<story><title>Richard Bartle releases his classic “Designing Virtual Worlds” book for free</title><url>https://nwn.blogs.com/nwn/2021/08/richard-bartle-designing-virtual-worlds-free-book.html</url></story><parent_chain><item><author>DylanBohlender</author><text>Richard Bartle is a luminary in the field of game design. He invented a system for classifying gamers&amp;#x27; preferred game actions called the &amp;quot;Bartle taxonomy&amp;quot;, which helps game designers understand player motivations better. Think of it like user personas in software development - Killers love competition, Explorers love discovery, Achievers love mastery, and Socializers play games for social reasons. When designing a game for mass appeal it&amp;#x27;s often important to make sure players of all stripes find reasons to enjoy it, and Bartle&amp;#x27;s taxonomy is a great framework for analyzing how different types of players will interact with a game.&lt;p&gt;You can take an online version of the Bartle taxonomy questionnaire to get your own results here:&lt;p&gt;&lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;matthewbarr.co.uk&amp;#x2F;bartle&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;matthewbarr.co.uk&amp;#x2F;bartle&amp;#x2F;&lt;/a&gt;</text></item></parent_chain><comment><author>mettamage</author><text>Psychologists could learn a lot from humans if they&amp;#x27;d start building games and observe them.&lt;p&gt;Also, game-designers could learn a lot from psychologists. Whenever I heard Bartle&amp;#x27;s taxonomy for the first time during a game studies course, my question was (and still is): why is a taxonomy the best way to capture this? In a personality research course it became clear to me that the biggest successful models are dimensional in nature (e.g. five factor model&amp;#x2F;big 5) they are not taxonomies.&lt;p&gt;I&amp;#x27;d love for more psychologist&amp;#x2F;personality researchers to team up with game-designers. I think it could advance some scientific discoveries into human behavior.</text></comment>
<story><title>Richard Bartle releases his classic “Designing Virtual Worlds” book for free</title><url>https://nwn.blogs.com/nwn/2021/08/richard-bartle-designing-virtual-worlds-free-book.html</url></story><parent_chain><item><author>DylanBohlender</author><text>Richard Bartle is a luminary in the field of game design. He invented a system for classifying gamers&amp;#x27; preferred game actions called the &amp;quot;Bartle taxonomy&amp;quot;, which helps game designers understand player motivations better. Think of it like user personas in software development - Killers love competition, Explorers love discovery, Achievers love mastery, and Socializers play games for social reasons. When designing a game for mass appeal it&amp;#x27;s often important to make sure players of all stripes find reasons to enjoy it, and Bartle&amp;#x27;s taxonomy is a great framework for analyzing how different types of players will interact with a game.&lt;p&gt;You can take an online version of the Bartle taxonomy questionnaire to get your own results here:&lt;p&gt;&lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;matthewbarr.co.uk&amp;#x2F;bartle&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;matthewbarr.co.uk&amp;#x2F;bartle&amp;#x2F;&lt;/a&gt;</text></item></parent_chain><comment><author>User23</author><text>This brings back memories. I was a huge fan of the old pkmud. It had gameplay that very much anticipated today&amp;#x27;s battle royales. The various players would get teleported randomly to locations in the DIKU MUD world and then scramble to kill MOBs and collect gear to better murder the other players. Looks like it&amp;#x27;s still around[1], and for some reason my handle is an illegal name. Fascinating! Sadly, like most MUDs, the player base is nonexistent.&lt;p&gt;Most of my time though was on a deeper SillyMUD derived PK MUD called Forbidden Lands. It was neat because the focus wasn&amp;#x27;t on murder, it was just an option. So the politics and mores around killing got quite interesting.&lt;p&gt;Edit: Still KASE.&lt;p&gt;[1] &lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;pkmud.net&amp;#x2F;&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;pkmud.net&amp;#x2F;&lt;/a&gt;</text></comment>