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Personality by Devon

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Personality by Devon

  1. 1. @agatestudio Personality Devon Clerics Agate Studio
  2. 2. + Personality and Play Styles
  3. 3. @agatestudio@agatestudio@agatestudio PERSONALITY AND PLAY STYLES Modeling Gamer Psychology Have been proposed and debated over past decades
  4. 4. + Bartle Types
  5. 5. @agatestudio@agatestudio@agatestudio BARTLE TYPES From the paper “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs” by Multi-User Dungeon (MUD) co-creator Richard Bartle. (1996) Based on observing and analyzing the behaviors people playing together in a multi-user game This model holds that there are 4 different kinds of play style interests
  6. 6. @agatestudio@agatestudio@agatestudio Gameplay Interest : Content & Control • Content Acting vs Interacting – Acting simply and directly on objects in the game world – Interacting more deeply with the world-systems. • Control Players vs World – Through dynamic behaviors of other Players – Through relatively static World of the game itself
  7. 7. Four Bartle Personality Types
  8. 8. @agatestudio@agatestudio@agatestudio THE 4 TYPES Killers : Interfere with functioning of the game world or the play experience of other players Achievers : Accumulate status tokens by beating the rules-based challenges of the game world Explorers : discover the systems governing the operation of the game world Socializers : form relationship with other players by telling stories within the game world
  9. 9. @agatestudio@agatestudio@agatestudio HOW TO MEASURE? Get the test to receive Bartle Quotient, http://www.gamerdna.com Answer 30 random test You will get scores with total 200% distributed in 4 types
  10. 10. Example
  11. 11. + Extended Richard Bartle also created an 8-part version of his player types model for virtual world players.  Friend  Griefer  Hacker  Networker  Opportunist  Planner  Politician  Scientist
  12. 12. + The Four Keirsey Temperaments
  13. 13. @agatestudio@agatestudio@agatestudio The four Keirsey Temperaments • 1970s, David Keirsey identified 4 general patterns from the 16 types of Myers-Briggs personality model. • 4 Types: – Artisan (SP) : realistic, tactical, manipulative, pragmatic, impulsive, action focsed, sensation-seeking – Guardian (SJ) : practical, logistical, hierarchical, organized, detail- oriented, possessive, process-focused, security-seeking – Rational (NT) : innovative, strategic, logical, scientific/technological, future-oriented, result-focused, knowledge-seeking – Idealist (NF) : imaginative, diplomatic, emotional, relationship- oriented, dramatic, person-focused, identity-seeking
  14. 14. The Keirsey Temperaments
  15. 15. + Keirsey and Bartle
  16. 16. Bartle & Keirsey Bartle Keirsey Killer Acting (on) Players = External Change Artisan Achiever Acting (on) World = External Structure Guardian Explorer Interacting (with) World = Internal Structure Rational Socializer Interacting (with) Players = Internal Change Idealist
  17. 17. Unified Model, Keirsey-Bartle Diagram
  18. 18. + Example brief descriptions of each combination  Idealist/Socializer: Socializers are described by Bartle as "... interested in people, and what they have to say. ... Inter-player relationships are important ... seeing [people] grow as individuals, maturing over time. ...The only ultimately fulfilling thing is ... getting to know people, to understand them, and to form beautiful, lasting relationships."  This is closely related to the Keirseian description of Idealists, who are very aware of other people as part of their lifelong journey of self-discovery (Internal Change). In a way, the highly imaginative Idealists are always roleplaying; they are constantly creating images of themselves (or others) that they feel they should model through their own actions in order to produce the emotions in themselves that they want to feel.
  19. 19. + Other Models
  20. 20. DGD1 Model
  21. 21. @agatestudio@agatestudio@agatestudio Caillois and Lazzaro • Caillaois : – Ilinx : fun of vertigo, the adrenaline rush from pushing physical boundaries  Killers/Artisan – Agon : – Mimesis : active construction of secondary realities – Alea: based on randomness and chance imposing fairness • Lazzaro: – Serious fun – Hard fun – Simulation – People Fun
  22. 22. @agatestudio@agatestudio@agatestudio GNS+ AND MDA+ GNS : Gamist/Narrativist/Simulationist MDA : Mechanics, Dynamics, Aesthetics
  23. 23. + The Unified Model
  24. 24. The Unified Model of Personality and Play Styles
  25. 25. + Unified Model Explain the Existing Games  How particular games satisfy particular play style interests?  FPS (i.e. CoD, Battlefield)  High levels of graphical realism, need for fast-paced tactical, real world manual dexterity, whoa moments, vertigo-inducing setpiece., aimed at the externals-oriented Artisan/Killer play style preference.  Adventure games  Creative games (i.e. Minecraft)  Turn-based strategy games (i.e. Civilization)
  26. 26. + Various game genres fit into the Unified Model
  27. 27. + The Unified Model Helps Design New Games  The Unified Model by itself doesn't talk about particular gameplay features. But it is possible to link gameplay features to specific play style preferences -- different activities distinctively satisfy different needs.This allows designers to judge the fitness of various feature possibilities for a particular design goal.
  28. 28. + Example  Problem :You’ve been tasked with designing a game that’s “exciting” and has “lots of rewards”?  Solution:  “Exciting” corresponds to the Artisan/Killer  “Rewards” describes the Guardian/Achiever preference  Gameplay elements that hit on both of those if possible  How about “Arcade-style racing”?  This provides a highly physical environment where the player can directly manipulate a vehicle in a few very specific ways (but to a high degree of virtuosity) in order to be rewarded frequently. Making this the game's core mechanic emphasizes both intense manipulative action and the satisfaction of simple, clear goals with collectible rewards, all of which speak directly to the two play style goals.
  29. 29. + Need more challenge?  Merges Internal Change goal of Idealist/Socializers with External Change desire of Artisan/Killers?  Maybe chaotic circus? Highly social environment where crazy things happen without warning.. Second Life?  Merge generally opposing preferences of Guardian/Achievers and Idealist/Socializers  To build fully on its unique qualities, such a game would need to be designed to emphasize gameplay features focusing on the rule-based generation of social relationships and behaviors… The Sims?
  30. 30. + Conclusion  No model of human behavior can be considered perfect  the practical question is only whether given model provides sufficient explanatory and predictive power to allow game designer to communicate what gamers want, why they want it, and how to give it to them.
  31. 31. + References  http://www.gamasutra.com/view/feature/6474/personality_a nd_play_styles_a_.php?print=1  Richard Bartle: "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs".  http://gamification.org

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