For this month's feature, we're honored to have Richard A. Bartle's thoughts on voice communication in multiplayer online games.
By Richard A. Bartle
When I first heard that the X-Box would support real-time voice communication between players, my heart sank. It didn't sink because the effect it would have on X-Box games; it sank because of the effect it would inevitably have on virtual worlds.
You can see how the logic goes. "Virtual worlds are multi-player computer games. The latest multi-player computer games feature real-time voice communication, and they're a blast! Players are coming to expect it, current virtual worlds don't have it. Hey, we should put voice in the new virtual world we're developing and blow away the competition!".
This is so depressing…
Newbies, I can forgive. Newbies have heard that virtual worlds are fun. They're looking to play one, but they have no easy way to determine which of those on offer is the best. Are they going to head for the one with all the latest bells and whistles, or the one that looks like it was created in 1999? Are they going to play the game written for broadband or the game written for 28.8K baud? Even if they've never experienced X-Box Live, they may have read reports extolling the amazingness of trash talk in Unreal Championship. Who wants to read, or use keyboards?
Designers are not newbies. Designers should know better. Maybe some of them do, and are right now locking horns with the marketing director and threatening to resign over the issue. Yeah, like that's going to happen…
The thing is, most designers of virtual worlds don't know enough about what they're designing. Design is about consequences. One of the consequences of adding real-time voice communication to virtual worlds is that it will attract newbies; this is why marketers want it. Another of the consequences is that when players cease to be newbies they won't stay for as long; this is why designers should be telling marketers they can't have it. Unfortunately, many of them don't give a moment's thought to the possibility that real-time voice communication might be A Bad Idea for virtual worlds. This is what's so depressing: it exposes just how little they grasp about their craft.
A know-nothing designer works on instincts acquired from being a player. They'll remember going on plane raids with their group, imagine how cool it would have been if they'd been able to talk to one another, and relish the thought of creating a virtual world where this would be a reality.
A more thoughtful designer might vaguely be aware of the concept of immersion, and have an inkling that real-time voice from players could present them with some difficulties in that area. They may also have some dim recollection of the importance of anonymity (or pseudonymity) in virtual worlds. However, these are bridges that can be crossed when they come to them, once the rest of the design has been fleshed out. No need to worry, la la la.
Designers who know their trade will realise that the introduction of voice - real-time or otherwise - will seriously influence the way their virtual world is played. They will also have absolute confidence in their ability to design round the problem, however. A little modulation here and there will give people voices that aren't their own. Sure, there may be some teething problems tackling the abuses that are certain to arise - it's an awful lot of data to log - but nothing intractable. Audible channels can be gagged as easily as textual ones. Things will work out.
Designers who simply understand will recoil in horror, despairing that anyone could even contemplate such an immersion-busting, reality-intrusive, anti role-playing debasement of what virtual worlds are. Don't these fools see what damage they're going to do?
Virtual worlds are just that, virtual. People play them to get away from reality; they play them to get away from themselves. In a virtual world, you can be someone else. By being someone else, you can become a better you. Why do people play the same game for hour after hour, night after night, for week after week, month after month? It's not because they like the game; it's because they like who they are.
Designers who don't understand that should go away and not come back until they do.
If you introduce reality into a virtual world, it's no longer a virtual world: it's just an adjunct to the real world. It ceases to be a place, and reverts to being a medium. Immersion is enhanced by closeness to reality, but thwarted by isomorphism with it: the act of will required to suspend disbelief is what sustains a player's drive to be, but it disappears when there is no disbelief required.
Adding reality to a virtual world robs it of what makes it compelling - it takes away that which is different between virtual worlds and the real world: the fact that they are not the real world.
Voice is reality.
"But it's not your voice". Well yes, gee, instead of sounding like I do in real life I can sound like someone in real life does after they've had their voice put through a processor. It fools no-one. Besides, even if the pitch changes were good enough to make men sound like women and vice versa (which they aren't), it wouldn't alter accents. "Hey, this elf babe is from England!". Hello reality.
This is what we're going to get. Virtual worlds will appear with voice. They'll attract newbies. They won't hold these players, but they'll condition them to expect voice in whatever virtual world they decamp to instead. To compete for newbies, new virtual worlds - and perhaps some well-financed older ones - will also add voice. Eventually, they'll all have it, their players will all be unsatisfied because of it, and everyone will wonder what the fuss with virtual worlds was all about. They're just like regular multi-player computer games except with more players.
I'm being pessimistic, I know, but still… Are virtual worlds as we know them doomed?
Fortunately, no, they're not. It's not that we shouldn't have voice in virtual worlds; it's that we shouldn't have it yet.
Voice isn't in itself any more disruptive of the virtual world experience than are photo-realistic graphics. It's fine to fool the senses, to make virtual worlds appear to be real, so long as that final step - their actually being real - is not taken.
Here's a look into the future…
Even if voice becomes the norm in virtual worlds, text as a means communication will still exist: not all players will be able to use voice. My wife can watch TV while I visit virtual worlds, but she wouldn't be able to if I were talking the whole time in the next room - it would be way too annoying. So I'd have to type; so would plenty of other people.
Having two distinct input channels - typing and speaking - is non-problematical, because no player experiences both simultaneously. Output, however, is problematical. If I'm talking with text and someone else is talking with voice, the person being talked to must read some conversations while listening to others. Ideally, they should either read them all or hear them all. As to which, well, you could make it a switch: those that prefer to read could see spoken words rendered into text; those that prefer to listen could hear written text rendered into speech.
OK, the technology to do this isn't quite there yet, but suppose it were. You'd have something that converts speech to text and something else that converts text to speech. So in theory, I could say something in my male, English voice, it could be converted into text, then replayed to listeners in a female, New English voice. It would be real-time voice communication, but no more "me" than my graphical avatar: just clothing for an alternative identity.
It works because it sounds real, but we know it isn't (hence we have disbelief to suspend). It works because it permits us to role-play (to become the someone that we want to become). It just works.
At the moment, though, it's mere whimsy. Current speech-from-text generation software isn't quite as bad as that used by Professor Stephen Hawking, but it still flows very awkwardly. Text-from-speech is pretty good once trained to your voice, but not if you start getting emotional (like when you're screaming for help because a dragon is eating you).
Give it a few years, though, and who knows? This could add a whole new dimension to virtual worlds! Not only do you look like a marsh troll, but you sound like one, too. How groovy is that?
Very groovy! Unfortunately, while we're waiting for it we may have to have to endure some otherwise excellent games ruined by the ill-conceived, premature use of an inappropriate form of the technology.
Real-time voice communication in virtual worlds does promise great things - just not yet.
The mustachioed man pictured to the left, Richard Bartle has an excellent thorough web site: www.mud.co.uk/richard. It explains his projects and insights better than this short biography can. In 1979, Bartle co-created the text-based MUD, the first system for players to share adventures online. He's continued development of games in many forms since that time and he works as an advisor and commentator in various capacities. His contribution of a simple taxonomy of MMOG players (Killers, Achievers, Explorers and Socializers) has been a valuable framework for discussing online player behavior.
Recently Bartle collected his expertise in book form, now available on Amazon: Designing Virtual Worlds.
It seems that the voice chat appeals to the Socialisers, but killers and achiever dont like it. And exploreres dont mind. Perhaps.
Posted by: Bombard | 03/31/2004 at 06:18 AM
To tell tales out of school.
Posted by: hideaway | 04/04/2004 at 02:44 PM
To tell tales out of school.
Posted by: hideaway | 04/04/2004 at 02:46 PM
I have been following Richards work for a while now and I understand what he is trying to drive at; that is the loss of immersion and role-play by introducing speech. The reality is that a significant percentage of players just are not mature enough to understand role-play theory and simply use immature 1337 speech anyway way as a form of communication. It woould be great if everyone got into the role of their character but they just dont. If you look at the holo-deck in star treck, they might be role playing a 1780 character from a story, yet they are talking in American or what ever they speach they use in the future. I believe that there are potential benefits on introducing speech now to virtual worlds, especially for educational reasons. The story might be set in England or France and this would be perfect for place to be able to learn the language. I have played many mmorpgs and have found lots of people who play the game solely to learn the language and become more fluent in it.
Posted by: Lee Stovin | 04/27/2004 at 07:31 AM
With all due respect, I think it's more the writer himself that is afraid _his_ virtual immersive world will be broken.
I played DAoC for about two years and I think voice would have been a major help in many situations. As I recently entered the world of Xbox Live, I learnt what positive impact voice communication can have on games. And come on, what effect do written words have on photorealistic rendered virtual worlds. True, voice communication would break a text-based MUD game, but as the presentation of a game evolves (graphics, sound) so should also evolve the communication. Writing text just isn't effective enough. Have you ever been able to effectively communicate tactics in a PvP battle while fighting? Can you write down your emotions during a dragon raid without using dozens of nonsense characters?
Cheers,
ErikB
Posted by: Erik Bastianen | 04/28/2004 at 05:15 AM
With all due respect, I think it's more the writer himself that is afraid _his_ virtual immersive world will be broken.
I played DAoC for about two years and I think voice would have been a major help in many situations. As I recently entered the world of Xbox Live, I learnt what positive impact voice communication can have on games. And come on, what effect do written words have on photorealistic rendered virtual worlds. True, voice communication would break a text-based MUD game, but as the presentation of a game evolves (graphics, sound) so should also evolve the communication. Writing text just isn't effective enough. Have you ever been able to effectively communicate tactics in a PvP battle while fighting? Can you write down your emotions during a dragon raid without using dozens of nonsense characters?
Cheers,
ErikB
Posted by: Erik Bastianen | 04/28/2004 at 05:18 AM
Many of the comments here are off the radar for what this article was aiming at. It wasn't directed so much at MMORPGs and FPSes, as it was pointing out how this will be a problem with virtual worlds.
Virtual worlds are much more immersive and socially-oriented than MMORPGs and FPSes; they include online environments such as Active Worlds, There, and Second Life. These three environments are nothing like the games most of you are defending.
Virtual world environments do not have time-critical goals that require you to keep your hands on the controls instead of chatting, lest you be offed in your unprepared state. Instead, these are alternate realities that are designed for you to explore, create, and socialize.
One of the prime reasons for participating in a virtual world like these is to use it as an escape from reality, so in this case, the original point Bartle made makes sense in the context of these worlds.
BTW: In response to the Second Life comment -- ATMs in Second Life were implemented by a regular resident who runs a third-party currency exchange, gamingopenmarket.com. Unlike There, SL's economy doesn't require you to buy currency, and if you don't want to buy something from someone else there's nothing stopping you from building it yourself for free.
Posted by: KexGodel | 05/18/2004 at 02:39 PM
I play an MMO called Eve Online, and until recently was affiliated with the Curse Alliance, and later Supremacy. It's a relatively small MMO, so I don't know how many of you who've heard of it.
We lived on Team Speak. From the moment you logged into the game, to the moment you logged off, and often even when you weren't logged in at all, you were on voice com. Did it break the fiction of the game to have a commander with a Scottish accent you could cut with a chainsaw? Perhapse. Did it break the immersion? It did not. It many ways, clear and complete communication only served to make the game more real, more involving, and more complete. When a Stain fleet tried to capture one of our stations it was *our* station they were trying to take, *ours* and we would die to defend it. And when we tried to take their stations, they were the same. It has an involvement and intensity that is just not there in the EQ clones.
I wonder if, perhapse, when the first graphical MUDs came about, the text players felt the same way about them?
Harry Voyager
Posted by: Harry Voyager | 04/21/2005 at 11:35 AM
Given that in virtual worlds many people design Avatars based on themselves or an ideal of themselves (see the comments on the Second Life forums for example http://forums.secondlife.com/showthread.php?t=43798 ) then I can't see that there is a problem...
From nearly everything I've read, people mainly create themselves.
Even so, with Real Time voice masking women can sound like men (I've seen the Black Eyed Peas use a special mic to do the "female" bits of their songs before they had a female singer) and vice versa, so that eliminates that problem.
Of course, you're always going to get some OOC discussion or noise, but that happens with text as well. The way around this is to report/ban users who talk OOC.
I don't see that voice in multi-player role playing games is such a bad thing as expressed in this story
Posted by: Funky J | 04/26/2005 at 12:19 AM
Wow, this is a lot of justification to rant against the inevitable (your word: unavoidable). Welcome to 21st century technology. To paraphrase Richard Feynman, technology is what nature made it, not what we want it to be. People will adapt and make what they want, and the rest of us will be dragged, kicking and screaming (Remember Windows?)
Posted by: Sticky | 10/10/2005 at 08:27 AM
There are many people who wouldn't think typing one or two word sentences is worth text. Here we have a thought out discussion with text, where we can fully complete a thought and rethink what we really think before posting it. Its not really chat in that way.
Chat is short for chatter. Not really fully thought out facts or ideas, just communication. I use ventrilo. Its nice to not have to type simple statements and questions. Its nice to hear the tone and inflection in peoples voices, less misunderstandings that way.
Text chat has its uses but for inter-group chat, nothing beats voice. These are the people you are directly interacting with at the moment. These are the people who would traditionally type "inc, add, baf, oop, afk,", these are things that are most useful to know as soon as possible. And when things are happening around us, having our eyes glued to a text box isn't a priority. Or perhaps you have a window open, you get cold so decide to close the window, and someone types "inc". 1 minute later you see it, too late to react. If you have voice chat, you hear it when you're not at your computer, and can dart back to react in time if that is your priority.
Even when it comes to roleplaying you still use 1 word acronym sentences to communicate during action. And besides, if you are really into roleplay with your group, im sure you could have way more fun over a voice server, give it a shot you may be surprised. :O
Posted by: Mogrin | 01/24/2006 at 09:30 AM
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Posted by: Allan | 09/18/2006 at 12:40 PM
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Posted by: Allan | 09/18/2006 at 12:45 PM
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Posted by: Allan | 09/18/2006 at 12:46 PM
Well, voice is now coming to Second Life, and it is built-in. The first generation will not have any voice morphing technology in place (although one has been promised to be developed, which should take a year). After such a maturity of Second Life's society and economy, this is one of the most dramatic changes to be introduced there since, well, 2003 I guess. It's obviously different to introduce a technology (or way of life) that changes things for a thousand people, however, or one that will change things for 7.7 million people.
Sadly, nobody read Bartle's very thorough and fundamented article. And yes, they're only after the marketing hype to attract another couple of million newbies that will join, laugh a lot on their mics, and leave after a week or so. But in the mean time, the number of accounts will effectively rise, so, I guess the marketeers will be happy.
It'll be interesting to watch it unfold in Second Life as well. I predict that Bartle's prediction is correct :D
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There is no Free Lunch
When dealing with animals viagra your dog incorporated, know that they do not understand something such since free treat. Sometimes you may be tempted to pamper your pet dog but training your dog can be an ongoing process. So from now on, make sure that you get your dog to figure for every treat he or she gets. Consider that for an ongoing dog training process for him. This is because if you spoil your puppy by giving him treats without him putting any effort to get it, he might think that he is eligible to those treats and may choose not to hear your commands.
That's The Boss?
Pet dogs are basically kamagra pack animals. This means that by their natural instinct they are going to follow the leader in the pack. Just by their natural instincts, they will also try to end up being the leader. To hit your objectives in dog training and also to have your dog play you and obey ones commands, you have got to be the leader for your dog.
However you must kamagra also be careful and see what type of dog breed your pet is. Blindly putting on the leadership principle if you have a naturally assertive dog like the Jack Russell terrier breed may result in a disaster.
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Schutzhund vigrax dog vigrax stands for "protection dog" in Languages like german. Together with, in the beginning 1900s, Schutzhund dog training was established being a sport to assess the dogs' characteristics which were imperative for use within law enforcement-type of job. At first, the German Shepherd breed was the only one that was put with the severities of training. Now, any dog breed may compete.
A Schutzhund dog should have certain qualities that make it a worthwhile breed. For example, they need to get:
: Agility
- Courage
- Good sniffer vigrax
- Intelligence viagra
: Protection instinct kamagra
In the event the dogs viagra kamagra vigrax pass the tests, and very few accomplish, they could be especially trained for all kinds of law enforcement related activities including bomb detection, drug detection and search and recovery.
An overview Of Schutzhund Dog Exercising
Schutzhund dog training can be an kamagra organized system, which has viagra changed in the last 100 years. The reason for the change is that some people believed the process was slightly inhumane. Today, the exercising is strict and company; nevertheless, abuse toward the dogs is not really allowed.
Previous training vigrax was founded on the minute number of arranged courses and manuals. However, as the training grew to be more widespread and well-known, the expansion of educating the dog owner to begin dog training slid into Dvd and videos.
Your test has three phases:
- Checking
- Complying
- Protection
Certain skills vigrax that kamagra should be taught for a dog when he/she is a puppy like tracking and retrieving, leash training and behavior
The majority of puppies viagra will show characteristics in the beginning if they meet the many qualifications for Schutzhund pet training. There are variations within each training method but most of them focus on four fundamental skills:
1 - Compliance/Obedience - The main trait sought from the Schutzhund dog is complying (or obedience). Most courses have 11 basic commands including but not limited to:
- Back positioning
- Object pointing kamagra vigrax
: Focus and attention viagra
- Retrieving
: Stand
: Sit viagra kamagra
- Down kamagra viagra
two - Clicker Training - Not every single kamagra dog training involving Schutzhunds make use of the clicker training; however, they work with a similar technique. This is considered positive reinforcement, which is the best way to alter a dog's behavior. Clicker training should be started when the dog is just some sort of puppy (around 10 weeks of age).
3 - Protection - Once your dog is young, you viagra want them to know it's okay to bark at strangers and also to approach only when you have given the all-clear. Any sort of dog that displays lack of control, fear or aggression are going to be gone from the levels of competition. While the dog is training, he/she must recognize when someone/thing can be a threat and be ready to attack. However, they also has to be self-controlled enough to stop the attack in the event the command has been offered.
several - Tracking - When you vigrax first intend teaching your dog, you'll wish to begin simple. Since cues, use the aiming and pointing involving objects. Add difficulty on the tracking once the dog becomes more capable. Schutzhund dog training teaches pet to identify a target's scent and then to start giving run after until he/she's been called off.
If you choose to train kamagra vigrax your dog, you might want to improve a certain group of skills your dog may use to finish that job rapidly and effectively. When you're a trainer, you must realise that many dogs struggle to attain the success level that's.
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