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Posts with tag richard-bartle

The slow demise of virtual tax havens

Filed under: Economy, MMO industry, Opinion, Virtual worlds

Is taxation of commerce in the virtual space inevitable? We've been hearing more and more about this coming out of China, South Korea, and Sweden, but a recent piece on BBC News -- "Slapping a tax on playtime" -- hits a bit closer to home for many of us. Flora Graham, a technology reporter for BBC News, spoke with Professor Edward Castronova of Indiana University, well-known for his research and commentary on virtual economies over the years, and game researcher Dr. Richard Bartle about the impact of taxation on games and virtual worlds.

Castronova points out the idea of taxation of virtual goods exchanged for virtual money, saying, "... it's an extraordinarily dangerous development... It's as if every time I played soccer in my backyard and scored a goal, I would have to pay the government three euros. It takes away from the game's contribution to human happiness."

Continue reading The slow demise of virtual tax havens

World of Warcraft
Behind the Curtain: Too much emotion

Filed under: World of Warcraft, Fantasy, Game mechanics, Opinion, Behind the Curtain

Oh Richard Bartle, you so crazy!

So, the rantings of an out-of-touch academic, desperate to grab attention, or astute observations from a true pioneer of MMOs and virtual worlds? I'll go with the latter – partly because it's true, and partly because I'm scared Dr Bartle might hunt me down and shout at me.

Going by some of the comments I've seen here on Massively and elsewhere in the past couple of days, not everyone agrees with me. That's cool though, it's the Internet, and you have a right to be face-slappingly stupid hold an alternate viewpoint.

Don't worry though, I don't plan on dissecting the good Doctor's words today, not only has that been done to death elsewhere; I simply don't want to. Instead, I'd like to talk briefly about emotion and our emotional investment in MMOs. To be specific, I'd like to talk about emotions which arise moment to moment, as we play.

Continue reading Behind the Curtain: Too much emotion

World of Warcraft
Richard Bartle responds to "torture quest" issue

Filed under: World of Warcraft, Fantasy, Culture, Opinion, Massively meta, Academic

A few days ago we ran a report on Richard Bartle's take on a torture quest in World of Warcraft, the Art of Persuasion. Since then, the discussion has exploded and some have taken Bartle's quotes out of context. Because of this, Bartle has created a follow-up post to clarify some of the points that may have been misinterpreted.

First of all, he's not talking about the Death Knight quest entitled, "How to Win Friends and Influence Enemies." Bartle does realize that Death Knights, while under Arthas's control, were horribly evil and he understand that this quest is necessary to make them look as evil as they are. That quest makes a very strong point that resonates with the storyline of the game.

He is quite aware that Warcraft involves killing, fireballs, destruction, and more killing. He knows there's a "dismiss quest" button at the bottom of the quest window. He is also aware that the game is not real life, it's only a computer game, and does not contain the Geneva Convention. So then, what's all the fuss?

Continue reading Richard Bartle responds to "torture quest" issue

World of Warcraft
Bartle calls Blizzard out on torture quest in Wrath of the Lich King

Filed under: World of Warcraft, Fantasy, Expansions, News items


Richard Bartle, co-creator of the first multi-user dungeon MUD, has expressed his displeasure with Blizzard over a Wrath of the Lich King quest -- titled, "The Art of Persuasion" -- that involves the torture of a character for information. "I'm not at all happy with this. I was expecting for there to be some way to tell the guy who gave you the quest that no, actually I don't want to torture a prisoner, but there didn't seem to be any way to do that." said Bartle on his feelings about the quest. He also said that a player must complete this quest in order to proceed into an instance called Nexus, but those we've spoken to have told us the quest is merely part of a chain that can be completed in the instance.

We mostly feel disappointed in Blizzard, because they've missed an opportunity to make something thought provoking. Players are simply given one option with no real consequence instead of pointing out the cruelty of torture or letting a player decide whether or not to do it and find another way to complete the quest. Beyond even that, this quest does kind of break the lore aspect of being a good guy (Alliance) or a misunderstood good guy (Horde) when you're doing exceptionally evil things.

[via IncGamers]
One of Azeroth's millions of citizens? Check out our ongoing coverage of the World of Warcraft, and be sure to touch base with our sister site WoW Insider for all your Lich King needs!

World of Warcraft
The Best of Massively: Five stories that scandalized you

Filed under: World of Warcraft, Fantasy, Age of Conan, Culture, Warhammer Online

Massively is just a week and a half away from its first birthday, and we're winding our Best of Massively series down in the final days! This week we're listing five stories we wrote that caused a lot of people to get very angry -- sometimes at us, sometimes at game developers or other industry figures, and sometimes at all of the above!

If you have a thick skin for controversy (or if you're drawn to it like a moth to a flame like a lot of us are!), check out the list. Just... let's not let it come to violence, okay?


Today the MUD and the MMO turn 30

Filed under: MMO industry, News items, Opinion, MUDs


Today marks the 30th birthday of the original MUD, created at Essex University by Roy Trubshaw in 1978. We recommend you check out what Richard Bartle -- who worked on later iterations of the project -- has to say about this event, as well as Raph Koster's words on the subject. The question at hand, as presented by Bartle, seems to be: does this matter?

While he is skeptical, we would like to posit that it does matter a great deal -- or at least that it should. Graphics alone shouldn't lead to a strong distinction when the fundamentals are the same, so let's consider the modern MMO to be part of the same tradition as the MUD -- let's say that this is the MMO's 30th birthday too.

Continue reading Today the MUD and the MMO turn 30

The Escapist introduces The Virtual Policy Network

Filed under: Culture, MMO industry, Politics, Legal, Virtual worlds


The Escapist is carrying a deliciously cogent piece from multimedia writer Wendy Despain, tantalizingly entitled Legislating the Virtual World. In it, she introduces The Virtual Policy Network, founded by Ren Reynolds to help governments, universities and businesses mediate their interests in online worlds. The Virtual Policy Network includes such names as Richard Bartle, Mia Consalvo, Randy Farmer, Thomas Malaby, Jessica Mulligan, and David Pullinger. The issues in virtual environments, however, may be at once simpler and more complex than they appear on the surface.

'As an example, consider how landlord laws might apply to virtual worlds. If it's assumed the "residents" are renting their virtual space from the people who make and maintain the game, does banning a player equate to evicting them from an apartment?,' writes Despain, 'Now consider the fact that landlord laws vary from city to city, not just internationally, and you have an idea of how complex a simple account ban can become with a little creative litigation.'

However, we'll defer to the combined wisdom of Belgian surrealist painter Réné Magritte and philosopher, historian, intellectual and sociologist Michel Foucault, who more accurately stated, Ceçi n'est pas une pipe.

Continue reading The Escapist introduces The Virtual Policy Network

World of Warcraft
Can MMOs have political ideologies?

Filed under: Fantasy, Sci-fi, EVE Online, Culture, MMO industry, Opinion, Politics, Academic, Virtual worlds

The Terra Nova blog is known for its in-depth views on virtual worlds and MMOs, with an academic bent. Contributor Nate Combs has provided insightful commentary on EVE Online for Terra Nova in the past, and recently continued on that track by stating, "I wonder whether an MMORPG can have a political ideology, either by design or by accident." There are few massively multiplayer games that such a question could truly apply to -- EVE Online is the most prominent example, largely due to the game's depth.

Combs also wonders if such PvP-centric games and settings encourage militaristic world views, and whether PvE-centric titles (where players don't fight one another, rather are simply rationed loot) are comparable to a Scandinavian welfare model.

Continue reading Can MMOs have political ideologies?

World of Warcraft
Rock, Paper, Shotgun discovers that WoW is a "dirty word"

Filed under: World of Warcraft, Fantasy, Culture, New titles, Warhammer Online

Today we return to a debate that simply will not die. Gaming blog Rock, Paper, Shotgun -- a very smart blog that is a combination of progressive and traditionalist, if that makes any sense at all -- felt the need to defend itself after it previewed Warhammer Online and made numerous comparisons to World of Warcraft. It even inserted a WoW screenshot as a joke.

If you've been following this debate (which already reached a raging napalmic inferno of internet vitriol when Richard Bartle compared the games in an interview with us) then you know that RPS was just asking for trouble. And trouble it got, in the order of more than 200 comments.

The latest development: RPS blogger Alec Meer wrote a personal, diplomatic, and even impassioned post in which he attempted both to defend the comparison and to defend WAR in the face of said comparison. He also tried to explain why the connection infuriates WAR fans so much. The money quote: "Telling a WAR player that his game is similar to WoW is like telling a goth that he's emo." Needless to say, it's worth a read.
Warhammer Online Coverage Did you enjoy this? Make sure to check out all of our previous Warhammer Online features, and don't miss any of our ongoing coverage as Massively goes to WAR!

Richard Bartle laments poor state of game education in the UK

Filed under: Culture, MMO industry, Academic

Richard Bartle -- the man who co-invented MUDs at the University of Essex in 1978 -- described the poor state of game-related academic study and education when speaking at the Edinburgh Interactive Festival a few days ago.

Bartle made a distinction between games-focused training (the acquisition of skills by instruction) and games-focused education (the development of understanding through learning). He said that the United Kingdom's colleges are short on education, even though training is available at some universities.

He noted that symptoms of this problem are already apparent: the academic community, such as it is, has been unable to agree (or even engage in cohesive discourse) about the reasons men and women often play as characters of a different sex than their own in MMOs.

The Daily Grind: What's your Bartle quotient?

Filed under: Culture, Opinion, The Daily Grind

The Bartle Test of Gamer Psychology has long been a staple of the MUD and MMORPG community. We've ever mentioned it here a couple of times.

The Bartle Test (developed by -- you guessed it -- Richard Bartle) is a series of questions the answers to which result in the test-taker's Bartle Quotient. In your Bartle Quotient, you're told how closely you identify with each of four types of MMO gamer pychologies -- Achiever, Explorer, Killer, and Socializer. The final figure is a ranking -- from most dominant to least dominant -- of those types in your own gaming personality. For example, this blogger is an ESKA.

The test has been criticized over the years as an innacurate or insufficient measurement, but it's remained popular nonetheless. Take the test, and tell us where you stand. Do you feel it's accurate? If not, where did it go wrong?

The Daily Grind: What MMOG would you kill off?

Filed under: Opinion, The Daily Grind

Yesterday we asked what deceased MMOG do you miss the most. Let's flip that question around and make it somewhat evil. It could be before the MMOG ever launched essentially erasing it and making it unknown or sometime after it launched. Any MMOG is fair game. What about the reasons for your conclusion. Maybe you played it for hundreds of days on end and that caused a rift in your awesome social life. Perhaps it's the fact that your buddies left you behind and you want to enact revenge to get your old group back. There has to be one MMOG that you don't like, find annoying, whatever the reason. Or maybe you wouldn't pull the plug on any MMOG. That's okay too.

Let's know, and be sure to explain your reasoning for doing so other than "I hate that game" or "I don't care." Example: Richard Bartle would sacrifice World of Warcraft because at one time or still believes the demise would benefit independent MMORPG developers. Please keep the nerd rage at a minimum when explaining why you chose that particular MMOG.

World of Warcraft
Behind the Curtain: Gone for good?

Filed under: World of Warcraft, Fantasy, Sci-fi, Dungeons and Dragons Online, EverQuest, Game mechanics, Opinion, Star Wars Galaxies, Ultima Online, Behind the Curtain

I've been thinking recently about loss. Having been incredibly lucky with my own brush with the possibility of losing my World of Warcraft characters, I got to thinking. Not only about what I would have done if things hadn't worked out for me, but about how loss works in MMOs today.

Last week, Gabriel wrote a fantastic column about item decay in games past, present and future. I've been playing Diablo 2 again lately, for obvious reasons, and I had found myself thinking on the similarities and differences between the durability system in Diablo and WoW.

I've said before that my MMO career started with Star Wars Galaxies, so I don't have the long-term experience many of the other writers here at Massively do. I've never had to worry about making corpse runs in Everquest, or had to concern myself with losing my items in Ultima Online. While Galaxies did have item decay, it wasn't set to a punishing degree – items did wear out eventually, but at a reasonable rate. When an item eventually gave out, you crafted yourself a replacement, or you picked one up from another player. By doing so, you knew you were contributing to the economy, so if you tried hard you could convince yourself that you were actually helping the game.

Continue reading Behind the Curtain: Gone for good?

Koster: MMOs removed more features from MUDs than they added

Filed under: Game mechanics, MMO industry, News items, Opinion

Areae president, MetaPlace developer, and all-around-MMO-authority Raph Koster wrote up a blog post about the influence of MUDs on today's graphical MMOs. The post is part of the broader, cross-blog discussion that began with our interview with Richard Bartle last week. You can read Koster's post in that context if you really want to, but it's interesting on its own.

He started out by saying which MUDs influenced the developers of which early MMOs. For example, LP MUDs had an impact on Ultima Online. Then he named a handful of the best innovations of the modern MMO -- "advanced raiding," instances, improvements to combat via spaciality, etc. After saying all those positive things though, he dropped a bit of a bomb, saying that despite all that, "MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate."

Oh noes! Are the Warhammer Online fans fuming yet? Well, they shouldn't be. "Failure to evolve more radically isn't a flaw," said Koster. He finished up by positing that all the current MMOs "are already Old Guard," and that "the mudder crew is already the Older Guard. So in a sense this is kind of like an argument between art rockers and disco musicians."

Richard Bartle vs Tobold

Filed under: MMO industry, Opinion

Massively's interview with Richard Bartle from last week has caused several tidal waves of opinion over the now-infamous line, "I've already played Warhammer. It was called World of Warcraft." by the father of the genre. MMO bloggers are coming out of the woodwork to give their own opinions on what this means, and how much they agree or disagree with Bartle's statement. Bartle himself has expanded upon that line several times, including an interesting exchange between himself and Tobold over at Tobold's blog.

Whether you agree or disagree with Bartle's statement, the fact is, it has become big news this week. This recent exchange shows that Bartle isn't afraid to make his opinion known, and sees it as something that shouldn't be weighed more heavily than that of the common gamer.

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