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20493: Re: [MUD-Dev] Anarchy Online (was Community Feeling)
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From: "Dave Rickey" <daver@mythicentertainment.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 6 Aug 2001 11:19:59 -0400
Organization: Kanga.Nu
-----Original Message-----
From: Hanz, Rob <rhanz@verant.com>
> This brings up an interesting point, and one of my pet peeves with
> the "Bartle Types" in general (short version: I don't think you
> can truly understand the Bartle types without having played
> MUDII).
You can't properly understand what Richard Bartle was writing about,
but that doesn't mean you can't understand the concepts
(potentially, better than someone too intimately familiar with the
background).
> Is it possible that instead of 'killer', the appropriate label for
> that category should be 'competitor'? This would give us a nice
> grid with the axes being 'cooperation - competition' and 'people -
> game'. It would also perhaps open up our thoughts as to how to
> occupy competitors without having to invoke PvP - which is
> arguably the most destructive form of competition (since it forces
> unwilling players into that playstyle in most cases).
I prefer the term "Controller" myself. Everybody in these games
competes (even Socializers are in a non-zero-sum competition of
sorts, to be more popular and better liked). What's been identified
as the "killer" segment is defined by their desire to excercise
*control* over other players, killing them is just the most obvious
(and intrusive) way they do so. The most successful "Killers" are
not outcasts. They are well-liked and popular (at least with their
membership) Guildmasters. The classic "Dewd" grief-killer is to the
Killer segment what the "RP Nazi" is to the Socializer segment, an
intrusive and self-alienating fringe.
--Dave
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