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	<title>Comments on: Richard Bartle Is Irrelevant</title>
	<atom:link href="http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/</link>
	<description>Game design, development, and industry commentary by MMO Game Designer Ryan Shwayder.</description>
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		<title>By: Magister</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78427</link>
		<dc:creator>Magister</dc:creator>
		<pubDate>Thu, 03 Jul 2008 17:49:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78427</guid>
		<description>I was going to disagree with you and say that Richard Bartle is completely relevant, and then I found out that he hasn&#039;t made a full game since 1978 and doesn&#039;t really play MMORPGs. Maybe he doesn&#039;t have a good reason to be talking about them like he is an expert at implementing them, since he hasn&#039;t, but he does have some good theories.</description>
		<content:encoded><![CDATA[<p>I was going to disagree with you and say that Richard Bartle is completely relevant, and then I found out that he hasn&#8217;t made a full game since 1978 and doesn&#8217;t really play MMORPGs. Maybe he doesn&#8217;t have a good reason to be talking about them like he is an expert at implementing them, since he hasn&#8217;t, but he does have some good theories.</p>
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		<title>By: Bryan</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78403</link>
		<dc:creator>Bryan</dc:creator>
		<pubDate>Wed, 02 Jul 2008 17:14:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78403</guid>
		<description>The interesting thing I&#039;ve noticed in all this is that the people arguing that there is a lack of diversity in new games are often clear socializer types, or at least people who very much value the socializer type.  A killer or achiever type doesn&#039;t especially value a diverse community - if anything a community that is all killers/achievers serves to validate their respective accomplishments (boss kills/item acquisition/pvp kills) because everyone around you thinks the new item you got is cool, too.

I&#039;m sure there will be more socializer games, because there is money to be made there, but for a primarily achiever game (like WoW) or killer/achiever game (like WAR), it just isn&#039;t reasonable to expect them to invest valuable resources in stuff that their main player base isn&#039;t going to make great use of.  Development costs enough as is.

I would also like to strongly disagree with Bartle in his assertion that game designers can&#039;t play games because they won&#039;t be interesting or because they&#039;d be biased.  They aren&#039;t interesting for Bartle, which is fine, but in no way deserves to be generalized to designers.  And as a designer, I&#039;ve had no problem designing systems &quot;for&quot; groups of players to which I don&#039;t belong - as long as you can keep it in mind that your task as a designer is to make a game that is fun for its audience rather than fun for you (it can be both, and indeed the more players who will enjoy it the better) you can do your job well.</description>
		<content:encoded><![CDATA[<p>The interesting thing I&#8217;ve noticed in all this is that the people arguing that there is a lack of diversity in new games are often clear socializer types, or at least people who very much value the socializer type.  A killer or achiever type doesn&#8217;t especially value a diverse community &#8211; if anything a community that is all killers/achievers serves to validate their respective accomplishments (boss kills/item acquisition/pvp kills) because everyone around you thinks the new item you got is cool, too.</p>
<p>I&#8217;m sure there will be more socializer games, because there is money to be made there, but for a primarily achiever game (like WoW) or killer/achiever game (like WAR), it just isn&#8217;t reasonable to expect them to invest valuable resources in stuff that their main player base isn&#8217;t going to make great use of.  Development costs enough as is.</p>
<p>I would also like to strongly disagree with Bartle in his assertion that game designers can&#8217;t play games because they won&#8217;t be interesting or because they&#8217;d be biased.  They aren&#8217;t interesting for Bartle, which is fine, but in no way deserves to be generalized to designers.  And as a designer, I&#8217;ve had no problem designing systems &#8220;for&#8221; groups of players to which I don&#8217;t belong &#8211; as long as you can keep it in mind that your task as a designer is to make a game that is fun for its audience rather than fun for you (it can be both, and indeed the more players who will enjoy it the better) you can do your job well.</p>
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		<title>By: Wolfshead Online &#187; Blog Archive &#187; Raph Koster on the Bartle Controversy</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78390</link>
		<dc:creator>Wolfshead Online &#187; Blog Archive &#187; Raph Koster on the Bartle Controversy</dc:creator>
		<pubDate>Wed, 02 Jul 2008 09:52:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78390</guid>
		<description>[...] I respectfully disagree with some of what Blackguard and Moorgard have said on this Bartle issue, they have my genuine admiration in that they are a rare [...]</description>
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<p>[...] I respectfully disagree with some of what Blackguard and Moorgard have said on this Bartle issue, they have my genuine admiration in that they are a rare [...]</p>
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		<title>By: Musing on my Topics &#124; Random Battle</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78323</link>
		<dc:creator>Musing on my Topics &#124; Random Battle</dc:creator>
		<pubDate>Sun, 29 Jun 2008 15:25:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78323</guid>
		<description>[...] internal discussion was further prompted by the recent controversy surrounding Richard Bartle. I forget where I read it, but in one of the many discussions about [...]</description>
		<content:encoded><![CDATA[<div style="background-color: #444; color: #ddd; border-color: 1px solid #000; padding: 10px;">
<p>[...] internal discussion was further prompted by the recent controversy surrounding Richard Bartle. I forget where I read it, but in one of the many discussions about [...]</p>
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		<title>By: Wolfe</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78322</link>
		<dc:creator>Wolfe</dc:creator>
		<pubDate>Sun, 29 Jun 2008 09:55:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78322</guid>
		<description>Of course, but the larger populations of the modern mmorpg&#039;s increase the efficiency of the lesson. As Chris Crawford also says in The Dragon speech artists through time has been forced to sacrifice effectiveness for efficiency, even if his Dream was about getting both it appears as if you only can achieve both by first claiming some territory in the market.

If we compare it with music it is as if you need to have a smashing &quot;sound&quot; before your audience even will listen to the full song.

In games it has historically been so difficult to find a popular sound that the one major solution has been to pour money on the problem. This is at least from how I see things one root cause of Mores Wall. ^^

From there on we run into the whole mess with overly large organizations and risk aversion.</description>
		<content:encoded><![CDATA[<p>Of course, but the larger populations of the modern mmorpg&#8217;s increase the efficiency of the lesson. As Chris Crawford also says in The Dragon speech artists through time has been forced to sacrifice effectiveness for efficiency, even if his Dream was about getting both it appears as if you only can achieve both by first claiming some territory in the market.</p>
<p>If we compare it with music it is as if you need to have a smashing &#8220;sound&#8221; before your audience even will listen to the full song.</p>
<p>In games it has historically been so difficult to find a popular sound that the one major solution has been to pour money on the problem. This is at least from how I see things one root cause of Mores Wall. ^^</p>
<p>From there on we run into the whole mess with overly large organizations and risk aversion.</p>
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		<title>By: Raph</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78318</link>
		<dc:creator>Raph</dc:creator>
		<pubDate>Sat, 28 Jun 2008 23:07:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78318</guid>
		<description>&lt;blockquote&gt;WoW does teach you things about the interaction between people.... Such as how to operate a small scale political system with an attached labor economy aka DKP.&lt;/blockquote&gt;

Which,m just to bolster Richard&#039;s point, was totally something you could learn in the MUD days. ;) In fact, muds often had far MORE robust political stuff...</description>
		<content:encoded><![CDATA[<blockquote><p>WoW does teach you things about the interaction between people&#8230;. Such as how to operate a small scale political system with an attached labor economy aka DKP.</p></blockquote>
<p>Which,m just to bolster Richard&#8217;s point, was totally something you could learn in the MUD days. <img src='http://www.nerfbat.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  In fact, muds often had far MORE robust political stuff&#8230;</p>
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		<title>By: Wolfe</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78312</link>
		<dc:creator>Wolfe</dc:creator>
		<pubDate>Sat, 28 Jun 2008 09:53:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78312</guid>
		<description>Is that not the concept of &quot;The Dragon&quot;?

Its beyond reach for almost anyone in the game industry, maybe the CEO&#039;s could reach it but I dont think they normally have the headroom to be strategically artistic. The designers on an mmo appear to be segmented into too small pieces of the puzzle to o a individual level be able to worry about much except fun. 

Reading between the lines of both of them I put up my own interpretation of guiding feedback which basically says: 
 - Work a lot on developing a valuable product vision.</description>
		<content:encoded><![CDATA[<p>Is that not the concept of &#8220;The Dragon&#8221;?</p>
<p>Its beyond reach for almost anyone in the game industry, maybe the CEO&#8217;s could reach it but I dont think they normally have the headroom to be strategically artistic. The designers on an mmo appear to be segmented into too small pieces of the puzzle to o a individual level be able to worry about much except fun. </p>
<p>Reading between the lines of both of them I put up my own interpretation of guiding feedback which basically says:<br />
 &#8211; Work a lot on developing a valuable product vision.</p>
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		<title>By: Waldo</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78307</link>
		<dc:creator>Waldo</dc:creator>
		<pubDate>Sat, 28 Jun 2008 04:26:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78307</guid>
		<description>&lt;blockquote&gt;I guess I’m either old or easily charmed by mind opening drugs.&lt;/blockquote&gt;
I like them too but I tire of the negative pessimistic feedback and lack of positive guiding feedback.  It&#039;s like if you&#039;re gonna tell me an idea is bad, you better step up with something that&#039;s better else you&#039;re just a complainer or a trouble maker.</description>
		<content:encoded><![CDATA[<blockquote><p>I guess I’m either old or easily charmed by mind opening drugs.</p></blockquote>
<p>I like them too but I tire of the negative pessimistic feedback and lack of positive guiding feedback.  It&#8217;s like if you&#8217;re gonna tell me an idea is bad, you better step up with something that&#8217;s better else you&#8217;re just a complainer or a trouble maker.</p>
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		<title>By: Wolfe</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78301</link>
		<dc:creator>Wolfe</dc:creator>
		<pubDate>Fri, 27 Jun 2008 23:05:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78301</guid>
		<description>Good point. But I also know there is merit to their arguments. To make a real lot of money from games you need to trick the subconscious mind of your users that what they are doing is worth their time. This goes well beyond &quot;fun&quot; and enters the realm of the human condition in one way or another. 

WoW does teach you things about the interaction between people. (Something which wasnt part of the industry back in Crawford days, altho he does mention mmo&#039;s as some kind of unwiedly beast of products which at that time was outside his definition of game.) However these days you can see people actually learning about things which before the day of the mmo was part of relatively high level academia. Such as how to operate a small scale political system with an attached labor economy aka DKP. You can also if you dare to be brave go against the norm and avoid DKP for an alternative political solution, and most likely fail horribly as your population migrates to a DKP network. Yada yada, everyone here knows this. But maybe dosnt make the connection with the actual value of the message and the profit of the project.

Could we expect the world economy to be better or worse if for example the Bush Administration had spent 5 years before the war in Iraq with running some hardcore guilds in PvP enabled mmorpgs? :P

I&#039;ll put all my bets on the fact that things would be very different if they had, maybe for the worse or the better. (Probably they would have missed out on other important events such as winning the election but in 50 or so years all politicians will have been playing these types of games so the field will be evened out by then.)

Is this line of thought something you would avoid brush against when developing a title, or does it motivate and inspire? At least to me its a type of fundamental inspiration to know that anyone who plays with the game long enough will carry a part of what the game says with them for a very long time. What this message is is the ultimate reason that justifies the product, because without it it will not have much of a chance to make back the money it took to build it in the first place. Somehow there appear to be some developers who get by from a randomly composed message, but thats just because the industry is young still. ^^

I guess I&#039;m either old or easily charmed by mind opening drugs.</description>
		<content:encoded><![CDATA[<p>Good point. But I also know there is merit to their arguments. To make a real lot of money from games you need to trick the subconscious mind of your users that what they are doing is worth their time. This goes well beyond &#8220;fun&#8221; and enters the realm of the human condition in one way or another. </p>
<p>WoW does teach you things about the interaction between people. (Something which wasnt part of the industry back in Crawford days, altho he does mention mmo&#8217;s as some kind of unwiedly beast of products which at that time was outside his definition of game.) However these days you can see people actually learning about things which before the day of the mmo was part of relatively high level academia. Such as how to operate a small scale political system with an attached labor economy aka DKP. You can also if you dare to be brave go against the norm and avoid DKP for an alternative political solution, and most likely fail horribly as your population migrates to a DKP network. Yada yada, everyone here knows this. But maybe dosnt make the connection with the actual value of the message and the profit of the project.</p>
<p>Could we expect the world economy to be better or worse if for example the Bush Administration had spent 5 years before the war in Iraq with running some hardcore guilds in PvP enabled mmorpgs? <img src='http://www.nerfbat.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>I&#8217;ll put all my bets on the fact that things would be very different if they had, maybe for the worse or the better. (Probably they would have missed out on other important events such as winning the election but in 50 or so years all politicians will have been playing these types of games so the field will be evened out by then.)</p>
<p>Is this line of thought something you would avoid brush against when developing a title, or does it motivate and inspire? At least to me its a type of fundamental inspiration to know that anyone who plays with the game long enough will carry a part of what the game says with them for a very long time. What this message is is the ultimate reason that justifies the product, because without it it will not have much of a chance to make back the money it took to build it in the first place. Somehow there appear to be some developers who get by from a randomly composed message, but thats just because the industry is young still. ^^</p>
<p>I guess I&#8217;m either old or easily charmed by mind opening drugs.</p>
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		<title>By: Waldo</title>
		<link>http://www.nerfbat.com/2008/06/24/richard-bartle-is-irrelevant/comment-page-1/#comment-78288</link>
		<dc:creator>Waldo</dc:creator>
		<pubDate>Fri, 27 Jun 2008 18:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=519#comment-78288</guid>
		<description>Actually Crawford and Bartle are sort of birds of a feather IMO.  Apparently very interesting people, real characters, opinionated, and probably exactly who you want to have on a panel to ensure lively discussion.   They are like some kind of drug that really opens your mind, but you&#039;d probably better not operate heavy machinery while taking them.</description>
		<content:encoded><![CDATA[<p>Actually Crawford and Bartle are sort of birds of a feather IMO.  Apparently very interesting people, real characters, opinionated, and probably exactly who you want to have on a panel to ensure lively discussion.   They are like some kind of drug that really opens your mind, but you&#8217;d probably better not operate heavy machinery while taking them.</p>
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