In the vast landscapes of virtual worlds, one name stands out as a true pioneer and visionary – Richard Bartle. Renowned as the co-creator of the Multi-User Dungeon (MUD), the first multiplayer role-playing game on the Internet, his influence echoes through every MMORPG we explore.
Richard Bartle
But Bartle’s influence extends far beyond MUDs. Delving into the soul of virtual communities, he crafted the influential Player Types Theory. This theory categorises gamers into Achievers, Explorers, Socialisers, and Killers, offering game designers a crucial tool for understanding player motivations and behaviours.
His book Designing Virtual Worlds is considered a foundational text in the field of game design and virtual world development. It not only provides valuable insights into the intricate process of creating engaging virtual environments but also explores various aspects, from player psychology to design principles, presenting a comprehensive framework for aspiring designers and industry professionals.
As a professor of game design, Bartle currently educates future game designers at the University of Essex, cementing his legacy as a continuous source of inspiration in the industry.
So, join us as we embark on a conversation with Richard Bartle, the man who helped forge the virtual worlds we inhabit today. We’ll venture back to the birth of MUD, explore the essence of game design, and rediscover the sheer joy that lies at the heart of every adventurer in the game world.
The Birth of MUD
▮ The Nexus: What was your initial inspiration for MUD, or the virtual world?
Richard Bartle: My family didn’t have much money when I was a child, but I had a happy childhood. My father was a game lover and he always played board games with me and my brother. My mother was very good at telling stories, creating a magical world for us. As I grew older, I noticed things weren’t right. On TV, people were praised for talents lesser than my school friends’. Respect seemed tied to family background, not character. The luxury shown was real for many, but not reflected in my neighbourhood.
I came to a conclusion that the world wasn’t fair.
In 1978, very few people could go to university, especially those from working-class backgrounds. I was very smart, though; I managed to pass my exams and got a place at Essex University. After I got there, I discovered that the students were no different to my regular school friends; they’d simply had opportunities that my friends hadn’t.
Roy and I both found ourselves in a world of injustice. We couldn’t change the world, but we could try to create a better world so we did: with MUD, we aimed to offer an alternative world to the real one.
▮ The Nexus: What were computers and networks like back then? Did specific limitations of the network infrastructure or processing power impact any aspects of your original vision for MUD?
Richard Bartle: Computers were mainframes. The one at Essex University was a DEC system-10, which was a powerful (for the time) computer for scientific use. Few computers were networked, because the Internet wasn’t invented. Fortunately, because of research going on in our department, we did have a connection to ARPAnet (what would eventually become the Internet) – we were one of maybe 4 or 5 universities in the UK with such a connection. Because this was a timesharing system, processing power degraded gracefully, so it wasn’t the limiting factor for us; memory was. We were restricted to 35K of 36-bit words.
The Nexus
This is a map of MUD1 (https://mud.co.uk/richard/mud1map.gif)
▮ The Nexus: How did you and Roy Trubshaw create this groundbreaking virtual world? How did you collaborate?
Richard Bartle: One day in October, 1978 at Essex University, Roy Trubshaw was looking for alternatives to inter-process communication calls. While going through a manual, he came across a system call named SETUWP, which allowed write protection of a memory segment on the DEC-10 mainframe. The DEC-10’s memory was divided into high segment (shareable code) and low segment (non-sharable data). SETUWP could allow Roy to make the high segment writeable (to give shareable data). This discovery opened up possibilities for communication between programs.
He decided to create an assembly-language program with code he didn’t want to overwrite, followed by a bunch of zeroes he did want to overwrite. The space occupied by those zeroes would hold data. If two users ran the same program, whatever he overwrote the zeroes with would be visible to both.
Amazingly, this rather experimental program worked perfectly on the first try. Roy named it MUD, short for Multi-User Dungeon.
Roy immediately discarded the first version and started working on MUD version 2. I joined the project soon after. I had played many, many games and had some experience designing them, so I started making what we’d now call “content” for MUD.
Recognizing the limitations of assembly language and the program’s growing complexity, Roy decided to rewrite MUD as version 3 in the high-level systems programming language BCPL. He created MUDDL (MUD Definition Language) to define the virtual world and removed the content-creation part to an offline program called DBASE. DBASE took the MUDDL world description and compiled it into a memory dump file, which allowed us to create content piecemeal while MUD was running. This highly improved the game’s flexibility and content curation.
While making rapid progress on MUD version 3 (which came to be known as MUD1), Roy faced the academic necessity of completing his final-year project. He handed over code ownership of MUD to me. After completing my BSc, I pursued a PhD in Artificial Intelligence and improved MUD1 in my spare time. Eventually, I rewrote the game all over again as version 4, which ended up being called MUD2. This is the current version of the game.
Now there are two versions of it running (http://www.mudii.co.uk/ and http://www.mud2.com), but it’s mainly a museum piece these days. Too few people play textual worlds for it to reach critical mass.
The Nexus
▮ The Nexus: In the early days of MUD development, what specific challenges did you face in terms of game design, and how did you overcome these challenges?
Richard Bartle: When we first introduced the option for characters to come back as new ones after they died, it didn’t really work. Most people just played as themselves instead of getting into role-playing. Realising we needed to encourage a culture of role-playing, I, with a background in role-playing, created a debug character named Polly. I played Polly as a cheerful and lively young woman, to show players that it was not only permissible but actually fun to take on different identities in MUD. This move successfully freed up players to explore different sides of themselves.
Roy and I had also discussed player advancement. We came up with a points system to track players’ growth. Roy proposed it, and was quite amused when I told him that that’s how D&D (Dungeons & Dragons) did it. When it was time to implement the concept, though, I had to do it myself. Drawing ideas from D&D, I introduced the idea of levels. Levels added extra momentum to experience points by setting clear goals. Without levels, going from zero to the maximum points might look daunting, but with levels it was broken into manageable steps. Also, reaching a new level came with rewards such as spell acquisition and stat changes, boosting the sense of achievement when levelling up.
▮ The Nexus: How did MUD capture the attention of players and achieve popularity?
Richard Bartle: It did both by being the first of its kind and being very good. We encouraged others to create their own MUDs (which is why the original MUD was referred to as MUD1 by players, to avoid confusion). We did this not just for the sake of free software, but to give people alternatives to reality. Our goal was to provide more virtual worlds, offering people freedom through diverse gaming experiences. I also put the concept of virtual worlds into the public domain to prevent someone claiming ownership or trying to patent it. Roy and I wanted to keep the idea alive that virtual worlds could give people more freedom and individuality, even if we weren’t there anymore.
▮ The Nexus: What do you think modern game designers could benefit from revisiting the roots of MUDs?
Richard Bartle: They can learn not to have to relearn what we already know. When graphical worlds came out, MUDs were dismissed by some new designers for being irrelevant because they were text; those designers promptly made all the same mistakes early MUD designers made. When VR came out, graphical worlds were dismissed by some new designers for being irrelevant because they were 2D; those designers promptly made all the same mistakes that early graphical-world designers and early MUD designers made. When those of us in the virtual worlds industry saw what basic mistakes were being made by advocates of the Metaverse, it was alarming – predictable, but alarming. They really should have asked some old-timers what to do – and listened to them.
The Nexus
As a Game Designer
▮ The Nexus: Your 1996 paper, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs,” introduced the influential Player Types Theory, categorising gamers into Achievers, Explorers, Socialisers, and Killers. What does this theory actually say? Have you considered expanding the model to encompass new player motivations and behaviours?
Richard Bartle: The theory says that people who play virtual worlds for fun find them fun in different ways. Furthermore, if you design your virtual world so that it appeals only to one type of player, it won’t be a success: you need all types of players, because they interact with one another. The model was refined in 2003 to split the types in two, so there are eight types1 instead of four. This was done to explain why some types (particularly those who like acting on other players) seemed to have very distinct kinds of behaviours and to explain how players progress through types as they play. Ultimately, it explains why people play virtual worlds – but not any other kind of computer game. They may work for other types, but if so I can’t explain why.
There are no other types of players: the theory of player types is exhaustive for people who play virtual worlds for fun. You can subdivide existing types, but there aren’t any extra ones that can be slotted in. If you want to include people who don’t play for fun – gold farmers, journalists, educators, customer service representatives and so on – then player type theory doesn’t apply.
The Nexus
Designing Virtual Worlds
▮ The Nexus: Your book Designing Virtual Worlds is a seminal text, not just for game creators but for anyone interested in building virtual communities, navigating ethical questions, and understanding the complex bond between design and player experience. In 2021, your decision to offer this book2 for free was met with widespread praise and gratitude from the game industry. For new readers, which parts of this book remain relevant and insightful today? Are there specific chapters or ideas that have gained even more importance with time?
Richard Bartle: I don’t think any chapters have gained more importance; most were important then and are important now. It’s quite dated in places, though (remember, it came out before World of Warcraft!) and many of the discussions concern what were issues then that are no longer issues today. Chapter 6, which is to do with how virtual worlds are looked at from different academic disciplines, is very out-of-date now. Thousands of papers have been written on the subject since then.
▮ The Nexus: You previously stated: “The key point of designing a game is that it’s not craft that’s important, it’s art.” Could you elaborate on it?
Richard Bartle: When you design a game, you are saying something to your players. You can say it in a number of ways, but the central one is through gameplay. Gameplay is what games have that nothing else has. If you only wanted to tell a story, you’d write a book or a screenplay. Games tell the players things procedurally, through their systems. Now, if you regard them as purely craft, you get something serviceable but with no message. It’s purely an engineering problem: how to arrange gameplay elements in such a fashion that they work together to meet the project requirements. The resulting game will be soulless, though.
You do need craft, but you also need art: the game designer has a vision that they’re trying to express, and they’re doing it through games because gameplay is the medium they have to use to express their vision. If they could express it some other way – as a painting, or a symphony, or a dance, or a sculpture, or a poem, whatever – then they would. Because they’re trying to say something through their game, they have a consistent, coherent sense of what must and must not be present in its design (which actually makes designing easier, believe it or not). They don’t necessarily know what they’re saying, only that they’re saying it and that it means something. This gives it its soul.
▮ The Nexus: As a game designer, what are some common pitfalls or red flags you see in games, even those that may be commercially successful?
Richard Bartle: People don’t know why they’re designing what they’re designing. They think it’s sufficient to make one that they, personally, will find fun. Players aren’t great at designing games (neither are designers, they’re just orders of magnitude better than players). As a result, we get games that look the same, play the same and have nothing to say. There is room for these games, but there are just so many that they bury the treasure.
▮ The Nexus: Professor Bartle, looking back on your years in game design, how would you say the role and capabilities of AI in games have changed over time? Do you think the rise of large language models like ChatGPT has the potential to further revolutionise AI in games? If so, in what ways might this unfold?
Richard Bartle: I did my PhD in AI back in the 1980s because I wanted intelligent NPCs in virtual worlds, and I’m glad we’re getting closer to seeing that. In the past, AI was always hamstrung by the fact it was slow, but Monte Carlo Tree Search helped speed that up and with AI-as-a-service we’re getting to the stage where sophisticated AI responses of certain kinds are possible in real time (as far as players are concerned). GPT does have potential here, but you have to make sure it’s trained on relevant data. You wouldn’t want to be chatting to a guard in a medieval Fantasy setting and suddenly find the conversation has turned to the merits of various real-world soccer teams.
AI isn’t all good, though. If you think discoverability of your games is hard now, wait until companies are churning out a hundred games a day and putting them on app stores. It would cost them practically nothing to create them, so any income they happen to generate by accident will be pure profit.
▮ The Nexus: What are your thoughts on the current revenue model for games? What do you think can be done to promote fairer and more ethical monetisation practices?
Richard Bartle: It depends on the games and the revenue models. Some are reasonable for some games but not for others. I don’t like pay-to-win in any of its forms. It’s like paying to have heavy weights attached to your competitors in a sprint. As for how to promote fairer and more ethical monetisation practices, well the first thing to do would be to have a fairer revenue distribution. Apple takes 30% of the revenue that any app generates for its platforms, despite contributing nothing to their creation. If developers were allowed to keep more of the money that their own work has made, they wouldn’t have to try to squeeze every last drop of money from their players at the cost of their own integrity.
▮ The Nexus: As a professor who teaches game design, how do you approach teaching students, and what are your primary goals in the educational process?
Richard Bartle: I assume that my students want to be game designers. Most don’t – they either want to be developers (but not designers) or they’re only taking my module to avoid another one that they perceive is harder (until they find out too late it isn’t!). My primary goals are to look for the sparks in the students’ heads and throw petroleum gasoline on them until they burst into flames. A lot of the time, too much fuel for thought can stifle a student’s creativity, but those students weren’t destined to become game designers anyway. For the remainder, they take off and go in whatever direction their creativity takes them – whether game design or something else.
The Nexus
Just for Fun
▮ The Nexus: Could you share some of your earliest memories of playing games and the enjoyment they brought you? Were there specific games or genres that left a lasting impression on you?
Richard Bartle: There were no video games when I was a child. I played board games with my father and brother. Because my dad was a gamer, we used to play two or three board games every weekend, sometimes more. It was through playing board games that I came to understand game mechanics and design clarity, and that games built to a vision were better than ones built to fit some marketing profile. I learned about dominant strategies, feedback loops, kingmaking, chip-taking – all the classic components of gameplay. This just came by osmosis; I didn’t really need to analyse them, and they just came to mind.
The game that probably left the most lasting impression was D&D, which I played a lot when aged 16 - 17. I’d created role-playing games myself before, but they were single-player. D&D was multiplayer, and through it I saw that people could maintain a fictional world together consensually.
▮ The Nexus: From the early days of MUDs to modern games, how do you see the concept of “fun” in games evolving?
Richard Bartle: It hasn’t evolved. People have always found the same things fun and always will. There are changes in what society permits as fun during different eras and in different cultures, but fun is fun. It’s so deeply-rooted in the architecture of our minds that it predates humanity: animals have fun playing; it’s not just a people thing.
▮ The Nexus: What projects are you working on currently, and are there any particular games you find yourself playing and enjoying in your leisure time?
Richard Bartle: I’m currently writing books; I don’t have the time or money to write the games I want to write. I play games every day for several hours (rather than watch TV for several hours like most people do), but I’m a designer, not a player, so I look at the games from a different angle. Designer fun is not player fun. This year, I played several hundred hours in each of Lost Ark, New World and Guild Wars 2, plus many hundreds more hours of single-player games (some old favourites as time-fillers – Football Manager, Civilization IV – and some new ones such as Baldur’s Gate 3). I enjoyed them, but didn’t get the same out of them that players would. It’s like one magician looking at another magician’s trick and appreciating the design and artifice of the trick but not the magic. Designers see the magic of the design, but not the magic of play.
▮ The Nexus: If you have time and money, what kind of game do you want to write?
Richard Bartle: I’d create a graphical MMORPG set in the Cold War of the swinging sixties with espionage as its central theme.
I’d create a graphical MMORPG set in the world of Scheherazade and the 1,001 Nights.
I’d create a graphical MMORPG set on a generational starship in the far future.
I’d create a graphical MMORPG set in a Victorian-era steampunk setting.
I’d create a graphical MMORPG set in a Fantasy world where magic has been industrialised.
There are many, many games I would want to write, but I don’t have the time or money to write any of them.
The Nexus
Notes:
1. In 2003, Richard Bartle refined his Player Types Theory, and split the types in two, so there are eight player types: Achievers (Planner and Opportunist), Explorers(Scientist and Hacker), Socialisers(Networker and Friend) and Killers (Politician and Griefer).
2. In 2021, Richard Bartle released his book Designing Virtual Worlds for free online: https://mud.co.uk/richard/DesigningVirtualWorlds.pdf
Reference:
Wolf, M. J. P. (Ed.). (2021). World-Builders on World-Building: An Exploration of Subcreation. Routledge.
The interview questions are reviewed by Ron Frederick; the interview article is edited by Alex Li.