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DylanBohlender | 4 years ago

Richard Bartle is a luminary in the field of game design. He invented a system for classifying gamers' preferred game actions called the "Bartle taxonomy", which helps game designers understand player motivations better. Think of it like user personas in software development - Killers love competition, Explorers love discovery, Achievers love mastery, and Socializers play games for social reasons. When designing a game for mass appeal it's often important to make sure players of all stripes find reasons to enjoy it, and Bartle's taxonomy is a great framework for analyzing how different types of players will interact with a game.

You can take an online version of the Bartle taxonomy questionnaire to get your own results here:

http://matthewbarr.co.uk/bartle/

discuss

order

mettamage|4 years ago

Psychologists could learn a lot from humans if they'd start building games and observe them.

Also, game-designers could learn a lot from psychologists. Whenever I heard Bartle's taxonomy for the first time during a game studies course, my question was (and still is): why is a taxonomy the best way to capture this? In a personality research course it became clear to me that the biggest successful models are dimensional in nature (e.g. five factor model/big 5) they are not taxonomies.

I'd love for more psychologist/personality researchers to team up with game-designers. I think it could advance some scientific discoveries into human behavior.

Erwin|4 years ago

The test as I created it (that site uses a copy of the questions, those were written by Brandon Downey) asked 30 question evenly spread pitting e.g. Explorer against Socializer, so you ended up with a score that said e.g. you prefer Explorer 100% against any other.

Back when the test was relevant (around 2000?) there was lots of multiplayer games (MUDs) and so you could enter what MUDs you were playing after you got your score -- it was interesting to see the averages for each aspect matching up with type of MUD (e.g. PVE versus PVP versus purely social/RP).

I also tried to match the results against a volunteered MBTI: http://mud-dev.zer7.com/2001/8/20412/#post20412

fractallyte|4 years ago

Yes, but if you're limited in your choices in the game environment, what good is psychology?

For example, one of the questions:

Which is more enjoyable to you?

- Killing a big monster

- Bragging about it to your friends

Umm... neither? What is a 'monster'? Is it one of the last remaining megafauna, the rest having been slaughtered to extinction by other gamers? Is it a sentient creature (say, a dragon) that happens to be rather angry, but can be reasoned with?

What if I'd rather study the 'monster', like a zoologist might, in order to discover more about its life? (Do 'monsters' lead their own existence in a gaming world?)

There should be more to gaming than killing!

e12e|4 years ago

> my question was (and still is): why is a taxonomy the best way to capture this? In a personality research course it became clear to me that the biggest successful models are dimensional in nature (e.g. five factor model/big 5) they are not taxonomies.

The types are labels for the extremes of a dimensional analysis of motivation:

    INTEREST GRAPH

    Consider the following abstract graph:


                   ACTING
    Killers          |      Achievers
                     |
                     |
                     |
                     |
                     |
    PLAYERS ---------+--------- WORLD
                     |
                     |
                     |
                     |
                     |
    Socialisers      |      Explorers
                 INTERACTING
https://mud.co.uk/richard/hcds.htm

ed: much like archetypes in personality tests

checkyoursudo|4 years ago

I wrote a mini-thesis halfway through my masters in cognitive science. I used a 3D virtual environment (basically, a FPS video game) to study curiosity, learning, and knowledge graphs.

It was cool. I learned a lot.

I'm gonna do more.

fractallyte|4 years ago

The Bartle questionnaire really highlights the one-sidedness of game design!

In her book, You Just Don't Understand, Deborah Tannen highlights the differences between women and men: their inter-communication, and how they perceive the world.

"Women are also concerned with achieving status and avoiding failure, but these are not the goals they are focused on all the time, and they tend to pursue them in the guise of connection. And men are also concerned with achieving involvement and avoiding isolation, but they are not focused on these goals, and they tend to pursue them in the guise of opposition."

"If women speak and hear a language of connection and intimacy, while men speak and hear a language of status and independence, then communication between men and women can be like cross-cultural communication, prey to a clash of conversational styles. Instead of different dialects, it has been said they speak different genderlects."

And Ursula Le Guin also wrote about the vast gulf in reasoning and perception between men and women: https://theanarchistlibrary.org/library/ursula-k-le-guin-the...

All I can say is, we need more women game designers... Balance!

harry8|4 years ago

I must be a terrible person because all that "women are like this, whereas men are like that" stuff strikes me as epically sexist and extremely shallow. The precise kind of reasoning that comes out in support of "women can't x" and "men are useless at y"

I've enjoyed Le Guin's stories. So maybe i shouldn't be so put off.

User23|4 years ago

This brings back memories. I was a huge fan of the old pkmud. It had gameplay that very much anticipated today's battle royales. The various players would get teleported randomly to locations in the DIKU MUD world and then scramble to kill MOBs and collect gear to better murder the other players. Looks like it's still around[1], and for some reason my handle is an illegal name. Fascinating! Sadly, like most MUDs, the player base is nonexistent.

Most of my time though was on a deeper SillyMUD derived PK MUD called Forbidden Lands. It was neat because the focus wasn't on murder, it was just an option. So the politics and mores around killing got quite interesting.

Edit: Still KASE.

[1] http://pkmud.net/

ItsMonkk|4 years ago

Never heard of this before, but it seems like it was a class-based Battle Royale created 25 years ago? Wow, that was way ahead of the times.

ConfusedDog|4 years ago

That's cool to know I'm a EASK (Explorer). It's just like Myers Briggs Personality test. I do lean more to exploring the virtual worlds and building things.

robertlagrant|4 years ago

> It's just like Myers Briggs Personality test

Oof.

jmnicolas|4 years ago

I have read the book a long time ago (around 2005 I think) but I remember one of the 4 player types was griefer which he said was the only category that wasn't useful to the virtual world and should be dealt with.