Greetings Traveler!
I told you I would get another post out before the end of the day. I hadn't thought about WildStar too much in the past few years, now I've had two reminders in the same day. With thanks to Thyanel, I decided to take the Bartle test again for my evening post. And like Thyanel, my score hasn't really changed much over the years. I think the player "types" that Bartle originated can be valuable as guides to design and plan a roleplaying game, particularly an MMO. However, too much emphasis on Bartle types can lead to poor design decisions, WildStar being a case in point. The result of my own test today is shown below.
As Bartle himself wrote:
I told you I would get another post out before the end of the day. I hadn't thought about WildStar too much in the past few years, now I've had two reminders in the same day. With thanks to Thyanel, I decided to take the Bartle test again for my evening post. And like Thyanel, my score hasn't really changed much over the years. I think the player "types" that Bartle originated can be valuable as guides to design and plan a roleplaying game, particularly an MMO. However, too much emphasis on Bartle types can lead to poor design decisions, WildStar being a case in point. The result of my own test today is shown below.
As you can see, while I heavily fall in the Explorer group, I also have significant scores in both Achiever and Socializer, and occasionally might dabble in the Killer group. The folks at Carbine mistakenly (in my humble opinion) thought that players would be one or another type, when I suspect we are all more of a blend. I need to read Bartle's original paper to get more nuance, but I think it is worth noting that he was talking about (and possibly promoting) a specific type of game: Multi-User Dungeons.The Bartle Test of Gamer Psychology
You are 73% Explorer
What Bartle says:
♠ Explorers delight in having the game expose its internal machinations to them. They try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features (ie. bugs) and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it's tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socialising can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old hat. The real fun comes only from discovery, and making the most complete set of maps in existence.You are also:
47% Achiever
47% Socialiser
33% Killer
This result may be abbreviated as EASK
Background & Acknowledgements
The Bartle Test is based on the player types identified by the legendary Richard Bartle in his paper, Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. It is strongly recommended that you read this paper if you wish to find out more about your player type, and what it all means. Bartle revisits and expands upon these ideas in his book, Designing Virtual Worlds, which is also recommended if you wish to delve a little deeper.
The original Bartle Test was created by Erwin S. Andreasen and Brandon Downey and this implementation is based on the question data which Andreasen has made available at http://www.andreasen.org/bartle/.
As Bartle himself wrote:
Are MUDs
games? Like chess, tennis, D&D?
Yes - to achievers.
pastimes? Like reading, gardening, cooking?
Yes - to explorers.
sports? Like huntin', shooting', fishin'?
Yes - to killers.
entertainments? Like nightclubs, TV, concerts?
Yes - to socialisers.
While MMORPGs share many traits with MUDs, they are not the same. And few MMO players have ever played a MUD. As I wrote above, I do believe that Bartle types can be helpful in designing MMOs. However, they are just one of many considerations that should infuse the design of a game.
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Scooter proofreads almost all my articles before I post them, for which I am very grateful. However, any mistakes are mine and mine alone (unless otherwise noted). If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after publication. The mobile version also loses some of the original character of the piece due to simplified formatting.
Scooter proofreads almost all my articles before I post them, for which I am very grateful. However, any mistakes are mine and mine alone (unless otherwise noted). If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after publication. The mobile version also loses some of the original character of the piece due to simplified formatting.