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Things to consider in Bartle’s Taxonomy of MUD Players

I have been in this profession for many years and still one of the best and most used ways of identifying Players and their needs is Bartle’s Taxonomy of Players.

This was created after surveying players of MUDs, multi-user dungeons. Textual multiplayer RPGs that were played on Telnet. The taxonomy is used also for single-player 2D offline platforms. I have to still understand why. The only explanation that I have is that people are lazy. They don’t want to survey their own players.

Having said that, every game designer knows this graph:

                                  ACTING
                  Killers            |                  Achievers
                                     |
                                     |
                                     |
                                     |
                                     |
          PLAYERS -------------------+------------------- WORLD
                                     |
                                     |
                                     |
                                     |
                                     |
                  Socialisers        |                  Explorers
                                INTERACTING

Then everyone passes to talk about the 4 Player types. There are 2 things very important to consider.

Acting and interacting

The first is the difference between acting and interacting. This is not so immediate. One may think “acting is using a mechanic while interacting is using a feature” for instance. I have heard this thousands of times.

  • Acting is to do, to perform. Is a one way verb.
  • Interacting is communicate with something. Is a two ways verb, being one of these ways stronger (listening).

If you don’t understand the difference between these two verbs, you will never understand why explorers are not achievers.

Dynamics between the types

Mr. Bartle specified in his paper that there is not a Player who always stay firm in one of the four quadrants. Usually, Players move around according to many factors. We can summarize these factors in the word: autonomy. They decide, mostly for intrinsic reasons, to switch.

When you design a game or a feature it’s important to consider the main reasons to switch and how to make that switch interesting. So that the Player who decides to do that will find always something motivating answering to that decision.

Dynamics are hard to predict when you design a game, but you can use this switch as an opportunity to create better playtest cases.

Published inGame Design

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