Monday, January 4, 2010

Lost Bartle Types

Many of you will have heard of the 4 Bartle Types of MUD players.

1. Explorer
2. Socializer
3. Achiever
4. Killer

These types are often overheard among game designers applied to many games beyond muds. Socializers, for instance, may get joy out of a game like Animal Crossing, even though the socialization occurs purely with computer controlled AI.

Either way, I would like to propose a 5th type:

5. Organizer

Some people would say that this is a form of Achiever, but I would argue that it's quite the opposite. True Achievers, I would argue, aim to accumlate wealth, xp, gear, achievements, to gain some sort of "currency", which can simplistically be described as a number that goes up.
One of the basic fundamentals of games is "Do thing, number goes up". This is the mojo behind things as old school as high score charts.

Organizers, on the other hand, gain satisfaction from, many times, SUBTRACTION.

Free Cell is the most intriguing example I can find. You start with an exposed jumbled mess of cards, and aim to finish at 4 neatly organized piles.

Perhaps this is truly a part of Achievement, perhaps not. The point is, classic game design focuses much more heavily on Addition than Subtraction.

Another case that seems to not fit into classic Achievement models is found in games like Sim City. Having a city with a good road systems or happy citizens may be of higher focus than simply growing to the highest population. Many times in Sim City I would elect to use all "green" energy (wind and hydroelectric power) rather than burning coal. This makes little sense from the lens of the 4 Bartle types.

I look forward to hearing thoughts.

2 comments:

  1. Hmm... I think to classify it as a Bartle type, we'd have to come up with a few game examples where a player could viably find his primary form of enjoyment from organizing.

    Inventory management in World of Warcraft and Diablo is what jumped out at me first. I'm one of those players who can't go more than a few rounds of looting before digging into my inventory to make sure that everything is in its right place, but I don't think that's where I get my primary entertainment from either game.

    In Sim City, I'm a "perfect roads, perfect water" player... grids grids grids and 100% distribution. This comes closest to a "organization" type, but I still think it's an added challenge for achieving a huge population.

    It's before 8am and I'm not through my first cup of coffee yet... maybe I'll think of more game examples as the days presses on.

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  2. Puzzle pirates has many examples of this.

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