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The Bartle taxonomy of player types is a classification of
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
players (
gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routin ...
s) based on a 1996 paper by Richard Bartle according to their preferred actions within the game. The classification originally described players of
multiplayer online game A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
s (including MUDs and
MMORPG A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
s), though now it also refers to players of
single-player video game A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually ...
s. The taxonomy is based on a character theory. This character theory consists of four characters: Achievers, Explorers, Socializers, and Killers. These are imagined according to a quadrant model where the X axis represents preference for interacting with other players vs. exploring the world and the Y axis represents preference for interaction vs. unilateral action. A test known as Bartle Test of Gamer Psychology based on Bartle's taxonomy was created in 1999–2000 by Erwin Andreasen and Brandon Downey, containing a series of questions and an accompanying scoring formula. Although the test has met with some criticism for the dichotomous nature of its question-asking method, as of October 2011, it had been taken over 800,000 times. As of February 2018, the Bartle Test of Gamer Psychology hosted by GamerDNA is no longer available. Alternative online implementations of the test exist, however. The result of the Bartle Test is the "Bartle Quotient", which is calculated based on the answers to a series of 30 random questions in the test, and totals 200% across all categories, with no single category exceeding 100%.


Achievers

Also known as "Diamonds" (♦) , these are players who prefer to gain "points", levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that are merely cosmetic.


Single-player appeal to the Achiever

Every game that can be "beaten" in some way caters to the Achiever play style by giving them something to accomplish. Games that offer a 100% completion rating appeal to Achievers.


Multi-player appeal to the Achiever

One of the appeals of online gaming to the Achiever is that they have the opportunity to show off their skill and hold elite status to others. They value (or despise) the competition from other Achievers, and look to the Socializers to give them praise.
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washi ...
's
Xbox Live The Xbox network, formerly and still sometimes branded as Xbox Live, is an online multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox system on November 15, 2002. A ...
utilizes the
Gamerscore The Xbox network, formerly and still sometimes branded as Xbox Live, is an Internet, online multiplayer video game, multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox ...
to reward Achievers, who can get points by completing difficult "Achievements" in the various games they purchase. They can, in turn, compare themselves to other gamers from around the world.


Explorers

Explorers, dubbed "Spades" (♠) for their tendency to dig around, are players who prefer discovering areas, and immerse themselves in the game world. They are often annoyed by time-restricted missions as that does not allow them to traverse at their own pace. They enjoy finding
glitch A glitch is a short-lived fault in a system, such as a transient fault that corrects itself, making it difficult to troubleshoot. The term is particularly common in the computing and electronics industries, in circuit bending, as well as among ...
es or a hidden
easter egg Easter eggs, also called Paschal eggs, are eggs that are decorated for the Christian feast of Easter, which celebrates the resurrection of Jesus. As such, Easter eggs are common during the season of Eastertide (Easter season). The oldest tr ...
.


Single-player appeal to the Explorer

Combat and gaining levels or points is secondary to the Explorer, so they traditionally flock to games such as ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's charact ...
''. In these games, the player finds themselves in a strange place, and the objective is to find their way out by paying close attention to detail and solving puzzles. The Explorer will often enrich themselves in any back story or lore they can find about the people and places in-game. Whereas an Achiever may quickly forget a gaming adventure; the Explorer will recall fond memories about their experience.


Multi-player appeal to the Explorer

However, Explorers will often become bored with any particular MMORPG when they have experienced its content. They will tire quicker than other gamer types, and feel the game has become a chore to play.


Socializers

There are a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or "Hearts". (♥) They gain the most enjoyment from a game by interacting with other players, and sometimes, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it. Some socializers enjoy helping others for the sake of altruism, while explorers help for the sake of discovering previously unattained areas, and achievers or killers want to help for the sake of an extrinsic reward such as points.


Single-player appeal to the Socializer

Since their objective is not so much to win or explore as it is to be social, there are few games that the Socializer enjoy based on their merits. Instead, they play some of the more popular games so that they can use the multi-player features. However, there are some games designed with their play style in mind, which socializers may in particular enjoy. Games of the earliest video game generations seldom have longer dialogue trees, but 2000s games that offer significant player- NPC relationship interaction and development include the titles ''
Fable Fable is a literary genre: a succinct fictional story, in prose or verse, that features animals, legendary creatures, plants, inanimate objects, or forces of nature that are anthropomorphized, and that illustrates or leads to a particular m ...
'', ''
Mass Effect ''Mass Effect'' is a military science fiction media franchise created by Casey Hudson, Drew Karpyshyn and Preston Watamaniuk. The franchise depicts a distant future where humanity and several alien civilizations have colonized the known unive ...
'', and '' Knights of the Old Republic''. With the advent of the World Wide Web, gamers' association has partially moved online. Socializers are especially keen at sharing their gaming experiences on forums and social media. For instance, the
procedurally generated In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
game ''
Dwarf Fortress ''Dwarf Fortress'' (officially called ''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress'') is a construction and management simulation and roguelike indie video game created by Bay 12 Games. Available as freeware and in development sin ...
'', has a tight-knit community due to the game's unforgiving nature, unique scenarios and perplexing mechanics. Video game streamers who interact with their audience are often socializers. One former popular form of gaming video is the
Let's Play A Let's Play (LP) is a video (or screenshots accompanied by text) documenting the playthrough of a video game, often including commentary and/or a camera view of the gamer's face. A Let's Play differs from a video game walkthrough or strat ...
format, which has largely been replaced by
live streaming Livestreaming is streaming media simultaneously recorded and broadcast in real-time over the internet. It is often referred to simply as streaming. Non-live media such as video-on-demand, vlogs, and YouTube videos are technically streamed, but n ...
on platforms such as
Twitch Twitch may refer to: Biology * Muscle contraction ** Convulsion, rapid and repeated muscle contraction and relaxation ** Fasciculation, a small, local, involuntary muscle contraction ** Myoclonic twitch, a jerk usually caused by sudden muscle co ...
and
YouTube YouTube is a global online video sharing and social media platform headquartered in San Bruno, California. It was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second mo ...
.


Multi-player appeal to the Socializer

The online environment is very appealing to the Socializer, as it provides near limitless potential for new relationships. They take full advantage of the ability to join
guilds A guild ( ) is an association of artisans and merchants who oversee the practice of their craft/trade in a particular area. The earliest types of guild formed as organizations of tradesmen belonging to a professional association. They sometimes ...
or kinships in many online games.


Killers


Single-player appeal to the Killer

Killers are, more than other player types, motivated by powergaming and eclipsing others. They want to achieve first rank on the
high score In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points (except in game shows, where scores often are instead measured in units of currency), and events in th ...
board or beat another speedrunners time record.


Multi-player appeal to the Killer

Causing mayhem among computer-controlled people and things may be fun to the Killer, but nothing amounts to the joy of pitting one's skills against an actual player-controlled opponent. For most, the joy of being a Killer results from a friendly competitive spirit. For others, it's more about power and the ability to hurt others or the thrill of the hunt. One such example is "ganking" or "owning", a process where the Killer takes their strong character to a place where inexperienced or weaker characters reside, and proceeds to kill them repeatedly.


Application

In addition to helping players define their game-playing preferences, the Bartle taxonomy has also been used by game designers to help define the requirements of games that are intended to appeal to a particular audience.


History

In 2006, after running for ten years on a web server maintained by Erwin Andreasen, the database met with intractable scalability problems. After several months, the test was rewritten and moved to GamerDNA servers, preserving all the original test data.


Expanded categories

Richard Bartle also created a version of his player types model that included a third axis of implicit/explicit, leading to eight player types. Achievers * Planner (explicit) ** They set a goal and aim to achieve it. * Opportunist (implicit) ** They look around for things to do, but they don't know what these are until they find them. Explorers * Scientist (explicit) ** They are methodical in their acquisition of knowledge. * Hacker (implicit) ** They have an intuitive understanding of the virtual world, with no need to test their ideas. Socializers * Networker (explicit) ** They assess other player's capabilities. * Friend (implicit) ** They enjoy their company. Killers * Politician (Explicit) ** Their aim is to get a big, good reputation. * Griefer (implicit) ** Their vague aim is to get a big, bad reputation. According to Bartle: "The 4-part version is easy to draw because it's 2D, but the 8-part one is 3D; it's therefore much harder to draw in such a way as it doesn't collapse in a mass of lines." (Bartle's personal blog.)There is one known online test based on this model.


Criticism

Bartle's divisions provide a foundation for investigating gamer psychology; however, subsequent studies have noted certain limitations. For example, Nick Yee has argued that a "component" framework provides more explanatory power than a "category" framework. Bartle's motivation factors were analysed for correlation by factorial analysis based on a sample of 7,000 MMO players. One of the results was that the Bartle's Explorer type didn't appear and more importantly its subfactors "exploring the world" and "analysing the game mechanics" didn't correlate. Jon Radoff has proposed a new four-quadrant model of player motivations (immersion, cooperation, achievement, and competition) that has a goal of combining simplicity along with the major motivational elements that apply to all games (multiplayer or otherwise).


See also

* BrainHex *
GNS theory GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions ...


References


External links

{{MUDs MUDs Video game studies Personality tests