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View Poll Results: What type of gamer do you associate the most with? | |||
Killer | 3 | 18.75% | |
Achiever | 8 | 50.00% | |
Explorer | 9 | 56.25% | |
Socialize | 5 | 31.25% | |
Multiple Choice Poll. Voters: 16. You may not vote on this poll |
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Types of Gamers and How to Please Them
Above is a diagram for something called the Bartle Test. The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games (including MUDs and MMORPGs) into categories based on their gaming preferences. The entire linked wikipedia article is worth a good read over and bookmark, as it helps reveal what makes a game appealing to a variety of audiences.
With Mysidia, at the core, we're running an adoptable site. Some people just want to collect, and merely having adoptables will keep them happy. But if you throw in an achievement system, give them a world to explore, a story to read into, a quest system, and NPCs to interact with - you're hitting more audiences. So ask yourself: What can you do to make your site more appealing? Cater to types of gamers that you can't relate to, as well as the ones you can.
These four styles emerged from the combination of two primary gameplay interests, Content and Control, each of which has two mutually exclusive forms. Content is defined to mean either acting simply and directly on objects in the game world, or interacting more deeply with world-systems. Control refers to how players want to experience the game world -- either through the dynamic behaviors of other players, or with the relatively static world of the game itself. A similar, yet completely unrelated to gaming, psychological study was done in the 1970s by psychologist David Keirsey, where he identified four main types of personalities:
Just some fun thoughts to think on as you plan out further development for Mysidia, or any game-related project where players can interact with your world alongside other players. What are you doing to make YOUR site unique in terms of: dynamics: social interaction (cooperative rewards) emotion (sources of frustration, accomplishment, etc) constraints (things getting harder) progression (unlockables, things getting more rewarding) narrative (choose your own adventure, world immersion) mechanics: rewards (prizes) feedback ('good job' notifications) competition (winning and losing) challenges (effort) elements: leaderboards (bragging rights) levels (defined steps in progression) badges (visual representations of achievements) Last edited by Kyttias; 02-01-2014 at 09:36 AM. |
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