Revisting Bartle’s MMO player types

We haven’t talked about the old Killer-Socializer-Explorer-Achiever thing in a while. Time to drag it out and beat it again…

So to start, I would self-categorize myself as almost full on Explorer. Logic:

Killer — I don’t like being killed in an MMO. And I assume that other people don’t like being killed, either. I am, when centered, a generally nice person. I don’t like to inflict pain, suffering or unhappiness on other people. (Other people would probably not say I’m a nice person because I am often not centered, and when I’m frustrated, or angry, or sad, I’m a royal son-of-a-bitch, but we generally point our introspection lens at ourselves when we are ‘neutral’.) So I don’t like PVP because I don’t like killing other people because I assume that upsets them, and I get no pleasure out of upsetting other people.

But, curiously enough, even though I don’t like being killed, I do kind of like being in danger. It really adds something to the MMO experience when you know you can be unexpectedly attacked at any moment (in days of yore you’d have to worry about that from NPCs, but that’s not often the case these days).

Point being, I don’t put my Killer quotient at zero, but it’s pretty low. I enjoy, now and then, the thrill of running through PvP areas and having to be on the lookout constantly.

Socializer — I solo almost exclusively. I don’t chat a lot; I’m *extremely* impatient with people who are intolerant, and most MMOs are full of people who are intolerant. The irony of me being intolerant of people who are intolerant is not lost on me…I wouldn’t want to talk to me, either. 🙂 I do like to swoop in and save people in trouble; that makes me feel heroic. I do like player-driven economies and the dynamic feel that lots of players brings to a game. I love people watching, in game and out. People are strange and twisted beasts and you never know what they’ll do next.

Point here being, Socializer again very low, but not quite at zero.

And now things get really interesting.

I would self-evaluate myself as being low Achiever, and high Explorer. Or I would have, until I got into a comment thread with Tipa over gaining levels. Quick summary: Tipa thinks of leveling as a chore, and she’d just assume games not have levels. She points to Eve as a game where you can go anywhere and do anything on Day 1.

Now that baffled me. It’d be like saying you don’t like ice cream! There’s nothing wrong at all with not liking ice cream, but I just find it hard to fathom. I love gaining levels, or speaking more generally, progressing a character (levels, talents, skills, traits, gear…whatever ‘increases’ to make your character more capable).

Tipa says she is an Explorer, not an Achiever, and that explains why she feels the way she does.

It took me a few days of pushing this around in my brain before I realized that I *am* an Achiever. I never thought I was because I very, very rarely make level cap. I never log in with intent to gain more levels, but when I do get them, I smile a lot. I never raid, I never stay up past a reasonable bedtime in pursuit of a goal. I don’t feel driven my Achiever-ness. But it turns out I am an Achiever.

I’m Explorer too, but that exploration has to be tempered with Achiever goals. Give me a brand new MMO where I can toggle on god mode and fly everywhere around the world and see everything the game has to offer, and I’m done with the game in a week. To me, Exploring new parts of an MMO world is the reward for Achieving new levels. [Tangent: I love Japanese RPGs, too, even though they tend to be very linear and so not very popular in the West. I love having to ‘earn’ the next bit of the story, the next area to explore. Same basic mechanics as in my MMOs.]

All of which is why I probably don’t buy into the popular “DIKU-MUD based MMOs must DIE” sentiment that is so popular these days. I don’t play for the game mechanics, I play to Explore a new world. Once I stop regularly visiting new areas in a game, I move on to another game. The mechanics are irrelevant, and in fact I might argue that I prefer them not to change much because I don’t feel like putting in the effort to learn a new set of controls. Take WoW or EQ2, strip out the geography, lore and npcs and replace those with new geography, lore and npcs and I’ll happily repurchase as a new game.

So I think if I were to self assign my Bartle archetype, it’d be something like:

Explorer: 40%
Achiever: 40%
Killer: 10%
Socializer: 10%

(Not that Bartle results add up to 100%)

For reference, the last time I took the test I was:

How about you? Forget the test… how do you see yourself?

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After reading such a diatribe, I can at least share with you the kinds of views I play for:

wallpapers,lotrowallpapers,lotro

Click through for 1680×1050 wallpaper versions.

Aion beta’s nerdrage evoking policy

I resisted posting this whine, and it is a whine, but I just can’t get it out of my head.

I got into the Aion beta via a paid-subscription to Fileplanet (and getting into betas is my main reason for being a paid member there). By the end of the July 4th beta weekend, I was pretty burned out on Aion and had decided not to pre-order.

In the weeks since, I’ve been feeling the urge to play it again. Specifically to experience the combat system again. I’m not even sure why; I wanted to play more to identify what it was that was calling me back, or if this urge was even based on reality or just faulty memory.

So I was excited about this weekend’s beta event. I eagerly updated my client, logged in and got the message that my account wasn’t eligible for this beta event. A bit of research confirmed it: the Fileplanet keys (and many, many other keys) were for that 1 single weekend in July.

Nerdrage ensued. I could try to justify it (it was a pretty big download just for a couple days of play; I would’ve tried more classes had I know I just had 3 days, etc) but the real truth of the matter is, it just felt like a bait and switch. Jump through the hoops to get in, we’ll give you a taste, but now we’re going to cut you off. It felt like artificial scarcity designed to try to increase demand. It felt sleazy, like a tactic that crystal meth dealer who hangs out down on the corner would use.

My assumption is that their plan is something like this:

Give a bunch of people a very short beta access, then cut them off. Wait a few weeks for the satisfaction levels to settle, then open beta again, but deny most of the people access, unless they pre-order.

A marketing-driven scheme to psychologically manipulate the audience into pre-ordering. It has nothing to do with beta-testing. But to be honest, over that July weekend I was just playing for free, not really testing. So on some level we’re even.

But I come out of the situation pretty angry at NCSoft and Aion, feeling the urge to say something childish like “I hope the company goes bankrupt!” but of course that isn’t really true — it isn’t the worker bees coding the AI and creating the art that made this decision, and I wouldn’t want to see such a tragic outcome for them. But whatever marketing person came up with this plan…his or her head on a pike? That I’d like to see (metaphorically speaking). Sometimes psychological marketing tactics backfire, I guess. And I bet a lot of people did turn around and pre-order so as to get into this beta event.