Adventures As Me


Comment: Why Virtual Worlds are Designed By Newbies

Written 03 Nov 2004
<p>At <a href="http://www.gamasutra.com">Gamasutra</a>, one finds a good article entitled <a href="http://www.gamasutra.com/features/20041103/bartle_pfv.htm"> Why Virtual Worlds are Designed By Newbies - No, Really!</a> . It performs excellent analysis upon the current and future state of virutal worlds  (MUDS, MMORPGs, MMOGs, etc). In short there are four main reasons driving  the design of virtual worlds:</p>
<ol>
<li>Virtual worlds live or die by their ability to attract newbies</li>
<li>Newbies won't play a virtual world that has a major feature they don't like.</li>
<li>Players judge all virtual worlds as a reflection of the one they first got into.</li>
<li>Many players will think some poor design choices are good.</li>
</ol>
<p>Read the entirety of the article for the explanation of the points and continued reasoning, or tirade as he calls it.</p>

One thing I would add: basic economics. All commercial games are developed and guided by the basics of economics. Each must, or at least should, attempt to break even, better, earn a modest profit. There must be enough appeal for both the hardcore gamer and casual gamer to accomplish the economic goal. With current game development costs very high, a wide audience appeal is a necessity.

This necessity can add weight to design decisions. In short, if a design decision can result in a smaller audience, the pressure can be greater to change or drop the decision.

While this current dynamic is in force, the vocal majority, the mis-guided newbies of Mr. Bartle's article, exerts more influence than the hardcore oldies, the minority.

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