bartle-test

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  • Hyperspace Beacon: SWTOR's 2014 report card

    by 
    Larry Everett
    Larry Everett
    12.16.2014

    In 1996, Richard Bartle published a study of MMO gamers that eventually led to his 2003 book Designing Virtual Worlds, which was at the time the de facto MMO genre's design bible. Of course, this was before World of Warcraft hit the scene, but many of the principles Bartle laid out still hold true. In fact, if you don't believe me, take it yourself: GamerDNA still has an online test based on the Bartle study. Bartle categorized players based on their interests in the game; I would like to do the same this year as I did last year for Star Wars: The Old Republic since it's a good way to measure the game against the average expectations of certain types of players. Bartle divides us all into Achievers, Socializers, Explorers, and Killers. I'll explain what each of those means as I discuss the different aspects of SWTOR. If you know what that means and so you have a point of reference, my profile is SEAK, which means that I interact with all types of players. For fun, I've added a grade-card-style of rating system: A, B, C, D, or F. Just remember the information I give about that score counts for more than the score itself.

  • Richard Bartle 'frustrated' with modern MMO development

    by 
    Justin Olivetti
    Justin Olivetti
    10.30.2014

    A fascinating piece over on Eurogamer about MUD1 and Richard Bartle traces the history of the modern MMO back to this game and this man. Bartle said that he and his partner "wanted to change the world" with his game, although he says that the modern MMO has yet to reach its full potential. "I am frustrated at its slow pace," Bartle said. "There's so much you can do with virtual worlds. But it's not being done. I wanted them to be places of wonder in which people could go to truly be themselves, away from societal pressure or judgement. My idea was that if you could truly find yourself in a virtual world you might be able to then take that back into the real world. Then we could get rid of these artificial restraints of class, gender, social status and so on that dictate that you are what you are born to be." Bartle talked about how the goal for MUD1 was to give players "pure freedom" and how he thinks that MMOs should operate on a meritocracy. For more information on this topic, check out Massively's MUD retrospective and interview with Bartle back in 2011.

  • Hyperspace Beacon: The rest of SWTOR's year-end report

    by 
    Larry Everett
    Larry Everett
    12.31.2013

    The end of the year is nigh, and as I promised, I will give you my final thoughts on Star Wars: The Old Republic and its achievements for 2013. I wanted my assessment to be based on something other than squishy feelings. Of course, opinions are extremely subjective, but that doesn't mean they cannot be based on something a bit more substantial. In July, I created a mid-term report card for SWTOR using Dr. Richard Battle's studies as the starting point. Bartle's study allowed me to step out of my normal playstyle and observe the game from the standpoint of different types of MMO players. Some players find discovery and exploration to be the most important part of an MMO. Others want to achieve the highest scores or defeat the biggest bosses. Some want to prove that they are better than other players in direct combat, and yet other players want to use the game as an interactive chatroom or work with a group to achieve a goal. Few people fall neatly into one category or other, but nearly everyone will have a dominant motivation. A couple of weeks ago, I graded the game based on the perspective of Bartle's Killer type, giving SWTOR a C- in the category. Because of Galactic Starfighter and 4v4 arenas, I raised the grade from the F I gave it during the mid-term report. I gave the game an A- for Achievers, B for Explorers, and C for the Socializer earlier this year. Has SWTOR been able to raise its grade in these other categories?

  • Hyperspace Beacon: The SWTOR year-end report on PvP

    by 
    Larry Everett
    Larry Everett
    12.17.2013

    In July, I took the famous Bartle Test and pitted it against the state of Star Wars: The Old Republic at the time. The test, based on the research of Dr. Richard Bartle, measures the types of activities within an MMO that players find fun. Of course, there is plenty of crossover, and very few people fit neatly into one category, but I believe that if an MMO hits all the categories well, it will be highly successful, at least from a player's point of view. In the research, player motivation is divided into four categories: Achiever, Explorer, Killer, and Socializer. I have never been a fan of the term Killer as used to describe the type of player who likes to compete directly with other players, but then, I didn't earn a PhD from the University of Essex, either. The Killer category has always been described as more than someone who likes to PvP in the sense that most MMOs provide PvP. A Killer likes to compete, plain and simple. He wants his skills pitted against the skills of other players, and he wants to be recognized for it. In SWTOR, many Killer-types will hang out on the steps of the Sith Academy on Korriban dueling, partially because they find dueling enjoyable, but also because it is in sight of many other players. (That's where recognition comes in.) In July, I gave SWTOR very poor marks in the Killer category. I wrote, "Later this year, BioWare plans on introducing a content specifically focused on PvP, but given the team's track record, I have my concerns," and then I gave the team an F in this category. Has BioWare been able to raise that grade? And how have things changed since mid-year?

  • Hyperspace Beacon: SWTOR mid-term report card

    by 
    Larry Everett
    Larry Everett
    07.09.2013

    It's history lesson time. In 1996, Dr. Richard Bartle, who earned his PhD in artificial intelligence from the University of Essex, wrote a paper analyzing the different types of gamers who play massively multiplayer games. At the time, these games mostly consisted of MUDs (a genre Bartle helped create), but there were certainly enough data from Bartle's study that could be ported over to MMORPGs, which is exactly what Erwin Andreasen and Brandon Downey did in 1999 and 2000 when they created the Bartle Test. Since then, the Bartle Test, which breaks up online gamers into four general categories (achiever, explorer, killer, and socializer), has been used as a standard in discovering which online games players would enjoy most. Why bring this up? Well, we are about six months into the second year of Star Wars: The Old Republic. The first year was fraught with high expectations and slow delivery. Many failed attempts at greatness made the first year of SWTOR a bit of a downer. However, in this second year, in light of the ever-changing market of MMORPGs, the Star Wars MMO took steps to put itself on a better path. Using the Bartle Test as my litmus test, I will break down and grade this year's performance so far.

  • Playnomics puts gamers into eight categories

    by 
    Justin Olivetti
    Justin Olivetti
    08.28.2012

    Forget the Bartle Test -- there's a whole new chart for player behavior. Playnomics, a predicative gaming analytics company, has crunched a lot of numbers to neatly segment players into eight categories depending on the player's motivation and behavior. Combining behavioral science and in-game data, the company created a neat infographic that attempts to sell you on the concept of these eight categories, which uses the axes of intuitive/diligent, social/solus, and proactive/reactive. The end result of these fundamental types is composed of scientists, politicians, collectivists, soloists, habitualists, socialites, strategists, and competitors. When applied to the population of the UK, the study showed that strategists (32%) and politicians (22%) are dominant, while soloists (5%) and habitualists (5%) are the minority.

  • WildStar's Bartle-inspired paths offer players unique and shared content [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    11.16.2011

    Jeremy Gaffney recently opened up on the connection between WildStar's Paths and Richard Bartle's famous breakdown of playstyles. While Gaffney admits that WildStar drew inspiration from Bartle's categories, the team has tuned the four paths -- Explorer, Soldier, Achiever and Builder -- to fit the devs' vision for the game. No matter which path you pick, Gaffney promises that there will be something meaningful for you to be doing at all times. The important part is that the game has a deliberate balance between path-specific activities and universal ones: "What we do is we take 70% of the world, and that's a mix of all the styles, and then about 30%, depending on the zone, swaps over and that's about you and about your path. So, as an Explorer you have your normal mix of stuff, but then an extra chunk on top of it that's all about exploring." People from different paths have many ways, reasons, and incentive to interact as they progress through the zones. Gaffney says that WildStar will "pile on the layers" to keep players involved and active. He also assured fans that all paths will have plenty to do in the endgame so that the journey doesn't come to a crashing halt. [Update: Carbine also released another WildStar Wednesday this afternoon; it features some community discussion all about events in MMOs.]

  • The Game Archaeologist plays with MUDs: A talk with Richard Bartle

    by 
    Justin Olivetti
    Justin Olivetti
    04.12.2011

    From talking with Richard Bartle, reading his blog, and looking over several interviews that he's done, I've concluded that the co-creator of the first multi-user dungeon is, in many ways, a card. A smart one, a perceptive one, and an outspoken one, but a card nonetheless. I say this in a good way, of course, because for all of the verbal pussyfooting that often goes on in this industry, it's refreshing to hear the voice of someone who knows what he thinks and isn't afraid to say it, even if it goes against the grain. Dr. Bartle's name often comes up in discussions of both MUDs and MMORPGs. His designs, work and scholarship have influenced MMOs in substantial ways, and it's possible that if our children end up learning about massively multiplayer RPGs in school some day, Bartle's name will be mentioned once or twice. While he's sometimes polarizing, it's hard to deny the incredible work he's done, which is why I was excited to get to talk to him about this month's subject on the Game Archaeologist. So hit that pesky jump and let's pick the mind of a guy who really earned the right to post "FIRST!!1!"

  • Wings Over Atreia: Passing the personality test

    by 
    MJ Guthrie
    MJ Guthrie
    08.23.2010

    As you readers know, last month I embarked on my trek to acquire some shiny new gold gear in Aion, setting my sights on Miragent armor. Of course, all of you who have already walked this path know that it takes quite a bit of doing, and as I am on task three... well, you knew there was no way I would complete it in just one week and be able to finish the series! So in the interim, we have the chance to take a small break and delve into another topic -- one that has been on my mind quite a bit lately. For any who has read up on the staff (isn't it fun being nosy!), you know that the social dynamics of gaming fascinates me. Oh, they alternately make me shake my head, LOL, and even groan, but I am enthralled just the same. Like a train wreck that rivets your attention, the social aspects of MMOs allow me to sit back and watch with detached awe, wondering how in the Seraphim Lords some things can actually transpire. I mean, did someone really just do that?! Indeed, the personalities that emerge whenever you gather a group of people together truly intrigues me, and I'd like to share with you some that I have seen running rampant in Aion. Grab your Rorschach test and blot your way past the cut to check out these gaming personalities. Have a chuckle seeing where your friends and legion-mates (or maybe even you) fall. Any resemblance to actual gamers, past or present, is definitely intended!

  • LEGO Universe unleashes Comic-Con videos

    by 
    Jef Reahard
    Jef Reahard
    07.23.2010

    If you didn't make it to this year's Comic-Con, you're missing out on a brick-ton of new information on the forthcoming LEGO Universe MMORPG. Luckily MMOCrunch has you covered in a piece that mentions the game's four playable factions (Assembly, Sentinels, Paradox, and Venture League). Each faction is built to cater to a different type of player, and though you're probably smart enough to figure them out on your own (you played with LEGO bricks after all), they correspond to builders, warriors, ninjas, and explorers. While it's not quite in line with the famous achiever, explorer, socializer, and killer metric made famous by Bartle, it's nice to see the LEGO team designing the title with a wide audience in mind. Also debuting at Comic-Con this week are three new videos featuring the factions, Pet Cove and taming footage, and a piece highlighting various LEGO Universe development partners. Check them out after the cut or at MMOCrunch.

  • How your Bartle Type influences your WAR class choice

    by 
    Shawn Schuster
    Shawn Schuster
    10.12.2008

    A few weeks ago, gamerDNA made a push to get 500k gamers to take the Bartle test located on their site. Not only did they crush that number, but they've put the statistics to good use. In an interesting research article by Sanya Weathers (who was just recently on the Massively speaking podcast), you'll notice some fascinating results combining the Bartle Type of gamers as it pertains to their Warhammer Online class choice.First off, this article shows the interesting distribution of class choices in WAR (from the people with that information in their gamerDNA profiles). Then that information is broken down to show gender preference per class and ultimately the Bartle Type in relation to each class. The entire article is certainly a worthwhile read, and says a lot about the balance of the game's classes and how the game can appeal to as many people as it has. Hopefully, as hinted in the article, gamerDNA will do research like this for other popular MMOs in the future. Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • The Daily Grind: What's your Bartle quotient?

    by 
    Samuel Axon
    Samuel Axon
    08.14.2008

    The Bartle Test of Gamer Psychology has long been a staple of the MUD and MMORPG community. We've ever mentioned it here a couple of times.The Bartle Test (developed by -- you guessed it -- Richard Bartle) is a series of questions the answers to which result in the test-taker's Bartle Quotient. In your Bartle Quotient, you're told how closely you identify with each of four types of MMO gamer pychologies -- Achiever, Explorer, Killer, and Socializer. The final figure is a ranking -- from most dominant to least dominant -- of those types in your own gaming personality. For example, this blogger is an ESKA.The test has been criticized over the years as an innacurate or insufficient measurement, but it's remained popular nonetheless. Take the test, and tell us where you stand. Do you feel it's accurate? If not, where did it go wrong?

  • Player Consequences: PvP Consequences in Age of Conan

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    06.23.2008

    Player versus Player combat is always a tricky subject in the realm of MMO design. It has been with us since some of the earliest games in the genre and has had a huge influence on many players. Indeed the demand for PvP game play is now so high, that most developers believe they have to include some form of it or risk losing players. It is easy to see why the developers for Age of Conan chose to have so many different types of PvP in their game. Unfortunately, just rubber-stamping PvP into a game can be bad idea especially, if you do not evaluate its overall impact on your player base. Age of Conan uses a factionless system which makes it very vulnerable to negative forms of PvP like ganking and rez point camping. Some people think that's all there is to PvP in a MMO but there is much more behind the story. Many gamers prefer matching wits against real opponents instead of predictable AI enemies. If you go by the Bartle test then these players can be classified as "killers" though the term has a lot of negative connotations. Not everyone who is a PvP enthusiast is also a griefer out to ruin everyone's fun. This is why Funcom is trying to design a system that allows for player competition, but prevents an overabundance of asshattery.

  • Take a test, get your Bartle profile

    by 
    Kyle Horner
    Kyle Horner
    06.14.2008

    Yeah we used that "test" word, but hear us out! These are the fun kinds of tests that you can take in your downtime or at work when you just feel like slacking off -- you know, when the boss isn't looking. These particular tests are for the online gaming and MMO players out there, which makes them especially interesting for us here at Massively. Whether or not you consider personality tests to carry any real weight, this one is easily one of the better tests we've encountered in the worthwhile department. Plus, it has cool little graphical characters at the end of it!Whether you're a PvPer, PvEer or even an everything-er you'll find out something interesting about yourself from the Bartle Test of Gamer Psychology. Even the WAAAGH! blog seemed to be able to relate their scores to what excites them most about EA Mythic's forthcoming Warhammer Online. We're not saying the test will give a definitive answer about what type of player you are, but it does get fairly close. In our case, almost creepily-so.

  • Richard Bartle at Metanomics

    by 
    Tateru Nino
    Tateru Nino
    03.16.2008

    Richard Bartle dips in and out of Second Life. He likens it as going to London. He might not be there for months, and then multiple times in a week. To him, Second Life is a place, much like many others. Bartle was in that place on 11 March, as a part of the Metanomics series, hosted by professor Robert J Bloomfield. Bartle often regarded as the father of the first MUD. In a sense he's the progenitor of all existing virtual worlds, both those based on games and those that are game-free.