[Home] [Groups] - Message: [Prev in Group] [Next in Group]
26033: RE: [MUD-Dev] 3rd Axis for Bartle's 2 axis theory of MUD players
[Full Header] [Plain Text]
From: "Koster, Raph" <rkoster@soe.sony.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 19 Oct 2002 09:10:36 -0700
Organization: Kanga.Nu
From: Ola Fosheim Grxstad
> "Richard A. Bartle" <richard@mud.co.uk> writes:
>> complex. Immersion is more a facet of player development than
>> their style of play. The 'classic' progression through the HCDS
>> player types is: killer to explorer to achiever to socialiser.
>> This matches the increasing immersion of the player in the
>> virtual world. Adding immersion as a third dimension is a little
>> odd in this context, as it's non-orthogonal.
> Great, something I can totally disagree with!!>;}
> First of all, why do you see K->E->A->S as the classic
> progression? For a player with singleplayer game experience
> entering a typical RPG MUD I would rather assume something like
> EAKSEA, but this really depends on the games you have experience
> and the MUD you enter... (KEAS might be right for UO, but probably
> not for AO/EQ) For a nongamer I would assume SEA...
For combat-oriented muds, I would have put it as
A->K->E->S. Certainly in the commercial world most people seem to
come in ready to "play the game" which to them means level up or
whatever. Then they look for greater challenges in the form of
player opponents, then start exploring other aspects of the game,
and finally stick for their friends.
-Raph
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev