Designing Virtual Worlds

2003 book by Richard Bartle From Wikipedia, the free encyclopedia

Designing Virtual Worlds is a book about the practice of virtual world development by Richard Bartle. It has been noted as an authoritative source regarding the history of world-based online games.[1] College courses have been taught using it.[2][3][4][5]

LanguageEnglish
PublisherNew Riders
Quick facts Author, Language ...
Designing Virtual Worlds
AuthorRichard Bartle
LanguageEnglish
GenreNon-fiction
PublisherNew Riders
Publication date
2003
Publication placeUnited States
Media typePrint (Paperback)
Pages741
ISBN0-13-101816-7
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In 2021, the author made the book freely available under a Creative Commons license on his website.[6]

Contents

Designing Virtual Worlds argues that the fundamentals of player relationships to the virtual world and each other are independent of technical issues and are characterized by a blending of online and offline identity.[7] According to the book, it is the designer's role to know what will provide players with a positive game experience,[8] the purpose of virtual worlds is the player's exploration of self,[9] as well as for its expansion of the earlier 4-type Bartle gamer style taxonomy into an 8-type model.[10] The book also focuses on the practicalities of its subject.[11]

Reception

It has been called "the bible of MMORPG design"[12] and spoken of as "excellent",[13] "seminal",[14] "widely read",[15] "the standard text on the subject",[16] "the most comprehensive guide to gaming virtual worlds"[17] and "a foundation text for researchers and developers of virtual worlds"[18] that is "strongly recommended for anyone actually thinking about building one of these places"[19] and "describes the minimum level of competency you should have when discussing design issues for virtual worlds".[20]

A more critical view from Dave Rickey of Skotos.net called it a "must-read" work, but that he found "much that was questionable, incomplete, or just erroneous".[21]

References

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