background preloader

Richard A. Bartle: Players Who Suit MUDs

Richard A. Bartle: Players Who Suit MUDs
Richard Bartle[1] MUSE Ltd, Colchester, Essex. United Kingdom.richard@mud.co.uk Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. An account of the dynamics of player populations is given in terms of these dimensions, with particular attention to how to promote balance or equilibrium. This analysis also offers an explanation for the labelling of MUDs as being either "social" or "gamelike". Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka, 1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their "players". It is worthwhile considering for a moment whether MUDs (as they are generally played) really are games, or whether they're something else. Are MUDs games? Or are they a combination of all four? i) Achievement within the game context.

http://mud.co.uk/richard/hcds.htm

Related:  Nosce te ipsumUXS2041Ludificació

Every Facebook Political Argument You’ve Ever Seen… He couldn’t have said it any better. That current event totally pissed me off. Via CollegeHumor.com Personality Types and Importance in Gamification Personality types refers to the psychological classification of different types of individuals.[1] In relation to Gamification it is also commonly referred to as Player Type and is thought by many to be an important design consideration in the Gamification Process and Game Design. On Gamification.org we use the Bartle Test of Gamer Psychology types to classify Player Personality Types into four types: Achievers, Explorers, Socializers and Killers. We use these personality types to help classify Game Mechanics and Game Features to show what type of personality type would best like them. Gamify Experts as part of the Gamification Process might consider taking into consideration the personality type of the players they are reaching and see if they can give the different personality types ways to all have fun in the same experience, or if the personality type of a specific demographic is skewed heavily towards a certain personality type to tailor the gamification experience accordingly.

Personality And Play Styles: A Unified Model Personality And Play Styles: A Unified Model By Bart Stewart [In this comprehensive analysis, multiple psychological systems of gameplay are surveyed, to try and arrive at a unified model in which player behavior can be understood and, crucially for game developers, catered to.] Numerous models of gamer psychology have been proposed and debated over the past couple of decades. One of the earliest and simplest has proven to be one of the most referenced and most enduring: the Bartle Types. I believe this is because the Bartle Types are a functional model of human personality in a game playing context.

Chris Bateman Chris Bateman is a philosopher, game designer and author, who has been funding his 'philosophy habit' by working in the digital games industry. He runs International Hobo, the leading creative consultancy in the field of market-oriented game design, narrative and player satisfaction services. Chris has worked in game design and writing for fifteen years, originally with tabletop role-playing games and boardgames, and later in digital entertainment after completing a Masters degree in Artificial Intelligence/Cognitive Science. He was the lead game designer and writer for such games as Discworld Noir, Ghost Master, Heretic Kingdoms: The Inquisition and Play with Fire, as well as having two novels published, and working on more than forty other games for major publishers, as either game designer, writer or both.

System Does Matter by Ron Edwards <sorcerer@sorcerer-rpg.com> Copyright Adept Press I have heard a certain notion about role-playing games repeated for almost 20 years. Here it is: "It doesn't really matter what system is used. A game is only as good as the people who play it, and any system can work given the right GM and players." My point? What Does Your Handwriting Say About You? What Does Your Handwriting Say About You? graphology Graphology is the study of handwriting, especially when employed as a means of analyzing a writer's character, personality, abilities, etc.

Roger Caillois' Patterns of Play In his 1958 book Les Jeux et Les Hommes (usually translated as Man, Play and Games), the noted sociologist and intellectual Roger Caillois introduced a terminology for considering patterns in games. He used the term 'game' in a very wide manner, applying it to all play activities. This is a partial consequence of his native language, French, where the term 'jeux' and 'jouer' express the concepts of both play and game in English. Caillois' interest in games was sociological: the second half of Les Jeux et Les Hommes is a fascinating account of how societies relate to the patterns of play he identified, and is fascinating reading.

Why Online Games Turn Players Into Psychopaths Screenshot: ysarts via Steam Community Three men stand on a deserted street, their hands in the air. One wears a green T-shirt and a motorcycle helmet. The others wear bright yellow down jackets. They are surrounded by four armed men. The four types of personalities and why empathy matters when designing for habits If you understand yourself, what motivates you, what barriers you struggle with, you will know how to help yourself or your user build better habits. Laura Pereyra explains. As human beings, we create habits to build healthier behaviors and more efficient lives. We make it a habit to wake up at 6am to work out or we intentionally block our email or social media through freedom to stay focused at work. Habits are the heuristics of the mind.

The Game, the Player, the World: Looking for a Heart of Gameness Keynote presented at the Level Up conference in Utrecht, November 4th-6th 2003. Jesper Juul: "The Game, the Player, the World: Looking for a Heart of Gameness". In Level Up: Digital Games Research Conference Proceedings, edited by Marinka Copier and Joost Raessens, 30-45. A New Taxonomy of Gamers: Table of Contents The series "A New Taxonomy of Gamers" wrapped up last Friday. For your convenience, here are the links to all 11 parts in one convenient post. Part 1: What We Talk About When We Talk About GamesPart 2: Hardcore? The Ludologist For theory! The Journal of Games Criticism is proud to announce the publication of its first special issue, edited by Aaron Trammell and Zack Lischer-Katz. Adapted from the Extending Play: The Sequel conference held at Rutgers University in 2015, this issue’s articles and interviews consider matters surrounding sequels and repetition in the world of video games and their study. The issue is available at and the full list of articles is listed below.

Features - Five Ways Games Appeal to Players I once happened upon my brothers attempting to fly an SUV off a cliff. This was years ago, when Grand Theft Auto III was still new, but it was already easy enough to search online for the cheat code to make cars fly. After about an hour of trying to glide across a river and into a football stadium, they finally cleared the edge of the wall, landed the car inside, and broke into proud laughter upon discovering the Easter egg inside: an image of fans spelling out the name of Liberty City's football team: "COCKS". I often think back on this when I read various theories on why we find games "fun." Some of the most popular theories of engagement come down to offering an optimal level of challenge, establishing a pleasant "flow" state.

Related: