Today I read some of "Clubs, Diamonds, Hearts, Spades: Players who suit MUD's"
The first thing that I learned is 'MUD' is an outdated term and is a precursor to today's 'MMO'
Reading this article is quite confusing. It uses language that is difficult to decipher immediately while reading, it takes some time to understand what it's actually saying. I definitely believe they could have used simpler English as all of this is just unnecessary.
I browsed through the article and found one part particularly interesting is the Player's Interactions section (noted that these types are stereotypical and it is normal for a player to fit into traits of two or more types):
(I have decided to only cover the traits against each other as there are too many variations, this way I can still cover all traits)
Achievers vs Achievers
Achievers to each other are competition to be beaten (friendly nature). Will blame the mechanics of the game for a loss or use them as an excuse if they are not as advanced in the game.
Together they co-operate well to achieve one large goal.
Don't mind being alone in a game, but still want to describe their exploits to somebody that will listen.
Explorers vs Explorers
Good explorers hold great respect from other explorers but are merciless to bad explorers. The worst thing an explorer can do to another is giving out incorrect information (believing it is correct).
Thrive on telling others of their discoveries. Prefer to be surrounded by people similar (Uncommon).
Socialisers vs Socialisers
Can talk to one another on any subject for hours on end. In a game environment, the MMO creates the open-conversation itself.
Socializers follow socializers, if a game has many, then more will follow.
Killers vs Killers
Try not to cross paths with one another unless pre-organised. View themselves as superior to other players, and wish to be viewed that way. A killer being killed by another killer destroys their reputation.
They will occasionally work in teams (short terms). The only effect killers have on other killers is reducing the number of potential victims.
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Overall I found these traits very interesting to read about and they may very well be a factor to consider during the design of a game, to attract specific kinds if that's the goal.
BLC Blogging.
The first thing that I learned is 'MUD' is an outdated term and is a precursor to today's 'MMO'
Multiplayer Game Meme
Reading this article is quite confusing. It uses language that is difficult to decipher immediately while reading, it takes some time to understand what it's actually saying. I definitely believe they could have used simpler English as all of this is just unnecessary.
I browsed through the article and found one part particularly interesting is the Player's Interactions section (noted that these types are stereotypical and it is normal for a player to fit into traits of two or more types):
(I have decided to only cover the traits against each other as there are too many variations, this way I can still cover all traits)
Achievers vs Achievers
Achievers to each other are competition to be beaten (friendly nature). Will blame the mechanics of the game for a loss or use them as an excuse if they are not as advanced in the game.
Together they co-operate well to achieve one large goal.
Don't mind being alone in a game, but still want to describe their exploits to somebody that will listen.
Explorers vs Explorers
Good explorers hold great respect from other explorers but are merciless to bad explorers. The worst thing an explorer can do to another is giving out incorrect information (believing it is correct).
Thrive on telling others of their discoveries. Prefer to be surrounded by people similar (Uncommon).
Socialisers vs Socialisers
Can talk to one another on any subject for hours on end. In a game environment, the MMO creates the open-conversation itself.
Socializers follow socializers, if a game has many, then more will follow.
Killers vs Killers
Try not to cross paths with one another unless pre-organised. View themselves as superior to other players, and wish to be viewed that way. A killer being killed by another killer destroys their reputation.
They will occasionally work in teams (short terms). The only effect killers have on other killers is reducing the number of potential victims.
_________________________________________________________________________________
Overall I found these traits very interesting to read about and they may very well be a factor to consider during the design of a game, to attract specific kinds if that's the goal.
BLC Blogging.
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