This work grew out of a long, heated discussion that ran from November 1989 to May 1990 between the wizzes (i.e., highly experienced players of rank wizard or witch) on one particular commercial MUD in the UK (Bartle, 1985). The debate was sparked by the question "What do people want out of a MUD?" It comprised several hundred bulletin-board postings, some of considerable length, typically concerning what the players liked , what they didn't like, why they played , and changes they would like to see to "improve" the game. Some 15 individuals took a major part, with perhaps another 15 adding their comments from time to time; this comprised almost the entire set of active wizzes during that period. Although at times the debate became quite intense , never did it lapse into the flaming that typically ends most open -ended, multi-speaker, online discussions. The fact that the people contributing to this argument were the most advanced players in a MUD that allowed player-killing might, on the face of it, be taken as evidence that they would probably prefer more "game-like" aspects over "social" ones. However, this was not the case: The MUD in question had players of all types in it, even at the wiz level. (Later in this paper, an analysis is given as to how such a MUD can come to be.) When the participants had finally run out of new things to say, it became time for me (as senior administrator) to summarize. Abstracting the various points that had been raised, a pattern emerged; people habitually found the same kinds of thing about the game "fun," but there were several (four, in fact) sub-groupings into which opinion divided. Most players leaned at least a little to all four, but each tended to have some particular overall preference. The summary was generally well-received by those who had participated in the debate. Note that although this MUD was one in which player-killing was allowed, the taxonomy that is about to be described does (as will be explained later) apply equally to "social" MUDs. The advice concerning changes which can be made to affect the player make-up of a MUD is, however, less useful to social MUDs, or to ones with a heavy role-playing component. Also, the original discussion concerned only non-administrative aspects of MUDding; people who might play MUDs to learn object-oriented programming, for example, are therefore not addressed by this paper. The four things that people typically enjoyed personally about MUDs were:
So, labeling the four player types abstracted, we get: achievers , explorers, socializers , and killers. An easy way to remember these is to consider suits in a conventional pack of cards: achievers are Diamonds (they're always seeking treasure); explorers are Spades (they dig around for information); socializers are Hearts (they empathize with other players); killers are Clubs (they hit people with them). Naturally, these areas cross over, and players will often drift between all four, depending on their mood or current playing style. However, my experience having observed players in the light of this research suggests that many (if not most) players do have a primary style and will only switch to other styles as a ( deliberate or subconscious ) means to advance their main interest. Looking at each player type in more detail, then, we could say the following:
How many players typically fall within each area depends on the MUD. If, however, too many gravitate to one particular style, the effect can be to cause players of other persuasions to leave, which, in turn , may feed back and reduce the numbers in the first category. For example, too many killers will drive away the achievers who form their main prey; this in turn will mean that killers will stop playing, as they'll have no worthwhile victims (players considered by killers to be explorers generally don't care about death, and players considered to be socializers are too easy to pose much of a challenge). These direct relationships are discussed in more detail toward the end of this paper. For the most part, though, the inter-relationships between the various playing styles are more subtle. A sharp reduction in the number of explorers for whatever reason could mean a gradual reduction in achievers, who get bored if they're not occasionally told of different hoops they can jump through for points; this could affect the number of socializers (the fewer players there are, the less there is to talk about), and it would certainly lower the killer population (due to a general lack of suitable victims). Making sure that a game doesn't veer off in the wrong direction and lose players can be difficult; administrators need to maintain a balanced relationship between the different types of player, so as to guarantee their MUD's "feel." Note that I am not advocating any particular form of equilibrium; it is up to the game administrators themselves to decide what atmosphere they want their MUD to have, and thus define the point at which it is "balanced" (although the effort required to maintain this desired state could be substantial). Later, this paper considers means by which a MUD can be pushed in different directions, either to restore an earlier balance between the player types, to define a new target set of relationships between the player types, or to cause the interplay between the player types to break down entirely. However, first a means is required of formally linking the four principal playing styles into aspects of a unified whole; this helps account for different degrees of adherence to particular styles, and aids visualization of what "altering the balance" of a MUD might actually mean . |