[MUD-Dev] DGN: Reasons for play [was: Emergent Behaviors spawned from...]

Lydia Leong lwl at black-knight.org
Thu Jul 28 18:48:17 CEST 2005


On Jul 27,  6:16am, "Sean Howard" wrote:

> Again, I've always thought that the Meyers-Briggs temperment
> system is a good starting point, but in its general purpose
> format, it is too easily misinterpretted by game designers who,
> frankly, don't understand players who aren't like them. With such
> a broad base, you can use these temperments to identify and
> explain away any behavior in pretty much any way you'd like. I'd
> like to see someone sit down with a statistically significant
> group of players and question the hell out of them with the four
> types of decision making styles (tactical, strategic, diplomatic,
> and logistical) and with regard to the STRUCTURE of play, rather
> than merely the outcome of it.

Have you read the article on Demographic Design Clusters on the
International Hobo site? It attempts to do exactly this.

  http://www.ihobo.com/res/DGD_brochure.final.pdf

	-- Lydia
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