Which one (or combination) of these most closely defines what you look for in an MMO? What does your favorite MMO offer you as someone of that personality type?
I'm halfway Between Planner and Scientist here. In the original set I'd be an achiever except I don't give a crap about status if it means status among other players. I only care about status in terms of abilities unlocked within the game, such as levels of shapeshifting ability or summoning ability, or rank within an NPC faction. I'm a completist who likes to collect and to experiment with crafting or minigame gameplay mechanics that aren't too expensive, random, or black box-ish.
I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story. So PM me if you are starting one.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
I would say I'm in between explorer and achiever. I've never cared much about PvP even though it added an emotional element to games like Ultima Online. If I am not forced into I'll generally avoid it. I'm definitely not a socialite even though I like encouraged interaction though activities outside of just grouping and raiding. For instance people asking other people for a buff, teleport, or to trade.
The game that I've spent the most time on(Wurmonline) pretty much ended up hooking me for years the first time that I actually got "real" lost in a videogame(As in really lost, not I'm not seeing what the developers want me to lost). When they ended up removing the automatic compass, they hooked me again when I knew that the stars actually worked for navigation(Along with the sun)(and got to be the first to post tutorials of how to), and actually moved like real stars.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Killer and explorer . While i did explore but "killer" is bit of wrong i don't like killing but simply mess up people while not kill them. I did pvp but my main role was tanker while use CC and healer to control the battle . Rarely i start PVP by myself .
"Bartle" (it wasn't him actually that classified, but they named it in his honor) is good in some situations, but reality is, as always (and as others here already noted) bit more complex.
At gunpoint, I would likely describe myself as killer/achiever!?
Yet so less games actually cater to explorers. The funniest is "explorer" content in Wildstar.
For some reason they confuse Explorer with Compulsive platformer fan.
Anyway. Explorer is not someone that is interesting in exploring every piece of map. Its player that wants to try out every thing in the game - be it new skill , new area , new class , new level ....
The killers and achievers got together and murdered Bartle. Then they killed every game for socialites and explorers before giving themselves a title for their success.
MMORPG players are often like Hobbits: They don't like Adventures
I'd rate as a social/explorer, but not in the conventional sense.
I don't socialize with other people. My character socializes with other characters in the RP fiction.
And I don't explore through the mechanics. I explore by building things like structures, exploring the nuances in the lore by creating immersive RP plots and GMing.
__________________________ "Its sad when people use religion to feel superior, its even worse to see people using a video game to do it." --Arcken
"...when it comes to pimping EVE I have little restraints." --Hellmar, CEO of CCP.
"It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls." --Exar_Kun on SWG's NGE
If we are using Bartle (rather than Yee), I would say I am a Killer/Griefer. I loved PvP when I played UO. When they introduced Trammel, I would kite monsters to AFK players and watch the monster kill them. It was so satisfying.
I prefer Yee's motivations however. It is more nuanced and does not place gamers in a box. I am not into the dichotomous motivations expressed by Bartle.
Yet so less games actually cater to explorers. The funniest is "explorer" content in Wildstar.
For some reason they confuse Explorer with Compulsive platformer fan.
Anyway. Explorer is not someone that is interesting in exploring every piece of map. Its player that wants to try out every thing in the game - be it new skill , new area , new class , new level ....
I consider myself an explorer. For me, it is going around finding areas on the map. There doesn't have to be a payoff within the game, just the satisfaction. Sometimes a reward can be a beautiful view!
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
If we are using Bartle (rather than Yee), I would say I am a Killer/Griefer. I loved PvP when I played UO. When they introduced Trammel, I would kite monsters to AFK players and watch the monster kill them. It was so satisfying.
I prefer Yee's motivations however. It is more nuanced and does not place gamers in a box. I am not into the dichotomous motivations expressed by Bartle.
I'm not familiar with Yee's paper, and I don't have the time to read through the whole article. Can you give a cliffnotes version for the uninformed?
I googled for Yee for a second and just glanced over it. The paper I found didn't highlight roles like Bartle does (or maybe you actually have to read the whole thing, which I didn't do), but this... this is me (not literally, but I could have been the person this person was talking about).
He showed rare courage by staying until everyone was clear, including me, knowing that he
would probably not make it out alive. That was the most selfless thing I had seen done before or
since. He stayed, knowing the corpse retrieval that awaited him, the experience he would lose,
and the wasted time he was about to experience because of it. He could have run and lived, but
he didn’t for our sakes. When you make sacrifices for people, they will remember, and the best
groups are those built on loyalty, self-sacrifice, and courage. [male, 32]
Now, even though I /facepalm a little bit at "rare-courage", that has been me. If the puller pulled too much, I'd taunt it all and tell everyone else to run to safety. I'd die, lose exp, get raised when they came back in, or maybe do a corpse run if I had to.
This is why I think protector is an important top-level archetype. I can protect as a tank, I can protect as a healer, and I can occasionally protect as a dps.
It may sound strange, but I don't care if the enemy dies as long as my groupmates are alive. I've seen other groups wiping, while I was out solo, and picked up a boss monster and held it while they regrouped. There was no gain for me to do that, and nothing but risk, but that's who I am.
In one game, my task was to clear rooms so that the boss could be safely pulled and I merrily did that. Showing my mettle with an awesome tanking set, defined my attitude.
I'm a naturally-terrible DPS/DD for numbers because my tank/healer mindset has me watching everything else besides my ability bars. I will want to use a GCD to stun the enemy if I think the tank needs a breather. In content without rage timers, I will stun, I don't care. If an add is on the healer, I will taunt it and if we have no method of crowd control, and the tank isn't doing his job with it, I'll do my best to tank it.
Spec'ing properly is a gateway drug. 12 Million People have been meter spammed in heroics.
Achiever I guess, but I never felt these terms were a good fit. For example many of the core traits of achiever don't fit me at all: I'm not in it for status, or arbitrary points, or completion. I'm in it for skill mastery. For that reason Koster's A Theory of Fun will always feel like a vastly better framework for describing my core interest in games. (And really it's broad enough that it describes most players' interest: mastering patterns is relevant to achieving, killing, exploring, and socializing...it's just a different pattern you're mastering in most of them.)
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Almost all psychology is flawed to one degree or another, because everyone is basically somewhere in the gradient. I largely look at psychology as a framework for generalization of the human mentality. It's hard to create any sort of accurate psychology; the best we can hope for are generalizations that work most of the time. I think the Bartle test passes that test. I think it's pretty well proven to work most of the time as a generalization of the four types of behavior in gaming.
Almost all psychology is flawed to one degree or another, because everyone is basically somewhere in the gradient. I largely look at psychology as a framework for generalization of the human mentality. It's hard to create any sort of accurate psychology; the best we can hope for are generalizations that work most of the time. I think the Bartle test passes that test. I think it's pretty well proven to work most of the time as a generalization of the four types of behavior in gaming.
"Works most of the time" how? Because you can put yourself on that matrix somewhere? And "well proven" where?
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
Almost all psychology is flawed to one degree or another, because everyone is basically somewhere in the gradient. I largely look at psychology as a framework for generalization of the human mentality. It's hard to create any sort of accurate psychology; the best we can hope for are generalizations that work most of the time. I think the Bartle test passes that test. I think it's pretty well proven to work most of the time as a generalization of the four types of behavior in gaming.
"Works most of the time" how? Because you can put yourself on that matrix somewhere? And "well proven" where?
"Works most of the time" as in everyone sits somewhere in there. Maybe in the gradient, but they're still in there. Can you clearly define a personality type not at all present? Unless you can identify and define some type of player that doesn't exist somewhere in the system - either as a solid member of one group or somewhere in the gradient between groups - it works.
As for it being "well proven", there's a reason it's still relevant in game design.
Almost all psychology is flawed to one degree or another, because everyone is basically somewhere in the gradient. I largely look at psychology as a framework for generalization of the human mentality. It's hard to create any sort of accurate psychology; the best we can hope for are generalizations that work most of the time. I think the Bartle test passes that test. I think it's pretty well proven to work most of the time as a generalization of the four types of behavior in gaming.
"Works most of the time" how? Because you can put yourself on that matrix somewhere? And "well proven" where?
"Works most of the time" as in everyone sits somewhere in there. Maybe in the gradient, but they're still in there. Can you clearly define a personality type not at all present? Unless you can identify and define some type of player that doesn't exist somewhere in the system - either as a solid member of one group or somewhere in the gradient between groups - it works.
As for it being "well proven", there's a reason it's still relevant in game design.
Just because you can put yourself in the matrix doesn't mean it works or its any good.
Also,
I highly doubt the Bartlet test has any significance in game design.
Then again, Freud's theories were almost all wrong yet he is still quite
relevant in psychology.
Anyway, the reason why Bartlet test
still lives on, is precisely the same why some certain personality tests
keep popping up in popular culture: People who don't know any better
find it entertaining.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
Just because you can put yourself in the matrix doesn't mean it works or its any good.
Also,
I highly doubt the Bartlet test has any significance in game design.
Then again, Freud's theories were almost all wrong yet he is still quite
relevant in psychology.
Anyway, the reason why Bartlet test
still lives on, is precisely the same why some certain personality tests
keep popping up in popular culture: People who don't know any better
find it entertaining.
It is largely an exercise in frivolity; I don't deny that one bit. Is any harm being done by perpetuating something you don't like though - especially if you legitimately believe it to already be irrelevant? If it's already so irrelevant, then who cares? Let people have their fun. If we were talking about the perpetuation of a relevant topic that was holding back the potential of psychology then maybe there would be grounds to say, "Can we stop this and focus on something important?" But by your own admission that's not what we're talking about. We're talking about a silly topic that is fun to ponder in a completely harmless way. I mean...if it's not fun to you, there's probably a big BACK button on your browser and you should become acquainted with it.
To me it's like horoscopes. A few people take it seriously, most people take it with a fun sense of humor, and it's a no-harm-no-foul thing.
Comments
I'm halfway Between Planner and Scientist here. In the original set I'd be an achiever except I don't give a crap about status if it means status among other players. I only care about status in terms of abilities unlocked within the game, such as levels of shapeshifting ability or summoning ability, or rank within an NPC faction. I'm a completist who likes to collect and to experiment with crafting or minigame gameplay mechanics that aren't too expensive, random, or black box-ish.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
AntHire
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.
8 years and counting addicted to
Avalon: The Legend Lives - the longest running online RPG in history
The game that I've spent the most time on(Wurmonline) pretty much ended up hooking me for years the first time that I actually got "real" lost in a videogame(As in really lost, not I'm not seeing what the developers want me to lost). When they ended up removing the automatic compass, they hooked me again when I knew that the stars actually worked for navigation(Along with the sun)(and got to be the first to post tutorials of how to), and actually moved like real stars.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
While i did explore but "killer" is bit of wrong i don't like killing but simply mess up people while not kill them.
I did pvp but my main role was tanker while use CC and healer to control the battle . Rarely i start PVP by myself .
At gunpoint, I would likely describe myself as killer/achiever!?
Yet so less games actually cater to explorers. The funniest is "explorer" content in Wildstar.
For some reason they confuse Explorer with Compulsive platformer fan.
Anyway. Explorer is not someone that is interesting in exploring every piece of map. Its player that wants to try out every thing in the game - be it new skill , new area , new class , new level ....
I don't socialize with other people. My character socializes with other characters in the RP fiction.
And I don't explore through the mechanics. I explore by building things like structures, exploring the nuances in the lore by creating immersive RP plots and GMing.
__________________________
"Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
--Arcken
"...when it comes to pimping EVE I have little restraints."
--Hellmar, CEO of CCP.
"It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
--Exar_Kun on SWG's NGE
I prefer Yee's motivations however. It is more nuanced and does not place gamers in a box. I am not into the dichotomous motivations expressed by Bartle.
I consider myself an explorer. For me, it is going around finding areas on the map. There doesn't have to be a payoff within the game, just the satisfaction. Sometimes a reward can be a beautiful view!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Now, even though I /facepalm a little bit at "rare-courage", that has been me. If the puller pulled too much, I'd taunt it all and tell everyone else to run to safety. I'd die, lose exp, get raised when they came back in, or maybe do a corpse run if I had to.
This is why I think protector is an important top-level archetype. I can protect as a tank, I can protect as a healer, and I can occasionally protect as a dps.
It may sound strange, but I don't care if the enemy dies as long as my groupmates are alive. I've seen other groups wiping, while I was out solo, and picked up a boss monster and held it while they regrouped. There was no gain for me to do that, and nothing but risk, but that's who I am.
In one game, my task was to clear rooms so that the boss could be safely pulled and I merrily did that. Showing my mettle with an awesome tanking set, defined my attitude.
I'm a naturally-terrible DPS/DD for numbers because my tank/healer mindset has me watching everything else besides my ability bars. I will want to use a GCD to stun the enemy if I think the tank needs a breather. In content without rage timers, I will stun, I don't care. If an add is on the healer, I will taunt it and if we have no method of crowd control, and the tank isn't doing his job with it, I'll do my best to tank it.
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
As for it being "well proven", there's a reason it's still relevant in game design.
Also, I highly doubt the Bartlet test has any significance in game design. Then again, Freud's theories were almost all wrong yet he is still quite relevant in psychology.
Anyway, the reason why Bartlet test still lives on, is precisely the same why some certain personality tests keep popping up in popular culture: People who don't know any better find it entertaining.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
To me it's like horoscopes. A few people take it seriously, most people take it with a fun sense of humor, and it's a no-harm-no-foul thing.