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Online computer game 9/10, #7 Player types Game design doc example Work
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Games: What is good? De Gustibus Non Est Disputandum [You can't discuss taste.] The same old question: Is it the text or the reader? But then again...
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A game definition Pre-defined rules (a dynamic system) Goals Variable outcome associated with the player(s) Optional real-world consequences. But: Players don’t like the same games. Players may not like the same game for the same reasons. Players do argue about rules.
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Case-study: MUDs MUDs (Multi user dungeon) is the first major online game genre. Developed in 1980 by Trubshaw & Bartle. Originally text, today replaced by commercial graphical games like EverQuest, Age of Camelot, Anarchy Online, soon Star Wars Galaxies...
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EverQuest
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MUD-karakteristics Role playing type: A character that can collect stuff and advance in levels. You explore the world and fight monsters. Optional quests. No official goal of the game. Can be played in different ways.
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Bartle - player types Achievers - likes getting points Explorers - exploring the world Socialisers - communicating Killers - killing others
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The model ACTING Killers | Achievers | PLAYERS -------------------+------------------- WORLD | Socialisers | Explorers INTERACTING
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Timothy Burke’s simple model Maximizers: Players wanting max amount of points, weapons etc.. Moral economy faction: Players who want to roleplay etc... Players who think there’s a moral to the world
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JJ: Points A game has to open to the extent that players can use it for their own end. But the design of the game, pushes players in certain direction. Games can work because of the conflict between player types.
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