1487858800 Designing Virtual Worlds - Game Design - Books - Books - GameDev.net

Jump to content

Game Development Books

Top Selling Books

  • You cannot edit this book

Designing Virtual Worlds ***--

Designing Virtual Worlds By Richard A. Bartle
Published July 2003
List Price: $49.99, Your Amazon.com Price: $41.64

Amazon.com Sales Rank: 325,627
Availability: Usually ships in 24 hours

Designing Virtual Worlds is the most comprehensive treatment of virtual worlddesign 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 ethicalunderpinnings 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 designconcepts 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 ofDesigning Virtual Worlds.

Similar Books:

Buy it now:



  • You cannot edit this book


Jul 09 2004 05:29 PM
Great thory book. If you want a look inside the heads of players to know what makes them tick, this is your book. The perspective is more from how virtual worlds evolved from MUDs rather than from peer-to-peer hybrids.

Tons of ideas for game play, economics, player retention, you name it.
Dec 25 2005 11:24 AM
This book attempts to cover the growing area of massively multiplayer online gaming from the privileged but sadly often-overlooked position of one who knows that MMORPGs owe much to the text MUDs that came before them. It shows that many of the concepts that are hailed as innovative by MMORPG players today were often showcased in textual online games 10 or 20 years ago, and goes on to show that many other features of text MUDs could - and should - be implemented in the modern graphical games. It also looks critically at why some features do not translate well from text to graphics, and the different considerations a designer must make in each case.

Much of the book is a detailed analysis of each aspect of a virtual world - ways to classify player types, how to model objects and their properties, ethical considerations, skill systems vs. class systems, and so on. Dr Bartle's semi-formal style works well, being neither a lofty pronouncement shouted down from an ivory tower or a populist rant from a jaded and biased player, but a considered middle ground from someone who has 'been there' and hopes to improve the status quo. Most of the observations ring true, and unlike the naive "why don't games just do XYZ?" suggestions that constantly plague online forums, they also carry the weight of practicality. Amusing footnotes make the book a pleasure to read, and also provide many valuable links to external sources for further research.

Where this book falls down however, is where the author lets his personal bias show through. He espouses strong opinions on what virtual worlds actually are and why players enter them, and then continues to use these definitions to refute the opinions of others, as if his assertions were indisputable fact. Another way in which the bias shows is in the amount of detail regarding the various subject areas: fewer than 20 pages are devoted to combat - arguably one of the most important aspects to many world designers - compared to 30 pages on how Gender Studies relates to virtual worlds. In one section, Dr Bartle warns designers of the dangers of 'selective depth', where parts of the game are made to appear too important by the designers having spent too much time adding to detail pertaining to that aspect, neglecting others. It can be argued that he has made this very mistake with this book.

So in summary, if you are looking for a tome that covers all kinds of virtual worlds, and forces you to look at both the deeper and wider issues regarding them, this is the book for you. However, if you are just looking to start up a new MMORPG and wanted some hints on the gameplay detail, this book will still help you, but probably not in the way you had hoped for.