
Designing Virtual Worlds
Volume I
Richard A. Bartle(Author)
CRC Press
1st Edition
Published on 8. August 2025
Book
Hardback
556 pages
978-1-032-25834-8 (ISBN)
Description
Designing Virtual Worlds, authored by a true pioneer, stands as the most comprehensive examination of virtual-world design ever written. This seminal work is a tour de force, remarkable for its intellectual breadth, encompassing the literary, economic, sociological, psychological, physical, technological, and ethical foundations of virtual worlds. It provides readers with a profound, well-grounded understanding of essential design principles.
This first volume of the second edition presents a rich, well-developed exploration of the foundational concepts underpinning virtual worlds. Tracing the evolution of such games from their inception, it draws upon examples ranging from the earliest MUDs to today?s expansive MMORPGs. It elucidates fundamental design precepts often forgotten in the development of new games.
No other book on online games or virtual worlds matches the level of detail, historical context, and conceptual depth found in Designing Virtual Worlds.
This first volume of the second edition presents a rich, well-developed exploration of the foundational concepts underpinning virtual worlds. Tracing the evolution of such games from their inception, it draws upon examples ranging from the earliest MUDs to today?s expansive MMORPGs. It elucidates fundamental design precepts often forgotten in the development of new games.
No other book on online games or virtual worlds matches the level of detail, historical context, and conceptual depth found in Designing Virtual Worlds.
Reviews / Votes
"It is impossible to understand the origins of today's fully immersive online existence without reflecting on the achievements of Richard Bartle. He conceived internet-based co-location, then willed it into existence - as an undergraduate in a small British university. Like Bede at Yarrow, from a perch distant from the intellectual centers of his time, he wrote a book read by many, one that helped define the very idea of media-in-common. It is the book you are holding in your digital hands."-- Edward Castronova, Professor of Media, Indiana University
"The long-awaited Second Edition of Designing Virtual Worlds contains a lifetime of wisdom about a question central to modern game design: how and why do people play together online? Bartle entertainingly intertwines history and psychology in a way that brings insight after insight to any student of online play."
-- Jesse Schell, author of The Art of Game Design: A Book of Lenses
"The first edition of Designing Virtual Worlds was a major work. The second edition is in many ways quite different, but is equally as important, updating the text for the modern day and bringing fresh insight to topics ranging from legal issues to player psychology. Its relevance extends well beyond games. It is an indispensable text for understanding the what, why, and how of online worlds."
-- Raph Koster, designer of Ultima Online and Star Wars Galaxies
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Undergraduate Advanced and Undergraduate Core
Illustrations
26 s/w Abbildungen, 3 s/w Photographien bzw. Rasterbilder, 23 s/w Zeichnungen, 3 s/w Tabellen
3 Tables, black and white; 23 Line drawings, black and white; 3 Halftones, black and white; 26 Illustrations, black and white
Dimensions
Height: 254 mm
Width: 178 mm
ISBN-13
978-1-032-25834-8 (9781032258348)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Person
Richard A. Bartle, Ph.D., co-wrote the first virtual world, MUD ("Multi-User Dungeon"), in 1978, thus being at the forefront of the online gaming industry from its very inception. A university professor working in both Artificial Intelligence and Game Design, he is an influential writer on all aspects of virtual worlds. As an independent consultant, his thoughts have influenced almost every major online gaming company over the past 40 years. Richard lives with his wife, Gail, in a village just outside Colchester, England. He works in virtual worlds.
Content
Chapter 1 - Definitions, Chapter 2 - History: The Text Era, Chapter 3 - History: The Graphics Era, Chapter 4 - Characteristics, Chapter 5 - Content and Meaning, Chapter 6 - Development, Chapter 7 - Architecture, Chapter 8 - Interface, Chapter 9 - Backdrops, Chapter 10 - Demographics, Chapter 11 - Basic Player Types, Chapter 12 - Advanced Player Types, Chapter 13 - Pivot: The Hero's Journey, Chapter 14 - Very Advanced Player Types, Chapter 15 - Immersion, Chapter 16 - Encouraging Immersion, Chapter 17 - Applying Player Types, Chapter 18 - Other Typologies, Chapter 19 - Community, Chapter 20 - Design and Community, Chapter 21 - Anthropology and Sociology, Chapter 22 - Psychology's Take on Virtual Worlds, Chapter 23 - Virtual Worlds' Take on Psychology, Chapter 24 - Rights, Chapter 25 - Interlude