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

Lydia Leong lwl at black-knight.org
Thu Jul 28 19:01:50 CEST 2005


On Jul 27,  5:12pm, Damien Neil wrote:

> While it's certainly possible that player behavior in an entirely
> new form of game will best be described by a different set of
> classifications, the achiever/explorer/socializer/killer patterns
> can be observed in social worlds like PernMUSH, achievement
> treadmills like EverQuest, and newer innovations like ATITD or
> Puzzle Pirates.

I disagree on the topic of "social worlds" that are specifically
roleplaying worlds (PernMUSH, in your example).

The key to these worlds is participatory immersion. The element of
creativity is critical, as well -- the creation of self, the
creation of the world, the creation of a story.

I agree that a creator type is definitely missing (it's something
that's been raised before in the context of Bartle's types), which
one can think of as the Builder type. These are people who add to
and extend the world in a physical sense, and it's a type that seems
to be increasingly recognized in MMOGs.

However, the builder type doesn't address the aspects of character
and story and immersion. It's the metamorphosis from _reading_ a
book to _being_ the book, so to speak. You're looking at a different
set of motivations that aren't really described by the A/E/S/K
model.

	-- Lydia
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