications for that course of action.  Neither am I disageeing with your comments, I&#8217;m just writing more on my thoughts, mostly because this is the first venue I&#8217;ve seen take these things seriously.  I&#8217;m happy I found this blog.  <img src='http://www.wolfsheadonline.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>I&#8217;m not sure that the game playing population is mature enough for the sort of freedom we&#8217;re talking about.  The industry itself isn&#8217;t really mature enough for that sort of thing.  (Using the real definition of &#8220;mature&#8221;, not the ESRB misnomer.)  We may never know until we try, but if it&#8217;s not handled with firm reins, it could get ugly fast, and it could put us the proverbial &#8220;two steps back&#8221; for the step forward we take into deeper creativity.</p>
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		<title>By: Wolfshead</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7054</link>
		<dc:creator>Wolfshead</dc:creator>
		<pubDate>Sun, 27 Jul 2008 04:15:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7054</guid>
		<description>I am a believer in more freedom then less freedom in MMO&#039;s. As you said I feel that griefers should be punished via in game mechanics. Griefers could perform very useful functions in MMO&#039;s: they could be the outcasts, the brigands, the criminals, the outlaws -- all living on the fringes of society.

The key here is to have consequences for actions. Use the carrot to reward players and use the stick to penalize players. As long as the rules were upfront, fair and universal I think players would flock to a virtual world such as this.

Imagine if a player decides it&#039;s cool to kill a blacksmith in a small town. He goes ahead and kills the blacksmith. Word spreads to the blacksmith guild. Suddenly this player will never be able to buy, sell or repair at any blacksmith again. This player is then forced to go to a renegade blacksmith where the prices are astronomically higher. Trust me, that player will think twice before killing another innocent NPC again.

The result is we&#039;ve achieved a few important things:

&lt;ol&gt;
1) We&#039;ve created a unique groundbreaking world that has consequences (no MMO has a world like this right now)

2) We&#039;ve given players unparalleled freedom to do as he/she wishes (again unheard of except for UO perhaps which was done poorly)

3) We created a vibrant deep world by having those that abide by the law and those that live outside the law&lt;/ol&gt;



I agree with you that the attraction of video games and MMO&#039;s is that they let players live out their fantasies without any real consequences. Still I think there is room in a future MMO for in-game consequences. I&#039;d like to be a part of that world. A play experience without a sense of choice is really not worthwhile game as far as I&#039;m concerned.

Also I completely agree with your observations about people. MMO&#039;s are really only as good as the people in them.

Thanks for your great comments Tesh! I really appreciate your perspective. :)</description>
		<content:encoded><![CDATA[<p>I am a believer in more freedom then less freedom in MMO&#8217;s. As you said I feel that griefers should be punished via in game mechanics. Griefers could perform very useful functions in MMO&#8217;s: they could be the outcasts, the brigands, the criminals, the outlaws &#8212; all living on the fringes of society.</p>
<p>The key here is to have consequences for actions. Use the carrot to reward players and use the stick to penalize players. As long as the rules were upfront, fair and universal I think players would flock to a virtual world such as this.</p>
<p>Imagine if a player decides it&#8217;s cool to kill a blacksmith in a small town. He goes ahead and kills the blacksmith. Word spreads to the blacksmith guild. Suddenly this player will never be able to buy, sell or repair at any blacksmith again. This player is then forced to go to a renegade blacksmith where the prices are astronomically higher. Trust me, that player will think twice before killing another innocent NPC again.</p>
<p>The result is we&#8217;ve achieved a few important things:</p>
<ol>
1) We&#8217;ve created a unique groundbreaking world that has consequences (no MMO has a world like this right now)</p>
<p>2) We&#8217;ve given players unparalleled freedom to do as he/she wishes (again unheard of except for UO perhaps which was done poorly)</p>
<p>3) We created a vibrant deep world by having those that abide by the law and those that live outside the law</ol>
<p>I agree with you that the attraction of video games and MMO&#8217;s is that they let players live out their fantasies without any real consequences. Still I think there is room in a future MMO for in-game consequences. I&#8217;d like to be a part of that world. A play experience without a sense of choice is really not worthwhile game as far as I&#8217;m concerned.</p>
<p>Also I completely agree with your observations about people. MMO&#8217;s are really only as good as the people in them.</p>
<p>Thanks for your great comments Tesh! I really appreciate your perspective. <img src='http://www.wolfsheadonline.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Tesh</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7047</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Sat, 26 Jul 2008 04:15:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7047</guid>
		<description>Forget virtual worlds, I want my blasted hovercar.  It&#039;s 2008 for crying out loud!  At least give me a car that runs on trash and/or solar power.  I&#039;d settle for getting rid of inflation, any more.

Tongue slightly out of cheek, commerce is the antithesis of progress in our world of investors and instant gratification.

I&#039;ve long longed for a real virtual world, with real choices to be made, and perhaps more importantly, real consequences.  If I participate in that world, I want to leave a mark.  If I&#039;m a griefer, I should be punished.

...but therein lies the rub.  The anonymity of the web precludes real consequences.  Also, when people can&#039;t even take responsibility for their real life actions, what impetus is there for living responsibly in a virtual world?  Sure, we as game designers can make vast, interesting worlds, but we as players don&#039;t really want them too real.  We still want our power fantasies, our &quot;life without repercussions&quot;, our holodeck.

Without players stepping up to the responsibility of a true &quot;virtual world&quot;, designers can only go so far.  No, that doesn&#039;t absolve us as designers of the responsibility to push for something better than what exists... but virtual worlds are only going to be as good, interesting, vital, moral, ethical, and relevant as the real people who populate them.</description>
		<content:encoded><![CDATA[<p>Forget virtual worlds, I want my blasted hovercar.  It&#8217;s 2008 for crying out loud!  At least give me a car that runs on trash and/or solar power.  I&#8217;d settle for getting rid of inflation, any more.</p>
<p>Tongue slightly out of cheek, commerce is the antithesis of progress in our world of investors and instant gratification.</p>
<p>I&#8217;ve long longed for a real virtual world, with real choices to be made, and perhaps more importantly, real consequences.  If I participate in that world, I want to leave a mark.  If I&#8217;m a griefer, I should be punished.</p>
<p>&#8230;but therein lies the rub.  The anonymity of the web precludes real consequences.  Also, when people can&#8217;t even take responsibility for their real life actions, what impetus is there for living responsibly in a virtual world?  Sure, we as game designers can make vast, interesting worlds, but we as players don&#8217;t really want them too real.  We still want our power fantasies, our &#8220;life without repercussions&#8221;, our holodeck.</p>
<p>Without players stepping up to the responsibility of a true &#8220;virtual world&#8221;, designers can only go so far.  No, that doesn&#8217;t absolve us as designers of the responsibility to push for something better than what exists&#8230; but virtual worlds are only going to be as good, interesting, vital, moral, ethical, and relevant as the real people who populate them.</p>
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		<title>By: Timesink &#187; Blog Archive &#187; Dead Felsteed.</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-7010</link>
		<dc:creator>Timesink &#187; Blog Archive &#187; Dead Felsteed.</dc:creator>
		<pubDate>Tue, 15 Jul 2008 15:13:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-7010</guid>
		<description>[...] Bartle and the response by the MMORPG community. If you haven&#8217;t been following it there is a good link explaining it better than I ever could. Me doing this post at this date I have sadly missed the [...]</description>
		<content:encoded><![CDATA[<p>[...] Bartle and the response by the MMORPG community. If you haven&#8217;t been following it there is a good link explaining it better than I ever could. Me doing this post at this date I have sadly missed the [...]</p>
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		<title>By: Wolfshead Online &#187; Blog Archive &#187; Raph Koster on the Bartle Controversy</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-6990</link>
		<dc:creator>Wolfshead Online &#187; Blog Archive &#187; Raph Koster on the Bartle Controversy</dc:creator>
		<pubDate>Wed, 02 Jul 2008 09:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-6990</guid>
		<description>[...] Comments       &#171; Why They Hate Richard Bartle [...]</description>
		<content:encoded><![CDATA[<p>[...] Comments       &laquo; Why They Hate Richard Bartle [...]</p>
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		<title>By: This amusing Bartle controversy. &#124; mendax.org</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-6980</link>
		<dc:creator>This amusing Bartle controversy. &#124; mendax.org</dc:creator>
		<pubDate>Thu, 26 Jun 2008 21:04:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-6980</guid>
		<description>[...] good ones, and to that effect, we&#8217;ll take a moment to comment on Wolfshead&#8217;s post on why people hate Bartle, which was pointed out to me by Gwaendar after an exchange over at Blog [...]</description>
		<content:encoded><![CDATA[<p>[...] good ones, and to that effect, we&#8217;ll take a moment to comment on Wolfshead&#8217;s post on why people hate Bartle, which was pointed out to me by Gwaendar after an exchange over at Blog [...]</p>
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		<title>By: Wolfshead</title>
		<link>http://www.wolfsheadonline.com/?p=129&#038;cpage=1#comment-6978</link>
		<dc:creator>Wolfshead</dc:creator>
		<pubDate>Thu, 26 Jun 2008 04:53:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.wolfsheadonline.com/?p=129#comment-6978</guid>
		<description>TickledBlue I think you hit the nail on the head: at least now MMO developers and bloggers are discussing virtual worlds again -- that&#039;s been a very refreshing and positive result of all of this. I would probably agree that Richard Bartle likes to be somewhat controversial but sometimes it takes a kick in the pants to get people to wake up and take notice these days.

Somehow in the past few years as MMO&#039;s have become more mainstream the virtual world concept got forgotten. MMO designers and developers stopped asking the important questions and started using the achievment archetype EQ/WoW model as their template. Hopefully this debate will engender some positive change that we can actually see and experience in the near future!

 -Wolfshead</description>
		<content:encoded><![CDATA[<p>TickledBlue I think you hit the nail on the head: at least now MMO developers and bloggers are discussing virtual worlds again &#8212; that&#8217;s been a very refreshing and positive result of all of this. I would probably agree that Richard Bartle likes to be somewhat controversial but sometimes it takes a kick in the pants to get people to wake up and take notice these days.</p>
<p>Somehow in the past few years as MMO&#8217;s have become more mainstream the virtual world concept got forgotten. MMO designers and developers stopped asking the important questions and started using the achievment archetype EQ/WoW model as their template. Hopefully this debate will engender some positive change that we can actually see and experience in the near future!</p>
<p> -Wolfshead</p>
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