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@agatestudio
Personality
Devon
Clerics
Agate Studio
+
Personality and Play
Styles
@agatestudio@agatestudio@agatestudio
PERSONALITY AND PLAY STYLES
Modeling Gamer Psychology
Have been proposed and debated over past decades
+
Bartle Types
@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
@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
Four Bartle Personality Types
@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
@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
Example
+
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
+
The Four Keirsey
Temperaments
@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
The Keirsey Temperaments
+
Keirsey and Bartle
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
Unified Model, Keirsey-Bartle Diagram
+
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.
+
Other Models
DGD1 Model
@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
@agatestudio@agatestudio@agatestudio
GNS+ AND MDA+
GNS : Gamist/Narrativist/Simulationist
MDA : Mechanics, Dynamics, Aesthetics
+
The Unified Model
The Unified Model of Personality and Play Styles
+
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)
+
Various game genres fit into the
Unified Model
+
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.
+
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.
+
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?
+
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.
+
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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Personality by Devon

  • 3. @agatestudio@agatestudio@agatestudio PERSONALITY AND PLAY STYLES Modeling Gamer Psychology Have been proposed and debated over past decades
  • 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. @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
  • 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. @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
  • 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
  • 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
  • 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
  • 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.
  • 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. @agatestudio@agatestudio@agatestudio GNS+ AND MDA+ GNS : Gamist/Narrativist/Simulationist MDA : Mechanics, Dynamics, Aesthetics
  • 24. The Unified Model of Personality and Play Styles
  • 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. + Various game genres fit into the Unified Model
  • 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. + 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. + 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. + 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. + 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