Let's call a spade a spade
In 1996 Richard A Bartle published a paper called Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. 1996's MUD (or Multi User Dungeon) has become today's MMORPG (or Massively Multiplayer Online Role Playing Game) and Bartle's concept of the four kinds of players inhabiting an online word still rings true. His work is a fascinating read for anyone interested in game design or simply want to know why the other people in your favorite online game act so strange.
In 2000, Erwin Andreasen developed an online test to allow one to determine where they fall on Bartle's four axes. Andreasen's test then links the results with a player's Keirsey Temperement Sorter results.
Also of interest to the audience of this blog is the BarKoL test, a version of Andreasen's test tailored for Kingdom of Loathing players.
1 Comments:
I break down like this on BarKoL, btw:
Heart: 14.47%
Diamond: 27.63%
Spade: 51.32%
Club: 6.58%
"A pure spade, just like Boozerbear!"
That seems about right. The bad thing about these tests is that there really is (at least) four ways to approach a problem or situation in an online game. A test that only gives two possiblities for a question is going to map some respondents to a category with which they wouldn't normally be associated.
Post a Comment
<< Home