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FWIW, this has been heartily debunked by more modern research by Nick Yee, which is easily summed up as "Just because you like pizza, doesn't mean you don't lik
by Lewisham 13y ago
FWIW, this has been heartily debunked by more modern research by Nick Yee, which is easily summed up as "Just because you like pizza, doesn't mean you don't like ice cream." People move into different modes at different times, and are not mutually exclusive as the Bartle model.
Here's a copy of the paper:
http://www.nickyee.com/daedalus/archives/pdf/3-2.pdf http://www.nickyee.com/daedalus/archives/pdf/3-2.pdf
- e12e 13y agoInteresting counter-point. But I don't think the two papers really attempt to describe/model the same reality - the world(s) of MUD is not quite the same as the modern world(s) of MMORPGS. I've always seen Bartle's paper more as a guide for (MUD) game/world designers -- and I find the simplification of boxing player types is a useful model for that. By his own admission it isn't meant to be an academic paper -- and seeing more academic research is this area is welcome.
- rjsw 13y agoBartle's paper matches up with my memory of playing the original MUD, though it was rather a long time ago.
- saraid216 13y agoBartle explicitly states that the types are derived from the observation of MUD forum participants, rather than being a larger survey: even Yee's surveys have a better sampling since the data comes from a website catering to multiple games.
- shardling 13y agoRight, it can still be a useful design lens to think in terms of these basic types of interactions players will have in a shared world.
- saraid216 13y agoBartle goes into how his types actually progress between each other in his book. I'd transcribe it for you guys, but I loaned my copy to a friend who doesn't live in the same state anymore.