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Designing Virtual Worlds is the most comprehensive treatment of virtual world design 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 ethical underpinnings 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 design concepts 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 of Designing Virtual Worlds.
Designing Virtual Worlds is the most comprehensive treatment of virtual world design 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 ethical underpinnings 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 design concepts 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 of Designing Virtual Worlds.
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Even for those who are primarily players, not designers, this is a great read. Bartle's often witty and clearly-written text makes the book accessible to those with little technical expertise, and he manages to be both entertaining and informative.
Anyone studying virtual worlds from an academic -- rather than a commercial -- perspective will find chapter 7 ("Towards a Critical Aesthetic") very helpful; Bartle goes through a number of different disciplines (literary theory, psychology, education) and explains how virtual worlds could fit into them.
I'd recommend this as an essential text for anyone involved in designing commercial MMORPGs -- having a good grasp of underlying design concepts is surely worth many times the price of the book. However, it would also be a really interesting read for many players, particularly those with a view towards designing their own games, or those keen to examine virtual worlds in an academic light.
It's hard to think of anything on the subject that Bartle does not at least touch on (providing extensive, scholarly quality references to a wealth of further on- and offline materials), from the deepest metaphysical philosophy to the daily squabbles between users and administrators on virtual worlds large and small. Bartle does not in general provide cut-and-dried solutions to the world design issues, but he gives an extensive discussion of approaches attempted and how they succeeded and failed.
My only reservation with this otherwise excellent book was that I found some of the discussion a bit overly extensive. I would have preferred a book maybe 200 pages shorter, especially towards the final chapters of the book.
If you're planning on designing a virtual world, buying this book is more than just a good idea: Failing to do so would border on criminal negligence.
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