Richard Allan Bartle (born 10 January 1960) is a British writer, professor and game researcher[1] in the massively multiplayer online game industry.[2][3] He co-created MUD1 (the first MUD) in 1978, and is the author of the 2003 book Designing Virtual Worlds.
Richard Bartle | |
---|---|
Born | Ripon, England | 10 January 1960
Nationality | British |
Occupation(s) | writer, professor, game researcher |
Known for | MUD1 Designing Virtual Worlds |
Spouse | Gail Bartle |
Children | Jennifer Bartle, Madeleine Bartle |
Website | http://mud.co.uk/richard/ |
Life and career
editIn 1988, Bartle received a PhD in artificial intelligence from the University of Essex, where as an undergraduate, he created MUD1 with Roy Trubshaw in 1978.[4]
He lectured at Essex until 1987, when he left to work full-time on MUD (known as MUD2 in its present version). Recently he has returned to the university as a part-time professor and principal teaching fellow in the Department of Computing and Electronic Systems, supervising courses on computer game design as part of the department's degree course on computer game development.[5]
He is a Fellow of the Royal Society of Arts.
In 2003, he wrote Designing Virtual Worlds, a book about the history, ethics, structure, and technology of massively multiplayer games.
Bartle is also a contributing editor to Terra Nova, a collaborative blog that deals with virtual world issues.
Bartle did research on player types of enjoyments in MUDs. In Bartle's analysis, MUD players can be divided into four archetypes: achievers, explorers, socializers and killers.[6] This idea has been adapted into an online test generally referred to as the Bartle Test,[7] which is quite popular, with scores often exchanged on massively multiplayer online games forums and networking sites.[8]
Personal life
editc. 2003, Bartle was reported as living in a village near Colchester, England, with his wife Gail and their two children Jennifer and Madeleine. [9]
Bartle is an atheist and a patron of Humanists UK.[10][11]
Awards
edit- International Game Developers Association "First Penguin Award" (now called "The Pioneer Award"), at the 2005 Game Developers Choice Awards, for his part in creating the first MUD.[12]
- Game Developers Choice Online "The Online Game Legend Award", at the 2010 Game Developers Choice Awards[13]
Works
editGames
edit- Spellbinder, 1977, a paper-and-pencil game also known as Waving Hands, first described in Bartle's fanzine Sauce of the Nile[14][15]
- MUD1, 1978, with Roy Trubshaw
- MUD2, 1980, based on MUD1
- Spunky Princess, 2015, based on wap[16]
Spellbinder
editSpellbinder (also known as Waving Hands) is a simultaneous 1977 paper-and-pencil game by Bartle and first published in his fanzine, Sauce of the Nile. It has since been re-created in a variety of formats, including software for the X Window System, play-by-email, Java applet, Android application, and web-based.
Two or more players take the role of wizards, and the object of the game is to be the last wizard standing. Wizards can cast spells at other wizards, themselves, or summoned monsters. These spells are cast through gestures: each turn, the player chooses two gestures, one for each hand, from clap (C), wave (W), snap (S), wriggle fingers (F), proffered palm (P) and digit point (D). There are also the non-magical gestures stab (>) and nothing (-). Turns are resolved simultaneously once all wizards have submitted their gestures for a given turn. These gestures are built up via many turns to form spells. For instance, one can cast the spell "Magic Missile" by performing the S (snap) gesture followed by the D (digit point) with the same hand on a consecutive turn. This is usually denoted as 'SD'. The spell is cast on the turn that the D is made, assuming no intervention (such as a Counter Spell). Play centers around the strategy of tracking what spells are being cast on all four (or more) hands, thus ensuring your spells achieve their desired effect while attempting to mitigate those of your opponent. The game is one of pure strategy; outside of the "Confusion" spell which causes a random gesture to be made all spell effects can be anticipated deterministically, making it akin to Chess or Go. Through a few minor variants to the rules, all random chance and other imbalances can be removed.
While there are many aspects to Spellbinder strategy,[17] bluffing is a key element to all game play, often referred to as "Shadow Casting".[18] In this common practice, warlocks play a set of gestures, which form the beginning of a spell, without ever completing it. When this happens opponents are left with the choice to either defend against a spell which may not be cast at all, or risk not defending against it. For example, 'PSD' forms the beginning of a 'Charm Person' spell 'PSDF', but one may also continue this set to a '..DPP' which forms an 'Amnesia', without ever completing the Charm. Much like in Chess, the resolution of the game opening plays an important part in the later development of the game.
Common openings such as 'D/P', 'S/P', 'S/W' have been studied in depth.[19][20][21]
Books
edit- Artificial Intelligence and Computer Games, Paperback, 256 pages, Century Communications, 25 July 1985, ISBN 978-0-7126-0661-5
- Designing Virtual Worlds, Paperback, 768 pages, New Riders Pub., 25 July 2003 ISBN 978-0-13-101816-7
- INsightflames, 1999, Online publication. Also 2 Paperbacks, NotByUs, "IN Sight", 422 pages, July 2007, ISBN 978-0-9556494-0-0 & "IN Flames", 416 pages, August 2007, ISBN 978-0-9556494-1-7
- Lizzie Lott's Sovereign, NotByUs, June 2011, ASIN B0058CX7M8
- MMOs from the Outside In: The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life, Apress, December 2015, ASIN B01FGP30K0
- MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-multiplayer Online Role-playing Games, Apress, December 2015, ASIN B01FGP30K0
- How to Be a God: A Guide for Would-Be Deities, NotByUs, 2022, ISBN 978-0-9556494-9-3[22]
References
edit- ^ "Richard Bartle: we invented multiplayer games as a political gesture". Guardian. 17 November 2014.
- ^ Radoff, Jon (April 2011). Game On: Energize Your Business with Social Media Games. p. 36. Wiley. ISBN 978-0-470-93626-9
- ^ "Game academic Richard Bartle investigates why players quit games". Venture Beat. 15 July 2017.
- ^ Bartle, R: "Interactive Multi-User Computer Games" Archived 2 February 2016 at the Wayback Machine, section 1.5; Retrieved on 2009-01-05.
- ^ "University of Essex Module Details – EE224-5-FY: Computer Games Architecture and Design". Archived from the original on 4 February 2009. Retrieved 31 January 2009.
- ^ Bartle, R. "Players Who Suit MUDs". Retrieved 5 January 2009.
- ^ "Random Dialogue: You Shuffle, I'll Deal(archived)". 26 April 2004. Archived from the original on 23 December 2007. Retrieved 31 January 2009.
- ^ "Bartle Test of Gamer Psychology". Retrieved 31 January 2009.
- ^ Mulligan, Jessica; Patrovsky, Bridgette (2003). Developing Online Games: An Insider's Guide. New Riders. pp. xix. ISBN 1-59273-000-0.
- ^ "Dr. Richard Bartle". Humanists UK. Retrieved 30 September 2017.
- ^ "Richard Bartle > Quotes". goodreads. Retrieved 2 July 2017.
Since I'm an atheist, and have no belief whatsoever in life after death, I couldn't care less -- it's not like it'll have any impact on me, since by definition I will be completely extinguished. I guess if someone twisted my arm and forced me to provide an epitaph, it would be 'Don't forget.' Sound advice...
- ^ "Archive - 5th Annual Game Developers Choice Awards". Game Developers Choice Awards. 27 April 2021. Retrieved 18 April 2022.
- ^ "The First Annual Game Developers Choice Online Awards".
- ^ "Waving Hands from Duel Purpose". Retrieved 25 September 2016.
- ^ "Spellbinder".
- ^ "Spunky Princess". www.youhaventlived.com. Archived from the original on 5 August 2020. Retrieved 18 April 2022.
- ^ "Strategy & Tactics". The Refuge Forums.
- ^ "Strategy Tips". RavenBlack.
- ^ "Opening Overview". Slartucker's Refuge 2.0.
- ^ "D/P vs D/P". Slartucker's Refuge 2.0.
- ^ "Openings win rates". The Refuge Forums.
- ^ Bartle, Richard A. (3 January 2022). How to Be a God: A Guide for Would-Be Deities (PDF). West Bergholt, Essex: NotByUs. ISBN 978-0-9556494-9-3. OCLC 1295679170. Archived (PDF) from the original on 29 January 2022. Retrieved 18 April 2022 – via mud.co.uk.
Further reading for Spellbinder
edit- Spellbinder history including links to playing online.
- Rules as written by Andrew Buchanan.
- Spellbinder Combo Assistant (250Kb) a freeware program written in Delphi that help to calculate the best spell combinations for next turns. It contains a spell list and descriptions in English, Spanish and Italian. (Screenshot).
- Warlocks a fully developed free-to-play web interpretation by Raven Black. Includes ladder, melee (3 player duels) and Elo ranking system, challenge board, and optional rule variants.
- Warlocks for Android Android application to access to games.ravenblack.net site
- The Refuge Forum a forum for discussions of game strategy and tactics
- Facebook Community Spellbinder Facebook Community
External links
edit- Official website
- Richard Bartle's blog
- Richard Bartle publications indexed by Google Scholar
- Richard A Bartle publications on Academia.edu
- MUD history page
- Terra Nova collaborative blog
- Sci-Tech Today, 4 January 2006, "Inside the Underground Economy of Computer Gaming" (see page 4)
- GameSpy interview, 27 October 2003
- GameZombie.tv, Videotaped Discussion of Hero's Journey with Lee Sheldon
- INsightflames HTML and PDF versions of the book, and link to the 2-volume print version at Cafe Press
- Interview with Dr. Richard Bartle at GDC Online 2010
- Richard A. Bartle papers housed at Stanford University Libraries
- Freeware software helper with Spellbinder rules in 3 languages