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@agatestudio Personality Devon Clerics Agate Studio

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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

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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 gameThis model holds that there are 4 different kinds of play style interests

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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

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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

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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

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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

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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

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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.